Display Name = "North Ilias Monastery"
Parallax Name = ""
Note = ""

CommonEvent 1
Name = "EV001"

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    Empty([])

CommonEvent 2
Name = "EV002"

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    Empty([])

CommonEvent 3
Name = "EV003"

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    Empty([])

CommonEvent 4
Name = "EV004"

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    Empty([])

CommonEvent 5
Name = "EV005"

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    Empty([])

CommonEvent 6
Name = "EV006"

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    Empty([])

CommonEvent 7
Name = "EV007"

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    Empty([])

CommonEvent 8
Name = "EV008"

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    Empty([])

CommonEvent 9
Name = "EV009"

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    Empty([])

CommonEvent 10
Name = "EV010"

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    Empty([])

CommonEvent 11
Name = "EV011"

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    ChangeMapDisplay([0])
    PlaySE(["RPG::SE(@name=\"Magic2\", @pitch=100, @volume=80)"])
    TransferPlayer([0, 213, 14, 31, 2, 1])
    Empty([])

CommonEvent 12
Name = "EV012"

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    PlaySE(["RPG::SE(@name=\"Move\", @pitch=100, @volume=80)"])
    TransferPlayer([0, 2, 350, 278, 0, 0])
    Empty([])

CommonEvent 13
Name = "EV013"

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    PlaySE(["RPG::SE(@name=\"Move\", @pitch=100, @volume=80)"])
    TransferPlayer([0, 2, 350, 278, 0, 0])
    Empty([])

CommonEvent 14
Name = "EV014"

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    PlaySE(["RPG::SE(@name=\"Move\", @pitch=100, @volume=80)"])
    TransferPlayer([0, 2, 350, 278, 0, 0])
    Empty([])

CommonEvent 15
Name = "EV015"

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    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Priest>Welcome to the North Ilias Monastery. What can I do for you?"])
    ShowChoices([["Pray", "Never mind"], 2])
    When([0, "Pray"])
      ControlVariables([1002, 1002, 0, 0, 10])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Priest>Well then, let us pray to Ilias. ...there, you should feel a bond drawing you to this place."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Priest>If something were to happen to you on your journey, the bond should lead you back here. May Ilias watch over you..."])
      Empty([])

    When([1, "Never mind"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Priest>May Ilias watch over you..."])
      Empty([])

    ChoicesEnd([])
    Empty([])

CommonEvent 16
Name = "EV016"

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    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Priest>After you master Priest, you can become a White Mage. They learn much stronger recovery magic than Priests."])
    Script(["actor_label_jump"])
    ExitEventProcessing([])
    Label(["525"])
    ShowTextAttributes(["sonia_fc1", 0, 0, 2])
    ShowText(["\\n<Sonya>As much as I'd love to continue advancing beyond Priest, I'd really like to improve my club skills too..."])
    ExitEventProcessing([])
    Empty([])

CommonEvent 17
Name = "EV017"

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    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Warrior>If you master both Warrior and Priest, you can become a Temple Knight. They use spears and are extremely strong against the undead."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Warrior>It's possible to infuse spears with healing power to heal your allies. They can also raise defenses and protect the party."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Warrior>I'm aiming to become one myself, but this whole Priest thing is a real pain. I'm not made out for it at all, but I'm here trying anyway."])
    Script(["actor_label_jump"])
    ExitEventProcessing([])
    Label(["525"])
    ShowTextAttributes(["sonia_fc1", 0, 0, 2])
    ShowText(["\\n<Sonya>Holy Knight sounds attractive to me too, but then I'd have to gain experience as a Warrior..."])
    ExitEventProcessing([])
    Empty([])

CommonEvent 18
Name = "EV018"

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    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Martial Artist>Are you familiar with Paladins? They are pious fighters who serve the Goddess."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Martial Artist>If you master Martial Artist and Priest, you can become one. In addition to holy fighting techniques, they learn recovery and support skills."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Martial Artist>Attack and recovery skills all in one package? Sign me up!"])
    Script(["actor_label_jump"])
    ExitEventProcessing([])
    Label(["525"])
    ShowTextAttributes(["sonia_fc1", 0, 0, 2])
    ShowText(["\\n<Sonya>Even if it requires training as a Martial Artist, Paladin could be a good job... maybe?"])
    ExitEventProcessing([])
    Empty([])

CommonEvent 19
Name = "EV019"

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    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Female Warrior>A Dancer's \\C[5]Dancing\\C[0] skills and Maid's \\C[5]Service\\C[0] skills act very quickly. It's useful to be able to activate them before anyone else's turn."])
    Script(["actor_label_jump"])
    ExitEventProcessing([])
    Label(["64"])
    ShowTextAttributes(["pramia_fc1", 0, 0, 2])
    ShowText(["\\n<Teeny>You can always count on my Maid skills to come through! ♪"])
    ExitEventProcessing([])
    Label(["72"])
    ShowTextAttributes(["phoenix_fc1", 1, 0, 2])
    ShowText(["\\n<Mini>I'll help everyone no matter how long I have to dance! ♪"])
    ExitEventProcessing([])
    Empty([])

CommonEvent 20
Name = "EV020"

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    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Swordsman>Did you know that physical attack skills inherit the attributes of your weapons and abilities?"])
    ShowChoices([["No idea", "Of course I do"], 1])
    When([0, "No idea"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Swordsman>The attributes and effects of your normal attack are carried over into your skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Swordsman>For example, if you equip the ability \\C[4]Fire Strike\\C[0], then any physical attack skill will have the fire element added to it.\nThis can be extremely powerful depending on how you use it."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Swordsman>Additional elements can be added to weapons of any element, like using a fiery skill with a freezing sword. Inheritance isn't limited to just elements either."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Swordsman>You can stack status affliction and slayer attributes such as \\C[4]Blind Strike\\C[0] and \\C[4]Harpy Slayer\\C[0]. However, you can't inherit effects that only apply to your normal attack, such as \\C[4]Double Attack\\C[0] or \\C[4]Drain Strike\\C[0]."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Swordsman>So make sure you pay attention to skill effect inheritance."])
      Empty([])

    When([1, "Of course I do"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Swordsman>Oh yeah? You must be an experienced adventurer then. Use these skills well and you're sure to benefit greatly."])
      Empty([])

    ChoicesEnd([])
    Empty([])
