Q: If this is a Final Fantasy/Ivalice Alliance based game, does that mean I'll need to have played these games to join?
A: Absolutely not. All you need is to read through the information we've provided. And an interest in original character role playing games in fantasy universes doesn't hurt either. If you have questions about the nature of the setting, please ask a mod.
Q: If this is inspired by Ivalice Alliance, does that mean I can play a Moogle, Bangaa, Seeq, Viera?
A: Humes are the sole demographic.
Q: Are the other races around but just as NPC's then?
A: Actually, according to the year in which we're having the game take place, a great cataclysm of unknown origin occurred hundreds of years ago, which made extinct the ancient non-hume races. However, if a player reeaaalllllllly has their heart set on playing a non-human race, come talk to us!
Q: Can my character be trained in two classes?
A: In short: Yes. The longer answer however, asks that you keep in mind choosing a "class" is much like choosing a "career path" in modern society. There is extensive work and time commitments to learn all of the skills required to gain the proper title of the class you're becoming a part of. Some skills you learn in one class may be transferable to another, but they will be minimal. This is much like changing you major in university.
Q: Can my character be cross-trained between different Guilds?
A: As to prevent characters from becoming too powerful or godlike, no. We do, however, encourage cooperation and interaction between Guilds and Guild members. Need magic? Hire a mage. Need a burglar? Don't go to Bag End.
Q: Is there anything else I need to know about non-guild characters?
A: We're requesting that each player only have 1 non-guild affiliated character at this time. Additionally, we ask that each player have one guild affiliated character before apping a non-guild affiliated character.
Q: But what if I'm just not that interested in having a guild character?
A: Then come talk to the mods! We'd love to talk things out with you and see if a reasonable compromise can be made.
Q: How does the communication network function?
A: The communication network, is much like a journaling system. You can restrict access to specific persons, lock to entire groups, etc. Text that is struckout is non-visable and is as if the character wrote something, or thought something, and then deleted it or decided against writing it. If you encounter [...] it means there was a long pause or hesitation in the character's thought process or typing as they considered what to write next, however, this would not be physically 'seen' by the character. It is simply to denote feelings or delays to the other player for their character to be more in tune with the feeling of the response or for the character to be aware of a 'time lapse' that the response would have taken to write. Also, when any character logs into their account, their displayed username will be determined by their initials.
Q: Am I restricted to the "common weapons" listed in the classes table for my character?
A: No, but please confirm with a mod that the weapon choice would be acceptable for the character type. A Black Mage using a double handed great axe, wouldn't make much sense as it probably weighs more than they do soaking wet (regardless of the amount of training that would be necessary for proficiency with such a weapon as well as with magic). A Knight with a gun? Uncommon, but not unimaginable.
Q: What if my character is kicked out of their guild?
A: This is not looked upon well from any of the guilds. The character would generally be branded an outcast if kicked from the Fighters or Mages guild. If in the thieves guild, expect to be marked for all guild members to know you’ve been cast out at best, or killed. Whoops. :x
Q: If I am playing a character that is melee based or is martially focused, does this mean I can't use magic?
A: All characters are capable of using magic; however, some have much more significant knowledge, training and skill than others. Melee/martially focused combatants would have limited access and ability to cast spells.
Q: Does the rest of the world have the same level of technology/magic as Emillion?
A: Technology amount and dependence, religion, classes and social structures vary across the worldl; however, don’t expect to see something like Midgar (from FFVII) popping up anywhere in here!
Q: Do I pick one class and that's it?
A: That's not quite how it works! All characters, at one point in their lives were part of the 'base class' (Squire, Scholar or Apprentice) and then they moved through the ranks and obtained a lower end class. Once they obtained a high enough rank in that class they are then able to choose a higher end class if they so wish.
Character 1 starts as a Squire in the Fighter's Guild. After 5 years of service as a Squire they can then qualify to move into the first tier of 'main classes'. Character 1 chooses then to be an Archer. After five years of being an Archer the character has obtained a high enough rank to qualify for taking on a second tier class and can either choose to move into new training for the second tier class, continue to further master their current class or even start learning another first tier class within their own guild.
Let's say Character 1 wants to become a Knight. The path they would take is:
Squire → Knight
After a while this character decides they want to become a Holy Knight. Their 'career path' then would look as follows:
Squire → Knight → Holy Knight
Though, they could also decide that Knighthood just isn't working for them and could decide to go:
Squire → Knight → Dragoon
Another possibility is to move from a base class into a second tier class. However, this takes an elongated period of study in the base class before the character can move into 'officially' being part of the second tier class (aka, must be second tier class minimum age. Study time of 10 years required due to the second tier classes being of a more complex nature than first tier classes.):
Scholar → Red Mage
Q: Can I play a Council Member of one of the Guilds?
A: Sure! Just keep in mind these spots are limited and will be distributed on a first come, first served basis. Additionally, these roles will require a higher level of player accountability because they may be privy to more ~plot secrets~ than the average PC.
Q: Can I play a Guild Master?
A: Not at this time.
Q: Can I make a Knight/Berserker/(other Fighter's Guild character) as part of the the Mages/Thieves Guild and visa versa?
A: No. A Knight/(etc) could only obtain proper training to become a Knight/(etc) by undergoing the thorough training that is established by being a part of the Fighters Guild or from some sort of order dedicated to training members of that class. However, you can have a Knight/(etc) that is heavily involved in the Mages/Thieves Guild either by consistently being back up to the other guilds needs, having close friends in another guild, etc.
Q: Can I play a bad guy?
A: YES! We love bad guys! But please, do keep in mind that you will need to be collaborating with the mods for any special events or larger plots.
Q: Does my character have to be born in Emillion?
A: Nope! But that's where they are now for some reason or another. Completely up to you why they're here though!
Q: Can I have a character that is a guild class but not part of the guilds?
A: Technically yes! If this is a character from another location in the world. However, keep in mind that while there may be differences in guilds across the world, they are connected in some way or another.
Q: Can I kill off my character(s)?
A: Absolutely! but we ask that you let a mod know what's going on. Perhaps we have some cool ideas that make sure your character goes out lookin' like a boss. Additionally, we don't want to have a character dying off every week, please don't go too kill crazy. We even had a question in the application so we can know who you are/aren't comfortable killing off!
Q: How does the time in game work?
A: We run dominantly on Real Time. If it's 3pm on a Tuesday in real life, then it's 3pm on a Tuesday in game time. The only exception to this rule would be around plot points. In those instances, time in game may be 'slowed' and will not match up with real time. This is so that all players can get in on the plot action and not have to miss as much due to real life obligations.
Q: Does the game take place in 2013?
A: Indeed it does! Old Valendian 2013, to be precise. For a description on the Ivalician monthly calender, please check the world information page. (Make this a link?)
Q: So, this is based on a video game world. What sorts of monsters are roaming around?
A: There's a large selection of monsters roaming across the world. If you need some ideas for what might be about or things your character(s) could have run into in their lives, you can check out this link or this one.
Q: So what's with this minimum age stuff next to the job names?
A: We feel that in order to properly represent the amount of training and dedication each and every character goes through to obtain the skills of the job class they're pursuing this should be reflected in a time spent training towards that profession. Therefore, we've outline what we feel is an appropriate amount of time (as per the ages listed) that the character would be required to spend building towards that job.
Q: Does my character need to be the minimum age listed for that particular class?
A: Nope! The character can be that age or older, just not any younger than the age listed.
Q: Limit breaks?
A: Sorry guys! None of those here. Not because we personally have anything against them but for game/power balance purposes.
Q: Wait, what's a Limit Break?
A:Limit Breaks are powerful combat moves featured in several Final Fantasy titles. The mechanism first originated in Final Fantasy VI, but the term was not officially coined until Final Fantasy VII, which popularized the term; later games sometimes use other names. Limit Breaks are often among the most damaging moves at a player's disposal, typically capable of destroying enemies. Several Limit Breaks have developed into various characters' signature moves.
Limit Breaks usually rely on the damage the player takes in some way. When the player takes enough damage to fill up a power meter, or they enter critical status, they may perform their Limit Break. However, this is not universal and some games use different systems. Though their appearance, use and naming has varied, Limit Breaks have been featured in all of the main series Final Fantasy titles since Final Fantasy VI, and the Limit Break concept has become a series staple.
Q: Is there a difference between Espers/Aeons/Summons/etc?
A: There is! In emillion Espers are considered incredibly powerful, they're not gods but they're the closest thing any Hume has ever seen. Summons on the other hand, while also being cool and something a character can call forth, "are magical creatures that can be summoned in battle." Still need more info on Espers? Please click here, and scroll down to section which explains what Espers are.
Q: Can any character have a summon?
A: Sure! Though, if a player wants one, they'll have to explain why it makes sense for their character to have one in their app and/or earn it through game play. Additionally, not every character can have a summon. The number available in the game will be limited based on the number of characters in play at any give time. More characters = more summons available. Less characters = fewer summons up for the taking.
Q: Can I play a Summoner as a job class?
A: The technical answer is no, as we are not allowing that as a class in of it self. However, this does not mean that the ability to summon is cut off from characters. As stated above, if you're interested in your character being able to have a summon, they can either earn one through game participation or if you feel this is a completely critical part of your character that you can't live without, come talk to a mod.
Q: Can I have an Esper?
A: As this will be dealt with through plot, active players will be able to obtain Espers over the course of the game.
Q: Can I have a Summon AND an Esper?
A: As a means of assuring game balance, the mods will not be allowing any character to have both an Esper and a Summon at this time.
Q: How about an ultimate weapon or super powerful suit of armor? Can I have those?
A: No character will be starting the game with such items. Depending on your character's age and experience they may have very strong weapons or armor. However, only through plot and sidequest participation can a character obtain an ultimate weapon and armor.
Q: Hold up. What's an Ultimate Weapon/Armor?
A: These are weapons and armor of unparalleled strength and durability. Sometimes, these items can be crafted from select materials found through out the character's travels. Other times the character must go on a special quest to obtain items of fabled status that have been left behind by the legends of old.
Q: Wait, let's rewind! What's a sidequest?
A: These are special missions that players can sign their character(s) up for. While these missions are capable of influencing plot, they generally will not appear to be directly plot related. Orrrrr! As the Final Fantasy Wiki says:
"Sidequests are completely optional, mostly non-storyline objectives the player can undertake throughout the game, and have been predominant throughout the series. Sidequests can range from something as small as an errand or finding an item to something as big as traveling the world for many various objectives or fighting superbosses. Several sidequests often involve getting powerful magic, summons, or equipment that would otherwise make the game extremely easy to complete.".
Q: Not plot related? Then what's the point?
A: Weelllllllll, technically they are related to the over arching game plot as a whole since participation in sidequests will allow the character to collect special items that may not be readily available in the normal plot arc. These special items will allow the character to be more powerful, which in the long run, will impact how much influence the character has in the game and in battles.
Q: Can I add stuff to the world?
A: Sure! Please do! We'd love to have your character's shops, professions, reputations, and artistic contributions added to the world that they are populating. If you need your creation's information added to the FAQ, World Info and Misc. Info pages, feel free to comment to them and we'll get it updated for you.
Q: What role do Council Members play?
A: Council Members, of the various Guilds, help to make important decisions regarding the daily functions of the guilds. What courses shall be taught, who shall be assigned to what tasks, how the guild finances will be run and what political stances the guilds will display to the public if need shall ever arise. The Council Members also have the greatest ease of access to the Guild Master at any given time.
Q: So, do Mime's remember the abilities they copy?
Q: Can my character have the spells Death and/or Doom, or Zombie?
A: No to Death and Zombie at this time. Doom, if this ability is open to your class would come with heavy restrictions regarding who and what it would work on.
Q: What about other very powerful spells like Ultima, Flare, Freeze, Scathe, Scourge, Meteor or similar level abilities?
A: We expect that even the most experienced mages would not know all of these spells. This can be extended to other classes abilities with similar effects, we want to see your character(s) grow not only in personality but in what they can do in their class over the course of the game. Not to mention, we wish to keep the game as balanced as reasonably possible so that no one character overpowers any other and ruins the enjoyment of other players. Any spell or ability that is part of the above list, or seems like it would fit there will need mod approval first.
Q: Can I give my character(s) accessories/items as I feel like it?
A: Please run all accessories, unless they are already being sold in game, by the mods.
Q: What sort of accessories should I not even bother asking about?
A: Any accessory that assures 100% hit rate via melee attack, magic attack or other ability will not be approved. Additionally, any item that grants total immunity to all elemental forces/attacks/etc. will not be approved at this time.
Q: Do you allow player run quests and rewards?
A: Sure, but please keep the mods in the loop regarding what you expect the monsters/challenges to be (we might have something in the works that could add to what you're doing, or we might be planning something that's really similar to what you want already) and what rewards you would like the group to obtain.
Q: How do characters access the communication network?
A: The communication network is accessed via portable handheld devices. If someone needs a larger screen (and has enough gumption and knowledge of how the devices work) they can hook them into large machines as well for ease of having access to a larger screen and/or keypad. Additionally, the communication network is a world wide tool. However, signal interference will occur in areas with higher levels of mist. In areas with very high concentrations of mist the devices may be taken off the network entirely.
Q: How old does a character have to be before they can mentor another character?
A: A character must be in their 1st tier class (Knight, Berserker, Monk, Black Mage, White Mage, Mystic, Dancer, Thief Machinist, etc) at least 7 years before they are allowed to take on any base level classes (scholar, apprentice, squire) for training. A PC who has at least 7 years (or more) can also take on 1st of 2nd years of their own class. Aka a Knight with 8 years of experience could be the mentor to another Knight who is in their 1st or 2nd year of training.
Q: What about Gay Marriage?
A: While the traditional aspects of marriage for purposes of distributing wealth and maintaining strong lines of inheritance is the cultural norm, especially amongst the wealthy, bonding ceremonies between individuals of the same sex is not strictly prohibited. As in any society, of course, there remain those that are more apt to disagree with such practices, but in game opinions do not mirror modern day real life culture.
Q: How involved are the Guilds in politics?
A: While individuals in law and government may be guild members and wield and limited amount of influence, as is outlined in the government section of the world information, Parliament and King Weyland IV are the guiding forces of city politics, as the Judges are with matters of the law. The Guilds themselves are, as one might expect, very powerful and influential but do not run the city nor hold complete and utter sway over these affairs. However, as they are located within the city walls, they do need to "play nice" and be respectful of the laws and major political powers housed within Emillion if they want to be seen in a positive manner by the citizens and other officials.
Q: How is wealth important and how are guild rewards determined?
A: While we don't expect this to play an extreme role in most character's cases, is a form of power. It can buy better gear, it can be used for bribes, it can be used to persuaded certain agents to act in specific manners. Most of the time, we're not going to care about player to player interactions (bribes, persuading, etc). Though, as mods, we need to assure that no one character severely overpowers any others unless there's a specific plot, or other established reasons, which have been agreed upon before the character was brought into play. Regarding players with characters who are supposed to be from significantly wealthy families, please keep in mind that even in most Final Fantasy/Ivalice games even royalty commonly do not come equipped with gear much better than the rest of the party. We've taken this to mean that most people of substantial wealth in the Final Fantasy/Ivalice worlds spend significant amounts of their time/wealth on perpetuating and maintaining their current political and social status and can buy some very nice gear, but even then, their additional resources to purchase loot items, is limited due to the above stated ideal.
Eventually, we will be opening up a page that will outline how characters can build their ultimate weapons and/or ultimate armor. We have not opened these pages up at this time, as we feel it is too early in the game for most characters to be considering such items as these things should be reserved for near End Game. However, one of the main components to this will be a large sum of gil to pay for the forging of these incredibly powerful weapons/armors. Gil will not be the only factor involved in the creation of these items, but it will be an important one.
Q: Can I get a detailed description on how healing magic works?
A: Common cure spells effectively increase the rate at which normal healing occurs. The magic essentially speeds the cell division and replication on an anatomical level which causes the rebuilding of flesh, muscles and bones. This is also an explanation for why cure spells cannot restore the dead, as your body has shut down, there will be no rejuvenation of cells. Cure spells can fix: bones that are properly set, flesh wounds (of any variety), cuts, scratches and bruises. However, as it's just a process of rapid healing instead of a perfect 100% fix all; this means that if wounds are not cleaned, bones are not set properly, then injuries can indeed be healed wrong (and this case is left entirely in the hands of players). Aside from serious complications, tenderness and bruises can still be present when no broken bones and wounds are left. Additionally, curative magics may or may not work on internal organs (depending on if they can naturally heal/the injuries done to them) and massive trauma then, can be another cause of death.
Q: Can a visitor check out a library in the mages tower?
A: Yes. They would be required to sign in at a visitor desk and be escorted by a guild member at all times.
Q: Can my character do work (waitressing, smithing, running a grocery store) outside of their guild affiliation?
A: Sure! Just keep in mind that the guild affiliation is a rather large responsibility so this will tax the characters amount of free time for other ventures.
Q: What's the legal drinking age in Ivalice?
A: Currently the legal drinking age is 16. However, with this in mind and the age being so low, we ask that players keep in mind that drinking is more 'normalized' in this setting, so things like binge drinking wouldn't be as common.
Q: Is there a city map?
A: We're working on it!
Q: Regarding the ECN (Emillion Communication Network), what name is shown when someone posts? Is it a name? A nickname? Initials? Numbers??
A: Initials are shown and icons are entirely for ooc purposes.
Q: If you increase the character limit, will there be continued restrictions on how quickly the additional characters can come in?
A: Yes. For every character over 3, there is going to be a period of needing to pass an "official" AC with all 3 before the 4th, all 4 before the 5th, etc. (as characters brought in later in the month aren't required to pass AC) before the 4th, 5th, etc would be able to be added.
Q: How much do the EKP, Dragon Riders, Rangers, council members, etc generally make from these jobs?
A: We imagine that in most cases full time guild members would earn 40k(1st class tier, 1st year)-60k(experienced guild members 5+ years) and council members would earn around 70k(1st year)-90k(Senior Council member 5+ years) a year. This of course, all depends on combination of rank, year, experience, etc. As long as people are reasonable with this sort of thing (no first year should be earning max wages), we're not going to stress about it too much.
Associates would also earn wages, but that would depend on how often they assisted with missions/responses and probably come at a payment per assistance rate instead of a yearly wage.
Q: Is $1 equal to 1 Gil?
A: For sake of ease and our sanity we will be keeping things simple with a 1 to 1 ratio on USD to Gil.
Q: What are damage rolls?
A: These are dice rolls that the mods do to dish out randomized damage to characters when they engage in dangerous situations. The mods have also supplied a modifier table so that any character, through their own abilities, or virtue of other characters, can change how much damage they or others walk away from a battle with.
Q: Are characters allowed to have more gear equipped, and if yes, what is the limit (i.e. 1 weapon, 1 armor and 1 accessory that is just replaced, etc)? How would that factor into damage rolls if those tables are to be used again in the future?
A: We never outlined specific amounts of gear that is, or isn't, allowed to be equipped but imagine this to work much like most of the Final Fantasy games. One set of armor, one or two weapons can be used at the same time if the character is capable of fighting in an ambidextrous manner (though they may carry more) and probably no more than two accessories at a time.
Regarding how this factors into damage rolls, all equipment, unless they have some special property (such as casting protect and/or shell on the wearer then the wearer would automatically be able to adjust their damage roll by -1 for the protect spell and -1 for the shell spell) will be treated normally. This is due to the fact that as armor strength increases, it means the characters will be able to take on more and more powerful monsters, which we whole-heartedly, will be throwing your way.
Q: What about ammunition? In Final Fantasy 12, you only have to buy each type of ammunition once and then it's unlimited. In other games, ammunition is consumable but then tends to be a lot cheaper.
A: All ammo would be consumable. However, regular ammo (with no special abilities, average stats, etc) would be relatively cheap and ammo with special effects, magical enchantments, etc would start jacking the price up pretty fast.
Due to this, we're going to be sticking with the prices listed for shot on the FF wiki ($100 gil for the "regular" ammo) because after doing a little research we found that mass manufactured ammo in the modern day for handguns ranges from $20-$70 a box. So, having to make most of the ammo by hand it would be reasonable to justify the cost difference as this world currently has no major manufacturers for such thing. The cost of ammo and its consumable nature also lends reason for the high level of use of more archaic weapons across the world.
Q: Can my character hit everything, all the time in combat situations?
A: Nope! We don't care how often you hit, or how hard or weak your character's hits are. Just keep in mind, no one has 100% accuracy, no one can hit all critical's and on the other side, no one misses 100% of the time either!
Q: So, in combat I can totally do ALL THE THINGS with all of my character's abilities, right?!
A: Characters are certainly welcome to have at the monsters in any way they want, but we do ask that at least somewhat realistic parameters are kept in mind for combat. If it's raining and storming, fire spells will work, but may be at reduced damage. If you have a class that focuses on singing or speaking with a creature, the effects of such abilities will only go as far as the character can be heard, which, in a storm, crashing water and wind, will reduce others abilities to clearly hear things as well. Water spray may mess up gun powder, etc. We're not saying your character's can't do stuff, because they totally can, will and should fuck some monsters up, but these conditions are not optimal and all of this is going to suck.