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Site is under construction and is subject to change sporadically.

Lou 03/25/2013 14:02


Some graphical resources seen are copyrighted by their respective owners, SquareEnix and others, and are temporary placeholders. They will not appear in any released version of the game. Resources that will be used in the game are either created by myself or credited to their respective Artist. I especially want to thank websites and communities such as http://ffhacktics.com/ for creating some of the placeholders I used during development. Dusk Tactics, source code, and the ideas and information on this website are all copyright ©2014-2020 Louis Agoglia

job:start

Job System

See: Jobs
See: Sprite

Like many games in the turn based tactics genre this game will feature a Job System, sometimes called Class System. The Job System will be a major focus of the story as well as the gameplay.

Jobs are specific skill sets and training that are regulated by organizations called Orders. Orders play a very large part in the world, politically and culturally. Orders exist alongside and even beyond local governments, as the Orders are often multi-national. Think of an Order as a School of Martial Arts, each order trains mastery in one Job.

So for each Job that exists, an Order is behind it organizing official membership and levels of mastery. This does not mean every Job has an Order! You'll find out that many Jobs have become rare due to losing their original Order due to various reasons. Without an Order there is no place for people to learn the related Job and thus they die with the lives of the final Master.

Orders

See: Orders

There are numerous Orders throughout the land. Some are backed by the local government and used to raise militias or recruit armies. Others are based more in a religious or spiritual setting, with skills and training only being available to those who are deemed worthy.

The Job and their individual attributes and abilities WILL change at any point during development. Balancing these jobs to a certain extent will probably be the longest on-going work that will be done on this project. Also, unless specified all images used are placeholders used to give an idea of what the class will look like.

Jobs

See: Jobs

Your experience in this game will involve a cast of main characters, most of which may have unique Jobs only available to them. Accompanying this cast will be an endless amount of “generic” units that you may recruit and train. These units will have access to Jobs based on the Orders available to them. This will change as you progress in the game, but at the start there will be Ten Orders.

There is a hierachy when it comes to Orders, some are more advanced and thus have more advanced Jobs that they teach. For right now there are 12 Basic Orders, known as Great Orders, as they make up the large majority of those who have official Jobs.

Twelve Great Orders

While they are usually called the “Great Orders”, below is simply the Order name and the Job it is affiliated with.

Order Job
Order of Cratos Warrior
Order of Makai Fighter
Order of Atlas Defender
Order of Astrea Page
Order of Atolyus Rogue
Order of Atomus Scout
Order of Panacea Acolyte
Order of Mnemos Scribe
Order of Hermet Chemist
Order of Minerva Scholar
Order of Sanctus (Rumor) ?????
Order of Mercus (Rumor) ?????

Since ancient times, there have always been a set of Basic Jobs run by Great Orders. The number varies over the years, but is usually between 8 and 15. Currently there are 10 that have been recognized by the Order Official. In recent times there were as many as 12, but it is unknown what these Jobs were and what happened to their Orders. There are rumors, passed down from generation to generation as knowledge can never truly be lost, just forgotten.

Job Attributes

Below are the attributes that make up the essence of what a Job is and how it can be used. Some Jobs will vary greatly when it comes to these, but two Jobs will never have the same attributes.

Job Level

Something newly added is Job Level, which keeps track of how far one has progressed in their mastery of a Job. Job Levels do not endlessly increase, but have an assigned maximum level that indicates mastery of the Job. The most basic Jobs, including the 12 Great Order Jobs above, have a maximum level of 3.

When you first acquire a Job, your Job Level is set to 0. As you progress throught battle you will earn JP (Job Points) alongside experience. JP will determine your Job Level and allow you to Level Up a Job. You will always start a Job at Level 0 and you will attain the Level 0 Ability. For each level a Job has, it awards an Ability (Active or Passive).

As an example, the Basic Jobs, with a Max Level of 3, when mastered, will have 4 Abilities (Usually 2-3 Active and 1-2 Passive). Upon reaching maximum JP, you will have mastered the Job and will be able to equip these Active or Passive abilities in your secondary, tertiary, or quadrary slots.

Currently there are four (4) Active Ability slots and two (2) Passive ability slots. The first of these will always be the basic Active and Passive ability for the current Job while the rest you are free to assign Abilities learned from other Jobs.

Race

See: Race

Race was added in version 0.4.0 and is tied to Jobs in the way that Gender once was. Now every job can be Male or Female, the stats will be the same, the only real difference is the sprite and naming conventions. Races on Gaia are not analogous to Races as we know them in real life. Races are different types of beings, usually Humanoids, but not always. While Monsters come in different types or (races), they are specifically styles after a specialized “Job Type” and are simply categorized as Monsters.

For the most part, Jobs and Orders have Human members. There are other races that exist, and they may have Orders but they will not be the same as the Orders for Humans, even if they may have similar abilities.

Basic Stats

See: Stats

One of the major ways in which Jobs differ is their distribution of Stats. They all have different Base Stat levels as well as Stat Growths. Movement such as Move, Jump, and Move Type are almost always based on the Job.

  • Job Level
    ► Integer Value, similar to Level. Jobs have different Max Levels</font>
  • Base Health Points, Magick Points, Ability Points
  • Health and Magick regeneration
  • Base stats
    ► Integer values that form a base for Level 1 stats
  • Stat Growths
    ► Double values that are added to the base stat value upon Leveling Up
  • Movement distance per turn: Move
    ► Integer value greater than 1
  • Height difference it can traverse: Jump
    ​► Integer value greater than 1</font>
  • Movement Type
    ► Whether the unit can tread water, swim, float, fly, teleport
  • Frequency of turns: Speed
  • Base chance an attack doesn't miss: Accuracy
    ► Double value percents with 2 decimal places, max value of 99.99%
  • Base chance an attack is critical: Critical
    ► Double value percents with 2 decimal places

Active Abilities

See: Ability

Each Job will have Abilities, or Skills that can only be learned while one is an active member of an Order with the appropriate Job. Abilities exist alongside basic Attacks and often require Magick Points as a resource to perform.

As of Version 0.5.0 each Job learns Abilities as it increases in Job Level. Your primary Ability will always be related to your current Job however you have three other Ability slots that you can customize however you see fit.

Passive Abilities

See: Passive

In addition to the Active Abilities, the Job will also learn Passives that corresponds with the type of Job. Passives are always active so long as they are set to a Passive Slot. Typically Jobs will teach you 1-2 Passives, rarely more. See the Passive page for more information on how Passives work and more specifics.


job/start.txt · Last modified: 07/19/2018 05:19 by lou