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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.
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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 |
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League
Bonuses:
First
Place: +50 EXP
Second Place:
+25 EXP
Third Place:
+15 EXP |
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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.
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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.
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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.
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