Solrise Academy Buildings and Facilities: Central Hall: - Reception Hall: The hall that occupies most of the Central Hall's ground floor and most of where the second floor would be. The hall is normally populated with benches and tables and functions as a secondary dining hall. Assemblies are often held in the Reception Hall, as well as Academy events such as the Winter Ball and charity events. The Reception Hall is also the point of access for the rest of the Academy, with a stairwell leading to the third floor classrooms and Forester's Tower upwards, or the Alchemic Laboratories below, and a hallway connecting the East Wing, Central Hall and West Wing. The Reception Hall is also called the Angela Perez Hall, named in honor of a graduate of the Academy who sacrificed her life to help a group of civilians escape Fiend attacks during the Volskaya Disaster. - Alchemic Laboratories: The Academy laboratories, found underground by access through the Reception Hall stairwell. The Alchemic Laboratories are used to teach Potioncraft, Alchemy, Crystallurgy and other related classes. With the permission of the supervising instructors, students may use the Alchemic Laboratories to make small quantities of beneficial concoctions. The Alchemic Laboratory costs one Activity Point and brewing a concoction in it can grant the user either +15 Hit, +15 Eva, +10 Critical or +3 DR for the next map only. Only classes with magical proficiencies can use the Alchemic Laboratories for Activities. Only one Alchemic Laboratory buff can be active per student and only five students per Chapter may have Alchemic Laboratory buffs. A student cannot use both the Gymnasium and the Alchemic Laboratory in the same Chapter. - Classrooms: Only a few classrooms are located in the Central Hall, on the third floor above the Reception Hall. The only classes held in the Central Hall are the History and Philosophy classes. - Forester's Tower: A spire donated to the Academy by the former Knight-Commander Laura Forester, one of the Academy's first graduates. The Headmaster's Office is located in Forester's Tower, which is accessed from the third floor classrooms. East Wing: - Classrooms: Occupying the first floor of the East Wing, the classes here are devoted to general knowledge subjects, such as Mathematics and Literature. - Club Rooms: The special rooms devoted to the extracurricular clubs, found on the second floor of the East Wing. Many of the Academy's extracurricular societies make their home here and meet here after classes finish at 4 PM. The Club Rooms also include among their number the Music Room, used for music classes, and the Workshop, used for woodworking and other crafting classes. Club Rooms can also be booked for use with permission from a teacher. - Student Common Room: The common room accessible to all students, located on the third floor. The Student Common Room is often stocked by the Academy, unlike the common rooms in the dormitories, with board games, a billiards table, several couches and a radio. Advertisements for extracurricular events and Academy events are placed in the bulletin boards here, as well as in the Reception Hall and near the student dormitories. - Shrine to the Sculptor: A shrine to the Sculptor, built on the third floor by the original founder of the Academy; in those days, much of the Order swore loyalty to the Sculptor due to the supposed role that the Sculptor had in spreading Alphinite around the world. Two Activity Points can be spent here to Meditate per Chapter, gaining a single point of CON. Students can only gain three points of CON total from the Shrine. The Shrine cannot be used before First Class. West Wing: - Classrooms: Occupying the first floor of the West Wing, the classes here are devoted to specialist subjects, such as Medicine and Leadership. - Teachers' Common Room: The common room for faculty, located on the second floor, students are banned from entering the Teachers' Common Room unless invited. - Faculty Offices: The offices for faculty on the third floor. The faculty offices are the point of call for students hoping to get staff help with all things, from further instruction to being recommended for jobs after graduation from the Academy. Personal Studies can be initiated here; by investing one Activity Point per chapter across three chapters into a Personal Study, students participating in a Personal Study can attain one extra Subcategory Proficiency. Personal Studies can be initiated as soon as the first Free Time begins and reward the undertaking student with a C rank in the chosen Subcategory if they complete it at First Tier and a B rank if completed at Promoted Tier. A Proficiency acquired by Personal Study at First Tier automatically changes to B upon Promotion. A student can only conduct one Personal Study. - Library: The Academy's library, spanning all three floors of the West Wing. The Library contains all sorts of literature, from the classics of world literature (such as the Master of the Circlets epic quadrology) to historical books to instruction books on all things from using Arcana to fighting. Studying in the Library costs one Activity Point per study session and grants the student +1 point to one of either MAG (if they have magical proficiencies), SKL and RES. The Library only grants a total of 5 additional stat points per tier, and cannot grant more than 3 points of these 5 per stat. The Library is capped at five students per Chapter; if five students have already used the Library's facilities, no more may use it until the next Chapter. The Library cannot buff any of the stats it can target if that stat would become the highest or equal to the highest stat. Dormitories: The dormitories for Academy students. Most students of the Academy are day students, who leave the Academy after extracurricular activities conclude. The Dormitories are present for boarding students, as well as foreign students with nowhere else to stay. The Academy also maintains some dormitories in the nearby city of Barminster, which are ten minutes away from the campus. - Student Dormitories: The student dormitories, divided into three floors, one for each year, with the first years taking the lowest floor, the second years taking the second and the third years taking the highest. The dorm rooms are outfitted with two bedrooms and a small common room equipped with a stove, kettle and a dining area, and house both men and women. There are also separate common rooms on each floor, stocked by the students for their entertainment purposes and by the Academy for food, as each common room is equipped with a kitchen area of its own. - Staff Dormitories: The staff dormitories are similarly equipped to the student dormitories, and are essentially no different outside of lacking being divided by year. Students are barred from the staff dormitories, even by invitation, unless given special dispensation by the Headmaster. Market Plaza: - Farmer's Market: A collection of local vendors and merchants who supply Solrise Academy with ingredients and food. Students may buy Ingredients from the Food Market, as well as consumable items such as Vulneraries. The occasional delicacy can also be bought from the Farmer's Market. - Cowan and Cowan Armorers: The esteemed armorers that the Academy has used to outfit their students, Cowan and Cowan have been contractors for the Order for centuries and have supplied the Order in northern Erebia with weapons from swords to even arcane focii hewn from the finest Alphinite crystals. Students may buy weapons and shields from Cowan and Cowan's stall. - Academy Tuck Shop: A small shop funded by the Academy that, in addition to selling candies and snacks like the usual tuck shop fare, sells a selection of enchanted equipment for Academy Scrip or thalers. Scrip is awarded for doing jobs at the Stable, as rewards from clearing Chapters and for other random things. Greenhouse: The Academy grows some of its food on campus at a greenhouse, and teaches some classes on Wilderness Survival and Herbology nearby. There are sections for food crops only, as well as survival crops such as dillyleaf, an important component on Vulneraries, and queenflower, important for Antidotes. Students can occasionally help out at the Greenhouse for some extra cash; the amount of Order instructors with botany experience is reasonably low, and so the Greenhouse is often undermanned despite its importance. Working at the Greenhouse costs one Activity Point, and earns an extra 100 thalers in addition to the income given to the students to buy equipment per session. Students may only earn 500 thalers total from the Greenhouse per chapter. Each job at the Greenhouse also awards an Ingredient useful for cooking. Dining Hall: The kitchens and dining hall of the Academy, where students who do not make their own food in the dormitories or buy them from the market eat. The kitchens can also be booked by students and classes for small activities and meals. Booking the Dining Hall costs one Activity Point and can have multiple students participating in Cooking, up to three students who must devote an Activity Point. A successful cooking session grants all students +5 Hit/Eva/Crit/Dodge for the first two turns of the next battle. The Dining Hall can also be used to cook personal dishes for one student granting the same buffs to that student for three turns instead, also costing one Activity Point. Cooking Success Rate: (Half of each participating student's SKL+Buffs from Ingredients)% Infirmary: The medical wing of the Academy. In addition to the world-class medical staff at the Infirmary, medical students are often trained here by treating student injuries, as the Infirmary is equipped similarly to a hospital wing in a modern hospital and often has to treat severe injuries either from accidents in the field or the occasional accident with Alphinite in the Laboratories. Aubray Lake: An artificial lake used for various purposes, donated by the philanthropist Michel d'Aubray twenty years ago. There are sections partitioned from swimming and for boating. The Lake is also occasionally used for combat training for wet conditions. Training Facilities: The Academy's training facilities. - Sparring Arena: The Academy's sparring rooms, used for students to test their skills against each other in combat. Students may use the Sparring Arena to engage in a Sparring Fight, either challenging a fellow classmate to combat or fighting a person from another class. Sparring Fights cost no Activity Points, consume no weapon QL and does not grant EXP. Being reduced to 0 HP in a Sparring Fight means automatic victory for the surviving party, and does not mean death. Consumable items cannot be used within the Sparring Arena. Sparring Fights are range-agnostic. Personal Skills do not activate in Sparring Fights, but Character Skills, Class Skills (when applicable) and Artes can still be used. Summons cannot be used within the Arena. Only one Sparring Fight can happen at once. - Training Rooms: The Academy's training rooms, full of training weapons, dummies and the training instructors ready and willing to train students who want to be taught. Training in the Training Rooms costs one Activity Point per training session and grants the student +1 point to one of either STR (if they have physical proificiencies), SPD and DEF. The Training Rooms only grant a total of 5 additional stat points per tier, and cannot grant more than 3 points of these 5 per stat. The Training Rooms are capped at five students per Chapter; if five students have already used the Training Rooms, no more may use it until the next Chapter. The Training Room cannot buff any of the stats it can target if that stat would become the highest or equal to the highest stat. - Gymnasium: The sporting facilities of the Academy. The extracurricular sports clubs (Basketball, Football, Cricket and Rugby) use the gymnasium on alternating days. The Gymnasium is occasionally used for exhibition matches when they are held on campus rather than at the nearby Amity Stadium. The nearby playing fields are also used for matches of outdoor sports. Students may use the Gymnasium's facilities to work out. The Gymnasium costs one Activity Point and working out in it can grant the user either +15 Hit, +15 Eva, +10 Critical or +3 DR for the next map only. Only classes with physical proficiencies can use the Gymnasium for Activities. Only one Gymnasium buff can be active per student and only five students per Chapter may have Gymnasium buffs. A student cannot use both the Gymnasium and the Alchemic Laboratory in the same Chapter. Stable: The Academy maintains a stable of reasonable size, holding horses, wyverns and pegasi, cavalry being maintained due to automobiles being incapable of being shielded against Calamities with current technology. As such, animal husbandry forms a significant part of Order doctrine. Riding classes are operated out of the Stable, and students can apply for some work performing duties at the stable such as feeding the mounts, cleaning waste and replacing bedding. Working at the Stable costs one Activity Point, and earns an extra 100 thalers in addition to the income given to the students to buy equipment per session. Students may only earn 500 thalers total from the Stable per chapter. Each job at the Stable also awards an Academy Scrip, which can be used to exchange for weapons and other goods at the Academy Tuck Shop. Forge: The Academy's smithies, where weapons for training are crafted as well as the personal weapons of students who are soon to become Knights in the Elerian Order. Classes based on weaponry are taught at the Forge. Students can also help out at the Forge from time to time for various necessary tasks, such as cataloguing all weapons in the armory or carting Alphinite crystals from the latest shipments. Working at the Forge costs one Activity Point, and earns an extra 100 thalers in addition to the income given to the students to buy equipment per session. Students may only earn 500 thalers total from the Stable per chapter. Each job at the Forge also awards a Whetstone, which restores 2 QL to a weapon when used and can be stacked up to five times in the inventory. Sauna: The Academy's sauna, a gift from the Elerian Order branch in Saari. Students and staff alike are free to use the Sauna, as long as modesty is respected and the sauna is not currently at maximum capacity.