The Arena HQ
Posted: Tue Apr 05, 2005 12:29 am
Welcome to the arena. Here you can start your journey to becoming a champion.
You have no money handed to you, and equipment is a privellege earned through success. You do as a benefit begin with 2 healing tonics and an ether, given to your second, you may hold them personally if you wish.
You may start by one of three main activities in the Arena.
Story: Begin your rise through the ranks. You need certain qualifications to advance at certain parts.
Duel: Fight versus an opponent. All scores, victories and losses are recorded.
The Pit: Fight versus a continuing onslaught of monsters of a difficulty. Provides great XP and GP based on kills. Must escape to an exit to quit.
Exchange equipment with Second.
----Training Costs---
-1pts for 10gp.
-25pts to increase one stat by 5. Requires 4hrs.
-25pts to increase HP or MP by 10. Requires 4hrs.
-100pts to gain a spell point for one spell. Requires 12 hours.
-250 to develop a new stance. Requires 1 day.
-250 to develop a new manuever. Rquires 1 day.
-500 points to gain a support skill (Passive skill that's always active. Must be approved. Requires 3 days of training.
-500 points for 1 Spell. Requires 3days
-1000 per overdrive gauge. You may learn an overdrive that reqiures from 1-10 gauges to fill, to use. Requires 1 week per gauge.
Spell points work like such. Spells now have, as you can see in your stats ratings, points in various categories. You can use a spell point to raise the power in any spell. Spells will start off with ratings based on description from 0-3 points. Instead of raising an attribute with one, you can lower the cost by 25 by spending the spell point on it. Spells reduced below 10 will stay at 10. Using a spell point on any spell will raise its cost by 25, unless its power is raised, in which case it will be raised by 50.
[ April 11, 2005, 08:17 PM: Message edited by: Marth ]
You have no money handed to you, and equipment is a privellege earned through success. You do as a benefit begin with 2 healing tonics and an ether, given to your second, you may hold them personally if you wish.
You may start by one of three main activities in the Arena.
Story: Begin your rise through the ranks. You need certain qualifications to advance at certain parts.
Duel: Fight versus an opponent. All scores, victories and losses are recorded.
The Pit: Fight versus a continuing onslaught of monsters of a difficulty. Provides great XP and GP based on kills. Must escape to an exit to quit.
Exchange equipment with Second.
----Training Costs---
-1pts for 10gp.
-25pts to increase one stat by 5. Requires 4hrs.
-25pts to increase HP or MP by 10. Requires 4hrs.
-100pts to gain a spell point for one spell. Requires 12 hours.
-250 to develop a new stance. Requires 1 day.
-250 to develop a new manuever. Rquires 1 day.
-500 points to gain a support skill (Passive skill that's always active. Must be approved. Requires 3 days of training.
-500 points for 1 Spell. Requires 3days
-1000 per overdrive gauge. You may learn an overdrive that reqiures from 1-10 gauges to fill, to use. Requires 1 week per gauge.
Spell points work like such. Spells now have, as you can see in your stats ratings, points in various categories. You can use a spell point to raise the power in any spell. Spells will start off with ratings based on description from 0-3 points. Instead of raising an attribute with one, you can lower the cost by 25 by spending the spell point on it. Spells reduced below 10 will stay at 10. Using a spell point on any spell will raise its cost by 25, unless its power is raised, in which case it will be raised by 50.
[ April 11, 2005, 08:17 PM: Message edited by: Marth ]