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Post by Vash the Stampede on Dec 27, 2006 13:51:51 GMT -5
======POST CONTENTS================================================================ General Story & Main LocationsRace/Job Info & Class SkillsMage Skills & AbilitiesMoney InfoEquipment InfoGeneral Item InfoLeveling UpDual Jobs================================================================================== General Story & Main Locations Legend tells that when the world was created, a large crystal of immense power crashed into Ashur, buried deep underground. When the continental shifts occurred, it was pushed up and came to rest on top of a mountain. There it rested, undisturbed, for 5000 years, until a man found it. When he touched it, his hearts true desire was fulfilled, and the world united under one kingdom. That man, and his descendants, would rule over the land. One day, one of his descendants was assassinated. The assassin then sought the crystal, which had been sealed inside a great fortress. Very quickly, the assassin found the crystal, and went to touch it. Because his heart was impure, the crystal shattered into ten pieces and flew away. The kingdom also shattered, and ten of the eleven major cities began ruling all villages and hamlets in there area. The eleventh city fell into ruin, and was abandoned. The assassin spent the rest of his life trying to find the shards, unsuccessfully. A long time has passed, and very little is still known about the shards or the crystal. The only place that has any written text from that age is the original great fortress the original crystal was housed in World Map Cities Map (w/ labels) Major Cities City: Karrod about: Major Market City. Has the most varied selection of anything anyone could need. Also the closest city to Droku, and the most centered city in Ashur, other than Droku. City: Luciv about: Luciv is kind of a large city. It is not the oldest, but it is still quite populated and famous. At the base of the Lucivian Mountains, it usually uses the Sogarsh Ocean for transportation and trading. City: Ralik about: Ralik is a kind of strict town. It has very binding laws and all its inhabitants are pretty much afraid of anything. It only accepts packages from other places as long as the packages have been quadruple checked. City: Drasia about: At the very North of Ashur, and on top of a mountain range, Drasia's inhabitants are always dressed for cold weather. THey have a very white skin, and live in houses they like to call Igloos, blocks of snow and ice stacked on top of eachother. City: Moriad about: The very opposite of Drasia, Moriad is a place of heat and sweat. It lies in a valley and its inhabitants have a very dark tinge of skin. Moriad is a place of vacation for the rich inhabitants of Ashur. It is quite peaceful. City: Caglar about: Caglar is a land of mystery, not many Ashurites know what goes on there. it is almost unreachable, it is behind a mountain range and a tall reef surrounds its seas, sinking any ships that enter. Rumors say that Caglar is actually home to a species that is not human. City: Duath about: Duath lies on a peninsula jutting from Ashur's main continent, Rashtentha. It is home to pirates, theives, and various other scum. Unless you are an outlaw, it is suggested you don't enter, because there are no laws there. City: Kran about: Kran was made in hope to populate the continent it lies on. It is said that one day, Kran will replace Moriad as the main vacation spot because of its tropical jungles and moderate heat. The one thing that is stopping Kran from becoming overrun by humans is that fact that it is covered in volcanoes. City: Frath about: Frath is also known as the city of war. It has a huge army and navy, and all its inhabitants are barbarians that love bloodbaths. The city is almost covered in taverns and bars. City: Ramner about: This laid back, watermill town can hardly be considered a city. It is pretty much populated by farmers and people who want to get away from it. It is said that, under Ramner, lies a vast network of caverns that once housed a great civilization. City: Droku about: Former Central City of the Kingdom of Ashur, now split. Those going here will run into zombies, and dead friends. The only way to find the palaces near the other cities is to head through here for the Great Palace. Access to the Great Palace only occurs on a New Moon, or when ALL 10 shards are collected, and brought here at once. Territories Map
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Post by Vash the Stampede on Dec 27, 2006 13:52:12 GMT -5
RACE INFO All humanoid b/w additional features (i.e. - Catlike ears, Foxlike tail, etc.) JOB INFO note - numbers listed indicate range your characters stats can start at, up to total of 25Starting Jobs... Soldier (minimum - 15) ATK: 5-10 DEF: 4-9 SPD: 2-6 MAG: 1-3 HLT: 3-6 Rogue (minimum - 17) ATK: 3-7 DEF: 3-6 SPD: 6-10 MAG: 1-4 HLT: 4-7 Archer (minimum - 15) ATK: 4-8 DEF: 2-6 SPD: 3-7 MAG: 1-3 HLT: 5-10 Mage (minimum - 16) ATK: 1-4 DEF: 1-6 SPD: 5-9 MAG: 5-10 HLT: 4-8 Job Tree Images CLASS SKILLS note - more advanced jobs have their basic jobs skills alsoSoldier - Less Rest Needed Fighter - Better Climbing Skills Warrior - Quick Draw Defender - Better Survival Skills Paladin - Better Stamina Rogue - Dual-Weapons Thief - Faster Adjustment to Light/Dark Bandit - Better Lock Picking Ninja - Opportunist Assassin - Can hide self easily Archer - Can set simple traps Sniper - Better Balancing Skills Hunter - Can Track Animals Ranger - Can set advanced traps note - Mages have different skills
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Post by Vash the Stampede on Dec 27, 2006 13:52:36 GMT -5
MAGE SKILLS
note - each advanced mage job keeps older skills
Mage = Very Basic Attacking & Healing Magic White Mage = Basic Healing & Protection Magic Bishop = Better Healing & Protection Magic Blue Mages = Basic Sickness & Weakening Magic Sages = Powerful Healing & Protection Magic; Better Attack Magic Elementalists = Powerful Sickness & Weakening Magic Black Mages = Better Attacking Magic Red Mages = Advanced Attacking Magic Time mages = Basic Summoning & Temporal Magic Alchemists = Powerful Attacking Magic; Typically Requires Ingrediants & Spell Circles Illusionists = Powerful Summoning & Temporal Magic
MAGE ABILITIES
note - only Mages or any advanced form of a Mage can learn abilities listed here note - This list will expand over time lines are {ability - description (MP to master) [jobs that can learn] *what you must already know to learn it* MAG Needed to Use}
Fire - Basic Fire Attack (50 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *n/a* 3
Water - Basic Water Attack (50 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *n/a* 3
Static - Basic Electrical Attack (50 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *n/a* 3
Earth - Basic Earth Attack (50 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *n/a* 3
Wind - Basic Wind Attack (50 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *n/a* 3
Ice - Basic Ice Attack (100 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *Water* 5
Heal - Heals Light Damage & Cures Basic Poisons (75 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *n/a* 2
Illuminate - Illuminates 20 ft Radius with Light (30 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *n/a* 1
Shroud - Shrouds 20 ft Radius with Darkness (30 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *n/a* 1
note - Other skills must be learned by using a scroll or learning from a master. I must approve of the skill you are trying to learn. note - Skills Listed After this line require a Scroll and/or Master.
Fire Kick - Basic Fire Damage from a Kick (200 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *Fire* 12
Wind Wall - Create a Barrier of Wind to Block Simple Projectiles(200 MP to master) [Mage, White Mage, Bishop, Blue Mage, Sage, Elementalist, Black Mage, Red Mage, Time Mage, Alchemist, Illusionists] *Wind* 11
note - because Mages can use magic, they don't get class skills. They also have slightly higher potential stats note - MP is XP, only for Magic Attacks (the more MP, the stronger the attack)
Ways to gain MP (worst to best): -Everyday Use: varies based on Ability & Lv -Training: varies based on Lv -Fighting: varies based on enemy
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Post by Vash the Stampede on Mar 8, 2007 17:57:05 GMT -5
MONEY INFO
PP (Platinum); 1 PP = 10 GP GP (Gold); 1 GP = 20 SP SP (Silver); 1 SP = 40 CP CP (Copper)
Everyone starts off with: 0 PP 5 GP 10 SP 20 CP
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Post by Vash the Stampede on Mar 8, 2007 17:57:21 GMT -5
EQUIPMENT INFO note - for details of what anything here is, PM menote - table contains items; see bottom for restrictionsnote - Ammo goes with Ranged Weapon in that table as indicated (excpet Arrow, which goes for all shortbows/longbows Armor | Cost | Light Armor | Padded | 5 gp | Leather | 10 gp | Studded leather | 25 gp | Chain shirt | 100 gp | Medium Armor | Hide | 15 gp | Scale mail | 50 gp | Chainmail | 150 gp | Breastplate | 200 gp | Heavy Armor | Splint mail | 200 gp | Banded mail | 250 gp | Half-plate | 600 gp | Full plate | 1,500 gp | Shields | Shield, light wooden | 3 gp | Shield, light steel | 9 gp | Shield, heavy wooden | 7 gp | Shield, heavy steel | 20 gp | Shield, tower | 30 gp |
Simple Weapons | Cost | Unarmed Attacks | Gauntlet | 2 gp | Light Melee Weapons | Dagger | 2 gp | Dagger, punching | 2 gp | Gauntlet, spiked | 5 gp | Mace, light | 5 gp | Sickle | 6 gp | One-Handed Melee Weapons | Club | 6gp | Mace, heavy | 12 gp | Morningstar | 8 gp | Shortspear | 1 gp | Two-Handed Melee Weapons | Longspear | 5 gp | Quarterstaff | 7gp | Spear | 2 gp | Ranged Weapons | Crossbow, heavy | 50 gp | Crossbow, light | 35 gp | Dart | 5 sp | Javelin | 1 gp | Sling | 10gp | Ammo | Bolts, crossbow (10) | 1 gp | Bullets, sling (10) | 1 sp |
Martial Weapons | Cost | Light Melee Weapons | Axe, throwing | 8 gp | Hammer, light | 1 gp | Handaxe | 6 gp | Kukri | 8 gp | Pick, light | 4 gp | Sap | 1 gp | Sword, short | 10 gp | One-Handed Melee Weapons | Battleaxe | 10 gp | Flail | 8 gp | Longsword | 15 gp | Pick, heavy | 8 gp | Rapier | 20 gp | Scimitar | 15 gp | Trident | 15 gp | Warhammer | 12 gp | Two-Handed Melee Weapons | Falchion | 75 gp | Glaive | 8 gp | Greataxe | 20 gp | Greatclub | 5 gp | Flail, heavy | 15 gp | Greatsword | 50 gp | Guisarme | 9 gp | Halberd | 10 gp | Lance | 10 gp | Ranseur | 10 gp | Scythe | 18 gp | Ranged Weapons | Longbow | 75 gp | Longbow, composite | 100 gp | Shortbow | 30 gp | Shortbow, composite | 75 gp | Ammo | Arrows (20) | 1 gp |
Exotic Weapons | Cost | Light Melee Weapons | Kama | 2 gp | Nunchaku | 2 gp | Sai | 1 gp | Siangham | 3 gp | One-Handed Melee Weapons | Sword, bastard | 35 gp | Waraxe, dwarven | 30 gp | Whip | 1 gp | Two-Handed Melee Weapons | Axe, orc double | 60 gp | Chain, spiked | 25 gp | Flail, dire | 90 gp | Hammer, gnome hooked | 20 gp | Sword, two-bladed | 100 gp | Urgrosh, dwarven | 50 gp | Ranged Weapons | Bolas | 5 gp | Crossbow, hand | 100 gp | Crossbow, repeating heavy | 400 gp | Crossbow, repeating light | 250 gp | Net | 20 gp | Shuriken (5) | 1 gp | Ammo | Bolts, crossbow (10) | 1 gp | Bolts, repeating crossbow (5) | 1 gp |
Light Armor can be worn by all Medium Armor can be worn by Warrior, Defender, & Paladin ONLY Heavy Armor can be worn by Paladin ONLY Light Shields can be used by Fighter, Warrior, Defender, & Paladin ONLY Heavy Shields can be used by Warrior, Defender, & Paladin ONLY Tower Shields can be used by Paladin ONLY Simple Weapons (except Crossbows) can be used by all Simple Crossbows can be used by Archer, Sniper, Assassin (through Archer), Hunter, & Ranger ONLY Light Martial Weapons can be used by Soldier, Fighter, Warrior, Defender, Paladin, Rogue, Thief, Bandit, Ninja, & Assassin (Through Rogue) ONLY One-Handed Martial Weapons can be used by Soldier, Fighter, Warrior, Defender, & Paladin ONLY Two-Handed Martial Weapons can be used by Fighter, & Warrior ONLY Martial Ranged Weapons can be used by Archer, Sniper, Assassin (through Archer), Hunter, & Ranger ONLY Exotic Weapons MUST have training to be able to use Light Exotic Weapons can be used by Soldier, Fighter, Warrior, Defender, Paladin, Rogue, Thief, Bandit, Ninja, & Assassin (Through Rogue) ONLY One-Handed Exotic Weapons can be used by Soldier, Fighter, Warrior, Defender, & Paladin ONLY Two-Handed Exotic Weapons can be used by Fighter, & Warrior ONLY Exotic Ranged Weapons can be used by Archer, Sniper, Assassin (through Archer), Hunter, & Ranger ONLY The Shuriken can be used by Ninja, Assassin, Archer, Sniper, Hunter, & Ranger ONLY
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Post by Vash the Stampede on Mar 8, 2007 17:57:41 GMT -5
GENERAL USE ITEMS (and other costs) Adventuring Gear | Cost | Backpack (empty) | 2 gp | Barrel (empty) | 2 gp | Basket (empty) | 4 sp | Bedroll | 1 sp | Bell | 1 gp | Blanket, winter | 5 sp | Block and tackle | 5 gp | Bottle, wine, glass | 2 gp | Bucket (empty) | 5 sp | Caltrops | 1 gp | Candle | 1 cp | Canvas (sq. yd.) | 1 sp | Case, map or scroll | 1 gp | Chain (10 ft.) | 30 gp | Chalk, 1 piece | 1 cp | Chest (empty) | 2 gp | Crowbar | 2 gp | Firewood (per day) | 1 cp | Fishhook | 1 sp | Fishing net, 25 sq. ft. | 4 gp | Flask (empty) | 3 cp | Flint and steel | 1 gp | Grappling hook | 1 gp | Hammer | 5 sp | Ink (1 oz. vial) | 8 gp | Inkpen | 1 sp | Jug, clay | 3 cp | Ladder, 10-foot | 5 cp | Lamp, common | 1 sp | Lantern, bullseye | 12 gp | Lantern, hooded | 7 gp | Lock | - Very simple | 20 gp | - Average | 40 gp | - Good | 80 gp | - Amazing | 150 gp | Manacles | 15 gp | Manacles, masterwork | 50 gp | Mirror, small steel | 10 gp | Mug/Tankard, clay | 2 cp | Oil (1-pint flask) | 1 sp | Paper (sheet) | 4 sp | Parchment (sheet) | 2 sp | Pick, miner’s | 3 gp | Pitcher, clay | 2 cp | Piton | 1 sp | Pole, 10-foot | 2 sp | Pot, iron | 5 sp | Pouch, belt (empty) | 1 gp | Ram, portable | 10 gp | Rations, trail (per day) | 5 sp | Rope, hempen (50 ft.) | 1 gp | Rope, silk (50 ft.) | 10 gp | Sack (empty) | 1 sp | Sealing wax | 1 gp | Sewing needle | 5 sp | Signal whistle | 8 sp | Signet ring | 5 gp | Sledge | 1 gp | Soap (per lb.) | 5 sp | Spade or shovel | 2 gp | Spyglass | 1,000 gp | Tent | 10 gp | Torch | 1 cp | Vial, ink or potion | 1 gp | Waterskin | 1 gp | Whetstone | 2 cp |
Special Substances/Items | Cost | Acid (flask) | 10 gp | Alchemist’s fire (flask) | 20 gp | Antitoxin (vial) | 50 gp | Everburning torch | 110 gp | Holy water (flask) | 25 gp | Smokestick | 20 gp | Sunrod | 2 gp | Tanglefoot bag | 50 gp | Thunderstone | 30 gp | Tindertwig | 1 gp |
Tool/Skill Kits | Cost | Alchemist’s lab | 500 gp | Artisan’s tools | 5 gp | Artisan’s tools, masterwork | 55 gp | Climber’s kit | 80 gp | Disguise kit | 50 gp | Healer’s kit | 50 gp | Holly and mistletoe | 1sp | Holy symbol, wooden | 1 gp | Holy symbol, silver | 25 gp | Hourglass | 25 gp | Magnifying glass | 100 gp | Musical instrument, common | 5 gp | Musical instrument, masterwork | 100 gp | Scale, merchant’s | 2 gp | Spell component pouch | 5 gp | Spellbook, wizard’s (blank) | 15 gp | Thieves’ tools | 30 gp | Thieves’ tools, masterwork | 100 gp | Tool, masterwork | 50 gp | Water clock | 1,000 gp |
Clothing | Cost | Artisan’s outfit | 1 gp | Cleric’s vestments | 5 gp | Cold weather outfit | 8 gp | Courtier’s outfit | 30 gp | Entertainer’s outfit | 3 gp | Explorer’s outfit | 10 gp | Monk’s outfit | 5 gp | Noble’s outfit | 75 gp | Peasant’s outfit | 1 sp | Royal outfit | 200 gp | Scholar’s outfit | 5 gp | Traveler’s outfit | 1 gp |
Food/Drink/Lodging | Cost | Ale | - Gallon | 2 sp | - Mug | 4 cp | Banquet (per person) | 10 gp | Bread, per loaf | 2 cp | Cheese, hunk of | 1 sp | Inn stay (per day) | - Good | 2 gp | - Common | 5 sp | - Poor | 2 sp | Meals (per day) | - Good | 5 sp | - Common | 3 sp | - Poor | 1 sp | Meat, chunk of | 3 sp | Wine | - Common (pitcher) | 2 sp | - Fine (bottle) | 10 gp |
Mounts/Related Gear | Cost | Barding | - Medium creature | ×2 | - Large creature | ×4 | Bit and bridle | 2 gp | Dog, guard | 25 gp | Dog, riding | 150 gp | Donkey or mule | 8 gp | Feed (per day) | 5 cp | Horse | - Horse, heavy | 200 gp | - Horse, light | 75 gp | - Pony | 30 gp | - Warhorse, heavy | 400 gp | - Warhorse, light | 150 gp | - Warpony | 100 gp | Saddle | -- Military | 20 gp | - Pack | 5 gp | - Riding | 10 gp | Saddle, Exotic | - Military | 60 gp | - Pack | 15 gp | - Riding | 30 gp | - Saddlebags | 4 gp | Stabling (per day) | 5 sp |
Transportation | Cost | Carriage | 100 gp | Cart | 15 gp | Galley | 30,000 gp | Keelboat | 3,000 gp | Longship | 10,000 gp | Rowboat | 50 gp | Oar | 2 gp | Sailing ship | 10,000 gp | Sled | 20 gp | Wagon | 35 gp | Warship | 25,000 gp |
Spellcasting Services | Cost | Coach cab | 3 cp per mile | Hireling, trained | 3 sp per day | Hireling, untrained | 1 sp per day | Messenger | 2 cp per mile | Road or gate toll | 1 cp | Ship’s passage | 1 sp per mile | Spell, Mage | Caster level x5 gp | Spell, White Mage | Caster level x10 gp | Spell, Black Mage | Caster level x20 gp | Spell, Blue Mage, Red Mage | Caster level x30 gp | Spell, Bishop | Caster level x40 gp | Spell, Time Mage | Caster level x50 gp | Spell, Sage | Caster level x60 gp | Spell, Elementalist | Caster level x70 gp | Spell, Illusionist | Caster level x80 gp | Spell, Alchemist | Caster level x90 gp |
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Post by Vash the Stampede on Mar 8, 2007 17:57:59 GMT -5
Leveling Up
XP+ METHOD Amount varies per enemy for non-boss enemies. I determine XP, and I determine when you face them.
50 - 1st Dungeon Boss Defeated (per participant) 60 - 2nd Dungeon Boss Defeated (per participant) 75 - 3rd Dungeon Boss Defeated (per participant) 95 - 4th Dungeon Boss Defeated (per participant) 120 - 5th Dungeon Boss Defeated (per participant) 150 - 6th Dungeon Boss Defeated (per participant) 200 - 7th Dungeon Boss Defeated (per participant) 275 - 8th Dungeon Boss Defeated (per participant) 375 - 9th Dungeon Boss Defeated (per participant) 550 - 10th Dungeon Boss Defeated (per participant)
XP for fighting another RPers character... [Opponent's XP - Your XP] / 100 * Difference in Levels or 1 (whichever is higher) minimum XP = 10 ...Note - you do not have to kill the other person; just weaken him/her
some XP awarded for practicing your job
various penalties will be held for those who change the plot excessivly, and those who god-mode or powerplay others characters (pay attention to where the characters are at, because they might not have stayed caught up with you)
LV - TOTAL XP NEEDED 1 .... 0 2 .... 101 3 .... 182 4 .... 263 5 .... 349 6 .... 441 7 .... 541 8 .... 651 9 .... 771 10 ... 903 11 ... 1048 12 ... 1208 13 ... 1384 14 ... 1579 15 ... 1794 16 ... 2033 17 ... 2296 18 ... 2588 19 ... 2911 20 ... 3270 21 ... 3668 22 ... 4110 23 ... 4601 24 ... 5147 25 ... 5755 26 ... 6431 27 ... 7183 28 ... 8022 29 ... 8957 30 ... 9999
Level Up Bonus... note - level Up bonus total cannot exceed 5, nor can it exceed 2 in any given stat note - every 5 levels (LV 5, LV 10, etc) the bonus total per level is +1 note - every 10 levels (LV 10, LV 20, LV 30) the limit per stat is +1 note - every upgraded skill offers +1 to bonus per level and limit per stat (one time deal)
+5 in any combo of stats per level
ATK DEF SPD MAG HLT
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Post by Vash the Stampede on Mar 8, 2007 17:58:16 GMT -5
What The Abbriviations Mean
ATK - Attack Value; Basically indicates your characters physical abilities DEF - Defense Value; Basically indicates your characters survival abilities SPD - Speed Value; Basically indicates your characters agility and, well, speed MAG - Magic Value; Basically indicates how powerful a spell you can cast and at what rate (how often) HLT - Health Value; Basically indicates stamina (how often you'd need to rest, eat, etc.)
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Post by Vash the Stampede on Apr 17, 2007 14:40:05 GMT -5
DUAL JOBS
To run a dual job character, there are some guidelines that must be followed.
*CANNOT end up with Warrior/Warrior, etc. *CAN end up with Warrior/Paladin, Warrior/Alchemist, etc. *CAN end up with Assassin/Assassin IF starting off with Rogue/Archer
IF YOU CHOOSE TO GO WITH dual JOBS *Initial Stats: based on Primary (1st) Job *Level Up Stats: same, except when leveling up, you get ALL bonus stats for your Job Changes [ex - Soldier/Soldier @ LV 7 -> ATK+7, DEF+7, SPD+5, MAG+2, HLT+5 -> + Normal Level Up Stat Bonuses -> New Job: Fighter/Defender] *XP Gained: XP you WOULD gain / 2 (rounded down) *Class Skills: Gain ALL Class skills you would otherwise gain (though slightly less proficiently; unless starting out w/ same dual Job, that Job only) *Mage Skills: Gain ALL Mage skills you would otherwise gain (though slightly less powerfull; unless starting out w/ Mage/Mage, Mage Abilities only) *Armor/Shields/Weapons: Can use anything your Job could use *Fighting Other Characters: For XP Calculation, Double any dual Jobs' XP in the Formula
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