Brightshadow
03-04-2013, 02:12 PM
Chocobo Knight (CHO)
Far to the south of vana’diel in the continent of Olzhirya an order of soldiers called Chocobo Knights (CHO) defend the Matriarchy of Gha Naboh. These knights ride their chocobos to battle instead of using them for transportation, and depending on the chocobo features these fighters gain advantages that optimizes there fighting style making them jack of all trades. Chocobo Knight are pet handler; however, unlike the other beastmasters around vana’diel they actually ride there feathery creatures and sync their own spiritual attributes to create a bond unlike any other. While chocobos are loyal creatures if a situation arises where the chocobo flees the knight is not helpless over countless years of training Chocobo Knights all over vana’diel have developed an understanding of the chocobo combat style and with the help of the legendary avatar fat chocobo a new form of magic has been created only known as Choco Magic which imitates the chocobos fighting moves into a magical form, in addition the way you learn chocobo magic is even more bizarre unlike black or white magic which is learned from scrolls, feathers from fallen chocobos are taken by spellweavers and they inscribe there magical properties into the feathers which when pressed onto the skin of the tamer teaches them how to use the choco magic.
Roles
The Chocobo Knight is known primarily as a tank; however, depending on the color of your chocobo you will be able to unlock many different roles that would otherwise be impossible. There are six colors the yellow chocobo has balanced properties and its mostly used for tanking purposes; however, with the right gear you can also deal damage or even heal with this type of chocobo, the blue chocobo has defensive properties and its mostly used for magical or physical tanking, the red chocobo has offensive properties and its mostly used for combat, the green chocobo has both defensive and offensive properties tanking by using evasive techniques and delivering accurate hits, the black chocobo has magical properties improving your nuking capabilities, and finally the legendary and rare white chocobo has healing properties which allows the Chocobo Knight to take the position of a healer.
Combat / Magic Skill
Choco Magic: A +
Parry: A +
Polearms: B +
Shield: C
Evasion: C
Sword: C -
Dagger: D
Club: E
Equipment / Artifact Armor
The Chocobo Knight debuted in final fantasy tactics A2: Grimoire of the Rift; however, I didn’t feel that the design for the artifact armor was proper because the armor is very similar to a thief or a dancer; while knights are more commonly known for carrying heavy armor and stronger weaponry. I envision the armor to be very similar to a dragoon, and for the artifact armor I envision the theme of the expansion having an Indian based flavor since it’s a tribal based continent, so as a reference I added a picture in the bottom of this section that kind of displays what I envision for the Chocobo Knight. The helmet I think it’s great; however, I think it should show the face of the character and the opening should have a chocobo beak design the colors are gold and for the beak orange. The body I feel looks perfect the color of the cloth areas would be orange, while the metal parts would be gold. The legs would be the same as the picture only with orange in the cloth areas and gold in the metal parts. The hands would be mittens similar to the design you see but orange. And finally the feet would have that unique type of look and would be brown.
1.) Chocobo Carcanet (Neck)
Level 30
Attributes: VIT +3 / Haste +1%
How To Obtain: Trial of the Magians
2.) Feathery Lance (Polearm)
Level 40
Attributes: 58 damage / VIT + 5/ STR +1
How To Obtain: A Feathery Confrontation (Quest)
3.) Chocobo Footwear (Feet)
Level 52
Attributes: 5 defense, 5 evasion, Enhances the bonus gained from having an appropriate subjob.
How To Obtain: The Path Of A Chocobo Knight (Quest)
4.) Chocobo Brais
Level 54
Attributes: 34 defense, 7 evasion, HP + 2%, Enhances the movement speed of your chocobo by 25 %
How To Obtain: Crafting NPC in Gha Naboh
5.) Chocobo Gauntlet
Level 56
Attributes: 20 defense, 3 evasion, Store TP + 2%, Enhances the attributes gained from riding your chocobo by 10%
How To Obtain: Crafting NPC in Gha Naboh
6.) Chocobo Mail
Level 58
Attributes: 58 defense, 10 evasion, TP regain + 1, Decreases the speed at which your Choco Magic decays.
How To Obtain: Crafting NPC in Gha Naboh
7.) Chocobo Helmet
Level 60
Attributes: 10 defense, HP + 3% while riding chocobo, + 3% Haste, Optimizes your performance based on the characteristics of your chocobo.
Yellow Chocobo: 3% faster attack speed.
Red Chocobo: 3% attack power.
Blue Chocobo: 3% defense power.
Green Chocobo: 3% evasive power.
Black Chocobo: 3% magic attack power.
White Chocobo: 3% healing power.
How To Obtain: Feathers Of A Champion
http://www.martial-forums.com/forums/photopost/data/508/ArmorIndian702_hi.jpg
Job Quest
(A Chocobo Tale)
The Chocobo Knight quest begins at the empire of Gha Naboh, after talking to a specific male mithra npc at level 30 or higher. The npc tells you if you wish to become a chocobo knight if you say yes he’ll tell you about the history of the chocobo knights and how you must develop a bond with a chocobo in order to become a chocobo knight, he then tells you come back to him when you have developed a strong bond with a chocobo. Trade the npc a chocobo whistle and he will tell you that you are still not prepared, becoming a chocobo knight takes more than just a physical bond, but it also requires a spiritual bond due to the intense power necessary to learn Choco Magic, he tells you to head to an ancient tomb with your chocobo and perform an ancient ritual that fuses your chocobo soul with your own; however, there are certain roadblocks that must be completed before you can actually complete the ritual. First you must find a jewel that drops off wild chocobos called Fat Chocobo Zircon which has a drop rate similar to carbuncle rubies. And you need to complete a mini quest to get your chocobo into the tomb because since the area is a dungeon your chocobo refuses to enter the area, the mini quest is just a fun little quest that dresses you up as a Beastman to scare your chocobo into fleeing into the dungeon. After your chocobo enters the tomb you must go to the ritual location and trade the Zircon for a cutscene, after the cutscene you must touch the ??? again and fight against a NM called the fat chocobo which is level 85 and uses all the moves from the chocobo family including some deadly unique ones, after defeating the fat chocobo he disappears similar to an avatar, and he whispers the ritual has been complete you have shown your willingness to learn the art of choco magic so I grant you with a portion of my power to protect you in your time of need. Now you can become a chocobo knight, returning to the male mithra npc is important to finish the quest and to receive an item similar to the chocobo whistle called the chocobo jewel which is held in your ranged item slot instead of your neck slot. And it has multiple benefits including free chocobo calling for Chocobo Knights.
Artifact Quest #1
(A Feathery Confrontation)
The Chocobo Knight weapon artifact quest involves you killing force pop wild chocobos NM that when killed pop a ??? after the ??? appears you must trade a color chocobo feather depending on what type of chocobo you fought.
Artifact Quest #2
(The Path Of A Chocobo Knight)
The Chocobo Knight feet artifact quest involves you going on a militia mission to rescue a key npc that was kidnapped by a new Beastman race from the far southern border.
Artifact Quest #3
(Feathers Of A Champion)
The Chocobo Knight body artifact quest involves you going to a new location to fight a monster called a Chocobo Eater, after defeating this NM you must return back to the npc to receive your reward.
Limit Break V
(A Duel Between Chocobo Kweh)
The Chocobo Knight limit break quest begins at the empire of Gha Naboh, after talking to your mentor. The quest puts you in a BCNM against that mentor in a specific battlefield. The target uses a random chocobo and it has access to all the weaponskills, choco magic, and abilities that you gain from 1-70; however, he also has access to Amelioration: Chocobo, and blocks your access to your subjob like the other LB.
Choco Magic Skill
The Choco Magic skill is a new magic skill only available to Chocobo Knights unlike other magic skills the Choco Magic uses TP instead of MP, and the casting time of these spells are similar to physical blue magic. In addition the spell animation is quite unique while channeling the spell the Chocobo Knight takes the pose used for ninjutsu magic and a yellow aura engulfs the knight while pink swirls, and gysahl greens being to appear around the knight, after the spell is fully channeled you hear a kweh and a circle of chocobo feathers comes out swirling in front of the caster.
Far to the south of vana’diel in the continent of Olzhirya an order of soldiers called Chocobo Knights (CHO) defend the Matriarchy of Gha Naboh. These knights ride their chocobos to battle instead of using them for transportation, and depending on the chocobo features these fighters gain advantages that optimizes there fighting style making them jack of all trades. Chocobo Knight are pet handler; however, unlike the other beastmasters around vana’diel they actually ride there feathery creatures and sync their own spiritual attributes to create a bond unlike any other. While chocobos are loyal creatures if a situation arises where the chocobo flees the knight is not helpless over countless years of training Chocobo Knights all over vana’diel have developed an understanding of the chocobo combat style and with the help of the legendary avatar fat chocobo a new form of magic has been created only known as Choco Magic which imitates the chocobos fighting moves into a magical form, in addition the way you learn chocobo magic is even more bizarre unlike black or white magic which is learned from scrolls, feathers from fallen chocobos are taken by spellweavers and they inscribe there magical properties into the feathers which when pressed onto the skin of the tamer teaches them how to use the choco magic.
Roles
The Chocobo Knight is known primarily as a tank; however, depending on the color of your chocobo you will be able to unlock many different roles that would otherwise be impossible. There are six colors the yellow chocobo has balanced properties and its mostly used for tanking purposes; however, with the right gear you can also deal damage or even heal with this type of chocobo, the blue chocobo has defensive properties and its mostly used for magical or physical tanking, the red chocobo has offensive properties and its mostly used for combat, the green chocobo has both defensive and offensive properties tanking by using evasive techniques and delivering accurate hits, the black chocobo has magical properties improving your nuking capabilities, and finally the legendary and rare white chocobo has healing properties which allows the Chocobo Knight to take the position of a healer.
Combat / Magic Skill
Choco Magic: A +
Parry: A +
Polearms: B +
Shield: C
Evasion: C
Sword: C -
Dagger: D
Club: E
Equipment / Artifact Armor
The Chocobo Knight debuted in final fantasy tactics A2: Grimoire of the Rift; however, I didn’t feel that the design for the artifact armor was proper because the armor is very similar to a thief or a dancer; while knights are more commonly known for carrying heavy armor and stronger weaponry. I envision the armor to be very similar to a dragoon, and for the artifact armor I envision the theme of the expansion having an Indian based flavor since it’s a tribal based continent, so as a reference I added a picture in the bottom of this section that kind of displays what I envision for the Chocobo Knight. The helmet I think it’s great; however, I think it should show the face of the character and the opening should have a chocobo beak design the colors are gold and for the beak orange. The body I feel looks perfect the color of the cloth areas would be orange, while the metal parts would be gold. The legs would be the same as the picture only with orange in the cloth areas and gold in the metal parts. The hands would be mittens similar to the design you see but orange. And finally the feet would have that unique type of look and would be brown.
1.) Chocobo Carcanet (Neck)
Level 30
Attributes: VIT +3 / Haste +1%
How To Obtain: Trial of the Magians
2.) Feathery Lance (Polearm)
Level 40
Attributes: 58 damage / VIT + 5/ STR +1
How To Obtain: A Feathery Confrontation (Quest)
3.) Chocobo Footwear (Feet)
Level 52
Attributes: 5 defense, 5 evasion, Enhances the bonus gained from having an appropriate subjob.
How To Obtain: The Path Of A Chocobo Knight (Quest)
4.) Chocobo Brais
Level 54
Attributes: 34 defense, 7 evasion, HP + 2%, Enhances the movement speed of your chocobo by 25 %
How To Obtain: Crafting NPC in Gha Naboh
5.) Chocobo Gauntlet
Level 56
Attributes: 20 defense, 3 evasion, Store TP + 2%, Enhances the attributes gained from riding your chocobo by 10%
How To Obtain: Crafting NPC in Gha Naboh
6.) Chocobo Mail
Level 58
Attributes: 58 defense, 10 evasion, TP regain + 1, Decreases the speed at which your Choco Magic decays.
How To Obtain: Crafting NPC in Gha Naboh
7.) Chocobo Helmet
Level 60
Attributes: 10 defense, HP + 3% while riding chocobo, + 3% Haste, Optimizes your performance based on the characteristics of your chocobo.
Yellow Chocobo: 3% faster attack speed.
Red Chocobo: 3% attack power.
Blue Chocobo: 3% defense power.
Green Chocobo: 3% evasive power.
Black Chocobo: 3% magic attack power.
White Chocobo: 3% healing power.
How To Obtain: Feathers Of A Champion
http://www.martial-forums.com/forums/photopost/data/508/ArmorIndian702_hi.jpg
Job Quest
(A Chocobo Tale)
The Chocobo Knight quest begins at the empire of Gha Naboh, after talking to a specific male mithra npc at level 30 or higher. The npc tells you if you wish to become a chocobo knight if you say yes he’ll tell you about the history of the chocobo knights and how you must develop a bond with a chocobo in order to become a chocobo knight, he then tells you come back to him when you have developed a strong bond with a chocobo. Trade the npc a chocobo whistle and he will tell you that you are still not prepared, becoming a chocobo knight takes more than just a physical bond, but it also requires a spiritual bond due to the intense power necessary to learn Choco Magic, he tells you to head to an ancient tomb with your chocobo and perform an ancient ritual that fuses your chocobo soul with your own; however, there are certain roadblocks that must be completed before you can actually complete the ritual. First you must find a jewel that drops off wild chocobos called Fat Chocobo Zircon which has a drop rate similar to carbuncle rubies. And you need to complete a mini quest to get your chocobo into the tomb because since the area is a dungeon your chocobo refuses to enter the area, the mini quest is just a fun little quest that dresses you up as a Beastman to scare your chocobo into fleeing into the dungeon. After your chocobo enters the tomb you must go to the ritual location and trade the Zircon for a cutscene, after the cutscene you must touch the ??? again and fight against a NM called the fat chocobo which is level 85 and uses all the moves from the chocobo family including some deadly unique ones, after defeating the fat chocobo he disappears similar to an avatar, and he whispers the ritual has been complete you have shown your willingness to learn the art of choco magic so I grant you with a portion of my power to protect you in your time of need. Now you can become a chocobo knight, returning to the male mithra npc is important to finish the quest and to receive an item similar to the chocobo whistle called the chocobo jewel which is held in your ranged item slot instead of your neck slot. And it has multiple benefits including free chocobo calling for Chocobo Knights.
Artifact Quest #1
(A Feathery Confrontation)
The Chocobo Knight weapon artifact quest involves you killing force pop wild chocobos NM that when killed pop a ??? after the ??? appears you must trade a color chocobo feather depending on what type of chocobo you fought.
Artifact Quest #2
(The Path Of A Chocobo Knight)
The Chocobo Knight feet artifact quest involves you going on a militia mission to rescue a key npc that was kidnapped by a new Beastman race from the far southern border.
Artifact Quest #3
(Feathers Of A Champion)
The Chocobo Knight body artifact quest involves you going to a new location to fight a monster called a Chocobo Eater, after defeating this NM you must return back to the npc to receive your reward.
Limit Break V
(A Duel Between Chocobo Kweh)
The Chocobo Knight limit break quest begins at the empire of Gha Naboh, after talking to your mentor. The quest puts you in a BCNM against that mentor in a specific battlefield. The target uses a random chocobo and it has access to all the weaponskills, choco magic, and abilities that you gain from 1-70; however, he also has access to Amelioration: Chocobo, and blocks your access to your subjob like the other LB.
Choco Magic Skill
The Choco Magic skill is a new magic skill only available to Chocobo Knights unlike other magic skills the Choco Magic uses TP instead of MP, and the casting time of these spells are similar to physical blue magic. In addition the spell animation is quite unique while channeling the spell the Chocobo Knight takes the pose used for ninjutsu magic and a yellow aura engulfs the knight while pink swirls, and gysahl greens being to appear around the knight, after the spell is fully channeled you hear a kweh and a circle of chocobo feathers comes out swirling in front of the caster.