Chronicles Beta - Phase I Team

Thanks for helping test out our latest release, The Adventurer’s Chronicles.

Warning

Please be aware that the knowledge and understanding you are gaining during the beta phase and keep that information between you and the other testers. Leaking information, strategies, or changes outside of the testing team will ensure you’ll never be invited to participate again.

This guide is for the Phase I testing team. This is focused at content designed for fresh or recent 99’s as they progress with end game adventurers.

For the duration of testing, please use https://beta-web.nocturnalsouls.net/ as the primary portal site.

Summary

Keep in mind that these are the high-level items we are focusing testing in this phase and are by no means exhaustive of the full scope of the update.

New Content

  • The Content Matrix
  • The Adventurer’s Chronicles (AC)
    • This is a post-99 experience designed for players as they complete the Adventurer Quest system to guide through end game. There are 10 tiers that take players throughout Henge to Dynamis Divergence to Heroics with rewards at each phase.
  • The Delves of Ulbuka (delves)
    • This is unlocked via the Adventurer’s Chronicles and adds 30 new entry-level, open world encounters to Ulbuka ( Adoulin-region). These fights have low barriers to entry (easy drops from nearby enemies) and provide a path to item-level equipment earlier in the player’s journey.
  • The Wildkeeper Reives (WKR)
    • Following up to the delves, the Wildkeeper Reives use the baylids gained from delves, elemental ore, and elemental anima (alchemy) to grant access to solo and small group battlefields. These replace the previous open world encounters.
  • The Fractured (fractures)
    • These are “hard mode” versions of the WKRs at the same location. Gathering the beads from each delve will grant players access to these encounters.

New Systems

  • Dynamic Encounters
    • These function as “mini-BCNMs” or a similar style to campaign battles in WoTG where players must be flagged for the encounter before they can engage with the target and get loot. The new delves content uses these exclusively. While under the effect of the encounter, players will not be aggroed by nearby monsters and can focus on the fight.

Updated Systems

  • Player cRatio (Level Correction) Adjustments
    • To smooth out the progression ramp, player’s level now has their Adventurer’s Chronicles rank and Heroics rank added to their level during the cRatio calculations. For example, a player with max of both and preparing for the highest tier content would be calculated as at 119 (item level) + 11 (heroics rank) + 10 (AC rank) = 140.
  • Damage Limit and pDIF
    • The Damage Limit + traits have been added a per retail, which is additive and increases the max pDIF based on job and weapon combos.
    • The Physical Damage Limit +% modifiers have been added, which is multiplicative to the player’s max pDIF.
  • Spells - Blue Magic
    • With the addition of Damage Limit + and Physical Damage Limit +%, physical blue spells have been redesigned to take advantage of these traits and physical blue spells have been redesigned to work much more closely to how weaponskills work to make gearing/skilling for them easier.
    • Both physical and magical blue magic spells now have their proper monster correlations for both damage and effects.
      • Correlation increases (or decreases) base damage by +/-25%.
      • Correlation increases (or doesn’t affect) accuracy of inflicted status effects by +10 accuracy.

Miscellaneous / QoL

  • The Adoulin/Ulbuka Waypoint system has been totally redesigned to allow players to move directly to biouvacs within each zone.
  • The dark magic spell, Absorb-Attri has been added and is available to dark knights at level 99. This unique spell, which can be resisted, has a chance of stealing a dispelable buff from the target.
  • The white magic spell, Arise has been added and is available to white mages at level 99. This spell provides a “Raise 4” effect that causes the target to be raised with 100% of their weakened health (green rather than yellow health) and gain a Reraise III effect.
  • Added a new item modifier for Elemental Seal MAB Bonus and added it to all versions of Laevateinn and other weapons with this modifier. This modifier adds the noted magic attack bonus to spells cast while Elemental Seal is active.
  • Sagheera no longer requires players to have a Relic or Mythic weapon to participate in Limbus. While having an i119 is a recommendation, it is not required.
  • With the addition of the fractures and delves, the Wonder NMs have been removed from the game. This includes all of the Naakuals as well as the Ravenous Cracklaw and Daricullin. The loot from these encounters has been redistributed to various other encounters, such as Legion and Voidwatch.
  • Based on the new Content Matrix, some of the HP pools and levels of encounters within the Halls of Legion have been reduced to make them more accessible to fresh 99s.

Augments System Enhancements

Players have been asking for an adjustment to the augment system for quite some time. After much deliberation, we have revamped the entire Augment system from the ground up, making it easier than ever for players to begin taking advantage of the Augment system. The system has been revamped to adjust when new tiers become available, as well as adjustments to the specific items and quantities of items required.

A Thematic Progression

Augments are now broken up into tiers which are better aligned to the players actual progression through the content at Nocturnal Souls.

Augment Tiers

  • Tier 0 - Standard EXP Drops: New players will have access to this tier immediately upon creating a new character. Players leveling up their character can use common drops like Rabbit Hides and Insect Wings to enhance their gear.

  • Tier 1 - Shops and Crafts: Players who have completed AQ30 will be able to use items created through low level synthesis to add new augments to their arsenal.

  • Tier 2 - World Exploration: Players who have completed Rank 6 in their Home Nation are encouraged to travel the world, find interesting new mobs, and murder defeat them for their loot.

  • Tier 3 - Post AQ99: Players who have completed the Adventurer Quest Line will once again reach a new tier of augments and options.

  • Tier 4 - Tier 1 Content: Once players begin the Adventurer Chronicles Quest line, players who are taking part in Delve Field content will be able to earn augments upon each successful battle.

  • Tier 5 - Tier 2 Content: Players who have completed the Voidwatch City missions and have obtained a White Stratum Abyssite I by beginning the Jeuno Voidwatch Quests will be able to take advantage of this tier. Augment materials are available from Delve Fractures, Voidwatch, and High Tier Henge Fights.

  • Heroics - Heroics Rank 4: After players have unlocked Augment Tier 5 and have reach Heroics Rank 4, players will be able to take advantage of the Augments that drop in Escha Zi’Tah

Tier 0
Augment Augment Strength Material Quantity
Defense 2 1
Accuracy / Attack 2
    Rabbit Hide 
1
Ranged Accuracy / Ranged Attack 2
    Hare Meat 
1
Magic Attack Bonus 1
    Flint Stone 
1
Magic Defense Bonus 2 1
Regen 2
    Ram Skin 
1
Refresh 2
    Ram Horn 
1
Store TP 1
    Insect Wing 
1
Subtle Blow 2
    Bat Wing 
1
Tier 1
Augment Augment Strength Material Quantity
HP / MP 32 {HIDDEN} 3
Accuracy / Attack 4 {HIDDEN} 3
Ranged Accuracy / Ranged Attack 4 {HIDDEN} 3
Magic Accuracy / Magic Attack Bonus 3 {HIDDEN} 3
Magic Defense Bonus 4 {HIDDEN} 3
Store TP 2 {HIDDEN} 3
Double Attack 2 {HIDDEN} 3
Counter 5 {HIDDEN} 3
Dual Wield 4 {HIDDEN} 6
Resist Sleep 3 {HIDDEN} 3
Resist Paralyze 3 {HIDDEN} 3
Resist Silence 3 {HIDDEN} 3
Resist Petrify 3 {HIDDEN} 3
Resist Charm 3 {HIDDEN} 3
Magic Damage 3 {HIDDEN} 12
Tier 2
Augment Augment Strength Material Quantity
Defense 8 {HIDDEN} 3
Enmity 5 {HIDDEN} 3
Critical Hit Rate 5 {HIDDEN} 3
Store TP / Subtle Blow 5 {HIDDEN} 3
Spell Interruption Rate -10 {HIDDEN} 6
Magic Critical Hit Rate 5 {HIDDEN} 3
Occ. Resist Status Effects 1 {HIDDEN} 1
Accuracy / Attack 10 {HIDDEN} 3
Ranged Accuracy / Ranged Attack 10 {HIDDEN} 3
Evasion / Magic Evasion 6 {HIDDEN} 3
Pet: Damage Taken -2 {HIDDEN} 6
Magic Accuracy / Magic Attack Bonus 8 {HIDDEN} 3
Magic Defense Bonus 8 {HIDDEN} 3
Rapid Shot 8 {HIDDEN} 1
Fast Cast 8 {HIDDEN} 3
Divine Magic 5 {HIDDEN} 3
Enhancing Magic 5 {HIDDEN} 3
Enfeebling Magic 5 {HIDDEN} 3
Elemental Magic 5 {HIDDEN} 3
Dark Magic 5 {HIDDEN} 3
Summoning Magic 5 {HIDDEN} 3
Singing 5 {HIDDEN} 3
Blue Magic 5 {HIDDEN} 3
Cure Potency 2 {HIDDEN} 3
Waltz Potency 5 {HIDDEN} 6
Magic Burst Bonus 5 {HIDDEN} 3
Main Hand Damage 5 {HIDDEN} 3
Tier 3
Augment Augment Strength Material Quantity
Defense 15 {HIDDEN} 3
Magic Accuracy / Magic Damage 12 {HIDDEN} 3
Triple Attack 2 {HIDDEN} 3
Gilfinder 1 {HIDDEN} 25
Shield Mastery 15 {HIDDEN} 3
Snapshot 10 {HIDDEN} 3
Recycle 10 {HIDDEN} 3
Critical Hit Damage 2 {HIDDEN} 3
Magic Critical Hit Damage 2 {HIDDEN} 3
Automaton Repair Potency 5 {HIDDEN} 3
Drain and Aspir Potency 10 {HIDDEN} 3
Enhancing Magic Duration 10 {HIDDEN} 3
STR 4 {HIDDEN} 3
DEX 4 {HIDDEN} 3
AGI 4 {HIDDEN} 3
INT 4 {HIDDEN} 3
MND 4 {HIDDEN} 3
CHR 4 {HIDDEN} 3
Enspell Damage 10 {HIDDEN} 3
Enfeebling Magic Duration 10 {HIDDEN} 3
Parry Rate 3 {HIDDEN} 3
Tier 4
Augment Augment Strength Material Quantity
Enmity 10 {HIDDEN} 1
Store TP / Subtle Blow 8 {HIDDEN} 1
Evasion / Magic Evasion 12 {HIDDEN} 1
Pet: Enmity 5 {HIDDEN} 1
Pet: Regen 25 {HIDDEN} 1
Pet: Magic Defense Bonus 5 {HIDDEN} 1
Magic Defense Bonus 12 {HIDDEN} 1
Regen 20 {HIDDEN} 1
Refresh 20 {HIDDEN} 1
Triple Attack 3 {HIDDEN} 1
Counter 10 {HIDDEN} 1
Dual Wield 8 {HIDDEN} 1
Quick Draw Ability Delay -2 {HIDDEN} 1
Cure Potency 4 {HIDDEN} 1
Skillchain Damage 2 {HIDDEN} 1
Magic Burst Bonus 10 {HIDDEN} 1
TP Bonus 50 {HIDDEN} 1
Regen Potency 5 {HIDDEN} 1
Main Hand Damage 8 {HIDDEN} 1
Helix Effect Duration 8 {HIDDEN} 1
Tier 5
Augment Augment Strength Material Quantity
Critical Hit Rate 8 {HIDDEN} 1
Magic Critical Hit Rate 10 {HIDDEN} 1
Occ. Resist Status Effects 3 {HIDDEN} 1
Pet: Double Attack / Critical Hit Rate 3 {HIDDEN} 1
Pet: Store TP 10 {HIDDEN} 1
Pet: Magic Evasion 10 {HIDDEN} 1
Pet: Breath 10 {HIDDEN} 1
Pet: TP Bonus 40 {HIDDEN} 1
Magic Accuracy / Magic Attack Bonus 10 {HIDDEN} 1
Fast Cast 16 {HIDDEN} 1
Kick Attacks 15 {HIDDEN} 1
Magic Critical Hit Damage 4 {HIDDEN} 1
Occ. Quickens Spellcasting 5 {HIDDEN} 1
Save TP 50 {HIDDEN} 1
STR 8 {HIDDEN} 1
DEX 8 {HIDDEN} 1
AGI 8 {HIDDEN} 1
INT 8 {HIDDEN} 1
MND 8 {HIDDEN} 1
CHR 8 {HIDDEN} 1
Heroics
Augment Augment Strength Material Quantity
Store TP / Subtle Blow 15 {HIDDEN} 1
Occ. Resist Status Effects 4 {HIDDEN} 1
Accuracy / Attack 20 {HIDDEN} 1
Ranged Accuracy / Ranged Attack 20 {HIDDEN} 1
Magic Accuracy / Magic Damage 24 {HIDDEN} 1
Evasion / Magic Evasion 18 {HIDDEN} 1
Pet: Magic Accuracy/Magic Attack Bonus 6 {HIDDEN} 1
Pet: TP Bonus 80 {HIDDEN} 1
Magic Accuracy / Magic Attack Bonus 12 {HIDDEN} 1
Magic Defense Bonus 15 {HIDDEN} 1
Triple Attack 4 {HIDDEN} 1
Critical Hit Damage 4 {HIDDEN} 1
Skillchain Damage 3 {HIDDEN} 1
Magic Critical Hit Damage 6 {HIDDEN} 1
Occ. Maximize Magic Accuracy 4 {HIDDEN} 1
TP Bonus 150 {HIDDEN} 1
Main Hand Damage 16 {HIDDEN} 1

Balance Adjustments

At a high level, the augment system has been adjusted to allow higher augment values at pre-Heroics tiers and adjust the number of required items down so players can spend less time farming and more time exploring content.

Here are a couple Pre-Heroics before and after examples:

Augment Pre-adjustment Post-adjustment
Magic Accuracy / Magic Attack Bonus + 3 N / A Tier: 1
Items: Walnut Lumber x3
Magic Accuracy / Magic Attack Bonus + 8 Tier: 2
Items: Ahriman Lens x12
Tier: 2
Items: Ahriman Lens x3
Magic Accuracy / Magic Attack Bonus +10 Heroics-Only Tier: 5
Items: {HIDDEN} x1
Triple Attack +2 Tier: 3
Items: Xzomit Organ x12
Tier: 3
Items: Xzomit Organ x3
Triple Attack +3 N / A Tier: 4
Items: {HIDDEN} x1
Main Hand Damage +5 Tier: 2
Items: Giant Scale x12
Tier: 2
Items: Starmite Shell x3
Main Hand Damage +8 Tier: 3
Items: Starmite Shell x12
Tier: 4
Items: {HIDDEN} x1

Transferring Augments

Another resounding request from our player base has been the lack of ability to transfer their augments during upgrades. With this release, players will now be able to transfer the existing augments on their Gear when upgrading it with the various NPCs. As an example, players who have received augmented Artifact Armor from the Adventure Quest will be able to transfer these augments when upgrading with Vainrachault in Western Adoulin.

This affects:

  • Artifact armor upgrades (tier 1 to 3), Relic (tier 1), and Empyrean (tier 1) with Vainrachault
  • Relic armor upgrades (tier 2 and 3) from Aurix
  • Relic JSE necks up to tier 2 from Aurix
    • (tier 3 will place the custom augments on them no matter what the prior tier had)
  • Ambuscade (Limbus/Salvage) armor upgrades with Monisette.
  • Relic weapon upgrades from Magian Mog TJ and the Magian Master.
  • Mythic weapon upgrades from Magian Mog CJ
  • Empyrean weapon upgrades from Magian Mog AJ and Oboro
    • Oboro does not carry over augments on ranged weapons as they’d be broken due to the ammo distribution.

For example, a player who has a Fighter’s mask augmented from the Adventurer Quest will have those augments copy onto the Pummeler’s mask +1 when completing the tier 1 upgrade.

Tip

Again, a reminder that item upgrades that have augments as part of the upgrade (for example, the stage 3 Relic JSE necks from Aurix) do not inherit augments from the previous tier. Players can choose to override these augments after upgrading.

Room For Growth

The Heroics tier of Augments is now in its own category, as opposed to being part of the numbered tier progression. This change opens up the potential for future numbered Augment Tiers for future non-heroics content.

Members Portal

Please use our Beta Portal at https://beta-web.nocturnalsouls.net. This portal is linked to the beta server and has undergone several updates to align to this content release.

Searching

  • The monster search page now uses the “PlayOnline” name rather than the script name so that punctuation shows up properly.
  • On the item search page, players who are searching for an item modifier can now see that item modifier in the search results and sort the results by it.
  • With better caching available, the item search page now supports up to 100 search results.
  • Players can now see all potential items available in the Mog Garden via Find > Mog Gardening in the top menu.
  • The members portal item search URLs have been streamlined to not include ‘default’ values to be easier for players to share.

Items

  • The item details pages have been redesigned into two columns to be easier to read on smaller devices and address the item box from cutting off before the responsive cutpoint.
  • As we’ve moved into using more fixed rates (rare, uncommon, etc.) rather than percentages for BCNMs and instances, the Members Portal now shows the text description of the rarity rather than a fixed percent for those that have been converted to this new system. Additional BCNMs will be converted incrementally over time.
    • Right now, Mog Gardening, The Naakuals (Wildkeeper Reives), the Fractured, Reisenjima Sanctorium, Halls of Legion, and the Daily BCNMs have been migrated to the new rarity system.
  • Players can now see Personal Loot on the item details, BCNN details, or monster details pages. The Personal Loot sections show the item, the chance of acquisition, and whether or not it is grouped (a fixed chance to drop among other items) or not.

Monsters

  • The monster names on detail pages no longer force proper/title case to address an issue where the links to some BGWiki articles didn’t work (e.eg. Aa Nawu the Thunderblade vs. Aa Nawu The Thunderblade).
  • Monsters that are part of a BCNM, instance, dynamic instance, or related encounter now show that instance loot on their individual monster page. For example, looking at Shinryu no longer shows an empty loot page, but shows the loot for the instance that Shinryu is part of and a link to that BCNM’s details page.

BCNMs and Instances

  • The BCNM Details page now shows both key items and items required to enter BCNMs or Instances and, if multiple items are required, each of the items.
  • The BCNM Details page now includes each slot sorted out for easier reading.
  • The BCNM listing page now sorts, by default, by zone name and battlefield name. Players can click the column headings to sort as well.

Synthesis

  • The main craft pages have been redesigned to include all recipes for a craft on a single page.
  • The pages now track the current synthesis level of the account’s primary character and highlight recommended recipes in green for optimal skill ups.
  • The pages now included a floating navigation that allows players to quickly move between skill levels.

Miscellaneous

  • Several instances where roman numerals are used in item or monster names have been updated to display properly.
  • The item and monster search pages now properly auto focus the text entry box to make it quicker to start searching.
  • Throughout the Members Portal, several sections now include small explanations, such as what personal loot is, what the difference between an armoury crate and a treasure pool, etc. to help guide players.

Content Matrix

This is the proposed Content Matrix that helps align types of content to tiers. The goal is to allow players to visually see and investigate different types of content based on their current gear level.

The relative amount of investment in time, material procurement, and/or effort players should expect to expend when participating in the content. The further right on the X-axis, the more time/effort to participate. Low Effort. Content designed to be casual friendly, often spending 30 minutes or less of actual play time to accomplish an individual task, e.g. spawn and defeat a Notorious Monster or complete a single quest. Medium Effort. Content designed to be completed over multiple play sessions, but still approachable in bite-sized chunks as time allows. High Effort. Content designed to be completed over multiple play sessions, with longer "sit time" expected to complete a portion of content. e.g. Dynamis Divergence is a 2 hour "sit time" commitment. The relative difficulty of content based on gear, level, player know-how, etc. The further down on the Y-axis the content is placed, the more difficult the content will be. Players are level 99, have completed Adventure Quest, have received its rewards, have some merits, and maybe an ilvl 117 Weapon. Players are able to take part in the first "open" content experiences. In addition to Tier 0, players have maximised their Merits, and maybe picked up a piece of ilvl gear or two along the way. Content at this tier is designed to help players get used to End Game activities. Content at this tier is balanced for players with at least a Mythic Weapon (119v3) and a full set of 119 +1 Armor. Players should continue upgrading their armor to +2, as well as creating additional purpose built sets. Content at this tier is balanced for players with one or more Empyrean Weapons (119v3) and multiple sets of 119 +2 Armor. Additionally, Players have further enhanced their gear through Augments. Content at this tier is balanced for players with multiple Fully Augmented 119 +3 armor sets, Empyrean Weapons, and the expectation that players have mastered all previous content. Heroics, aka, the Expert Player Tier. The pursuit of fine tuning and Best-In-Slot Horizontal Progression. Content at this tier will be best approached in a group setting. Provides bonus EXP and currency to finance your armor upgrades. Begin augmenting your gear to maximize it's potential with our custom Augment System. "So You Want To Be An Adventurer?" A Custom Introductory Quest line. Level capped BCNM20 with pre-augmented rewards. Rotating events themed around the season. Winter/Spring/Summer/Fall. Learn about the History and Lore of the Vana'diel Nations through Missions. Level capped BCNM50 with pre-augmented rewards. Seasonal Themed BCNM with rotating loot and pre-augmented rewards. Unravel the mysteries of the Zilart, the ancient civilisation of Vana'diel. May Altana grant us the strength to overcome Promathia in all it's forms. Travel to the distant continent of Aradjiah to discover the secrets of the Empire of Aht Urghan. Level capped BCNM80 with pre-augmented rewards. Maximize the potential of your character and fill your coffers too! Level capped BCNM99 with pre-augmented rewards. NocSouls Custom Endgame System. Each rank attained further empowers your character. The Finale to Nocturnal Souls custom Adventure Quest. Prepare yourself. Upgrade the Artifact/Relic/Empyrean Armor sets you received in AQ to their 119 +1 versions. Unlock Relic and Mythic weapons through custom trials. Seek the Moogles in Ru'lude Gardens for details, Kupo. Nocturnal Souls custom Job Mastery System. Unlock the extra powers of your job! Timey-wimey magic administered by a Tarutaru child. What could possibly go wrong... NocSouls Custom implementation of the Delve Field NMs. Rewards include ilvl Armor, Weapons, and accessories. NocSouls Custom implementation of The first four halls of Legion. Per participant rewards and party loot. NocSouls Custom implementation of Limbus. Allows players to obtain the Retail Ambuscade Armor sets. NocSouls Custom implementation of Voidwatch. The City paths up to their respective bosses. The final hall of Legion, tackle new challenges in pursuit of unique accessories. Nocturnal Souls custom implementation of Wildskeeper Reives. Party based, instanced combat. The Adventurer Chronicles introduce "Content Level" to further strengthen players against awaiting challenges. The 6 stages of the Jeuno chapter of the Voidwatch combat content system. The Coalitions of Adoulin need your help! Seek additional information at each Coalition. Players with Heroics unlocked may gain infamy by aiding Adoulin with tasks. The first two Tiers of Nocturnal Souls Custom Endgame System. Allows players to upgrade Artifact Armor to 119 +2. NocSouls Custom implementation of the Delve Fracture NMs. Party based encounters. Nocturnal Souls Custom Empyrean Weapon System. A Moogle / Oboro production, Kupo! Nocturnal Souls Custom implementation of Dynamis Divergence. Extremely challenging solo, party focused content. Starting with San d'Oria, players may be able to upgrade Relic armor to 119 +2. The next two Tiers of Nocturnal Souls Custom Endgame System. Players may obtain 2/3 of the components necessary to upgrade their Artifact Armor to their 119 +3 versions. The final material required to complete your Artifact 119 +3 armor. Players will face an empowered version of their Dark Reflection in a challenging 1-on-1 encounter. The Zilart chapter of the Voidwatch combat content system. Players should now be able to Challenge the Dynamis Divergence Mid and Beastmen Bosses. The finale of Nocturnal Souls custom Job Mastery System. Tier 5 and 6 of Nocturnal Souls Custom Endgame System. Players face challenging opponents which rewards them with accessories, style locks, and crafting materials. The Tavnazia chapter of the Voidwatch combat content system. The ToAU chapter (and current end) of the Voidwatch combat content system. Players should now be in a position to Challenge Dynamis Divergence end to end. The first chapter of Heroics Content, Escha Zi'Tah! High Tier Encounters grant Augment Materials and Accessories. The second chapter of Heroics Content, Reisenjima! High Tier Encounters grant sought after Materials and Accessories. The third chapter of Heroics Content, Escha Ru'Aun! High Tier Encounters grant ilvl Abjurations, Materials, and Accessories. The finale of the Adventurer Chronicles! Players completing this custom quest line will be ready to max out their "Content Level". The Grand Finale of the Heroics Content, Reisenjima Sanctorium! Story Content. Shares Vana'diel background lore through adventure, quests, and combat. Novice Content, built with players new to Nocturnal Souls or Final Fantasy XI in mind. 100% Solo Friendly. Intermediate Content, designed for players who understand the basics, and are ready for the next plateau. A Even Match for Solo players. Expert Content, the most challenging in the stack. Players may find that teaming up (where possible) will aid in attempting this content. Custom Content, built (with love) by the Development Team at Nocturnal Souls. Visit our website for additional details and the latest news!

Testing Guide

Thematically, battle content in this release has less “stats” and more “mechanics” than previous content releases. Phases, animation changes, even !! notices popping up when players do something good (or very bad) should be watched in each encounter.

Note

Keep in mind this is a beta “testing” server. What you experience here is in development and subject to change before rolled to production.

Things To Consider

When testing, here’s some ideas to frame conversations you’re having with the team in the #🧪chronicles_p1 channel.

General

  • In going through this guide, are there things that aren’t working as described?

Battle Content

  • Do the mechanics make sense? Can you tell what’s going on without ‘brute force’ tactics?
  • Are there walls you hit when testing with Gear appropriate to the Tier of content you’re on?
  • Does the content feel balanced for your job combo? For other jobs? Have you tried other jobs (you have 20 to choose from!)?
  • Are there things that feel wrong in a quantifiable way? e.g. Battle too long, too short, etc.

Constructive feedback is always welcome. When providing feedback, remember to provide insight as well. “Here’s the gear I was using {x}. Here’s the tactics I was using {y}.” The more information, the better!

New Content / Systems

Where to start: The base of this phase of testing is the new Adventurer’s Chronicles system. It’s first quest, to defeat the WKRs, will lead you through delves, to WKRs, and to fractures. Feel free to explore other content as well, especially with the battle system changes

The Adventurer’s Chronicles

  • Unlocking The Adventurer’s Chronicles and proceeding through at least the first stage (which includes testing Delves and WKRs). Entry into the zone works by trading a Gold Beastcoin to Glowing Hearth at the front door. Players will need to bribe the door man each time.
  • Completing each part of the AC questline displays an increment/completion notice to the player. For example, for each WKR defeated for the first quest, players are notified of their progress. On completion, they are told to return to the quest giver.
  • Testing that, on completion of a mission, players can turn their kupons in to Dealer Moogles (located in the ports of the three nation cities) to choose and receive an item. Trading a kupon to a Dealer Moogle and not making a choice will cause the moogle to keep the kupon and issue the player a key item for the future.

The Delves of Ulbuka

The locations and items for the delves closely aligns to retail. Please use BG Wiki as a starting point for reference. These encounters are 114-116.

  • Testing the challenge/difficulty level of delves based on new/fresh 99 gear and/or whatever gear you may have available to you. These should feel comfortable as solo encounters with fresh gear (AQ99).
    • Many of these encounters align with retail mechanics, however, some have unique twists based on our combat speed and accessibility to skills as 99/99s.
  • Testing that drop rates feel reasonable for yggrete shards from nearby monsters.
  • Testing that shards spawn the correct encounters at the correct locations. These locations align to retail.
  • Testing that players properly receive bayld after each encounter with a mix of shared and, occasionally, personal loot.
  • Testing that only players who are flagged (and have a battlefield icon) for the fight can engage the encounter and receive loot.
  • Testing that dying and reviving causes the battlefield effect to be lost. If the last player loses the effect, the encounter fails and the mob despawns.
  • NOTE Please pay special attention to Marjami Ravine’s Plaguevein Bats as they should only reward players ONCE when all three bats die. We’ve worked to address conditions caused by all three dying at once, but pressure testing this will be helpful.

The Wildkeeper Reives

The locations and key items for the WKRs closely align to retail. Please use BG Wiki as a starting point for reference. These encounters are 116-120.

  • Testing that Dimmian in Eastern Adoulin will sell the key items to enter each battlefield for 1,500 bayld (the average amount players will have after completing all of the delves in a zone).
  • Testing that players can use the ore, anima, and key items to enter and that all players, if in a group, must have the key item to enter.
  • Testing the challenge/difficulty level of reives based on new/fresh 99 gear and/or whatever gear has been received during the delve progression. These should feel challenging as solo/duo encounters.

The Fractured

We have moved the “Fracture” version of each encounter into its own battlefield without the need to do actual fractures. We may use those zones for something else in the future, but it seemed a waste as they were. Each Fractured version of the WKR is more challenging with unique mechanics. Please use BG Wiki as a starting point for reference, but understand that there will be some mechanical differences. These encounters are level 120-122.

  • Testing that the proper beads allow entry into the fracture encounter.
  • Testing the challenge/difficulty level of fractures, based on players who can successfully complete delevs and reives, offers a level of challenge, but should be duoable (or soloable, depending on job and skill).

Updated Systems

Player cRatio (Level Correction) Adjustments

  • While testing is possible, the benefits of this change are not felt until higher tiers of content (mostly the Phase II team).

Damage Limit and pDIF

  • Testing that Damage Limit+ traits show up on appropriate jobs. Generally, the tl;dr: Dark Knights should have a higher top end for melee damage. 😄
  • While testing “Physical Damage Limit +%” is possible, the gear with this does not show up until Heroics-level content (mostly the Phase II team).

Spells - Blue Magic

  • Testing that physical blue magic spells should feel more streamlined and easier to gear swap based on weaponskill gear.
  • Testing that monster correlations should feel impactful (good or bad) for physical and magical skills.

Miscellanous / QoL

  • Testing that Dark Knights now have access to Absorb-Attri and can properly steal buffs from monsters.
  • Testing that White Mages now have access to Arise which grants a full health raise and a reraise effect.

Testing Resources

Delves of Ulbuka Entry Items

The shard drop mobs respawn faster than other mobs (making them great XP mobs) and are located near the spawn point for the corresponding delve.

Ceizak Battlegrounds Celedon

Shard Drops from… Spawns
I bight uragnites & twigtrip lapinion Unfettered Twitherym
II deathmaw orobon & blanched mandragora Supernal Chapuli
III careening twitherym Transcendent Scorpion
IV downy emerald & colossal spider Mastop
V fernfelling chapuli & frenzied mantis Tax’et

Morimar Basalt Fields Alizarin

Shard Drops from… Spawns
I tephra lizard & snowcap umbril Volatile Matamata
II volcanic wivre & tundra elf Purdurable Raptor
III maca maca & frosty twitherym Shimmering Tarichuk
IV acerbic jagil & sinewy matamata Tutewehiwehi
V felsic eruca & mountain peiste Kurma

Foret de Hennetiel Zaffre

Shard Drops from… Spawns
I zoldeff jagil Faded Craklaw
II bellicose tarichuk & perfidious crab Aberrant Uragnite
III hoary craklaw & careening twitherym Divagating Jagil
IV scummy slug & vorst gnat Nerrivik
V vampire leech & glutinous clot Krabakarpo

Yorcia Weald Russet

Shard Drops from… Spawns
I snapweed Xag’Nar
II bronzecap & shade-speckled spider Laevvid
III cheeky opo-opo & saptrap Morseiu
IV nascent sapling Ircinraq
V corpse flower & swollen chigoe Hyoscya

Marjami Ravine Phlox

Shard Drops from… Spawns
I longface colibri & stryx Broxa
II vinelash vulture & lapiniontrap Plaguevein Bats
III cliffclinger toad & whispering twitherym Hakawai
IV lapinion & tulfaire Ironbeak Inguza
V canyon apkallu & riverscum Podarge

Kamihr Drifts Aster

Shard Drops from… Spawns
I ashen tiger & snowpelt rabbit Calydontis
II cicatricose raaz & hailstone Azeman
III cyanotic raptor & wailing umbril Sinna
IV bedraggled lucerewe & slobbering ruszor Cherti
V gnarring yztarg & shaggy ovim Mirka

The Wildkeeper Reives Entry Items

The ore drops or is mined throughout the world, the anima is crafted via alchemy (requires the anima synthesis KI, each craft makes 10-40), and key items are purchased used bayld from Dimmian in Eastern Adoulin.

Battlefield Ore (leader only) Anima (leader only) Key Item (all)
Colkhab Wind ore Bottle of wind anima Brier-proof net
Achuka Fire ore Bottle of fire anima Magma mitigation set
Tchakka Water ore Bottle of water anima Compass of transference
Hurkan Lightning ore Bottle of lightning anima Insulator tablet
Kumhau Ice ore Bottle of ice anima Anti-glaciation gear
Yumcax Earth ore Bottle of earth anima Resurrection retardant axe

The Fractured Entry Items

The beads drop from the delves located within each zone.

Battlefield Yggzi Beads (I -> V)
Muyingwa Celadon
Tojil Alizarin
Dakuwaqa Zaffre
Cailimh Phlox
Utkux Aster
Wopket Russet

Testing Commands

As a tester, you’ll have access (on the beta server) to various low level GM commands to aid in moving around, adding items, and such.

Travel

Please use these instead of Nexus Capes–they’re more reliable and don’t require being in a group.

  • !bring {targetName} {forceZone} - bring a player, by name, to you. Use 0 for forceZone to move them immediately to you in the same zone (good for bot checking).
  • !goto {targetName} {forceZone} - same as bring, but moves you, not the player.

Player Modification

  • !addki {KI_name} - adds the specific KI to self or currently targeted player (e.g. !addki STARDUST_PEBBLE).
  • !delki {KI_name} - deletes the specific KI to self or currently targeted player.
  • !haski {player} {KI_name} - checks the specified KI to self or currently targeted player.
  • !additem {itemID} {count} {augid1} {augpower1} {augid2} {augpower2} {augid3} {augpower3} {augid4} {augpower4} - Adds the specified number of items to inventory with augments. See this list for augments.
  • !addcurrency {type} {amount} - Adds in-game currency, such as ‘bayid’ or ‘imperial_standing’.
  • !addtitle {title} - Adds in-game title (e.g. !addtitle ROC_STAR)

Dynamis Divergence

Reset your entry into Dynamis Divergence to test encounters. 294 = San d’Oria through 297 = Jeuno.

  • !setplayervar {playername} [NS][DD-###]Expires 0 - Reset Dynamis D timer. ### = zone id.. 294, 295, 296, 297

Adventure Quest

While you probably have this gear already, you can use this to give you the AQ 90 rewards for a different job to test with. You’ll receive the gear for your current job (and not, if you already have it).

  • !aqreward 90 - Gives the rewards on your current job for (e.g. !aqreward 90)

Adventurer’s Chronicles

  • !acstatus - See currently Adventurer’s Chronicles Status.

Reset Adventurer’s Chronicles Quest

This will entirely reset the Adventurer’s Chronicles questline to 0. Be sure you’re outside the Silver Knife if you do this. :) You’ll need to do the original entry converation to reflag.

  • !setplayervar {playername} [NS][quest]ac_unlock 0
  • !setplayervar {playername} [NS][quest]ac_counter 0
  • !setplayervar {playername} [NS][quest]ac_mask 0
  • !setplayervar {playername} [NS][quest]ac_step 0
  • !setplayervar {playername} [NS][quest]ac_next 0
  • !setplayervar {playername} [NS][quest]AdventurerChronicles 0

Augments and Creating Augmented Items

To create an augmented item and add it to your inventory, you’ll use the !additem command. Keep in mind that rare/ex items are still rare/ex and you can’t have more than one; also, if you’re testing augmented gear, augmenting above and beyond what you can normally get would not be a valid test.

!additem takes an item id, a count (of how many you want), and then space separated augments and powers. The powers are 0-based, meaning 0 = 1, 1 = 2, etc.

For example:

!additem 16535 1 33 0 134 1 25 4 23 4 would add a single bronze sword with DEF (33) +1, MDEF (134) +2, Attack (25) +5, and Accuracy (23) +5.

For a list of item IDs, use the portal at https://beta-web.nocturnalsouls.net.

For a list of augments, see below:

    -- Defensive
    DEF = 33,
    MDEF = 134,
    DMGPHYS = 54,
    DMGMAGIC = 55,
    DMGBREATH = 56,
    ENEMYCRITRATE = 42, -- Similar to merit

    -- Attack / Accuracy
    ATT = 25,
    ACC = 23,
    ACC_ATT = 68,
    MH_DAMAGE = 45,

    -- Ranged Attack / Accuracy
    RATT = 29,
    RACC = 27,
    RACC_RATT = 69,
    RANGED_DAMAGE = 746,

    -- Magic Attack / Accuracy
    MATT = 133,
    MACC = 35,
    MACC_MDMG = 80,
    OCC_MAX_MACC = 350,

    -- Magic Damage
    MACC_MATT = 131,
    MAGIC_DAMAGE = 362,

    -- Evasion
    EVA = 31,
    MEVA = 37,
    EVA_MEVA = 81,

    -- Skills
    PARRY = 287,
    DIVINE = 288,
    HEALING = 289,
    ENHANCING = 290,
    ENFEEBLING = 291,
    ELEMENTAL = 292,
    DARK = 293,
    SUMMONING = 294,
    NINJITSU = 295,
    SINGING = 296,
    BLUE = 299,
    GEOMANCY = 300,
    HANDBELL = 301,

    -- Resists
    OCC_RESIST_STATUS_EFFECTS = 61,

    -- Magic Casting Skills
    FAST_CAST = 140,
    OCC_QUICKEN_SPELLCASTING = 351,
    MAGIC_BURST_BONUS = 334,
    SPELL_INTERRUPT = 53,
    MAGIC_CRIT_RATE = 57,
    ENSPELL_DAMAGE = 896,
    MAGIC_CRITICAL_DAMAGE = 335,
    CURE_POTENCY = 329,
    CURE_POTENCY_RECV = 356,
    REGEN_POTENCY = 371,
    PHALANX_RECV = 368,

    -- Melee / Weaponskills
    CRIT_HIT_RATE = 41,
    CRIT_HIT_DAMAGE = 328,
    DOUBLE_ATTACK = 143,
    TRIPLE_ATTACK = 144,
    WS_DMG_ALL_HITS = 1080,
    WS_DMG_FIRST_HIT = 327,
    WS_ACC = 326,
    PHYSICAL_DAMAGE_LIMIT = 380,

    -- HoTs
    REGEN = 137,
    REFRESH = 138,
    REGAIN = 59,

    -- Paladin
    SHIELD_MASTERY = 153,

    -- Dark Knight
    DRAIN_ASPIR_POTENCY = 343,

    -- Bard
    SONG_CASTING_TIME = 322,
    SONG_RECAST_DELAY = 337,

    -- Dancer
    WALTZ_POTENCY = 330,
    WALTZ_TP_REDUCTION = 342,

    -- Corsair
    QUICK_DRAW_DELAY = 325,
    -- PHANTOM_ROLL_DELAY			= 340,

    -- Summoner
    BP_DAMAGE_I = 369,
    BP_DELAY_II = 366,
    BLOOD_BOON = 233,
    ELEMENTAL_SIPHON_BONUS = 339,

    -- Scholar
    HELIX_DURATION = 1249,

    -- Rune Fencer
    INQUARTATA = 1472, -- Show up as 'Parrying rate +%'

    -- Ranger
    SNAPSHOT = 211,
    BARRAGE = 338,
    RAPID_SHOT = 139,
    RECYCLE = 212,

    -- Monk
    KICK_ATTACKS = 194,
    MARTIAL_ARTS = 151,
    SUBTLE_BLOW = 195,
    STORE_TP = 142,
    STORE_TP_SUBTLE_BLOW = 44,
    COUNTER = 145,

    -- White Mage
    CURE_SPELLCASTING_TIME = 323,

    -- Black Mage
    OCCULT_ACUMEN = 237,
    CONSERVE_MP = 141,

    -- Samurai
    MEDITATE_DURATION = 1264,
    SKILLCHAIN_DAMAGE = 332,
    CONSERVE_TP = 333,
    TP_BONUS = 353,
    SAVE_TP = 360,

    -- Ninja
    DAKEN_BONUS = 251,
    NINJITSU_TOOL_EXPERTISE = 215,
    DUAL_WIELD = 146,
    UTSUSEMI_ENMITY = 379,

    -- Dragoon
    WYVERN_BREATH = 121,    -- Wyverns, shows 'Breath: +%', but no Wyvern tag, but aligned to wyvern breath mod

    -- Red Mage
    ENH_MAGIC_DURATION = 1248,
    ENF_MAGIC_DURATION = 1251,

    -- Thief
    GILFINDER = 148,

    -- Puppetmaster
    REPAIR_POTENCY = 341,

    -- Attributes
    STR = 512,
    DEX = 513,
    VIT = 514,
    AGI = 515,
    INT = 516,
    MND = 517,
    CHR = 518,

    -- Enmity
    ENMITY_UP = 39,
    ENMITY_DOWN = 40,

    -- Pet (all pets)

    -- Offensive
    PET_ACC_RACC = 96,
    PET_ATT_RATT = 97,
    PET_RACC = 113,
    PET_RATT = 114,
    PET_ATT_RATT_ACC_RACC = 124,    -- Use this vs 96, 97, 113, 114 most the time.

    PET_MACC = 100,
    PET_MATT = 101,
    PET_MACC_MATT = 108,
    PET_MACC_MDMG = 125,
    PET_MAGIC_DAMAGE = 126,

    PET_DOUBLE_ATTACK = 123,
    PET_CRITHITRATE = 102,
    PET_DA_CRITHITRATE = 109,   -- DA + Crit Hit Rate
    PET_HASTE = 111,
    PET_STORE_TP = 115,
    PET_SUBTLE_BLOW = 116,
    PET_TP_BONUS = 122,

    -- Defensive
    PET_DEF = 99,
    PET_MDEF = 119,

    PET_EVA = 98,
    PET_MEVA = 117,

    PET_ENEMYCRITRATE = 103,
    PET_DMG = 112,              -- Damage Taken -%
    PET_DMGPHYS = 118,          -- Physical Damage Taken -%
    PET_DMGMAGIC = 127,         -- Magic Damage Taken -%

    -- Other
    PET_ENMITY = 104,
    PET_ENMITY_DOWN = 105,
    PET_REGEN = 110,
    PET_STR = 1792,
    PET_DEX = 1793,
    PET_VIT = 1794,
    PET_AGI = 1795,
    PET_INT = 1796,
    PET_MND = 1797,
    PET_CHR = 1798,

    -- Pet (specific)
    PET_AVATAR_MATT = 120,      -- Avatars (use 108 most the time)

    -- Resists
    RESIST_SLEEP = 176,
    RESIST_POISON = 177,
    RESIST_PARALYZE = 178,
    RESIST_BLIND = 179,
    RESIST_SILENCE = 180,
    RESIST_PETRIFY = 181,
    RESIST_VIRUS = 182,
    RESIST_CURSE = 183,
    RESIST_STUN = 184,
    RESIST_BIND = 185,
    RESIST_GRAVITY = 186,
    RESIST_SLOW = 187,
    RESIST_CHARM = 188,