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| The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources. |
Vault Prototype is the main base of the Texas Brotherhood of Steel. The controlled installation is somewhere in Texas.
It was probably found by Rhombus while seeking a main base of operation for the crusade against Attis and his Super mutants. The place appears to be a Vault-Tec facility, probably dedicated to the Secret Vault project, a vault prototype. Some valuable technology and inventory, like working computers, laser grids, functional steam pipes, radioactive drums, Gun Bots and holographic devices were found there and used for training new initiates.
In the game, Nadia completes this course, guided by a Paladin hologram, while various people in Vault uniforms watch her progress. These people are probably the Texas Brotherhood of Steel members who simply used the uniform found in this location.
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Level Grinding, Leveling, or Training, is a fan-term used to describe walking around an enemy infested location and fighting enemies for the sake of leveling up. The point of this method is to strengthen up your team, usually for an upcoming boss. Level Grinding may also be called Farming, which is usually used for more specific cases, like AP Farming or Experience Farming.
Being a long-time method in role-playing games, Level Grinding has been received with a lot of negative reaction. Many reviewers criticize games that require excessive level grinding in order to defeat difficult enemies. In early role-playing games, the original Final Fantasy being one of them, level grinding was almost mandatory. Since then, grinding has been somewhat disguised as other gameplay elements. Final Fantasy XII, for example, introduced the Hunt system, which many gamers use as a means to grind and earn various items.
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Early game, the Peninsula of Power has many high level monsters that yield high experience and gold and are easily defeated with Fira and Diara. Additionally, since certain bosses always appear when a character steps on a tile, easy bosses such as the Dragon Zombie and the Evil Eye can be fought repetitively for high experience.
Additionally, on the first floor of the Cavern of Earth, there is a section that contains a random battle on every tile making it an easy place to level up.
Similar to the Peninsula of Power in the first game, south of Fynn is an area with powerful monsters that will cause the party's stats to raise quickly early game. Later, the Tropical Island and the Jade Passage have high level monsters that can be defeated with little effort in attempt to boost stats. Additionally, in the 20th Anniversary edition, players can use the Arcane Labyrinth to quickly boost their stats. Also, players of the NES and Origins can exploit the Select/Cancel trick, in which the player selects an action and cancels it, but the stat boost still registers. Players of all versions can attack their own players to quickly boost HP or MP.
On the Floating Continent, there are few good places to grind. However, the Surface World has a few places to grind. After obtaining the Nautilus, the Sunken Cave and the Saronia Catacombs are used often by players to level up. Later, the Forbidden Land Eureka is also used with its many enemies that easily defeated.
The Lunar Subterrane, though the enemies are powerful, is often used to grind. Players of the Advance version use the Lunar Ruins to grind, as the enemies leave a huge amount of experience and gold.
Areas to grind in The After Years differ from the tale, and each have a level cap, with the exception of the final tale of the game. The most optimal place to grind in the last tale is the Depths of the True Moon. Alternatively, if the monsters are too hard, the best place to go to is the Subterrane.
Players use the Objet d'Art in Castle of Bal to quickly farm AP as they die with one Level 5 Death and leave high AP. EXP is easily farmed from the Interdimensional Rift, as the enemies pose little threat and leave high EXP. Players of the Advance version could use the Sealed Temple to grind, and possibly the Cloister of the Dead, as many bosses are fought in a row. However, by unlocking the Cloister of the Dead the player has completed everything in the game and grinding is generally pointless.
In World 2 and onwards, the player may opt to fight the Shield Dragon, if they possess the Control ability, to earn 2500 EXP for each party member as well as 5 AP by simply having the monster use Blaze on itself until it dies. For World 1, players may opt to fight the Mini Dragon enemies near Istory Falls for lots of EXP. For AP farming, the monsters in the final floors of the Interdimensional Rift gives lots of AP with very little effort (most can be slain by using Odin), though the most notable enemy that gives AP is the Mover enemy, which must be defeated before they escape or the battle ends, though when defeated, gives away 199 AP.
In the World of Balance, the Triangle Island has the Intangir, which can be easily be killed with Doom in the SNES version. In the World of Ruin, the Dinosaur Forest is used by many to grind, as its enemies leave huge amounts of experience. Also, the desert south of Maranda holds Slagworms (Hoover in the original version) and Cactuars, both of which give out high amounts of AP (though the Slagworm gives out high EXP as well).
Early on, if the character's levels are high enough, players use the Midgar Zolom to grind, as they infinitely respawn and give high amounts of experience. Later on, Cactus island is useful for its Cactuers that give out moderately high EXP and AP. Additionally, Movers in the Northern Crater give out insane amounts of AP, but are very rare. Also, players also exploit the W-Item Duplication Bug to give themselves 99 Elixirs to feed the Magic Pots and gain large amounts of EXP and AP.
On Disc 1, upon reaching Junon, the player can pull an alarm in the tunnel that leads to the Junon Underwater Reactor, which will allow the player to fight strong enemies from the start of Disc 2, which yields high EXP and AP, as well as high Gil. After obtaining the Tiny Bronco, the player can head to an island close to Mideel, where they can fight the Mideel enemies, such as Head Hunters, for high EXP and AP. After obtaining the Submarine, the player may opt to go to the Sunken Gelnika, where they can fight powerful enemies that yield high EXP, as well as being morphed into various sources for stat grinding.
The Limit Break system of the game can be easily leveled near the start of the game. As Matra Magic is accessible when the player first enters the world map, the player can dispose of big groups of enemies quickly outside of the Chocobo Farm and Junon. Once the player has access to the Highwind, the player can go to the forests surrounding Mideel. Using Hypers on each player to grant the Fury status, and equipping one character with a Restore materia that knows Regen next to an All materia. Fighting the Head Hunters and allowing them to increase the player's limit gauges will quickly get limit break usages. Going to the area outside the Chocobo Farm will get quick kills for the character's to level up limits.
Due to the nature of the leveling system, it is difficult to level grind in this game, as there is a lot of luck involved. However, leveling up is not determined entirely at random. Although it is not shown in the game, enemies still drop EXP, and the more EXP the player gains, the higher the chance the player levels up during a Modulation Phase. If the player wishes to level grind, they can do so by fighting enemies in missions that are labeled "Very Hard".
As Zack levels up, the rate at which his stats increase reduces, meaning at higher levels, level grinding is not very effective. Players often increase their stats by utilizing Materia Fusion.
Grinding is almost imperative in Final Fantasy VIII, but in a different way. Since the party's level means less than what Magic the player junctions, players grind by drawing many spells from enemies, and refining spells from items or lower level spells. Players looking for EXP go to the Islands Closest to Heaven and Hell, where there are many powerful enemies that give away huge amounts of EXP. AP grinders head to Cactuar Island where the Cactuars can be easily slayed by Squall's normal attack, and give out 20 AP each.
Final Fantasy IX has less places to grind than its counterparts, however, they still exists in some forms. The crystal version of the Four Fiends in the Crystal World yield high amounts of AP. The Grand Dragon and the Yans on Vile Island both give huge amounts of EXP; Grand Dragons can be easily felled after a certain point, especially with the help of Dragon Crest, but Yans remain exceptionally difficult even at optimum character levels.
The Omega Ruins' enemies give high amounts of AP, and with Double/Triple AP and Overdrive -> AP large amounts of Sphere levels pour in. Also, using Tonberries and their ilk with Overdrive -> AP causes many Sphere levels to come in if the player has killed enough enemies. Also, killing the Monster Arena's Species Conquest enemies give Spheres that add new stat nodes to the Sphere Grid and boost characters' stats quickly.
Using the Hunt system, many players grind while collecting useful items. Additionally, players use the Great Crystal to grind, with its powerful enemies and many rooms. The Subterra and Stage 2 of the Henne Mines both have many powerful enemies that give out large amounts of EXP.
Because all official Missions are one-time-only events, players are forced to rely on Monster and Summoning Melees if they wish to spend some time leveling up. The Summoning Melee at the Gates of Shattered Time and the challenging yet rewarding gambit of Midlight's Deep are two exceptional grinding locations, though the latter requires some time commitment.
Since EXP and JP are gained by performing successful actions, regardless of who the action is targeting, players can level grind by defeating all but one enemy units in any battle, prevent the remaining enemy unit from taking any action (such as by inflicting Sleep or Disable) and command the player's units to use their commands on each other, including offensive actions. In addition, Midlight's Deep contains many high level monsters which the player can fight to earn EXP and JP, as these parameters are mitigated by the unit's and target's level.
In Final Fantasy Tactics Advance received EXP from one action is dependent on the relativity between the acting character's level and the target character's level. Though missions usually offer challenging enemies at high levels to defeat, they can be completed only once. Enemies throughout the map in random battles will always be a levels relatively average to the player party, and any enemy at the same level will give the same amount of EXP, even if they are as different as an enemy Black Mage or a Thundrake.
Because of this, one random encounter is as good as any other in order to level up. That being said, if a character is to target himself or herself with an action, preferably a healing or supporting one, they will gain 10 EXP; targeting a character one level higher will garner 12 EXP; targeting a character one level lower will garner 8 EXP, and so forth.
Therefore, weaker characters can easily level up quickly by affecting higher level characters in battle, even if these characters are party members.
An easy trick to gaining levels extremely fast is the Smile ability the Juggler learns. It is learned by equiping the Orichalcum, and when two moogles are on the field with that ability at the same time, they can continue useing the ability on each other to create a cycle of experience gain and canceling out the other units' chances to move. With this ability, they can easily get to level 50 so the rest of your party can beat up on them to gain levels themselves.
Training is an activity which is done in order to increase the players' experience in one or more skills. Activities which are not done primarily for gaining experience are not usually considered to be training (for example, fighting the King Black Dragon in order to obtain rare item drops).
There are many different ways to train skills. Some players prefer material gain during their training; others do not care so much, as long as they get their experience as fast as possible. Some skills are very commonly trained by buying the items required, such as Prayer and Crafting. The items for these skills are therefore a common target for gold farmers.
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Training is a term used to describe the act of raising your skills artifically, similar to "practicing" a skill in order to enhance it.
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To train your melee skill (sword, axe, club, or fist). It is usually better to attack the training monster with a weak weapon: for sword fighting a Knife, for club fighting a crowbar, and for axe fighting a sickle is usually used. You must acquire a target to bleed, with the chosen type of melee weapon, and successfully bleed it once for every 30 combat rounds. The number of combat rounds allowed is reduced by 10 for every attack you absorb while attacking your target in a single combat round. As such, you will need to make blood once every 20 combat rounds if 1 creature is attacking you while you're attacking your target, and once every 10 combat rounds if 2 creatures are attacking you.
Targets can include, but are not limited to:
Knights advance fastest in melee training, with the highest skill being 116. Paladins can also advance in melee skills at a reasonable rate. Several Paladins currently have melee skills in the 60-65 range. Druids advance slightly faster than Sorcerers, but since the introduction of wands, melee skills for the mage classes have become irrelevant.
Training distance is the same as melee (see the melee section), excepting that distance will increase faster if you bleed your target more. One blood hit is approximately twice the benefit of an instance of your opponent blocking your attack. Distance is a paladin's primary skill only, and so knights will not benefit from distance as much. The reason for this is because despite a knight's ability to carry a lot more than a paladin, their skills increase at a much slower pace than a paladin's, and 40 is considered high (compared to over 100). Thus, any other vocation would benefit from training another skill. Rookers may also take up the skill, due to the attack of a spear, the damage output may encourage them to train it. However, in the long run it isn't practical to rely on it as a primary skill, due to their lack of capacity.
Your shielding skill will subsequently rise if, in addition, you have monsters attacking you while bleeding your target at least once every 30 successful blocks. The creatures need not bleed you, nor must they be of a certain strength. Additionally, any creatures attacking you beyond the 2nd will not add to your shielding skill. Thus, 2 creatures is the optimal number of training creatures for shielding advancement.
Knights and Paladins both rise in shielding at equal rates.
Training with Target Dummyes is the most effective way of training, those monsters have an infinite amount of hitpoints so your skill will raise quickly. The disadvantage of not having any creature to raise your shielding can be fixed hiring a mage who summons weak monster to attack your character or buying Spellwands and using them till they break so they summon Mad Sheeps. You need to be at least level 75 to use this training.
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You can enter the lair where the dummyes are after completing the Shadows of Yalahar Quest.
Each magic level requires a precise amount of mana to be spent before advancement. Simply casting spells will further your progress meter accordingly. Prior to the 7.6 update, mana was only counted in 20-point blocks, discarding any mana from spells costed beyond the last multiple of 20. With the introduction of wands, which use as little as 2 mana points, this feature has been replaced, and every mana point spent is now counted toward the progress meter.
To advance your progress meter in this skill, you must fish on water squares with fishing rod. Almost every water square (that is not accessible from the inside of a protection zone) contains single fish, and you have to fish it till you catch a fish. After that this square won't give you any more advancement and you have to fish another square. You must wait around 30 minutes for the fish to respawn and be able to advance farther in your fishing skill or move to another fishing spot. A good method is to fish one square at a time, starting at one corner of the water and working across the screen, clearing one row at a time until you have fished all the squares. This allows you to keep track of where you have caught fish so you do not waste casts on squares that are already cleared. See also Fishing.
Training is a long and arduous process for any vocation. When training, it is important you utilize the best possible methods available to ensure the fastest progress. Listed below are the various options available to players.
If you've got a friend or hired someone to summon a monster for you or if you chose to train with slimes on Non-PvP worlds, then keep a few things in mind:
Training with players is an acceptable alternative to the ideal Monk/Dark Monk situation, and far better than ghouls or slimes on average due to the stability of a partner, but is impossible on Non-PvP worlds.
To further your progress, employ the following tactics:
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