Home
Mallboro: CommunityMallboro News: Community
Mall DirectoryRulesLocationsPlayers
The Arena
How to Play
 
How To Play  |  Players / Tournaments  |  Equipment  |  Abilities  |  Level-Up

Starting Out

     When creating a new character, you are given 1000 Experience Points (EXP), 0 ability points (AP), and 25 Battle Points (BP) to create your character. Experience points are used to build your character through stats, equipment, and abilities. Each Level-Up costs 100 EXP, while an Ability Point (AP) or another Battle Point (BP) will cost you 25 EXP. It is highly recommended that you purchase Level-Ups instead of AP or BP since all Level-Ups include AP and BP.

Level-Up
100 EXP
Ability Point (AP)
25 EXP
Battle Point (BP)
25 EXP

     Each character you play in Mallboro is allowed to compete in The Arena. Also, each player, including outside players, is allowed to play up to four NPCs. However, those playing NPCs must provide their NPC's character information in the properly coded format.

Experience

     For each tournament your character competes in, you will receive 100 EXP. For each league your character competes in, you will receive 250 EXP. For placing first, second, or third, you may receive additional experience as well. The bonuses for placing are as follows.

Tournament Bonuses:

First Place: +30 EXP
Second Place: +20 EXP
Third Place: +10 EXP

League Bonuses:

First Place: +50 EXP
Second Place: +25 EXP
Third Place: +15 EXP

Leveling Up

     Whenever your character has enough experience to increase his/her level, you will choose a Level-Up Package from the Level-Up section. Each package, named for Final Fantasy job classes with similar stat distribution, will increase your stats in a different way. Levels each cost 100 EXP and it is generally beneficial to use your experience as quickly as possible. The Level-Up Packages all have built in methods for gaining Ability Points (AP) and Battle Points (BP) and are generally a wiser investment than investing in purchasing AP and BP separately.

     Also, your AP and BP are redistributable, which means if you choose abilities for one tournament that you do not like for a second tournament, you can redistribute those points. Likewise for BP and equipment you buy. Abilities and equipment are like rentals and you lose neither AP nor BP when "renting" abilities/equipment.

Abilities

     Whenever your character has enough experience to get another ability, you will choose an ability from the Abilities section. 25 EXP gets you 1 AP, but 1 AP may not get you the ability you want. Abilities are unlockable and in order to get a specific ability, you must first unlock every ability leading up to the one you want. In some cases, there may be two or more paths leading up to an ability, and you must complete all prior paths to unlock your ability. For example, to get Confuse (in the Arcane Magic tree), you must first unlock Berserk and Dark. For further help, see the AP Tutorial in the Abilities section.

Equipment

     Whenever your character has enough experience, you can buy more BP (Battle Points). You can use this to buy a weapon, armor, or accessory from the Equipment section. 25 EXP gets you 1 BP. Even with skills such as 2-Swords, you only may equip one weapon, one armor, and one accessory.

Gambits

     How your character fights is up to you and luck. Of all the abilities you unlock, you are only able to use 6 in each match. Some of these abilities are passive, such as HP +20%. This affects your HP stat, but is not an active ability you will use in combat. For active abilities such as Deathblow, you must specify a percent for how often you will use the ability.

     Each ability is programmed to only occur if reasonably necessary. This means that if you have Blindna, but neither you nor an ally is blinded, the ability will not be used this turn and another ability will be randomly chosen.

     Characters do not need to have Attack as one of their abilities, but it is highly recommended. If no logical action can be chosen for your character because, for example, you are out of MP and all equipped abilities require MP, then you will automatically attack. But be careful, because if you are equipping an ability that will always activate, such as Cheer or Focus, then you will never attack (unless berserked or confused).

Example of Gambits:

"Haste" = 100%
"Pray" = 20%
"Magic+10%" = 0%
"MP+20%" = 0%
"Flare" = 60%
"Attack" = 5%

Note: Order is important. In the above ability set, it will always use Haste unless there isn't an ally (or self) in need of one, at which point it will move on to Pray, which it will use 20% of the time. If it doesn't choose Pray, it will try Flare. If unable to cast Flare or it chooses not to use Flare, there is a 5% chance to attack. If again not chosen, it will begin the cycle again at the top, trying all percentages again.