Melodies of Life Moderators (
melodiesmods) wrote in
melodiesooc2015-04-05 02:16 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
Easter Job Update: New Job, Updated Onion Knight and Advanced Jobs
Hello dear players! We have a lot of updates for you in the Job department, and this time it's not an April Fool. First off, there is a new Job offered to every characters, courtesy of everyone who found an Easter Egg. Furthermore, we have updated the Onion Knight Job to make it more interesting and balanced. Finally, we are happy to introduce Advanced Jobs-- A different category of Jobs that may appear when equipping two regular Jobs.
1/ New Job: Gambler
Slot Combinations
Card Effects
As you can see, Gambler is yet again another very special Job. It is a Job that depends in part on skills, but more than that on luck. It is very risky to use this Job, not only for your character but for all those around your character, so think wisely before using it!
All characters in the game will automatically get this Job on Sunday, with a three months bonus. It means if you chose to have your character equip the Job, they'll already have access to the Slot and Card skills. They can switch to this Job by asking their Moogles, or they can discard it. Gambler is now available as a default Job for newcomers.
2/ Updated Onion Knight
Onion Knight is mostly the same as before, but there are a few differences. With three maxed out Jobs, Onion Knights now learn the Multi Exp skill. With it, your stored Jobs can receive a little bit of exp every month, even if your characters don't use them. We've also added the Equipment Lore skill, and put the Double Exp skill a month earlier.
3/ Introducing Advanced Jobs
Unlike regular Jobs, Advanced Jobs don't exist on their own. They are the result of two particular Jobs being equipped at once. Practically speaking, this means that upon equipping the Black Mage and White Mage Jobs, your character will be a Sage. They will have access to all the unlocked skills of Black Mages and White Mages as usual, but on top of them they will have a couple bonus skills, unique and affiliated to the Advanced Job.
Advanced Jobs won't be available until the day after the event. There will be no IC explanations given, so characters will have to figure this out on their own. Should they ask her, Jessie will notice the Advanced Jobs and will be able to determine which ones they can access.
This is only a starting list. More Advanced Jobs will be added in the future. Last but not least, skills gained from Advanced Jobs are not compatible with the "Ten Skills" skill from Onion Knight. Any skills gained from Advanced Jobs can only be accessed while using the Advanced Job.
Thank you for your time! If you have any questions, please feel free to ask them here.
1/ New Job: Gambler
![]() GAMBLER Heads or tails? The range of what Gamblers can do is by far the largest among all Jobs: they can attack their enemies or heal their allies, buff their allies or curse their enemies with status ailments. However, nearly all of their attacks are the result of games of chance. Gambler is an unique Job in that luck is what defines what they can do. Strengths: Over time, Gamblers may learn how to influence the reels, cards and dices to get slightly better results. With the felicity skill, they may yet again increase their odds of getting positive outcomes. Should they get their hands on Golden Cards, they may unlock the Cheating skill that rids their deck of all Heart cards, therefore making using their cards much less dangerous and much more profitable. Golden Cards also reduce the probability of getting BARs with the Slot skill by 20%. Weaknesses: Even though Gamblers may learn how to influence the reels, cards and dices to play in their favor, their skills will never outweigh their luck stats with this Job. Gamblers have to be ready to put their life on the line when fighting-- This isn't just a game, this is all very real. Skills: The dices are numbered from one to six, making the lowest possible result three, and the highest one eighteen. The higher the number, the higher the damages. Getting a result above nine will cause the attack to hit two enemies, above fifteen will cause the attack to hit the entire enemy party. The Gambling skill will allow the character to have an advantage on their enemies and be safe, should the enemy attack a fake card. However, they will receive massive damages if the enemy attacks the right card. There are three slot reels, with six different symbols: Goomba (very common), Moogle (common), Caith Sith (uncommon), Chocobo (rare), BAR (very rare) and Seven (very rare). It is possible to learn how to influence the reels, but randomness and luck will always play a factor in getting three perfect symbols. With the "Cheating" skill unlocked (thanks to Golden Cards, a rare item), BAR is a bit rarer than Seven, making use of Slot slightly less dangerous. The Cards are traditional and come with four sets: Clubs, Spades, Hearts and Diamonds. The drawn card will determine the power of the attack (with a 2 being the weakest card, and the King the strongest one). Aces give different and superior results. It is possible for Gamblers to customize their decks and create their own cards. However, even personalized decks will have to have four suits with cards going from two to king, with aces and a joker. |
Initial | Dice Roll | Rolls three dices and inflicts damages to an enemy. |
One Month | Slot | Summons a slot machine to attack enemies or allies. |
Two Months | Deck of Cards | Picks one random card to attack or heal enemies. |
Four Months | Tantalize | Inflicts Confusion on an enemy. |
Six Months | Felicity | Raises the party's luck. |
Nine Months | Roulette | Randomly kills an enemy or an ally. |
One Year | Gambling | Turns into a gigantic card and hides among ten fake cards. |
?????????? | Cheating | Removes the Heart suit from your cards. |
Losing Combos | Failure | Inflicts negligible damages to an enemy. |
Two of a Kind | Nearly There! | Inflicts weak damages to all enemies. |
Three Goombas | Otherworldly Attack | The slot machine jumps to stomp an enemy. |
Three Moogles | Mognet Package | Raises the party's defense and attack stats. |
Three Caith Siths | Mischievous Cat | Inflicts poison, darkness and silence on an enemy. |
Three Chocobos | Chocobo Cure | Heals the party (mid). |
Two BARs | Betrayal | Fully heals the enemy party. |
Three BARs | Game Over | Instantly kills all allies. |
Two 7 | Lucky Seven | Inflicts heavy damage to an enemy. |
Three 7 | The End | Instantly kills all enemies. |
Club Card | Earth Shake | The card casts an earth spell on an enemy. |
Spade Card | Physical Attack | The card attacks an enemy physically. |
Heart Card | Cure Spell | The card cures an enemy. |
Diamond Card | Wasting Money | The card attacks an enemy by spending your Gils. |
Ace of Clubs | Earthquake | Casts earthquake on the enemy party. |
Ace of Spades | Slicing Cards | Inflicts heavy damages on the enemy party. |
Ace of Hearts | Heavenly Cure | Fully heals the enemy party and makes them invincible for two minutes. |
Ace of Diamonds | Bankrupt | Inflicts heavy damages on the enemy party by making use of all your Gils. |
Joker | Terrible Fate | Turns the enemy into a Triple Triad card. |
As you can see, Gambler is yet again another very special Job. It is a Job that depends in part on skills, but more than that on luck. It is very risky to use this Job, not only for your character but for all those around your character, so think wisely before using it!
All characters in the game will automatically get this Job on Sunday, with a three months bonus. It means if you chose to have your character equip the Job, they'll already have access to the Slot and Card skills. They can switch to this Job by asking their Moogles, or they can discard it. Gambler is now available as a default Job for newcomers.
2/ Updated Onion Knight
Onion Knight is mostly the same as before, but there are a few differences. With three maxed out Jobs, Onion Knights now learn the Multi Exp skill. With it, your stored Jobs can receive a little bit of exp every month, even if your characters don't use them. We've also added the Equipment Lore skill, and put the Double Exp skill a month earlier.
![]() ONION KNIGHT Legends say the Hero of Light who dealt the final blow to the Calamity from the Skies was an Onion Knight, a champion who had mastered all Jobs in existence. This Job cannot be obtained through conventional means. As soon as one Job is maxed out, it will appear amongst other Jobs stored in the Crystal of the Hero of Light. It cannot be a default Job and as it doesn't take a Job slot, it cannot be discarded. Strengths: This Job offers no stats increase or decrease, and instead relies on the stat increases and decreases offered by maxed out Jobs. Because any skills and any combination can be used by this Job, it is limited only by how much efforts you are ready to put into maxing out every other Job. The Job Master, Multi Exp and Double Exp skills are always active, even when Onion Knight isn't equipped. Last but not least, Onion Knight counts as only one Job: as such, you can have a second Job equipped along with it. Weaknesses: With few maxed Jobs, being an Onion Knight is useless. Its strength comes from mastered Jobs and as such, there is little point in equipping this Job unless you have 8+ Jobs mastered. |
One Maxed Job | Job Master | Expands the Job limit from five to ten. |
Three Maxed Jobs | Multi Exp | Stored Jobs receive 1/4 of exp even when unequipped. |
Five Maxed Jobs | Equipment Lore | Can equip and use the weapons and armors of any mastered Job. |
Seven Maxed Jobs | Double Exp | Doubles the exp obtained every months for all equipped and unequipped Jobs. |
Eight Maxed Jobs | Stats Transfer | Takes on the stats, strengths and weaknesses of three maxed out Jobs. |
Nine Maxed Jobs | Ten Skills | Allows to pick and use ten skills from any maxed Jobs. |
Ten Maxed Jobs | Melodies of Life | Awakens the true power of the Heroes of Light. |
3/ Introducing Advanced Jobs
Unlike regular Jobs, Advanced Jobs don't exist on their own. They are the result of two particular Jobs being equipped at once. Practically speaking, this means that upon equipping the Black Mage and White Mage Jobs, your character will be a Sage. They will have access to all the unlocked skills of Black Mages and White Mages as usual, but on top of them they will have a couple bonus skills, unique and affiliated to the Advanced Job.
Advanced Jobs won't be available until the day after the event. There will be no IC explanations given, so characters will have to figure this out on their own. Should they ask her, Jessie will notice the Advanced Jobs and will be able to determine which ones they can access.
This is only a starting list. More Advanced Jobs will be added in the future. Last but not least, skills gained from Advanced Jobs are not compatible with the "Ten Skills" skill from Onion Knight. Any skills gained from Advanced Jobs can only be accessed while using the Advanced Job.
![]() SAGE || Black Mage + White Mage Black Mages and White Mages are respectfully the masters of black and white magic. They are uncontested in their respective domains, and their magical power is among the highest of all Jobs. Sages, born from the combination of both Jobs, are thus quite simply the masters of magic itself. The greatest risk with Mages is to see them run out of mental power, but with the Osmose skill this is no longer something Sages have to worry about. With Mega Bio, Sages have access to the only category of black magic they were missing, and they are certain to always poison their targets with it. And they are even more efficient at supporting their party with Mega Regen, as the spell will make sure their allies are constantly being healed, slowly even if they cannot cast healing spells. And finally, with both Black Mage and White Mage maxed out, Sages will have access to the ultimate black magic: Meteor. It is a spell so powerful, it is said someone with enough spiritual energy could use it to destroy an entire world. Even if Sages can't do that much, they still can use it to absolutely devastate their enemies. |
Initial | Osmose | Absorbs mental energy from target to restore own mental energy. |
Black Mage Maxed | Mega Bio | Attack spell inflicting poison (all enemies). |
White Mage Maxed | Mega Regen | Casts Regen on all party members. |
Final | Meteor | The ultimate black magic. Inflicts extreme damages to all enemies. |
![]() PSYCHIC || Illusionist + Summoner Illusionists and Summoners are among the Jobs with the worse defense statistics and the least attack skills. One could think combining these two Jobs would lead to nothing more than a disaster. And yet, the skills born of the union of these two Jobs make Psychic into one of the most deadly Job in existence. By maxing the Illusionist Job, Psychic will unlock the Flight skill, improving greatly their mobility when they cannot teleport. The greatest weakness of Summoners is that they are defenseless after having summoned an Eidolon, what with being unable to summon another Eidolon for a while. But this is no longer the case with Partial Summon. With this skill, Psychics can summon the body part of an Eidolon through a magic circle for a moderate attack. It may be Ifrit's arm surging through the circle to backhand an enemy, or his head to breath fire at the enemies. These partial summons are by no means as powerful as true summoning sequences, but the summoner is no longer helpless. Last but not least, the Excellence skill will protect Psychics from harm one time out of two, palliating for the abysmal defense statistics of this Job. |
Initial | Telepathy | Allows characters with this skill to communicate through telepathy. |
Illusionist Maxed | Flight | Allows the character to fly. |
Summoner Maxed | Partial Summon | Summons body parts of Eidolons for moderate and quick attacks. |
Final | Excellence | 50% chance to nullify all physical and magical attacks against the character. |
![]() WIZARD || Red Mage + Warrior Red Mages are jacks of all trades, whereas Warriors are considered to be the weakest amongst the close combat Jobs. Yet, together they give birth to what is possibly one of the most versatile and brilliant Job ever. Wizards can wield both swords and staves, and by maxing the Red Mage Job, they have access to high level elemental spells, riding the Red Mages of what was their greatest weakness, the lack of any high-level magic. Likewise, maxing out the Warrior Job will grant them Curaga, a high-level healing spell. With these, Wizards are on par with Black Mages and White Mages, only lacking their final spells. But they truly shine once both Jobs are maxed out. The Sword Magic skill allows them to imbue their spells onto their sword. A sword imbued with the Firaga spell is assured to deal massive damages to any enemies, but beyond that they can also imbue the swords of their allies with said spells. Wizards are all in all still jacks of all trades with no specialties, but comparatively to Red Mages and Warriors, they always shine and will always be invaluable allies on the battlefield. |
Initial | Dual Wielding | Allows to attack with two swords, two staves or a sword and a staff. |
Red Mage Maxed | Firaga,Blizzaga,Waterga,Thundaga | Elemental attack spells (strong). |
Warrior Maxed | Curaga | Heals major wounds. |
Final | Sword Magic | Can imbue the sword with the might of a spell for devastating attacks. |
![]() CRYSTAL KNIGHT || Paladin + Dark Knight Paladins and Dark Knights are the opposite of each other-- As such, this is no surprise that they complement each other perfectly. Crystal Knights can wield either light or heavy swords, wear light or heavy armor, and they no longer have weaknesses to light or darkness. By maxing the Paladin Job, Crystal Knights will unlock the Wish skill, allowing them to give their life in exchange for that of one of their allies. One life for another may sound like a senseless sacrifice, but there are situations where this may prove invaluable. Shadow Blade on the other hand, will put a perpetual drain effect on their sword, giving even more regenerating power to the Crystal Knight. As if this weren't enough, Crystal Knights will unlock Crystal Shield upon maxing out both Jobs, a skill allowing them to absorb energy whenever they take a blow for an ally. With this skillset, Crystal Knight are definitely a notch above Dark Knights and Paladins when it comes to siphoning their enemies' life energy all while protecting their allies. |
Initial | Job Resistance | Prevents enemies from disabling your Jobs. |
Paladin Maxed | Wish | Sacrifice your own life to fully heal an ally. |
Dark Knight Maxed | Shadow Blade | Sword attacks always absorb half the damages dealt. |
Final | Crystal Shield | Absorbs attacks when taking a blow for an ally. |
![]() MASTER || Monk + Dragoon Monk and Dragoons are glass canons, and as such Masters may very well be the greatest glass canons in existence. Yet, the agility and mastery of the two Jobs make for a quite interesting combination. From the get go, Masters have an improved defenses, still not on par with that of Paladins, but enough for them to take some blows without faltering. Mastering Monk will allow Masters to improve the speed of their attacks and assault their enemies relentlessly through the Blitz skill. Maxing Dragoon on the other hand, will bring a new meaning to the term glass canon as the Blood for Blood skill will allow them to trade off some of their defense for even more power. If paired with Blitz, this skill may bring about devastating results for the enemies. Bullet Time is the final skill of this set and improves the agility of Masters to drastic levels. Masters will be able to avoid even bullets once both Jobs will be maxed, making their poor defense stats less of a problem... So long as they can focus on the battle. |
Initial | Improved Defense | Doubles the defense statistics of the character. |
Monk Maxed | Blitz | Attack the enemies with chains of martial moves, relentlessly. |
Dragoon Maxed | Blood for Blood | Increases damage dealt by 10% and damage suffered by 25% for 20 seconds. |
Final | Bullet Time | Enables the character to move quickly enough to avoid bullets. |
![]() ASSASSIN || Ninja + Thief Thief and Ninja are the fastest and most agile Jobs there are. Combining both of them, it is no surprise Assassins are agile enough to climb buildings and even run from trees to trees without any difficulties. Indeed, the Parkour skill allows them to do so, and it is only a start. While Ninja were never known to shine with magic, Assassins can use Magic Burst once the Job maxed out to attack their enemies with a burst of magical energy. On the other hand, maxing Thief will allow Assassins to use any weapons they see fit to go about assassinating their targets: guns, swords, axes and maybe even other things. These skills offer some measures of diversity to the Assassins, diversity that Thieves and Ninja lacked. Maxing out both Jobs will grant Assassins the Eagle Vision. This very special skill will allow them to see their allies surrounded by a blue hue when activated, and their enemies surrounded by a red one. Meanwhile, their targets will be surrounded by a golden hue. The skill isn't entirely reliable however, and on very rare occasions, enemies may appear with a blue hue. |
Initial | Parkour | Allows characters to free run and free climb. |
Ninja Maxed | Magic Burst | Attack with a burst of magical energy. |
Thief Maxed | Weapons Lore | Allows character to attack with swords, axes and guns. |
Final | Eagle Vision | Allows to see enemies, allies and targets in colored hues. |
![]() ALCHEMIST || Scholar + Blacksmith Combining the intelligence and knowledge of Scholars with the mastery and skills or Blacksmiths, Alchemists shine as geniuses who not only spend their time reading, but can also use their hands to create whatever crazy idea they come up with. The Mix skill allows them to merge together items for surprising results: merging two Mega Potions together may create an Elixir for example. Maxing out the Scholar Job will allow them to create Crystals out of the corpses of dead monsters, Crystals that may then be used to imbue a weapon or armor with a certain element. Technically, dead people can be made into Crystals too, but that wouldn't be a very ethical thing to do. Mastering Blacksmith will allow them to make even better creations. Finally, mastering both Jobs will allow them to create rare metals such as orichalcum or mythril out from much more common metals. And who knows, maybe the Philosopher's Stone is real after all. |
Initial | Mix | Merges items to create different ones. |
Scholar Maxed | Crystal Maker | Allows character to create crystals out of dead monsters. |
Blacksmith Maxed | Mastery | Improves the quality of forged or synthesized creations. |
Final | Miracle Worker | Can create legendary metals out of iron and steel. |
![]() GUN MAGE || Gunner + Blue Mage Gunners and Blue Mages have little in common at first sight, and yet their union gives birth to a balanced Job that is the nightmare of monsters. The Blue Bullet skill allows to cast any Blue Magic spells through bullets, but where this union truly shines is with the Spiritual Ammo skill. Gunners are always at risk of running out of bullets, but this isn't something that has any chances of happening to a Gun Mage. Indeed, they'll have an endless amount of spiritual bullets to shoot once the Gunner Job maxed out. Maxing Blue Mage proves to be useful as well, as from then on Blue Mages will be able to forget the Blue Magic spells they no longer want to use, thus allowing them to modify their skillset if they're no longer pleased with it. Maxing both Jobs will grant the Fiend Hunter skill to Gun Mages, assuring every attack directed at monsters will be a critical one. An absolutely priceless skill while wandering the world of Crystallis, or when hunting for new Blue Magics. |
Initial | Blue Bullet | Casts blue magic through bullets. |
Gunner Maxed | Spiritual Ammo | Shoots non-elemental magical bullets. |
Blue Mage Maxed | Enemy Wisdom | Allows to forget two blue spells per month to modify the skill list. |
Final | Fiend Hunter | Always hit monsters with critical attacks. |
Thank you for your time! If you have any questions, please feel free to ask them here.