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I found myself curious, what do an average adventurer and peasant (and by extension, peasant family) need to make per day to ensure a living? As near as I can tell, materials to produce food cost about 3-4 gil a piece for simple food. With each meal usually having 2-3 parts, and usually ending up with 3 helpings/meals from the finished product, that would be an average cost of ~10 gil per day for food per person who can cook it themselves. Lodgings I can find no lore on. I assume renting an inn room is about 50-100 gil per day, which would put renting an apartment at around 20 gil per day per family. This is speculation, but would bring the daily peasant cost to 30 gil / day + 10 gil / additional family member. An average family of 4 would therefore be 60 gil / day to keep fed and sheltered, plus a little on the side for clothes and other things such as taxes would probably bring the average family of 4's necessary wages to get by to about 100 gil / day. Does that math look right, or are people aware of numbers or lore that proves otherwise? Furthermore, the average adventurer may spend time camping which can be virtually free (can get water from rivers, food from hunting, no taxes or fees to camp under the stars), but in town between jobs it would be about 10-30 gil per meal according to vendor prices plus 50 gil per day for an inn room. That brings average expenses for them to about 90 gil per day of downtime. That stated, levequests (which I think would be the average way adventurers get paid, or so I would imagine unless there is evidence to the contrary) offer anywhere from ~50-1,000 gil depending on the difficulty, plus they can sell any loot they receive to traders for anywhere from a few gil for newer adventurers to many thousands later on. So... to just get by, expenses are: Solo peasant: 30 gil / day Peasant family (4): 60 gil / day Solo adventurer (downtime): 90 gil / day + Fees for repairs, potions, and other materials (Unknown) Wages are likely: Peasant supporting family: 80-100 gil / day Solo adventurer (Fresh): 51-200 / adventure Solo adventurer (Seasoned 201-1,000 / adventure Solo adventurer (Expert/Skilled/Veteran): 1,001+ / adventure Do these numbers make sense? Yay? Nay? I know only food came from in-game prices, and the rest is pure speculation. I welcome all forms of discussion and presentation of actual numbers if they're present in game!
Reaper posted a topic in RP DiscussionSoul Crystals. My understanding is they're effectively the knowledge of past people that you can use their soul crystal to learn their knowledge. An imprint/predisposition towards the knowledge, if you would. It teaches the wielder the basic skills of the individual whose soul crystal it was in life, and allows the wielder to rapidly develop correlated skills. To that end, I want to clarify, one does not need a soul crystal to be a job, correct? Or in other words, if I say my character were to have learned Scholarly pursuits from another Scholar who did have a Soul Crystal (or perhaps my mentor even let me borrow the soul crystal from time to time to observe it that way to enhance my own knowledge) it would be fully possible to be an IC Scholar without actually having a soul crystal in my possession... correct? http://kilieit.tumblr.com/post/159315531877/just-how-obscure-is-that-job-crystal-in-lore I found a great post that helps dictate how hard it is to come by certain soul crystals, but I am more-so curious about the viability of playing as a job (or similar enough to be identified as that job by insiders to the profession) without a soul crystal. I am fully aware it would take more time and effort to learn it without a soul crystal, and thus unless I acquire my own later in RP I'd likely be inferior ICly to other Scholars who actually have an IC crystal. Thoughts? Comments? Questions? Ideas? Happy to hear all of the above!
I want to play a character who is a Mechanist and an Arcanist/Scholar, and potentially adept (not great, but tolerably not terrible) at perhaps a single gathering profession or crafting one. Fluff is that he is an Ishgardian Mechanist who loves tech/magitek and wants to pursue ancient civilizations' knowledge to drive modern tech forward. To that end, he studies Garleans and Allagan technologies, and Nym magics. Once Ishgard signed on with the Alliance, he became an adventurer for Ishgard and signed up under their banner and became an Arcanist to acquire arcane knowledge which may have applicable use for his work. I have a little experience with WOW RP. Back on WOW, the general consensus was "Don't do it", but FFXIV obviously leans towards a more... versatile approach on a class basis. On WOW, the IC Shaman typically focused on one element. If he focused on multiple elements, typically it was considered he wasn't a master of any, but may be very skilled with 2 or even 3. I am curious - if I have the fluff for it, are multiple classes/jobs acceptable? And is the above a generally acceptable fluff reason to do it? More importantly, in the event I get involved in an IC fight (probably with a person), is it acceptable to use 2 weapons at once if reasonable? For example, could I either enchant my spellbook to follow me around while I use both of my hands on a pistol so I can both shoot and have access to my spells a moment later (or alternatively just have a pistol in one hand and the book in the other, though I understand the issues with books requiring 2 hands to accurately change pages and get where you need to go, and guns needing 2 hands to reload), rather than the mechanic of being forced to draw only 1 class/job's weapons at a time? Another application of this would be - can I have my turret and faerie/carbuncle out at the same time from an IC perspective? Thoughts? Opinions? Ideas? Emotional outbursts? I want to hear them all!