catch a replacement!)
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XII. ERRANDS
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%%%BASIC INFORMATION ABOUT ERRANDS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00err0
---Beginning and Ending an Errand-----------------------------------------------
--THE BASICS--
Errands are used to earn extra JP and gil. When you accept an errand at a
Tavern, you’ll pay a small fee and can send 1-3 characters away on the errand.
The characters will be gone for the number of days you chose; during this time,
they can’t fight or change jobs/equipment. When the number of days of the
errand has elapsed, return to the Tavern and choose Report. (It has to be at
the same town as where the Errand started.) When you click Report, you’ll hear
whether or not the Errand was successful.
If the errand is successful, you’ll earn some gil and the 1-3 characters sent
on the errand will gain some JP for their current job. Some errands pay quite
well and can net you more than 20,000 gil, while others pay less than it costs
to sign up for them!
The amount of gil and JP you earn is largely dependent on the particular
errand, and on the number of days for which the characters were deployed.
(Deploying the characters for more days earns you more gil/JP.) Your current
job and sometimes your Bravery/Faith values also play a small role in determing
your pay; more details are below.
Only generic human characters, not monsters or special story characters, may be
sent on errands. Ladd, Alicia, and Lavian are considered generic characters
for this purpose.
To check how many days are remaining on your current errands, open the menu
on the world map and select Chronicle -> Feats -> Present.
--WHEN DO NEW ERRANDS APPEAR?--
Errands are not available until Chapter II. Beginning in Chapter II, new
errands regularly appear in the Taverns as you progress through the game. Each
town has its own set of errands.
If you don’t complete an errand during the Chapter in which it first appears,
it will still be there in future chapters and you can always come back to it!
There are also a few errands that are only available during specific months;
these appear at the bottom of the Errands list below.
--SUCCESS AND FAILURE--
Success on an errand isn’t guaranteed. Occasionally, the characters sent on an
errand may fail to complete it. If this happens, you’ll receive only minimal
JP and gil.
If you fail an errand, let the calendar advance to the next month and the
errand should re-appear in the Tavern.
You can improve your odds of success by selecting characters who are well-
suited for the job based on their current job and Bravery/Faith values.
(Preferred jobs and Bravery/Faith stats are listed in the Errands list below.)
Failures really only tend to occur if ALL of the characters you send are
totally ill-suited for the errand. As long as you have at least one decent
character on the errand, you should succeed.
Although characters can sometimes fail an errand, no harm ever comes to the
characters. You cannot lose characters or items on an errand.
--ABANDONING AN ERRAND--
If you need to quickly get back your deployed characters, you can go to a
Tavern in any town (it does not have to be the one from which they embarked)
and choose Recall Units.
After you choose Recall Units, the characters will give up on the errand and
head back home. After another day has passed (i.e., one move on the world map),
go to the Tavern from which you deployed the characters (this time, it MUST be
the same town) and choose Report to get them back. The errand will have ended
in failure, but the characters will be returned to your active roster, and you
can retry the errand next month.
Of course, since it takes 1-2 days to get your characters back even after doing
a Recall, there’s no sense in abandoning an errand that only has 1-2 days left
to finish!
---Artefacts and Wonders--------------------------------------------------------
Some errands reward you with Artefacts or Wonders of the Ancient World. These
prizes are displayed in your Chronicle menu, but otherwise have no impact on
the game.
In the Japanese version of the game, a few of the book-like Artefacts (Mesa’s
Musings, the Veil of Wiyu, Nanai’s Histories, and the Enavia Chronicles) can be
used to play Choose Your Own Adventure-style text-adventure games. These mini-
games aren’t available in any of the English releases, but since the text games
also have no impact on the main game, their absence doesn’t change much.
Collecting more Artefacts and Wonders will increase your Treasure Hunter and
Adventurer ranks, as reported to you by the Tavernmaster. These ranks are also
purely cosmetic, although collecting all the Artefacts and Wonders will earn
you some nice stars on your Chronicle screen ;)
1 artefact : Level 1 Treasure Hunter 1 wonder : Level 1 Adventurer
4 artefacts : Level 2 Treasure Hunter 3 wonders : Level 2 Adventurer
8 artefacts : Level 3 Treasure Hunter 6 wonders : Level 3 Adventurer
12 artefacts : Level 4 Treasure Hunter 3 wonders : Level 4 Adventurer
16 artefacts : Level 5 Treasure Hunter 10 wonders : Level 5 Adventurer
20 artefacts : Level 6 Treasure Hunter 12 wonders : Level 6 Adventurer
24 artefacts : Level 7 Treasure Hunter 14 wonders : Level 7 Adventurer
31 artefacts : Master Treasure Hunter 16 wonders : Master Adventurer
The total number of Artefacts and Wonders is identical to the number of errands
from which you get Artefacts and Wonders, so you’re guaranteed to get all the
Artefacts and Wonders if you complete all the errands.
---Errand Payout----------------------------------------------------------------
When you complete an errand, each participating character will receive JP, and
you’ll also earn some gil for the party.
The specific amount of JP and gil awarded is a sum of five factors:
* The errand’s base pay
* The number of days you deployed the characters for
* Character job effects
* Bravery/Faith effects
* The Bonus received
All of these factors are combined into the JP and gil totals you see displayed
at the end of the errand.
Below, I’ll describe each of these factors in more detail.
--BASE PAY--
Some errands just give you more gil or JP than others. This is by far the most
important factor. Some errands pay handsomely; others are a total rip-off!
--NUMBER OF DAYS--
Deploying the characters for more days earns you a little more JP and gil. (The
only thing that counts is the number that you choose when you start the errand.
As you might expect, having the characters wait in the Tavern for extra days
after you complete the errand does not earn them any extra JP or gil.)
--CHARACTER JOB EFFECTS--
Different character jobs are suited for different errands. For example, Ninjas
are best at combat-oriented jobs, while Orators are good at acquiring the info
needed for investigations.
If a character’s current job is well-suited for the errand, they may earn a
small amount of extra JP and gil. (Or, your JP and gil award may be reduced if
you use a really inappropriate job.) One character’s job does not affect the
JP earned by other characters on the errand.
The Errand Types section below lists all the bonuses/penalties for all jobs for
every errand type.
Note that sometimes when your characters are giving their report of an errand,
they’ll say something like, "The skills of the Archer were a great boon to
us." These messages do NOT actually reflect the best job for the errand, so
don’t be fooled! (Reportedly, these messages were SUPPOSED to be accurate, but
a bug in the game causes it to display the wrong message. Oops!)
TIP: Using the best job only gets you a few extra JP and gil. So, in most
cases, it isn’t worth changing jobs to one you don’t normally use. Stick with
jobs for which the JP rewards will actually be useful! This is particularly
true for Mimes and Onion Knights -- earning JP with these jobs is pretty silly
as they have no abilities to buy.
--BRAVERY AND FAITH--
Some errands also take your Bravery and Faith into consideration when awarding
JP and gil. There are three kinds of errands in this regard:
* Errands where your Bravery and Faith don’t matter
* Errands that prefer HIGH Bravery and LOW Faith
* Errands that prefer LOW Bravery and HIGH Bravery
Every errand that prefers high Bravery also prefers low Faith, and vice versa.
The specific effects of these stats on your JP/gil award are below:
WHEN HIGH BRAVERY PREFERRED: WHEN LOW BRAVERY PREFERRED:
81 - 97 Bravery : +10 JP & gil 81 - 97 Bravery : -5 JP & gil
61 - 80 Bravery : +5 JP & gil 61 - 80 Bravery : -2 JP & gil
41 - 60 Bravery : No change 41 - 60 Bravery : No change
21 - 40 Bravery : -2 JP & gil 21 - 40 Bravery : +5 JP & gil
6 - 20 Bravery : -5 JP & gil 6 - 20 Bravery : +10 JP & gil
WHEN LOW FAITH PREFERRED: WHEN HIGH FAITH PREFERRED:
81 - 94 Faith : -5 JP & gil 81 - 94 Faith : +10 JP & gil
61 - 80 Faith : -2 JP & gil 61 - 80 Faith : +5 JP & gil
41 - 60 Faith : No change 41 - 60 Faith : No change
21 - 40 Faith : +5 JP & gil 21 - 40 Faith : -2 JP & gil
3 - 20 Faith : +10 JP & gil 3 - 20 Faith : -5 JP & gil
As with the job effects, these effects are really pretty small.
Note that equipping the Rod of Faith has NO effect on your Faith for the
purposes of running errands; the Faith status from this weapon only applies in
battle.
--BONUSES--
Successfully completing most errands earns your team one of several kinds of
bonuses, listed below. The kind of bonus you receive is always the SAME for a
given errand; I’ve listed the bonus for each errand in the Errand List section
below. (Generally, it varies by the type of errand -- exploration-type errands
give you Wonders, combat-type errands usually give you Gil Bags, etc.).
No bonus is awarded if you fail the errand, but you can always retry it.
Each bonus comes in one of three tiers. Receiving the Tier 2 bonus awards
additional gil and additional JP to each character, compared to Tier 1. Tier 3
gives you even more than that! This additional JP and gil is rolled into the
total awarded -- you won’t see it displayed separately.
It’s RANDOM which tier of the bonus you are awarded (and which Artefact or
Wonder you get, for those errands). As you might expect, Tier 2 is more
uncommon than Tier 1, and Tier 3 is the rarest.
EXAMPLE: For the "Ore" bonus, you’ll randomly receive either iron ore, mythril
ore (Tier 2), or adamantite (Tier 3, the rarest). Receiving mythril gives you
an extra 3100 gil and 20 extra JP to each character, compared to iron.
Receiving adamantite gives you 5100 gil, plus 30 extra JP per character.
A list of all the bonus types:
BONUS TYPE TIER 2 (VS. TIER 1) TIER 3 (VS. TIER 1) ERRAND TYPE
Artefact --No tiers. Random Artefact awarded.-- (multiple types)
Gil Bag (Combat) +450 gil, +20 JP +3350 gil, +30 JP Combat
Gil Bag (Salvage) +1600 gil, +20 JP +4100 gil, +30 JP Salvage
Ore +3100 gil, +20 JP +5100 gil, +30 JP Mining
Payment (Large) +1100 gil, +20 JP +3100 gil, +30 JP Investigation
Payment (Small) +450 gil, +20 JP +3350 gil, +30 JP Investigation N1
Prize Money +1000 gil, +20 JP +2000 gil, +40 JP Melee
Reward Money +200 gil, +20 JP +1600 gil, +30 JP Odd Jobs
Nothing... No extra gil/JP No extra gil/JP (multiple types)
Wonders --No tiers. Random Wonder awarded.-- Exploration
The specific tier of bonus you receive isn’t determined until your characters
actually report the job. So, if you want, you can save right before you choose
the job report, report the job, and reload your save if you don’t get a Tier 2
or Tier 3 bonus (though this can be a rather inefficient way to gain JP/gil).
--IRRELEVANT FACTORS--
Aside from the stats listed above, everything else does NOT have any affect on
your payout from errands. Character level, gender, equipment, abilities, and
stats aside from Bravery and Faith are all irrelevant to your payout. So, it’s
fine to deploy even low-level characters on errands.
JP Boost does not increase the JP received from errands.
%%%ERRAND TYPES & PREFERRED JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00err1
The 96 Errands in the game can be divided into 22 errand "types." For each
errand type, different character jobs will net you the most JP and gil. Below,
I’ve listed each errand type and how all the jobs stack up for that errand type.
The number in the "JP/GIL" column shows how much that job increases or decreases
your JP intake. (The effects on JP and gil are always the same!) A
character’s job affects only HIS/HER OWN JP intake and does not affect any
other characters who might be on the errand. A negative number here just
decreases the JP and gil received from the errand, it does NOT cause you to
lose JP and gil you already have.
Sometimes when you complete an errand, you’ll get a message like, "The skills
of the Archer were a great boon to us." As noted above, due to a bug in the
game,these messages do NOT actually reflect the best job for the errand!
Note that the figures you see after an errand may occasionally be off by a point
due to rounding weirdness.
[ Note: I haven’t yet added the two PSP-exclusive jobs, Dark Knight and Onion
Knight, to this chart. They’ll be in a future update. ]
---Salvage Errands--------------------------------------------------------------
--SALVAGE N--
JP/GIL JOB
+20 Mime
+10 Time Mage, Geomancer, Arithmetician
+8 Squire, Thief
+5 Chemist, Knight, Monk
+2 Archer
0 White Mage, Black Mage, Summoner, Orator, Mystic, Ninja, Bard, Dancer
-3 Dragoon
-5 Samurai
Salvage N errands are neutral with respect to Bravery and Faith.
ERRANDS OF THIS TYPE:
Stolen Tomes [Gariland] The Dawn Queen [Lionel]
Mesa’s Legacy [Goug] Salvage Work [Yardrow]
Salvage Expedition [Lesalia] Zaland Embassy Antiques [Zaland]
Lionel Emissary [Lionel]
--SALVAGE B--
JP/GIL JOB
+15 Knight, Monk
+13 Squire
+10 Geomancer, Time Mage, Ninja, Arithmetician
+7 Thief
+6 Dragoon
+4 Chemist, Samurai, Mime
+1 Archer
-1 White Mage, Black Mage, Summoner, Mystic, Bard, Dancer
-7 Orator
Salvage B errands prefer HIGH Bravery and LOW Faith.
ERRANDS OF THIS TYPE:
The Durga [Goug] The Falcon [Yardrow]
Diving Expedition [Yardrow] Dredge Work [Zeltennia]
--SALVAGE F1--
JP/GIL JOB
+20 Time Mage, Geomancer, Arithmetician
+15 Chemist
+13 Squire
+10 White Mage, Black Mage, Summoner, Mystic, Samurai
+5 Knight, Monk, Ninja, Mime
+3 Thief
0 Orator, Bard, Dancer
-3 Archer, Dragoon
Salvage F1 errands prefer LOW Bravery and HIGH Faith.
ERRANDS OF THIS TYPE:
Gleddia Isle [Riovanes] The Hindenburg [Zaland]
The Highwind [Warjilis] Rhana Strait [Zeltennia]
--SALVAGE F2--
JP/GIL JOB
+22 Time Mage, Geomancer, Arithmetician
+13 Squire
+10 Chemist, White Mage, Black Mage, Summoner, Mystic, Samurai
+5 Knight, Monk, Ninja, Mime
+3 Thief
0 Orator, Bard, Dancer
-5 Archer, Dragoon
Salvage F2 errands prefer LOW Bravery and HIGH Faith.
ERRANDS OF THIS TYPE:
Foundered Vessel [Riovanes]
---Mining Errands---------------------------------------------------------------
--MINING N--
JP/GIL JOB
+20 Mime
+9 Geomancer
+6 Squire, Thief
+3 Chemist, Monk, White Mage, Mystic
0 Archer
-2 Knight, Black Mage, Time Mage, Summoner, Orator, Samurai, Ninja,
Arithmetician, Dancer
-6 Dragoon
Mining N errands are neutral with respect to Bravery and Faith.
ERRANDS OF THIS TYPE:
Endless Caverns [Bervenia] Death’s Gorge [Sal Ghidos]
Miner’s Tale [Gariland] Himca Cliffs [Sal Ghidos]
Miner’s Dream [Gollund] Ore of the Gods [Sal Ghidos]
Miner Shortage [Goug] Coal Mining Expedition [Yardrow]
Abandoned Mine [Lesalia] Second Coal Mining Expedition [Yardrow]
--MINING B--
JP/GIL JOB
+15 Monk
+13 Squire
+10 Knight, Geomancer, Samurai, Ninja
+8 Thief
+7 Dragoon
+5 Chemist, White Mage, Mystic, Mime
+1 Archer
-1 Black Mage, Time Mage, Summoner, Arithmetician, Bard, Dancer
-6 Orator
Mining B errands prefer HIGH Bravery and LOW Faith.
ERRANDS OF THIS TYPE:
Past Glory [Bervenia] More Coal Miners Wanted [Gollund]
Mount Gulg Mother Lode [Eagrose] Old Toppa’s Will [Gollund]
Coal Miners Wanted [Gollund] Lorraide Mine [Zaland]
---Combat Errands---------------------------------------------------------------
--COMBAT N--
JP/GIL JOB
+15 Ninja
+10 Knight, Monk, Dragoon, Mime
+8 Squire, Thief
+5 Archer, Samurai, Bard, Dancer
0 Chemist, White Mage, Black Mage, Time Mage, Orator, Arithmetician
-3 Mystic
-5 Summoner, Geomancer
Combat N errands are neutral with respect to Bravery and Faith.
ERRANDS OF THIS TYPE:
Count Minimas (3) [Dorter] Twilight Guskov [Gollund]
Metamorphosed Misery [Eagrose] Fia’s Wish [Riovanes]
--COMBAT B--
JP/GIL JOB
+25 Ninja
+20 Knight, Monk, Dragoon
+15 Samurai
+13 Squire
+8 Thief
+5 Archer, Summoner, Bard, Dancer
0 Chemist, White Mage, Black Mage, Time Mage, Arithmetician
-3 Mystic
-5 Orator, Geomancer, Mime
Combat B errands prefer HIGH Bravery and LOW Faith.
ERRANDS OF THIS TYPE:
The Behemoth [Bervenia] Zerro’s Final Heist [Limberry]
Zerro Strikes Again [Eagrose] The Typhoon [Sal Ghidos]
Young Lord Pappal [Lesalia] Zerro Strikes [Zeltennia]
Zerro’s Return [Lesalia]
--COMBAT F--
JP/GIL JOB
+20 Samurai, Ninja
+13 Squire
+10 Chemist, Knight, Monk, White Mage, Black Mage, Time Mage, Summoner,
Dragoon, Arithmetician
+7 Mystic
+5 Geomancer, Bard, Dancer
+3 Thief
0 Archer, Orator
-5 Mime
Combat F errands prefer LOW Bravery and HIGH Faith.
ERRANDS OF THIS TYPE:
Bandits [Dorter] Zerro’s Challenge [Lionel]
Hellspawned Beast [Eagrose] In the Darkness [Warjilis]
Terror’s Maw [Gollund]
---Exploration Errands----------------------------------------------------------
--EXPLORATION N--
JP/GIL JOB
+15 Archer
+10 Black Mage, Geomancer, Mime
+8 Squire
+5 Knight, Thief, Mystic, Dragoon, Arithmetician, Dancer
0 Chemist, Monk, White Mage, Time Mage, Summoner, Orator, Ninja, Bard
-8 Samurai
Exploration N errands are neutral with respect to Bravery and Faith.
ERRANDS OF THIS TYPE:
Adventurers Wanted [Bervenia] Lamzen the Adventurer [Gollund]
Shadows from the Past [Bervenia] Frontier Expedition [Lesalia]
Frontier Marathon [Dorter] Cellar Dungeon [Limberry]
Second Frontier Marathon [Dorter] Trick of the Light [Lionel]
Third Frontier Marathon [Dorter] Merchant’s Regret [Warjilis]
Ancient Wonder [Eagrose] The Siedge Weald [Zaland]
--EXPLORATION B--
JP/GIL JOB
+15 Archer, Knight, Dragoon
+13 Squire
+10 Black Mage, Geomancer, Monk, Ninja
+5 Thief, Mystic, Arithmetician, Dancer
+2 Samurai
0 Chemist, White Mage, Time Mage, Summoner, Bard
-5 Mime, Orator
Exploration B errands prefer HIGH Bravery and LOW Faith.
ERRANDS OF THIS TYPE:
Lake Poescas Depths [Limberry] Rain-Swept Slopes [Warjilis]
--EXPLORATION F--
JP/GIL JOB
+20 Black Mage, Geomancer
+15 Mystic, Arithmetician
+13 Squire
+10 Chemist, Archer, White Mage, Time Mage, Summoner
+7 Samurai
+5 Knight, Dragoon, Ninja, Dancer
0 Monk, Thief, Orator, Bard
-5 Mime
Exploration F errands prefer LOW Bravery and HIGH Faith.
ERRANDS OF THIS TYPE:
Fenland Mystery [Lionel]
---Investigation Errands--------------------------------------------------------
--INVESTIGATION N1--
JP/GIL JOB
+15 Orator
+10 White Mage, Mime
+8 Squire
+5 Archer, Thief, Geomancer, Arithmetician, Bard, Dancer
+3 Time Mage
0 Chemist, Summoner, Dragoon, Mystic, Ninja
-3 Knight, Monk, Black Mage
-5 Samurai
Investigation N1 errands are neutral with respect to Bravery and Faith.
ERRANDS OF THIS TYPE:
Shoreline Defense [Gariland] Historic Revolt [Riovanes]
Devil in the Dark [Goug] Appraisal [Zeltennia]
Cries in the Dark [Lesalia] Nightwalker [Zeltennia]
--INVESTIGATION N2--
JP/GIL JOB
+15 Orator
+10 Thief, Bard, Dancer, Mime
+8 Squire
+5 Archer, Mystic
0 Chemist, White Mage, Summoner, Dragoon, Ninja, Arithmetician
-3 Knight, Monk, Black Mage, Time Mage
-5 Geomancer, Samurai
Investigation N2 errands are neutral with respect to Bravery and Faith.
ERRANDS OF THIS TYPE:
Father’s Nightmare [Lionel] Missing Boy [Zeltennia]
My Little Carrot [Lionel]
--INVESTIGATION N3--
JP/GIL JOB
+15 Orator
+10 Thief, Bard, Dancer, Mime
+8 Chemist
+5 Archer, Mystic
0 Squire, White Mage, Summoner, Dragoon, Ninja, Arithmetician
-3 Knight, Monk, Black Mage, Time Mage
-5 Geomancer, Samurai
Investigation N3 errands are neutral with respect to Bravery and Faith.
ERRANDS OF THIS TYPE:
Ducal Disaster [Lesalia]
--INVESTIGATION B--
JP/GIL JOB
+13 Squire
+10 White Mage, Orator, Dragoon, Ninja
+7 Knight, Monk
+5 Archer, Thief, Geomancer, Samurai, Arithmetician, Dancer, Bard
+3 Time Mage
0 Chemist, Mystic, Summoner
-3 Black Mage
-5 Mime
Exploration B errands prefer HIGH Bravery and LOW Faith.
ERRANDS OF THIS TYPE:
Secret Society [Riovanes]
---Odd Jobs Errands-------------------------------------------------------------
--ODD JOBS N--
JP/GIL JOB
+20 Mime
+15 Orator, Thief
+10 Bard, Chemist, Dancer
+8 Squire
+5 Archer