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Posted: Mon Feb 01, 2010 6:04 am
Shut up Gig. If YOU pervert her she'll be no good to anyone. At least if I pervert her she'll be a sexy beast that no man except the truly worthy can handle.
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Posted: Mon Feb 01, 2010 8:31 am
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Posted: Mon Feb 01, 2010 9:05 am
puh lease! Subliminal perverts usually retain a shy quality, where it can play to the innocence idealism, most just prefer the simple and straight to the point ones. Many like the Cougars and they are direct, the see they pounce, but that are many roles of which one can be twisted and malformed. Any ways did you see my post!? giglamesh Champion of everything! Also another important thing i just thought of, FF is turn based....and rp preety much has to be so we need a way to number wise stick to that and i have amazing and simple answer. .......Base turns on dex stat....simple as that highest dex gets to attack first. Simple as it plays fairly well in to both d20 and rp system. If two or more have the same dex then a simple initiative check.
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Posted: Mon Feb 01, 2010 7:39 pm
Learn skills, you get hit by it....you learn it real simple like.
Learn Skills
Magic Hammer Description: Club down upon your enemies with a furious hammer!!!...That some how drains mp. AP/MP: 20 MP Damage: 30-50 + int mod Special: Damage reduces MP in place of HP
White Wind Description: Behold the glorious creator the wind of life. "I thought fire was the creator of life?" Shut up you! AP/MP: 50 MP Damage: heal current users HP Special: heal target by user's current HP, cannot target yourself.
Angel Whisper Description: The cant of heaven. AP/MP: 50 MP Damage: heal 30-60 + int mod Special: Target also receives "Auto-life" status
Night Description: Go to sleeeep, go to sleeeep, go to sleep so i can knife stab you! AP/MP: 40 MP Damage: n/a Special: ME, target all units in combat except yourself, if attack hits inflict "Sleep" status
Screech Description: AIEEEEEEEEEEEEEE!!!....i just stubbed my toe. crying AP/MP: 20 AP Damage: 30-50 + Cha mod Special: If attack hits roll 1d10, If result is even inflict "Confusion"
War Dance Description: You what are you? And you? Sparta! What is your profession!? HAROO HAROO! ....It is I who brought more soldiers. AP/MP: 40 MP Damage: n/a Special: Grant "Bravery and Faith" on target.
Roar Description: AWOOOOOOOOO AP/MP: 20 AP Damage: n/a Special: ME, target all units but user, If attack hits dispel all buffs
Sandstorm Description: Whip up a violet sandstorm. AP/MP: 100 MP Damage: Earth 100-300 + Int mod Special: If attack hits target also receives "Blind" status
Limit Glove Description: Ill put everything i have in to this one! AP/MP: 250 AP Damage: 500-1000 + Remaining hp Special: hp must be in single digits to use
Matra Magic Description: Hope your a super Mage with more MP then you know what to do with. AP/MP: 100 MP Damage: n/a Special: Switch HP and MP, if MP is 0 then Auto-KO
Bad Breath Description: Spew forth a horrible stench from your bleh....dood have you been eating rotten eggs, and sweaty gym socks again!? AP/MP: 30 AP Damage: n/a Special: If Attack hits roll 3 1d10's then Inflict 3 corresponding status effects. 1) Poison 2) Confusion 3) Blind 4) Silence 5) Oil 6) Berserk 7) Sleep 8 ) Zombie 9) Disease 10) DOOM!
Eerie Sound Wave Description: Think of nails scraping on chalk board. AP/MP: 20 AP Damage: n/a Special: if attack hits remove all buff's of target
Unction Description: Spew a massive blob of oil at the target/s. AP/MP: 30 AP Damage: n/a Special: AoE, If attack hits inflict "Oil" status
Self Destruct Description: I go boom, and so do you! AP/MP: 100 AP Damage: Current HP Special: ME, using this causes user KO
Death Whisper Description: Chant the Grim Reapers favorite chant. "AEEEE!" AP/MP: 30 AP Damage: n/a Special: If attack hits inflict "DOOM!" status
Rumble Description: Strike the ground and cause a large earthquake under foot. AP/MP: 100 AP Damage: Earth 100-300 + Str mod Special: AoE, Successful hit also receives "Knock-down" status
Expose Weakness Description: Weaken the targets defenses. AP/MP: 30 AP Damage: n/a Special: Targets DR and MDR become 0 for 5 turns.
Mighty Guard Description: I shall become as the blade to fend of metal, and cut threw magic. AP/MP: 30 AP Damage: n/a Special: Targets DR and MDR are x2 for 5 turns.
Dragon Force Description: The spell, not the amazing long song that makes your fingers cramp up on the guitar. AP/MP: 30 AP Damage: n/a Special: Grant "Bravery and Faith" status effects.
Acid Description: I will melt your face off! AP/MP: 20 AP Damage: n/a Special: roll 1 d10, receive staus from list 1) Poison 2) Confusion 3) Blind 4) Silence 5) Oil 6) Berserk 7) Sleep 8 ) Zombie 9) Disable 10) Stop
LVL 3 Defenseless Description: Sucks to be level 3. AP/MP: 20 AP Damage: n/a Special: ME, auto-hits all units which level is divisible by 3, Hit results in DR and MDR become 0 for 5 turns
Haste Break Description: first your fast, then your not. AP/MP: 20 AP Damage: n/a Special: If attack hits and target has haste remove "Haste", If attack hits and target does not have haste then target receives "Slow" status, if attack hits and target has "Slow" status Remove "Slow" and inflict "Stop"
Stare Description: ................. -___- AP/MP: 20 AP Damage: n/a Special: If attack hits target receives "Confusion" status
LVL? S-Flare Description: This is just a numerical pain in the @$$! AP/MP: 100 AP Damage: dark 250-500 Special: ME, Auto-hit all units which single digit level matches users (including user)
???? Description: ....come on the name is all question marsk you can expect something witty on this one can you? AP/MP: 50 AP Damage: max HP - current HP= damage to target. Special: n/a
Aqua Lung Description: Take a big breath of air, and blow out...WATER!? AP/MP: 100 MP Damage: water 100-300 + Int mod Special: If attack connects roll 1 d10, is result is even inflict "Drench" status
Beta Description: In the begging there was fire....well this wasn't the beginning but it was second. AP/MP: 100 MP Damage: fire 100-300 + Int mod Special: If attack connects roll 1 d10, if result is even inflict "Confused" status
Death Force Description: The badassest special force's group around....oh wait the immune to auto-ko spell.....nvm. AP/MP: 40 AP Damage: n/a Special: Target is immune to "Auto-KO" for remainder of combat
Frog song Description: Kero Kero! Its how the Japanese refer to the sound frogs make. AP/MP: 40 AP Damage: n/a Special: Successful hit receives "Morph and Sleep" statuses
Lazer Description: PEW PEW! I just burned a whole threw you. AP/MP: 50 AP Damage: Deal damage= 50% enemies HP Special:
Matra Missle Description: Where did he get a cluster missile silo! AP/MP: 150 AP Damage: 200-300 + Int mod Special: AoE
Pandora's box Description: You never know what your gonna get! AP/MP: 200 MP Damage: 500-1000 + int mod or heal 100% hp Special: If the roll is even the target would receive damage, If the roll is odd the target would be fully healed
Shadow Flare Description: OWNED! but the dark version. AP/MP: 950 MP Damage: dark 1500-1800 + Int mod Special:
Trine Description: The electric triangle of death. AP/MP: 100 MP Damage: lightning 100-300 + Int mod Special: If magic hits roll 1d10, if the result is even the target is also receives "Paralysis" status.
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Posted: Tue Feb 02, 2010 2:03 pm
thats what i got so far folks:
Divine Blade Description: By focusing one blessings upon the blade, their attacks become pure. AP Cost: 20 Effect: Makes weapon damage Holy element Type: Enhancer Requirements: Paladin Soul Sphere, Wis 10+ KP to master: 50
Defend Description: Selflessly sacrifice one’s own wellbeing to support an ally. AP Cost: 1 Effect: Take half damage in place of ally. KP to Master: 80 Type: Enhancer Requirements: Con 30+, Dex 20+ Special: Cannot be used if incoming attack is AOE or ME.
Judgment Bolt Description: So shall the heavens strike down the sinners. AP Cost: 600 Damage: holy damage 1000-1300+ int mod Type: Melee Requirements: Saint Guard Soul Sphere, Wis 60+, Con 50+ KP to master: 400 Special: AOE Ability
Throw Description: A secret skill of the ninja arts which allows the throwing of anything handy, including the kitchen sink. AP Cost: 0 Damage: damage of thrown weapon/item + dex mod Type: Range Requirements: Ninja Soul Sphere, Dex 30+ KP to master: 100 Special: Item thrown is lost forever
Duel Wield Description: One weapon pfffft...the more weapons the better! Effect: equip a single hand weapon in both hands. Type: Support Requirements: Dex 100+, Str 80+ KP to master: 500 Special: If attacking with both weapons, treat both swings as a single attack roll. When calculating damage, combine the two weapons damage and multiply by 1.75 (75%) to get actual potential damage.
Critical Strike Description: A well timed attack to strike at an enemies weak spot. Damage: Increases critical hit chance by 10% Type: Support Requirements: Dex 40+ KP to master: 100
Disable: Movement Description: A silent strike to an opponents leg’s hindering their movement. AP Cost: 100 Damage: Normal Weapon Damage Type: Melee / Range Requirements: Assassin Soul Sphere, Move Silently 50+, KP to master: 100 Special: Inflict "Immobilize" status
Disable: Action Description: A silent strike to an opponents arm’s hindering their movement. AP Cost: 100 Damage: Normal Weapon Damage Type: Melee / Range Requirements: Assassin Soul Sphere, Move Silently 50+, KP to master: 100 Special: Inflict "Disable" status
Silence Strike Description: A strike directly to the targets vocal cords, hindering their ability to speak.. AP Cost: 100 Damage: Normal Weapon Damage Type: Melee / Range Requirements: Assassin Soul Sphere, Move Silently 50+, KP to master: 100 Special: Inflict "Silence" status
Blind Strike Description: A strike directly to the targets eyes, hindering their ability to see.. AP Cost: 100 Damage: Normal Weapon Damage Type: Melee / Range Requirements: Assassin Soul Sphere, Move Silently 50+, KP to master: 100 Special: Inflict "Blind" status
Raise Evade Description: Those yoga classes reeeealy paid off. Effect: Add +5 to EB Type: Support Requirements: Dex 20+, lvl 5+ KP to master: 75
Shadow Strike Description: Strike with you blade consumed with hate, anger, frustration, and sheer darkness. AP Cost: 20 Effect: Makes weapon damage Dark element Type: Enhancer Requirements: Ninja Soul Sphere, Wis 10+ KP to master: 50
Invis-strike Description: Now you see me.........wait, no you don’t HAH! AP Cost: 150 Effect: Allows for physical attacks while in hiding or under Vanish effect without giving away position for 2 posts Type: Enhancer Requirements: Move Silently 150+, Dex 60+, Wis 40+ KP to master: 300
Death Strike Description: Use the full extent of your training to strike a single vital spot and... AP Cost: 1000 Effect: Roll a 1D100, if it lands on 90-100(10%) then attack connects and target is inflicted with Insta-Death. Anything between 89 and targets Evasion bonus simply nets normal weapon damage. Type: Melee Requirements: Concentration 400+, Dex 80+ KP to master: 500
Doom Strike Description: A focused strike that slow saps away the functionality of those vital organ things… you didn’t need those right? AP Cost: 500 Damage: Normal Weapon Damage Type: Melee Requirements: Concentration 200+, Dex 40+ KP to master: 200 Special: Inflict “Doom” status
Death/Critical Immunity Description: You have learned to walk the line between life and death but Death thinks you’re an a** so it don’t want you. Effect: Grant’s Immunity to Auto-KO and Critical Damage Type: Support Requirements: Con 80+, Wis 60+, lvl 30+ KP to master: 200 Special: Immune to Auto-KO, and Critical damage.
Summon Modulation Description: So much power to choose from, so little time. AP Cost: 130 Effect: Take all summons equipped/learned and number them sequentially. Then do a random number count. Whichever one comes up, use it for no additional cost. Type: Support Requirements: Magic Skill 80+, Wis 30+ KP to master: 150
Blaster Description: Just because you know in the heat of combat you want to yell "Say Hallo to my Litta Friend!" AP Cost: 50 Damage: Gun damage x2 Type: Range Requirements: Range Weapon 100+, Dex 30+ KP to master: 150
Ariel Support Description: You have friends in high places, let everyone else know just how high. AP Cost: 400 Damage: 800-1200 Type: Range Requirements: Turk Soul Sphere KP to master: 400 Special: ME Ability
KP Up Description: Get more of what you asked for. Effect: Receive 1.2x more KP Type: Support Requirements: lvl 5+, KP to master: 500 Special: Only usable after mastering skill
Exp Up Description: The worlds a big place, learn all you can while you can. Effect: Receive 1.2x more EXP Type: Support Requirements: lvl 5+ KP to master: 500 Special: Only usable after mastering skill
Guardian Force Summon Description: Become one with the beings of a different realm… just no freaky stuff ok? AP Cost: 250 Effect: Pick one summon you have equipped/learned and fuse with it for 3 posts Type: Enhancer Requirements: Equipped or Learned Summon, Int 80+ KP to master: 300 Special: *During fusion, take 2 stats of summon and overwrite yours for those. *Take 2 different stats of yours and drop them to 0. *Must wait 2 posts before you can use this ability again. *Can use summons Overdrive attack while in this state but instantly cancels the fusion afterwards.
Draw Description: Attempt to draw out and copy enemies magics temporarily. AP Cost: 150 Effect: If it connects, count up target’s magics you don’t posses and roll a random number generator from 1 - the number of magics available. Copy the copy the resulting magic for the rest of battle Type: Enhancer Requirements: Target with at least 1 spell you don’t have, Wis 90+, Int 50+ KP to master: 200 Special: *Acquired magic only last till end of battle *You do not have to have the proper stat required for the spell except the needed MP
Extract Description: A forbidden ability that steals away an opponent’s Magic for one’s self. AP Cost: 2000 Effect: If it connects, count up target’s magics you don’t possess but meet the requirements for and roll a random number generator from 1 – the number of magics available. Take this magic from the target. Type: Enhancer Requirements: Wis 200+, Draw KP to master: 800 Special: *Target loses the spell and must relearn it. *If spell was apart of some needed chain, the chain is not broken and they can continue on the chain as if they still had the spell.
Death Blow Description: Focusing all your power into a single blow may sound cliché but it works. AP Cost: 50 Damage: If connects, guarantied Critical Hit Type: Melee Requirements: Str 40+, Con 40+ KP to master: 100 Special: If attack roll for this ability lands on 100, critical damage is doubled (normal damage x4)
Survival Description: All the near death experiences has finally taught your body how to fend for itself… cause you sure as hell weren’t. Effect: If hp is above 10% of Max and you take an attack that should kill you, survive the attack with 1 HP. Type: Support Requirements: Con 60+ KP to master: 250
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Posted: Wed Feb 03, 2010 2:04 pm
Few more done today. If you notice any missing from the list once i'm done, probably mans i forgot what i wanted to do with it or just scrapped it all together.
Sorcery Blade Description: Using special markings enhanced with your own force, With tribal tattoos you learned that they don’t just look cool, they make you stronger....well maybe not tramp stamps. AP Cost: 50 Effect: Increases weapon damage by Int mod Type: Enhancer Requirements: Int 40+ KP to master: 100
MP Boost Description: Feel the power flowing through you! Effect: Increase Max MP by 1.2x Type: Support Requirements: lvl 5+ KP to master: 200 Special: Only usable after mastering skill
Learn Description: Learn the monster skill that just knocked the living crap out of you… assuming your still alive after. Effect: If certain monster skill connects with you while you have this skill mastered, you can learn that monster skill for use later. Type: Support Requirements: Blue Mage Soul Sphere, Wis 20+, Concentration 30+ KP to master: 100 Special: Only usable after mastering skill
Call Aid Description: Summon a random monster from the area for a one shot attack for you....it might maul your face also...bout a 50/50 shot. AP Cost: 75 Effect: If it hits, number each of the monster types in the area and do a random number generator to find out which one you summon. Type: Melee / Range Requirements: Listener Soul Sphere, Handle Animals 50+ KP to master: 100 Special: *Monster summoned must be 1 level below you or more. *Can only be used once every other post. *Attack monster does can be selected by user.
Manipulate Description: Make a monster on the battle field follow your command. :NOTE: This may result in making it angry and want to gnaw on your face. AP Cost: 200 and 10 per turn held Effect: If it hits, number each of the monster in battle with you at the moment and do a random number generator to find out which one you control. Type: Melee / Range Requirements: Listener Soul Sphere, Handle Animals 150+ KP to master: 200 Special: *Monster controlled cannot be on a higher level than you. *Every 2 posts after initial cast, roll a die. If the number comes up even, the monster is free of your control and gets a free, melee counter attack on you. *Monster attacks done are selected at random. Number them and use the random number generator.
Control Description: Make a monster follow your every commands. "Sit boo boo sit.....good dragon." AP Cost: 500 and 20 per turn held Effect: If it hits, select the monster in the current battle you want to control and do so. Type: Melee / Range Requirements: Listener Soul Sphere, Handle Animals 350+ KP to master: 400 Special: *Monster controlled cannot be on a higher level than you. *Every 2 posts after initial cast, roll a die. If the number comes up even, the monster is free of your control and gets a free, melee counter attack on you. *Monster attacks as user wishes.
Invoke Description: Cracks the dimensional fabric between here and a summon beasts world so they can smack a target for you. AP Cost: varied Effect: Calls’ a summon monster to use a regular attack or spell on target Requirements: KP to master: 100 Special: Attack done must be common attack(melee attack, magic spell), not summons special skills.
w/Summon Description: TWO! TWO! TWO Summons for the time of one! AP Cost: 150 Effect: Allows the user to perform 2 summon attacks for only 6 Actions. Requirements: Channeler Soul Sphere, Handle Animals 300+, Diplomacy 200+ KP to master: 300 Special: User must still pay full MP cost for both summons. If they cannot pay in full, they cannot use this ability.
Quad-Summon Description: Summon a legendary beast 4 times to smack the snot out of a target. AP Cost: 1000 Effect: Allows you to use a single summon monster 4 times for only 6 Actions. Requirements: Summoner Soul Sphere, Handle Animals 750+, Diplomacy 700+ KP to master: 800 Special: User must still pay full MP cost for each individual summon. If they cannot pay in full, they cannot use this ability.
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Posted: Wed Feb 03, 2010 7:41 pm
Mimic Description: Copy the last move an ally did for no cost. Feel good being called a copy cat! Effect: Copy the last move an ally did regardless of stat or skill requirements. Type: Any Requirements: lvl 30+, All Stats 50+ KP to master: 600
Clone Description: Anything you can do I can do better....if you didn’t kill me with it. AP Cost:500 Effect: Copy any ability or spell an ally has regardless of stat or skill requirements. Type: Any Requirements: lvl 50+, All Stats 100+ KP to master: 1000
Innocent Blush Description: A simple gesture like changing the color of your cheeks does so much to an opponent. AP Cost: 20 Effect: Lower’s all counter-charm checks on user by 5 and inflict “Innocent” status on user. Type: Enhancer Requirements: Cha 20+ KP to master: 50 Special: AOE Ability
Pure Smile Description: A simple smile can go a long way. AP: 20 Effect: Raises user’s Seduction by 20 and inflict “Reflect” status on user Type: Enhancer Requirements: Cha 25+, Seduction 40+ KP to master: 50
The Wink Description: It’s such a simple move yet it conveys so much and can easily charm the pants off someone, even monsters! AP: 100 Effect: Lower’s targets physical attack power by user’s Cha mod for 3 posts and inflicts “Charm” Status Type: Enhancer Requirements: Cha 50+, Seduction 80+ KP to master: 100
Dream come True Description: You know exactly what to tell them to have there clothes disappear in seconds. AP: 100 Effect: Lower’s targets magic attack power by user’s Cha mod for 3 posts and inflicts “Charm” Status Type: Enhancer Requirements: Cha 50+, Seduction 80+ KP to master: 100
Playing Nurse Description: Dress up as a hot nurse and give that sick patient the medicine they need. AP: 250 Effect: Increases Seduction of user by 30. Inflict “Regan” on target but also steals the same amount of Gil from the target as the amount of HP healed. Also inflict “Charm” status on target. Type: Enhancer Requirements: Cha 75+, Seduction 200+ KP to master: 200
Playing Maid Description: Dress up as a dirty maid and clean that bad master’s clock. AP: 250 Effect: Increases Seduction of user by 30. Forcibly un-equips your current equipment and equips lower rank variations of the equipment. Also inflict “Charm” status on target. Type: Enhancer Requirements: Cha 75+, Seduction 200+ KP to master: 200
Strong Embrace Description: Please just...let me hold you in my arms and I will be happy. AP: 250 Effect: Increases Seduction of user by 30. Inflict “Poison” on target but user also Heals for the amount of HP lost due to poison. Also inflict “Charm” status on target. Type: Enhancer Requirements: Cha 75+, Seduction 200+ KP to master: 200
Sweet Nothing Description: "But, soft! What light through yonder window breaks? It is the east, and you are the sun! Wait… your not exactly that bright… or that hot…" AP: 250 Effect: Increases Seduction of user by 30. Forcibly un-equips your current magicite and equips lower rank variations of the equipment. Also inflict “Charm” status on target. Type: Enhancer Requirements: Cha 75+, Seduction 200+ KP to master: 200
Bedroom Eyes Description: ...*Background music is play Marvin Gayes "Lets get it on."* AP: 1000 Effect: Inflicts “Charm” status on target and target willingly gives up a piece of their equipment to you. Type: Enhancer Requirements: Cha 100+, Seduction 400+ KP to master: 600 Special: *Can only be used on target once, pass or fail. *To determine what piece of equipment is given, number all of them and use the random number generator
Seductive Trance Description: No matter the situation, you find yourself in whatever your dream setting is with the person of your sexual dreams standing before you…what do you do, WHAT DO YOU DO?! AP: 1000 Effect: Inflicts “Charm” status on target and target willingly gives up a piece of their magicite to you. Type: Enhancer Requirements: Cha 100+, Seduction 400+ KP to master: 600 Special: *Can only be used on target once, pass or fail. *To determine what piece of magicite is given, number all of them and use the random number generator.
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Posted: Wed Feb 03, 2010 8:28 pm
dammit to hell you didnt stick with me "Ill be your donut, and you be my creme filling!"
that is effing priceless!!!
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Posted: Sat Feb 06, 2010 1:48 pm
oh i have a suggestion if im allowed to make one
you know in tactics there was a job only the viera had , elementalist, hav eyou conisdered sticking it on here? ( it wouldn't have to be a viera only )
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Posted: Sat Feb 06, 2010 3:13 pm
Hmmm i forgot what tha class does. If you think it'd fit in the guild, we can add it. So far we just have a limited number due more so to laziness more so than restrictions.
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Posted: Sat Feb 06, 2010 3:18 pm
ah yes laziness well we could get it to fit maybe i dunno i dont know the system well enough to figure it out
but what i remember about the elementalist class was the viera would use elements to cause certain effects. for example fire would cause damage Earth would heal Wind would cause damage and a status effect etc
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Posted: Sat Feb 06, 2010 3:44 pm
oh yea, i forgot about them. hmmm we can always thorw the idea around. as of right now, we added effects like that to high ranking spells already... well sort of.
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Posted: Sat Feb 06, 2010 3:45 pm
nah i was just suggesting you dont necessarily have to make a class. if you make spell off of it its the same thing i just haven'tlooked at the spells yet
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Posted: Sun Feb 07, 2010 8:44 am
Mission Name: "Name of the mission." Mission Description: "The reason why the mission need doing." Rank: "The mission difficulty." Client: "The practitioner that has hired you to perform the mission." Requirements: "The out lines for being capable of taking the mission." Compensation: "The payment for completing the mission." Objective: "What you have to do on the mission, to be considered successful." this can be done easily, but we still have to agree on gold thing roy! so i have to bring this back up again since nothing was said on it. giglamesh master of everything. Its times forrrrr gigs corner! the area where gig touches the subjects nobody thinks of or nobody wants to ohhhhh!!! Todays topic is "I like GOLDDDDD!"ok simple way to break it down, we need gold to buy items, and probabaly the magicite, and spells(gig will use them like materia) to equip them. but till we have gold we cant have them and its not the fairest thing to getem for free. so......drum roll! S rank mission pay: 10000 gold (granted you will be fighting someting like emerald, omega, or yizmat on this mission) A rank mission pay: 3000 gold B rank mission pay: 1000 gold C rank mission pay: 400 gold D rank mission pay: 200 gold simple enough right, now items potion/ether: 20 gold Hi-potion/hi-ether: 50 gold X-potion/mega-ether: 100 gold phoenix down: 150 gold status cures: 50 gold remedy: 75 gold Cure all: 100 gold airship: 50000 gold+ (that is just for like a crappy boat that can fly) Magecite/ materia rank V: ......dont know how to get these Magecite/ materia rank IV: 2000 gold Magecite/ materia rank III: 1000 gold Magecite/ materia rank II: 500 gold Magecite/ materia rank I: 250 gold But wait theres mor! For each enemy 10 gold x level bosses 25 gold x level this should be one of the last things needed to begin, because....well we need to do s**t. And on top of that...i still say would should get exp = 10x monsters level, so even on the random encounters we stilll get exp im sure other will agree with me on this.
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Posted: Sun Feb 07, 2010 9:13 am
yes random encounters!!!!!!1 ( though sometimes they can get annoying as hell in the game XD )
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