Presenting Kamek the Ref's Kode of Battle, version 2!
You can e-mail me at hcuz at nycap dot rr dot com. I removed the direct link to cut down on spam.

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.

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.


A. FIGHTER [FTR]

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


B. HOLY SWORDSMAN [HSW]

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


C. RUNE KNIGHT [RKN]

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


D. MONK [MNK]

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


E. DRAGOON [DRG]

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


F. PIRATE [PIR]

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


G. NINJA [NIN]

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


H. HAMMER BROTHER [HMB]

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


I. BLACK MAGE [BKM]

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

BLACK MAGIC:
Blizzaga (200 EXP): Ice-elemental magic. Giant shards of ice rise from the ground to impale one enemy. (40 MP)
Blizzara (140 EXP): Ice-elemental magic. A large block of ice crushes one enemy, dealing 30 MP worth of damage. (25 MP)
Blizzard (60 EXP): Ice-elemental magic. Ice needles attack one enemy, dealing 15 MP worth of damage. (10 MP)
Blood Pact (175 EXP): Offer some of your own life force in exchange for arcane might. You take damage equal to 20% of your max HP, and an accompanying magic spell is powered up by 20%. Alternatively, you take the damage and get Magic Attack Up status for 51 ticks.
Break (200 EXP): The ground itself rises up in an attempt to encase and immobilize one target. Deals 30 MP worth of earth-elemental damage, with a 25% chance to petrify the target (or reduce CT to 0 if immune to petrification). (36 MP)
Cross-Cast (125 EXP): When damaged, retaliate by casting Fire, Blizzard, or Thunder (caster's choice).
Death (250 EXP): Summons the grim reaper to carry one target to the afterlife. 50% chance of instant death. (30 MP)
Fira (140 EXP): Fire-elemental magic. Searing flame jets attack all enemies, dealing 23 MP worth of damage. (25 MP)
Firaga (200 EXP): Fire-elemental magic. A large column of flame engulfs all enemies, dealing 30 MP worth of damage. (40 MP)
Fire (60 EXP): Fire-elemental magic. Blazing fireballs attack all enemies, dealing 12 MP worth of damage. (10 MP)
Flare (350 EXP): Non-elemental magic explodes through one target, ignoring magic defense. Does 60 MP worth of damage, but has a 20% chance to "miss" and deal 1/4 damage. (50 MP)
Manafont (200 EXP): Draw magic energy from the air around you by becoming one with the tapestry of creation. Or some bullshit like that. At the end of every turn, recover 1/10 of your max MP.
Thundaga (200 EXP): Lightning-elemental magic. The wrath of heaven descends upon random targets. Hits (e/2+3) times at 60% accuracy; each hit does 20 MP worth of damage, each miss does 5 MP worth. (40 MP)
Thundara (140 EXP): Lightning-elemental magic. Lightning bolts from the heavens strike random targets. Hits (e/2+3) times at 60% accuracy; each hit does 15 MP worth of damage, each miss does 4 MP worth. (25 MP)
Thunder (60 EXP): Lightning-elemental magic. Bursts of electricity shock random targets. Hits (e/2+3) times at 60% accuracy; each hit does 8 MP worth of damage, each miss does 2 MP worth. (10 MP)
Ultima (500 EXP): Ultimate black magic reduces everything to rubble. Non-elemental, hits all enemies for 50 MP of power, and ignores magic defense. (70 MP, !Rf)

MASTERED BY: Gujin, Kafei, Kyoji, Travis the Sage


J. WHITE MAGE [WHM]

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

WHITE MAGIC:
Auto-Life (200 EXP): Summons holy spirits to protect the target. Adds Auto-Life status. (25 MP)
Barrier (150 EXP): Adds a 1-HP barrier to one ally to protect from one attack. (10 MP)
Berserk (100 EXP): Magically enrages the target, sending them into a single-minded fury. Adds Berserk status. (10 MP)
Cura (150 EXP): Magically cure wounds of one or more targets. More powerful than Cure. (18 MP)
Curaga (250 EXP): Magically cure wounds of one or more targets. Most powerful Cure magic. (28 MP)
Cure (50 EXP): Magically cure wounds of one or more targets. (8 MP)
Dispel (200 EXP): Magical energy has a 75% chance to dispel status boosts from one target. (15 MP, !Rf)
Esuna (200 EXP): Fully purifies one ally's body, removing most status ailments. (12 MP)
Full-Life (250 EXP): Return to the world of the living! Fully restores a fallen ally. Works on the undead. (35 MP)
Healing x2 (120 EXP): Doubles the effect of Cure, Cura, and Curaga.
Holy (350 EXP): Holy-elemental magic. Raw, unadulterated holy magic overwhelms one target. (50 MP)
Intercession (270 EXP): For when your allies need assistance RIGHT NOW... allows you to spend some MP and cast one magic spell out of turn, once per turn, at the start of any other player's turn. (18 MP)

Life (80 EXP): Recover a fallen target from the abyss. Restores 50% of HP. Works on the undead. (15 MP)
Protect (65 EXP): Magical shield protects one or more allies from physical damage. Adds Defense Up status. Can be multitargeted for reduced duration. (10 MP)
Regen (60 EXP): Gradually heal the wounds of one or more allies. Adds Regen status. Can be multitargeted for reduced duration. (10 MP)
Resist (300 EXP): Holy magic protects one ally's body from impurities. Adds Safeguard status. (18 MP)
Share MP (140 EXP): Transfer own MP to an ally in need. Ally recovers 1.5x the MP cost. (??? MP, !Rf)
Shell (65 EXP): Magical barrier protects one or more allies from magical damage. Adds Magic Defense Up status. Can be multitargeted for reduced duration. (10 MP)

MASTERED BY: Gujin, Mario Mario


K. TIME MAGE [TMM]

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

TIME MAGIC:
Comet (140 EXP): Summons a comet from space to damage one enemy. Non-elemental magic, ignores defense. Power is random 10-40 MP. (15 MP, !Rf)
Graviga (200 EXP): Space/time distortion has a 50% chance of reducing one target's HP by 25%. (35 MP)
Gravity (100 EXP): Space/time distortion has a 75% chance of reducing one target's HP by 15%. (25 MP)
Haste (120 EXP): Alters the flow of time for one target. Adds Haste status; does not use up your turn. (7 MP)
Hastega (300 EXP): Alters the flow of time for multiple targets. Adds Haste status to all allies. (24 MP)
Meteo (500 EXP): Summons four comets from space (see the Comet ability) to damage random enemy targets. Non-elemental magic, ignores defense. (70 MP, !Rf)
Quick (300 EXP): Time distortion enables two consecutive actions to the target. Adds Quick status. (42 MP)
Reflect (240 EXP): When faced with a magic spell, space distortion has a 50% chance to redirect it into a random enemy. Some spells (marked !Rf) may not be reflectable. (11 MP)
Rewind (350 EXP): Forces the flow of time backwards, allowing a "re-do" of the previous turn (including things like paralysis rolls, hazard bar increase and resulting hazard, and so on). Any given turn may only be rewound once. (30 MP)
Slow (70 EXP): Alters the flow of time for one target. Has a 75% chance of adding Slow status. (7 MP)
Slowga (200 EXP): Alters the flow of time for multiple targets. Adds Slow status to all enemies (75% per enemy). (18 MP)
Time Slip (300 EXP): Time keeps on slippin', slippin', slippin'... into the future. Caster selects a target, and either reduces or increases his CT by 40. You may also pay 50% more MP in order to reduce an enemy's CT AND increase an ally's CT in this manner. (20 MP)
Warp (180 EXP): Space distortion transports a target over a long distance instantly. Has a 50% chance to inflict MIA status on one enemy. Can also be used to remove MIA status from one target, without using up a turn. (16 MP)

MASTERED BY: Gujin, Travis the Sage


L. SUMMONER [SMN]

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

SUMMON MAGIC:
Bahamut (400 EXP): Summons the king of dragons, Bahamut, who specializes in straight-up destruction. Bahamut is a high-tier Eidolon and his skills are Nuke, Dragon's Favor, and Mega Flare. (48 MP, !Runic, !Am)
Call Script (180 EXP): Instead of an Eidolon, spawns a random character from the call script to do something. (Mute OK)
Carbuncle (200 EXP): Summons the small blue creature, Carbuncle, who specializes in magic defense. Carbuncle is a mid-tier Eidolon and his skills are Ruby Laser, Ruby Illusion, and Ruby Light. (30 MP, !Runic, !Am)
Dimensional Tactician (150 EXP): When an Eidolon is dismissed using Eidolon Dismissal, the summoner's CT increases to 100. However, this turn may not be used to summon another Eidolon.
Golem (200 EXP): Summons the large, rocky Golem, who specializes in physical defense. Golem is a mid-tier Eidolon and his skills are Rocky Kick, Steady Hand, and Earthen Wall. (30 MP, !Runic, !Am)
Ifrit
(100 EXP): Summons the flame demon, Ifrit, who specializes in fire attacks. Ifrit is a low-tier Eidolon and his skills are Meteorite Strike, Burning Strength, and Hellfire. (26 MP, !Runic
, !Am)
Leviathan (280 EXP): Summons the serpentine ocean-dweller Leviathan, who specializes in water attacks. Leviathan is a high-tier Eidolon and his skills are Dive, Cleansing Waters, and Tidal Wave. (36 MP, !Runic
, !Am)
Madoka (260 EXP): Summons the flame dragon Madoka, who specializes in creating barriers. Madoka is a high-tier Eidolon and his skills are Dragon Rush, Sneaky Stealth, and Kekkai En. (40 MP, !Runic
, !Am)
Phoenix (400 EXP): Summons the firebird of eternity, Phoenix, who specializes in reviving the fallen. Phoenix is a high-tier Eidolon and its skills are Fire Ball, Phoenix Feather, and Flames of Rebirth. (52 MP, !Runic, !Am)
Ramuh (100 EXP): Summons the old man, Ramuh, who specializes in lightning attacks. Ramuh is a low-tier Eidolon and his skills are Gigavolt, Power Infusion, and Judgment Bolt. (28 MP, !Runic
, !Am)
Shiva (100 EXP): Summons the ice queen, Shiva, who specializes in ice attacks. Shiva is a low-tier Eidolon and her skills are Hypothermia, Crystalline, and Diamond Dust. (27 MP, !Runic
, !Am)
Surge (170 EXP): Summons the personification of chaos, Surge, who specializes in unpredictability. Surge is a mid-tier Eidolon and her skills are Shadow Bomb, Chaotic Heal, and Quadra-Surge. (32 MP, !Runic
, !Am)
Sylph (120 EXP): Summons the wind fairies, Sylphs, who specialize in wind damage. Sylph is a low-tier Eidolon and its skills are Wind Gust, Sylvan Speed, and Whispering Wind.
(29 MP, !Runic, !Am)
Titan (100 EXP): Summons the earth giant, Titan, who specializes in earth damage. Titan is a low-tier Eidolon and its skills are Tremor, Stone Skin, and Gaia's Wrath. (25 MP, !Runic
, !Am)
Unicorn (240 EXP): Summons the holy creature, Unicorn, who specializes in healing. Unicorn is a mid-tier Eidolon and its skills are Holy Light, Tranquility, and Healing Horn. (31 MP, !Runic
, !Am)

MASTERED BY: Gujin, Travis the Sage, Wolfman2000


M. BLUE MAGE [BLM]

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

BLUE MAGIC:
Add Spells (250 EXP): Draws 1d3 new binder spells without discarding current ones. You cannot hold more than ten spells at a time.
Casting
(600 EXP): Enables casting of known blue magic spells.

Doublecast (250 EXP): Cast two held binder spells in the same action. If the spells are identical, Doublecasting is free, and if you have more than two identical spells, you can call coin flips to try and cast more than two at a time. (20 MP, !Mag)
Draw-Cast (250 EXP): Selects a magic spell from the enemy's skillset, and casts it immediately (MP cost must be paid normally). 75% chance of success.
Draw Spells (150 EXP): Discards all held binder spells (if any) and draws five new ones.
Draw-Stock (250 EXP): Select a magic spell from the enemy's skillset, and add it to your own Spell Binder for later use. You may be able to draw multiple copies of a spell, depending on the MP cost. (Up to 20 MP = 3 copies; 21-45 MP = 2 copies; 46+ MP = 1 copy.)
Learning (200 EXP): Learn a blue magic spell if you get hit and affected by it. Can be used regardless of status effects.
Mind's Eye (100 EXP): You automatically receive certain hidden information about monsters. At the start of every turn, see the HP percentage and CT of any enemies whose stats are hidden.
MP Gift (250 EXP): Discards a spell from the Spell Binder, and one ally recovers MP equal to half the MP cost. Does not use up your turn. You can also use this as an actual turn action, and it will have double effect.
Observation (300 EXP): Learn a blue magic spell by seeing it cast successfully (that is, it must hit and affect someone). Usable once per battle.
Spell Binder (350 EXP): Always hold at least five random magic spells. You could get basic Kode stuff... or special boss-only magic!
Study (50 EXP):
Study an enemy fighter's abilities. Reveals stats, thoughts, and so on.

MASTERED BY: TIASIAN, Travis the Sage


N. WITCH DOCTOR [WCD]

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

VOODOO MAGIC:
Blind (100 EXP): Voodoo magic inhibits the target's vision. Has a 75% chance of adding Blind status. (8 MP)
Bypass Safeguard (450 EXP): Special voodoo art that allows casted status effects to penetrate enemy safeguards. Only works with one ailment at a time.
Confuse (120 EXP): Voodoo magic attacks the target's thoughts. Has a 75% chance of adding Confused status. (12 MP)
Energize (65 EXP): Mysterious medicine increases target's magical abilities. Adds Magic Attack Up status. (7 MP)
Final Strike (170 EXP): Mysterious medicine gives target the endurance to pull off a last-gasp attack. Adds Final Strike status. (24 MP)
Imp Song (240 EXP): Voodoo magic transforms target into (or from) an imp! Has a 50% chance of toggling Imp status. (24 MP)
Mana Saver (130 EXP): Mysterious medicine reduces target's MP expenditures, at a cost. Adds Morph status. (14 MP)
Metal Skin (175 EXP): Mysterious medicine changes target's body to steel. Adds Metal status. (18 MP)
Might (65 EXP): Mysterious medicine increases target's strength. Adds Attack Up status. (7 MP)
Mini (150 EXP): Voodoo magic drastically reduces (or restores) the target's stature. Has a 75% chance of toggling Tiny status. (14 MP)
Paralyze (100 EXP): Voodoo magic inhibits the target's movement. Has a 75% chance of adding Paralyzed status. (10 MP)
S'Crow Funk (135 EXP): Voodoo magic transforms target into (or from) a man of straw! Has a 75% chance of toggling Scarecrow status. (10 MP)
Silence (180 EXP): Voodoo magic prevents target from speaking. Has a 75% chance of adding Mute status. (14 MP)
Sleep (165 EXP): Voodoo magic causes target to lose consciousness. Has a 50% chance of adding Sleep status. (10 MP)
Steroids (110 EXP): Not-so-mysterious medicine which increases the target's adrenaline flow. (20 MP)
Surprise! (300 EXP): Voodoo magic causes unknown effects to the target. Has a 75% chance of adding a random ??? status effect. (18 MP)
Venom (85 EXP): Voodoo magic attacks the target with toxins. Has a 75% chance of adding Poison status. (7 MP)
Voodoo Soul (150 EXP): Adds 15 MP worth of damage to non-damaging status ailment spells, or 10 MP worth of healing to status boost spells. Damage/healing is halved for multitarget spells.
Zombify (110 EXP): Voodoo magic causes bodily decay. Has a 75% chance of adding Undead status. (14 MP)

MASTERED BY: Darkheart, Gujin


O. RED MAGE [RDM]

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

RED MAGIC:
Blizzard
(60 EXP): Ice-elemental magic. Ice needles attack one enemy, dealing 15 MP worth of damage. (10 MP)

Boost Break (200 EXP): Deals physical damage to one target, and dispels one selected status boost. (7 MP, !Mag, DW)
Cura (150 EXP): Magically cure wounds of one or more targets. More powerful than Cure. (18 MP)
Cure (50 EXP): Magically cure wounds of one or more targets. (8 MP)
Double Sworcery (650 EXP): An efficient method of using both swords and sorcery, perfected by Red Mages. Allows use of two Red Magic skills in the same action.
Empowered Slash (240 EXP): Deals physical damage, and if the last action skill the caster used was a magic spell, adds a multiplier equal to [30 - Spell's MP cost] / 10. This multiplier cannot go below zero. (9 MP, !Mag, DW)
Energize (65 EXP): Mysterious medicine increases target's magical abilities. Adds Magic Attack Up status. (7 MP)
Esuna (200 EXP): Fully purifies one ally's body, removing most status ailments. (12 MP)
Fire (60 EXP): Fire-elemental magic. Blazing fireballs attack all enemies, dealing 12 MP worth of damage. (10 MP)
Life (80 EXP): Recover a fallen target from the abyss. Restores 50% of HP. Works on the undead. (15 MP)
Lockon (60 EXP): Increases one target's eyesight and motion detection, adding Accuracy Up. (7 MP)
Might (65 EXP): Mysterious medicine increases target's strength. Adds Attack Up status. (7 MP)
Paralyze (100 EXP): Voodoo magic inhibits the target's movement. Has a 75% chance of adding Paralyzed status. (10 MP)
Protect (65 EXP): Magical shield protects one or more allies from physical damage. Adds Defense Up status. Can be multitargeted for reduced duration. (10 MP)
Shell (65 EXP): Magical barrier protects one or more allies from magical damage. Adds Magic Defense Up status. Can be multitargeted for reduced duration. (10 MP)
Spectral Strike (200 EXP): A special kind of sword skill that uses the caster's Magic Attack instead of physical Attack, dealing 2x damage. (11 MP, !Mag, DW)
Spirit Drain (210 EXP): Deals physical damage to one target, and the damage dealt is absorbed by the caster as MP. (3 MP, !Mag, DW)
Swift Steel (180 EXP): After casting an offensive magic spell, tacks on an extra physical attack under the same rules as Dual Wield.
Thunder (60 EXP): Lightning-elemental magic. Bursts of electricity shock random targets. Hits (e/2+3) times at 60% accuracy; each hit does 8 MP worth of damage, each miss does 2 MP worth. (10 MP)
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: Gujin, SSLRranma, TIASIAN


P. CHEMIST [CHM]

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

ITEM ABILITY:
Build Item (110 EXP): Concoct a random item (you choose what kind of item) and give to the fighter of your choosing. (10 MP, !Mag)
Distribution (240 EXP): You get three hand offs/IUs instead of one to start your turn. However, Distribution ends 60 seconds after the start of your turn.
Draw Items (140 EXP): Discard held items (if any) and draw five random new ones.
Dry Ether (195 EXP): Concoct a mana-restoring potion. Recovers 40 MP. (20 MP, !Mag)
Elixir (390 EXP): Concoct the ultimate healing potion. Recovers all HP and MP, cannot be used on self. (50 MP, !Mag)
Ether (85 EXP): Concoct a mana-restoring potion. Recovers 20 MP.
Hi-Potion (165 EXP): Concoct a life-restoring potion. Recovers 75 HP. (20 MP, !Mag)
Item Box (340 EXP): A box full of random items that magically replenishes itself at the start of the user's turn. Always holds at least five items; if used outside of its primary job, it holds three items instead.
Mix (240 EXP): Combine two held items into a single concoction. You won't know what you'll get until you've mixed.
Multiple Uses (110 EXP): Continuously use a multiple-use item.
Phoenix Down (140 EXP): Procure a magical feather from a phoenix. Raise a fallen ally with 1 HP.
Poison Mushroom (170 EXP): Concoct the Poison Mushroom item. Gives three random status ailments. (20 MP, !Mag)
Potion (75 EXP): Concoct a life-restoring potion. Recovers 25 HP.
Remedy (140 EXP): Concoct a potion that removes most status ailments.
Share Items (90 EXP): Access teammates' held items, with their permission.
Study (50 EXP): Study an enemy fighter's abilities. Reveals stats, thoughts, and so on.
Super Mushroom (170 EXP): Concoct the Super Mushroom item. Gives three random status boosts. (20 MP, !Mag)
Tungsten (150 EXP): Concoct some Tungsten. Cures Death Sentence. (10 MP, !Mag)

MASTERED BY: Neo-Kamek, TIASIAN


Q. GAMBLER [GMB]

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

GAMBLING:
5-Card Draw (300 EXP): Always hold five random playing cards, and can redraw one per turn. If you make a poker hand, you can use it to perform powerful attacks! A full list of effects can be seen below.
Dice (200 EXP): Rolls the dice (2d6) to attack one enemy. If the roll is 2 (Snake Eyes), target is poisoned. If the roll is 12 (Boxcars), target is paralyzed. If the roll is 7 (Lucky Sevens), roll again and add that result to the first one (Lucky Sevens is stackable). The result is multiplied by 10 to determine the damage; Snake Eyes and Boxcars ignore safeguard. (10 MP, !Mag)
Double or Nothing (400 EXP): Has a 50% chance to double the power (or in some cases accuracy) of an accompanying attack... but if it fails, the whole attack will fail completely. Double Or Nothing cannot be stacked. (+10 MP)
EXP Rain (200 EXP): Throw EXP to damage an enemy. Thrown EXP must be from your primary job. You can throw up to 100 EXP; each EXP deals 5 damage, and you can't throw non-integer EXP values. If no actual EXP is thrown (Mimic, etc.), damage caps at 100, but you can augment the damage by using your own EXP.
Freebie (150 EXP): When using an item, you have a 50% chance to retain that item instead of losing it. Does not apply if an item is being thrown, mixed, or anything else other than just plain used.

Gamble Defense (250 EXP): An attempt to lessen damage... that occasionally does just the opposite. When you take damage, the ref selects a random number between 1 and 1.5x the base damage. That number is how much damage you take instead. (12 MP)
Monster Summon (175 EXP): Summon one of several monsters and minions from various video games to attack enemies. The help you'll receive is random... you could unleash a Behemoth or a Snorlax to devastate your foes, or you might just get a Goomba. (8 MP, !Rf)

Random Reels (175 EXP): A special kind of slot machine that rolls four (mostly) beneficial random effects. The caster picks one effect and applies it to a selected combatant; the other three results go to random fighters. (14 MP, !Mag)
Recall Magic (300 EXP): Cast a random magic spell... you don't know what it'll be, but it's free! Alternatively, you can narrow it down to a specific kind of magic (Black, White, Time, Summon, Blue, or Voodoo), and pay half the MP for whatever comes up. (??? MP)
Russian Roulette (240 EXP): Gamble with your life! If you survive, you recover some HP and MP -- maybe even all of it. But one time out of six... BLAM! This skill may be used on other fighters, but they have to agree to it. (11 MP, !Mag)
Slots (200 EXP): Roll the slot machine to determine the effect! All three numbers are multiplied together; if two numbers match, the amount is healed to all allies, otherwise that amount of damage is dealt to all enemies.
If all three numbers match, something special will happen! Each slot window ranges from 1 to 7.
Surge Slinger (200 EXP): Increases your damage by turning you into a slinger of wild surges! For 21 ticks, all of your actions get a 25% effectiveness boost, but are accompanied by wild surges. Does not affect reactions, IUs, or the like, and does not stack with Added Wild Surge. This move does not end your turn.
Wild Card (210 EXP): Discard a held 5-Card Draw card for a certain effect. Effects depend on the card's suit and value; details below. If you don't have a 5-Card Draw, three cards are generated and you pick one to use. (15 MP, !Mag)

MASTERED BY: Ashton


List of 5-Card Draw Effects (NOTE: Some of these skills are boss-only or surge-only skills not seen here in the Kode, use @desc in-channel to see what they do)


* ONE PAIR (10s or lower): Slip, 60 Atk
* ONE PAIR (Jacks or better): Slip, 75 Atk
* TWO PAIR (Both are 10s or lower): Plague, 70 MAtk
* TWO PAIR (Either is Jacks or better): Plague, 90 MAtk
* THREE OF A KIND (10s or lower): Break, 80 MAtk
* THREE OF A KIND (Jacks or better): Break, 95 MAtk
* STRAIGHT (High card is 10 or lower): Kraidgief Punch, 55 Atk
* STRAIGHT (High card is Jack or better): Kraidgief Punch, 70 Atk
* FLUSH (Hearts/clubs/diamonds): Sun Flare, 80 MAtk
* FLUSH (Spades): Sun Flare, 100 MAtk
* FULL HOUSE (don't have three Jacks or better): Climhazzard, 85 Atk
* FULL HOUSE (have three Jacks or better): Climhazzard, 100 Atk
* FOUR OF A KIND (10s or lower): Swing, 90 Atk
* FOUR OF A KIND (Jacks or better): Swing, 105 Atk
* FIVE OF A KIND (10s or lower): Seraphic Judgment, 70 MAtk
* FIVE OF A KIND (Jacks or better): Seraphic Judgment, 100 MAtk
* STRAIGHT FLUSH (Any): Ultra Cow, ??? MAtk
* ROYAL FLUSH (Any): Gamma Ray, 100 MAtk

List of Wild Card Effects:

* SPADES (2-10): Drains 30 HP from one enemy
* SPADES (J-A): Drains 40 HP from one enemy
* CLUBS (2-10): 30 damage and 20 CT loss to one enemy
* CLUBS (J-A): 40 damage and 30 CT loss to one enemy
* HEARTS (2-10): One ally revived with 25% HP and 10 ticks to live
* HEARTS (J-A): One ally revived with 50% HP and 19 ticks to live
* DIAMONDS (2-10): Restores 10 MP to all allies
* DIAMONDS (J-A): Restores 20 MP to all allies


R. HAZARDEER [HZD]

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

HAZARD CONTROL:
Hazard Change (250 EXP): Reroll the set of a naturally-occurring hazard. One R-skill per hazard only. (10 MP)
Hazard Control (150 EXP): Fill or empty the hazard bar at will. If you fill it, select the hazard set for the ensuing hazard.
Hazard Focus (200 EXP): Fill the hazard bar, select the hazard set for the ensuing hazard, and attempt to focus the hazard. Non-focusable hazards (marked !F) can be rerolled for 5 MP. (20 MP)
Hazard Protect (200 EXP): Renders the target immune to either hazard or surge effects for 31 ticks, or immune to both for 21 ticks. (15 MP)
Hazard Reroll (250 EXP): Reroll a naturally-occurring hazard from the same set. One R-skill per hazard only. (10 MP)
Interruption Interruptor (300 EXP): Cancel a randomly-spawned interruption hazard. Can be used even in conjunction with other R-skills. (25 MP)
Refbomb Defuser (300 EXP): Cancel a randomly-spawned refbomb. Can be used even in conjunction with other R-skills. (32 MP)
Restore Default (400 EXP): Cancels arena changes, weather, special conditions, etc. (30 MP)
Surge Reroll (400 EXP): Reroll a wild surge. Once per surge/set of surges. (20 MP)
Target Reroll (250 EXP): Reroll a naturally-occurring hazard's target. One R-skill per hazard only. (10 MP)
Turbo Hazard (300 EXP): Double the effect of a naturally-occurring hazard. One R-skill per hazard only. (20 MP)

MASTERED BY: Dragoshi, Kyoji, Wolfman2000



S. NETNAVI [NNV]

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

EXECUTE!:
Add Chips (250 EXP): Draws 1d3 new NetNavi chips without discarding current ones. You cannot hold more than ten chips at a time.
Aqua Cross (240 EXP): Enters Aqua Cross mode. All water chips deal +30 damage, or you can charge water chips to deal double damage (these bonuses do not stack). If hit with lightning, you take double damage and the cross ends. This move does not take up your turn, but can only be used once per battle.
Beast Out (500 EXP): Enters Beast Out mode for 3 turns; only usable once per battle. In this mode, all non-elemental chips get +30 damage. Charging a non-elemental chip results in a Beast Claw, which hits all enemies once and then takes an additional swipe at one selected enemy; damage is equal to that of the chip used. If used with a Cross, you can use Beast Claw with an appropriate elemental chip, but you lose the Cross when Beast Out runs out.
Dark Chip (190 EXP): Add a Dark Chip to your hand if your HP is critical. You may only hold one Dark Chip at a time. Using a Dark Chip costs 1 EXP and causes a wild surge, and adds to your inner darkness.
Draw Chips (150 EXP): Discards held NetNavi chips (if any) and draws 5 new ones.
Elec Cross (240 EXP): Enters Elec Cross mode.
All lightning chips deal +30 damage, or you can charge lightning chips to deal double damage (these bonuses do not stack) If hit with wood, you take double damage and the cross ends. This move does not take up your turn, but can only be used once per battle.
Fire Cross (240 EXP): Enters Fire Cross mode.
All fire chips deal +30 damage, or you can charge fire chips to deal double damage (these bonuses do not stack) If hit with water, you take double damage and the cross ends. This move does not take up your turn, but can only be used once per battle.
HP Memory (100 EXP): Adds 20 to HP and Max HP. This is included in the NetNavi's base stats.
Program Advance C (200 EXP): Combines two like-coded NetNavi chips into a single attack. You won't know the resulting attack until you've advanced the chips.
Program Advance E (300 EXP): Combines two like-elemental NetNavi chips into a single attack. You won't know the resulting attack until you've advanced the chips, though this is less powerful than the chip code-based advances.
Program Folder (350 EXP): Always hold at least five NetNavi chips. If used outside of its primary job, it holds three chips instead.
Wood Cross (240 EXP): Enters Wood Cross mode.
All wood chips deal +30 damage, or you can charge wood chips to deal double damage (these bonuses do not stack) If hit with fire, you take double damage and the cross ends. This move does not take up your turn, but can only be used once per battle.

MASTERED BY: SSLRranma


T. MIMIC [MIM]

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

MIMICRY:
Mimic (2000 EXP): Copy any action since your last turn, at half power. Does not require you to spend MP, use items, etc.
Perfect Copy (1000 EXP): Use Mimic at full power instead of half.

MASTERED BY: Meta, Wolfman2000



U. OFFENSIVE SPECIALIST [OFF]

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

PURE OFFENSE:
Anti-Overkill (135 EXP): If you take more than 200% of your Max HP in damage and survive, Attack, Defense, Magic Attack, and Magic Defense increase by 10 each. Cannot be induced by attacks from allies.
Blizzaga (200 EXP):
Ice-elemental magic. Giant shards of ice rise from the ground to impale one enemy. (40 MP)
Climhazzard (500 EXP): The ultimate sword technique. Cuts through all enemies for 3x damage. Cannot miss or deal a critical hit. (30 MP, !Mag)
Cross-Cast (125 EXP): When damaged, retaliate by casting Fire, Blizzard, or Thunder (caster's choice).
Dark Buster (200 EXP): A truly fierce attack powered by darkness. Does 2x physical damage to the target and removes one status boost. If the target has no boosts, the attack does 3x damage instead. (20 MP, !Mag)
Dark Magic (190 EXP): Uses forbidden powers to cast a spell at 1.5x power... at the cost of your life. Doing so adds to your inner darkness. This cannot be used with any spells that would kill you anyway.
Dragon Might (150 EXP): Imbues the target with the fierceness of a dragon. Atk and MAtk increase by 10 each. (10 MP, !Mag)
Firaga (200 EXP): Fire-elemental magic. A large column of flame engulfs all enemies, dealing 30 MP worth of damage. (40 MP)
Meteo (500 EXP): Summons four comets from space (see the Comet ability, under Time Mage) to damage random enemy targets. Non-elemental magic, ignores defense. (70 MP, !Rf)
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.
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)
Thundaga (200 EXP): Lightning-elemental magic. The wrath of heaven descends upon random targets. Hits (e/2+3) times at 60% accuracy; each hit does 20 MP worth of damage, each miss does 5 MP worth. (40 MP)

MASTERED BY: Travis the Sage


V. DEFENSIVE SPECIALIST [DEF]

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

PURE DEFENSE:
Armor (150 EXP): Toughens up the target by adding armor. Def and MDef increase by 10 each. (10 MP, !Mag)

Auto-Life (200 EXP): Summons holy spirits to protect the target. Adds Auto-Life status. (25 MP)
Barrier (150 EXP): Adds a 1-HP barrier to one ally to protect from one attack. (10 MP)
Block (200 EXP): Raise your shield to ward off physical attacks. 50% success rate.
Chakra (150 EXP): Target recovers random HP and MP based on the user's Atk. Works even on undead fighters.
Chaos Ward (130 EXP): Offers some protection against one's own unpredictability. Allows the target to reroll his own wild surges, free of cost, for 35 ticks. Only one reroll per surge/set of surges. (25 MP, !Rf)
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.
Cura (150 EXP): Magically cure wounds of one or more targets. More powerful than Cure. (18 MP)
Kawarimi (350 EXP): Use a ninja substitution technique to evade damage/status/etc. Can be done once per battle.
Phoenix Down (140 EXP): Procure a magical feather from a phoenix. Raise a fallen ally with 1 HP.
Remedy (140 EXP): Concoct a potion that removes most status ailments.
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.
Sacrifice (400 EXP): A last resort. All allies -- living OR dead -- heal HP and MP equal to what the user has, but the user is instantly KOed and reduced to 0 MP and -100 CT.
Survivalist (110 EXP): Defensive prowess fuels your curative ability. Uses Def and MDef as the basis for healing skills rather than Atk and MAtk, where applicable.

MASTERED BY: Travis the Sage


W. ZOMBIE [ZMB]

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

BRAAAINS:
Arise! (250 EXP): Uses forbidden necromancy and whatnot to raise the fallen. Revives a KO'ed ally with 25% HP, but adds Undead status.
Arm & Hammer (250 EXP): Rips off one of your own appendages... in order to use it as a weapon to deliver a savage beating to the enemy. Deals 3x physical damage, but your Atk is permanently reduced by 20%.
Braaaains (250 EXP): Extra power... at a cost. Atk, Def, MAtk, and MDef are all increased by 15 (Zombie's stats include these boosts). You are innately undead, but you're tougher than most undeads, so healing only does half damage to you.
Brain Eater (140 EXP): Take a bite from the target's brain, reducing mental capacity. Has a 75% chance to add both Magic Attack Down and Magic Defense Down. Ignores safeguard. (15 MP, !Mag)
Corpse Eater (180 EXP): Remove a dead enemy from the battlefield, restoring HP and MP to full (+200 HP/MP if used by a major boss). If you kill the enemy yourself with some other ability, you may use this skill immediately, but if you score multiple kills, only one corpse may be eaten at a time. If used on a player character, they are not sneezed, but the corpse is sent MIA for 11 ticks.
Dark Buster (200 EXP): A truly fierce attack powered by darkness. Does 2x physical damage to the target and removes one status boost. If the target has no boosts, the attack does 3x damage instead. (20 MP, !Mag)
Death (250 EXP): Summons the grim reaper to carry one target to the afterlife. 50% chance of instant death. (30 MP)
Drain (225 EXP): Steals your opponent's life force. Magic damage drains HP from the target. Damage cannot exceed target's current HP. (30 MP)
Flesh Eater (140 EXP): Take a bite from the target's flesh, reducing strength. Has a 75% chance to add both Attack Down and Defense Down. Ignores safeguard. (15 MP, !Mag)
Life Tap (165 EXP): Enchant an ally's weapon (or your own) with life-draining essence. For 31 ticks, half of that ally's physical damage will be absorbed as HP. (In the case of multitarget or multihit moves, only the highest damage value will be used.)
Plague Claw (200 EXP): When you sense weakness in the enemy, move in for the kill. Physical and magical damage go up by 20% when attacking someone with one or more status ailments.
Unholy Conversion (200 EXP): <UNDEAD> Maybe getting healed isn't all bad... when damaged by a healing spell, recover MP equal to the damage taken. <NOT UNDEAD> When being healed, choose to forgo the HP recovery and recover MP instead. Only usable on skills that would damage an undead fighter.
Vigor Mortis (150 EXP): Put yourself at risk in exchange for more power. <WITH BRAAAAINS> Get the "[stat] up" family of stat boosts for 21 ticks (undispellable), but lose your half-healing protection for the same duration. <WITHOUT BRAAAAINS> Same, but become incurably undead for 21 ticks.
Virus (240 EXP): Ask Dr. Mantis Toboggan: at BOTVGH Arena, you're guaranteed to catch a VIIIIIRUUUUUUS. Does 30 MP worth of damage to one enemy, and may add safeguard-ignoring Poison status (75%). So spread this skill to all your friends... because it's a COMPUTER VIRUS! (35 MP)
Zombie Raid (160 EXP): Summons your zombie buddies from the earth to attack all enemies. Deals 1.5x physical damage, earth-elemental. (12 MP, !Mag, Mute OK)

MASTERED BY: Mario Mario


X. GIANT ROBOT [ROB]

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

MECHA POWER:
Boost Knuckle (130 EXP): Launches a rocket-powered fist at one enemy. Deals physical damage ignoring defense and counterattacks; can hit remote targets. (6 MP, !Mag)
Burnout (250 EXP): Used with an accompanying offensive move, powers it up by 50%, but renders that move unusable for the rest of the battle. Cannot be used on consecutive turns; deals recoil damage equal to 1/4 of the damage dealt (if used with a multitarget move, use the highest damage number). Basic skills may not be burned out; other skills might be incompatible based on the ref's judgment.
Efficiency Mode
(215 EXP): Goes into a power-saving mode, allowing you to attack more freely. Engages Morph status, self only; does not end your turn.
Energy Saber
(150 EXP): Slash the enemy with an energy sword. Deals 2x physical damage, holy-elemental. (7 MP, !Mag, DW)
Force Field (200 EXP): Ward off attacks with a powerful barrier. Gives a 100-HP aura, self only; however, the aura takes lasting damage. (20 MP, !Rf)
Laser Cannon (350 EXP): Fire a laser cannon at a single target. Deals 100-200 holy-elemental HP damage. (35 MP, !Mu)
Missile Launcher (350 EXP): Fire missiles at all enemies. Deals 50-100 HP damage. (25 MP, !Mag)
Overload (270 EXP): Causes a surge of power... at a cost. Adds the "[stat] Up" family of stat boosts for 21 ticks, but when they expire, you get the "[stat] Down" family of ailments for 11 ticks. In both cases, the status effects are irremovable and unblockable. Self only. (12 MP, !Mag)
Prevail (400 EXP): Unlocks hidden powers as vitality wanes. Adds Haste and Attack Up status while critical, but they go away when your health increases.
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.
Weapon Pack (400 EXP): Enter battle carrying ten weapons: Sword, Knife, Claws, Axe, Fist, Rifle, Mace, Scythe, Spear, and Hammer. Any weapon may be applied to one of your physical attacks to add a certain effect to it, but each weapon can only be used once; weapons are not items and cannot be handed off, thrown, mixed, etc.

MASTERED BY: Dragoshi, Riddle


List of Weapon Pack Effects


* Sword: It's long, it's pointy, it's a sword. It's good for making powerful attacks, increasing the attack's damage by 25%.
* Knife: A small knife allows you greater maneuverability, as you move in close for a sure strike. Your attack's accuracy increases by 25%.
* Claws: With claws on your hands, it's easy to get in additional hits. An additional physical attack is applied after your skill, even if not Dual Wield compatible.
* Axe: Unwieldy but powerful! Gives a 20% penalty to your accuracy, but a 40% boost to your damage.
* Fist: Sometimes, all you need is to hit a weak point with your own two fists. Your attack is twice as likely to cause a critical hit.
* Rifle: Allows ranged attacks, keeping you safe from retaliation. Your attack becomes indirect, ignores counterattacks and other offensive reactions.
* Mace: A large, overpowering spiked weapon that overwhelms all attempts to impede it. Your attack ignores defensive reactions such as Block.
* Scythe: A sinister weapon said to harvest souls. Any damage you deal, you recover as HP.
* Spear: A long, thin weapon ideal for piercing through armor. Your attack ignores defense, as well as defensive status changes (such as Vanish and Auras).
* Hammer: A large, blunt weapon that may stun the enemy and knock him senseless for a moment. Your attack has a 50% chance to reset the target's CT.



Y. WILD MAGE [WLD]

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

WILD MAGIC:
Blood Pact (175 EXP): Offer some of your own life force in exchange for arcane might. You take damage equal to 20% of your max HP, and an accompanying magic spell is powered up by 20%. Alternatively, you take the damage and get Magic Attack Up status for 51 ticks.
Chaos Ward (130 EXP): Offers some protection against one's own unpredictability. Allows the target to reroll his own wild surges, free of cost, for 35 ticks. Only one reroll per surge/set of surges. (25 MP, !Rf)
Curaga (250 EXP): Magically cure wounds of one or more targets. Most powerful Cure magic. (28 MP)
Flare (350 EXP):
Non-elemental magic explodes through one target, ignoring magic defense. Does 60 MP worth of damage, but has a 20% chance to "miss" and deal 1/4 damage. (50 MP)
Graviga (200 EXP): Space/time distortion has a 50% chance of reducing one target's HP by 25%. (35 MP)
Hastega (300 EXP): Alters the flow of time for multiple targets. Adds Haste status to all allies. (24 MP)

Quick (300 EXP): Time distortion enables two consecutive actions to the target. Adds Quick status. (42 MP)
Rasp (200 EXP): Strikes directly at the target's mana, and steals it. Magic damage drains MP from the target. (20 MP)

Ultima (500 EXP): Ultimate black magic reduces everything to rubble. Non-elemental, hits all enemies, and ignores magic defense. (70 MP, !Rf)
Unfettered (150 EXP): Throw caution to the wind, improving your spellcasting at the cost of random wild surges. Your MAtk increases by 15 and your Max MP by 20, but you incur Wild status. Wild Mage's base stats include these increases.
Variable Blast (225 EXP): A magic attack against one or more targets. Can be any element. Damage boosted by 25% if previous allied attack was of the same element. (30 MP)
Virus (240 EXP): Ask Dr. Mantis Toboggan: at BOTVGH Arena, you're guaranteed to catch a VIIIIIRUUUUUUS. Does 30 MP worth of damage to one enemy, and may add safeguard-ignoring Poison status (75%). So spread this skill to all your friends... because it's a COMPUTER VIRUS! (35 MP)

MASTERED BY: SSLRranma


Z. ELEMENTALIST [ELM]

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

ELEMENTAL:
Adapt (150 EXP): When hit with an element attack, gain a resistance to that element.
Arcane Shield (175 EXP): Target's elemental resistance against one specified element goes up by one level (Weak -> Neutral -> Resist -> Null -> Absorb). (15 MP)
Cold Snap (175 EXP): An ice-based attack against one target that has a 50% chance to also deal half damage to the target's allies. Boosts the next ally attack by 25% if it's Water-elemental. (24 MP)
Cyclone
(175 EXP): A wind-based attack against all enemies that deals 18 MP worth of damage and has a 50% chance per target to dispel status boosts. Boosts the next ally attack by 25% if it's Lightning-elemental. (24 MP)
Element Boost (200 EXP): Cast on one target to boost the offensive power of one element by 50% for 21 ticks. (18 MP)
Ethereal Shift (200 EXP): Creates an arena condition for 31 ticks, wherein one element's power is boosted by 20%, but a different random element is reduced by 20% for the same duration. Alternatively, you pick which element is reduced, and a random other element is boosted. (21 MP, !Rf)
Fire Snake (175 EXP): A fire-based attack against one enemy that has a 50% chance to deal 32 MP worth of damage. Boosts the next ally attack by 25% if it's Holy-elemental. (24 MP)
Lightning Lance (175 EXP): A lightning-based attack against one enemy that has a 50% chance to ignore status boosts. Boosts the next ally attack by 25% if it's Wind-elemental. (24 MP)
Magic Cannon (400 EXP): Begins charging a magic cannon with 20 MP of charge. Allies may use magic to add to the cannon's charge and elemental properties (charge added = 1.3x MP cost, or 1x if the spell comes without an MP cost, such as via Mimic or Spell Binder). The cannon fires at one selected target on the caster's next turn. (20 MP)
Mana Boost (250 EXP): One target recovers MP equal to 20% of the caster's combined MAtk and MDef. (14 MP, !Rf)
Overgrowth (175 EXP): A wood-based attack against one enemy that has a 50% chance to absorb half of the damage as HP. Boosts the next ally attack by 25% if it's Earth-elemental. (24 MP)
Radiant Burst (175 EXP): A holy-based attack against all enemies that deals 18 MP worth of damage and has a 50% chance to imbue the caster with a random status boost. Boosts the next ally attack by 25% if it's Fire-elemental. (24 MP)
Stalagmite (175 EXP): An earth-based attack against one enemy that has a 50% chance to ignore the target's magic defense. Boosts the next ally attack by 25% if it's Wood-elemental. (24 MP)
Variable Blast (225 EXP): A magic attack against one or more targets. Can be any element. Damage boosted by 25% if previous allied attack was of the same element. (30 MP)
Whirlpool (175 EXP): A water-based attack against all enemies that deals 18 MP worth of damage and has a 50% chance per target to reduce CT by 20. Boosts the next ally attack by 25% if it's Ice-elemental. (24 MP)

MASTERED BY: Kafei, SSLRranma


AA. AMNESIAC [AMN]

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

WHO AM I?:
Add Skills (250 EXP): Draws 1d3 new action skills without discarding current ones. You cannot hold more than ten skills at a time.
Amnesia (150 EXP): Cure status ailments by forgetting you even had them. Self only.
Doubleskill (250 EXP): Use two held action skills in the same action, but they have half effect.
Draw Skills (150 EXP): Discards held action skills (if any) and draws 5 new ones.
EX Attack (400 EXP): Powers up an accompanying skill; effects vary depending on the skill. Using this stops the user for 5 ticks, ignoring safeguard and stop protection. EX Attack ends your turn immediately, even if you use it while Quicked.

Level Up (200 EXP): Discard a held action skill in exchange for a small power boost. One chosen ally gains one level for the duration of the battle. You can use this skill once without using up your turn.
Pocket Skillset (350 EXP): Always hold at least five random action skills. Skills may be rerolled at ref's fiat.
Reaction Draw (400 EXP): Use a random reaction skill. May only be done once per turn. Skills may be rerolled at ref's fiat.
Remember (250 EXP): When hit and affected by an A-skill, it is added to your (regular) skillset for the rest of the battle. However, you can only "remember" one skill at a time, and new skills will overwrite old ones.
Support Draw (400 EXP): Get a random support skill at the start of battle. Skills may be rerolled at ref's fiat.
Support Redraw (200 EXP): Discard existing Support Draw and get a different random one. Skills may be rerolled at ref's fiat.

MASTERED BY: Dragoshi, Kyoji, Meta, Neo-Kamek, Wolfman2000


BB. SAMURAI [SAM]

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

BUSHIDO:
Bull Head (250 EXP): A reckless charge attack. Deals physical damage to three random enemies, but you take 1/4 the total damage in recoil.
Dragon Tail (220 EXP): A swift physical attack against all enemies, followed by a whirling strike against one target. This move tires out the user a bit, setting CT to -20.
Honor Duel (440 EXP): Calls out the target. If the target does not attack the challenger (and only the challenger) on his next turn, the challenger gets a 50% boost to his next attack. However, he must take the full brunt of the attack; no reactions, auras, etc. while using this move. If you don't, you lose your next turn entirely! If (and ONLY if) the target accepts the challenge, that attack will ignore the critical rule.
Horseback (220 EXP): Get up on your high horse. Adds Haste status and increases speed by 2. Self only, and may only be used once per battle.
Mammoth Tusk (200 EXP): An overpowering attack that ignores defensive reactions, dealing 1.5x damage. This leaves the user open, however, and s/he incurs Defense Down for 21 ticks (ignore safeguard).
Mineuchi (120 EXP): Attack with the dull side of the blade. Deals no damage, but reduces CT based on one-half of the attack formula.
Ram Horn (140 EXP): A behind-the-back technique that surprises enemies, and works best against evasive enemies. Deals regular damage on a regular hit, but if it misses, deals 3x damage instead.
Sacrifice (400 EXP): A last resort. All allies -- living OR dead -- heal HP and MP equal to what the user has, but the user is instantly KOed and reduced to 0 MP and -100 CT.
Seppuku (0 EXP): Commit ritual suicide. Self-KO.
Snake Eye (280 EXP): Run the enemy straight through for 3x damage, ignoring defensive status changes. Has 60% accuracy, and if it hits, it's tricky getting your sword back; you get Attack Down for 21 ticks (ignore safeguard).
Tiger Lunge (120 EXP): A lunging attack that sets the user up for another attack. Physical damage, and your CT increases by 20. If Quicked, does not stack with itself or with Wait.
Wolf Fang (250 EXP): Deals 3x physical damage... but causes an extra 20 points of adrenaline increase.
Worthy Opponent (360 EXP): Physical damage increases by 20% against enemies with equal or higher Atk.


MASTERED BY: Locos Docos, TIASIAN


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 BOMB

90% 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).

What about EXP, you may ask? Do you fight so long and so hard, all for naught? Well, that depends on why I'm ending the battle...

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