Release - The Adventurer's Chronicles

8 October 2023

Note

As you might expect, we’ll be rapidly updating the wiki over the next few days to adjust existing content pages with all of these changes. Please be patient and use the patch notes as your guide for now.

Renamer Update

First off, because it’s vital–don’t forget to download and update your Renamer file.

Download at https://nocturnalsouls.net/files/nocsouls.lua

(right-click, Save Link As.. if your browser keeps trying to open it as plain text)

The Adventurer’s Chronicles

The Silver Knife

Continue your adventures and gain renown throughout Adoulin with the Adventurer’s Chronicles.

Under the tutelage of Trystol, you’ve managed to become a fully-fledged adventurer, reached level 99, and taken the first steps in conquering the darkness. So, what now? Where do you go? How do you make a name for yourself as an adventurer?

The Adventurer’s Chronicles (AC) are a follow-up of the Adventure Quest (AQ) system available on completion of the final Adventure Quest step with Trystol at level 99 and will help guide players through the various systems in that open up at level 99.

These quests are fairly straightforward tasks and will be carried out in parallel as players unlock and explore other combat systems. Most new players will gradually complete each chapter in the AC as they work to unlock other content, but can use the system to guide what types of content they should be focusing on and when.

To begin, find your way to the exclusive club, the Silver Knife, in Eastern Adoulin. Glowing Hearth at the front door can provide a clue on how to enter this exclusive club. Be warned, like any good bouncer, he’ll need a little payment every time you want to enter.

Each Chapter has a specific target or set of targets with an associated reward. Some rewards include Kupons that players can use to choose their own rewards from Dealer Moogles located in Port San d’Oria, Port Bastok, and Port Windurst.

Challenges and Rewards

  • Chapter 1: Defeat each of the six Wildskeeper Reives.
    • Reward: A Mog Kupon AW-WK, redeemable for one of the many items available from the Wildskeeper Reives.
  • Chapter 2: Defeat each of the tier 4, 5, and 6 encounter in Reisenjima Henge.
    • Reward: 5x corduroy cloth and 5x flameshun cloth for upgrading reforged artifact armors.
  • Chapter 3: Defeat 200 apex monsters in active hot zones.
    • Reward: 5x corduroy cloth for upgrading reforged artifact armors.
  • Chapter 4: Unlock and complete the Voidwatch campaign through TOAU.
    • Reward: Allows players to gain and store voidstones at an enhanced rate. Increases gain to one every 3 hours (down from 4) and the ability to store up to 16 (increased from 6).
  • Chapter 5: Defeat each of the the zone bosses and disjointed in all four Dynamis Divergence zones.
    • Reward: 2x Demon Medals for upgrading reforged relic armors
  • Chapter 6: Defeat each of the tier 1 encounters in Escha Zi’Tah.
    • Reward: Access to the rare item shop in the Silver Knife and 1,000 Infamy Points.
  • Chapter 7: Defeat each of the Ascended encounters in Reisenjima.
    • Reward: A Mog Kupon AW-GeIV, redeemable for one of the many items available from Reisenjima’s HELM-tier encounters, and 1,500 Infamy Points.
  • Chapter 8: Defeat Quetzacoatl in Reisenjima five times.
    • Reward: A Mog Kupon A-OmII, redeemable for one of five rare Omen (Reisenjima-tier) body armors, and 2,000 Infamy Points
  • Chapter 9: Defeat each of the tier 1 encounters in Escha Ru’Aun.
    • Reward: A Mog Kupon AW-GeIV, redeemable for one of the many items available from Reisenjima’s HELM-tier encounters, and 2,500 Infamy Points.
  • Chapter 10: Defeat each of the Ark Angels in Escha Ru’Aun.
    • Reward: A Mog Kupon AW-GFIII, redeemable for one of many items available from Escha Ru’Aun and Reisenjima, and 2,500 Infamy Points.

Forgot what you should do for a Chapter? Speak to quest giver in the Silver Knife again for a list and reminder of your targets.

Brave the Darkness - Reisenjima Sanctorium

Entering the darkness

The final chapter of Heroics is here! Reisenjima Sanctorium harbors dark, perilous fights to challenge groups who have reached the pinnacle of heroism.

Players can access the Sanctorium through the Etched Rock at near the final egress in Reisenjima.

Encounters

For the full encounter list, see the Reisenjima Sanctorium page.

Rewards

Players gain access to several sets of gear and currency from these encounters. While each encounter has a slight chance to drop items directly, players will also gain domain points to purchase domain invasion items directly from Zurim located within the Sanctorium.

Tip

Keep in mind that rewards in Reisenjima Sanctorium are personal loot via the Armoury Crates and Domain Points. Group up!

Domain Invasion Armors
Slot Hervor Heidrek Angantyr
Head
    Galea 
    Mask 
    Beret 
Body
    Haubert 
    Harness 
    Robe 
Hands
    Mouffles 
    Gloves 
    Mittens 
Legs
    Brayettes 
    Brais 
    Tights 
Feet
    Sollerets 
    Boots 
    Boots 
Domain Invasion Weapons
    voluspa axe 
    voluspa bow 
    voluspa gun 

In addition to the Domain Invasion sets, the following sets are also available:

  • The Malignance gear (Blind Faith only)
  • The Crepuscular gear (Twilight Mayhem only)

Reisenjima Crystal

Be sure to check the BCNM/Instance page for each encounter to see the full loot drops!

Domain Invasion Gear - Unique Buffs

Each of the Domain Invasions armors and weapons have unique stats. We’ve opted to have our own take on these.

  • The attributes on each domain invasion piece is always active.
  • The “super powered” modifier on each domain invasion piece is active, to start, only in Heroics zones (Escha Zi’tah, Escha Ru’Aun, Reisenjima, and Reisenjima Sanctorium).

In the future, a very challenging questline will be added to unlock these powerful armors and weapons in every zone.

The Content Matrix

The content matrix was developed to help guide players on when and where they should be at each phase of their journey. While a recommendation, not prescriptive, this should give an idea on where each type of content falls and what opportunities exist at each level.

The matrix is interactive–hover over each to go to the appropriate spot.

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!

The Delves of Ulbuka

Delve 1

As part of the Adventurer’s Chronicles, players now have access to the Delves of Ulbulka. These challenging encounters can be spawned at the appropriate quest marker (???) using the corresponding yggrete shard. The shards drop from nearby monsters (similar to retail).

  • The delve gear that previously dropped from “wonder” NMs or voidwatch campaigns has been added to the correct delve encounter.
  • Each delve supplies players with baylds on defeat and can be respawned by players who have additional yggrete shards.
  • Yggrete shards are not affected by treasure hunter and considered ‘bonus loot’ (similar to beastmen seals).
  • Monsters that drop Yggrete shards have a faster respawn timer (180s, down from 300s) than surrounding mobs.

Ceizak Battlegrounds Celedon

Many of the encounters in Ceizak Battlegrounds have unique resistance stances where they’ll either become immune or absorb a type of damage. Keep watch for proc triggers to know when you’re doing something right (or, in some cases, doing something very wrong).

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

Morimar Basalt Fields is home to several encounters that have potent aura effects. Some are distance based, HP based, or even in reaction to certain types of damage. Keep note on how each encounter reacts for best results.

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

In the shallow pools of Foret de Hennetiel, several mechanics from Morimar and Ceizak start to overlap in more challenging mechanics. Pay close attention to each encounter’s animation, whether or not they’re ‘hiding’ from you, and other visual clues to lead to victory.

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

Several encounters deep within the trees of Yorcia Weald have time-based mechanics requiring players to coordinate their attacks and abilities with many status effects requiring players to be quick on the draw with Erase, Dispel, and an inventory of panaceas.

Delve 2

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

The beasts of Marjami Ravine tend to vary their mechanics based on their own abilities, becoming immune to various damage types, more evasive, or even reflecting attacks.

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

In the cold tundra of Kamihr Drifts, players will have a mixture of all the unique mechanics they’ve faced in other zones. Pay close attention to animations, the colors of “two-hour” effects, and other visual clues for how best approach these encounters.

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 Wildskeeper Reives & Fractures

WKR 1

As part of the Adventurer’s Chronicles, players now have access to the Wildskeeper Reives of Ulbuka.

These battlefields allow parties of 6 to enter and challenge the encounters at any time (rather than retail requiring a timer and enough zone pre-events). Each Naakual will offer a unique challenge and set of mechanics.

Each battlefield has an elemental ‘key’ to trade to enter. The player zoning into the instance will need to trade the key to enter. This item will be consumed upon entry to the battlefield. The cloister gem can be found inside of each elemental cloister (Cloister of Flames, Cloister of Gales, etc.).

In addition, all participating players will need a key item, purchased in Eastern Adoulin from Dimmian, for 1,500 bayld each. This key item is consumed upon entry to the battlefield for every participant.

Tip

Players can acquire bayld from participating in delve encounters. All participating members of the encounter will receive bayld as a personal currency reward that shows up in the Currency tab.

Battlefield Cloister Gem (leader only) Key Item (all)
Colkhab Galestone Brier-proof net
Achuka Flamestone Magma mitigation set
Tchakka Tidestone Compass of transference
Hurkan Stormstone Insulator tablet
Kumhau Froststone Anti-glaciation gear
Yumcax Tremorstone Resurrection retardant axe
Note

The Wildskeeper Reives replace the open world versions of these encounters for players participating in Peacekeeper missions. The open world “wonder” versions bid farewell and thanks for all the chips.

“Fracture” Encounters

In addition to the Wildskeeper Reives, as players defeat the open-world delves, each will drop a corresponding bead. Players can return to the Wildskeeper Reive entrypoint, trade all five beads for the zone, and challenge a “hard mode” version of the Naakual for additional rewards, including i119 gear, crafting materials, and more!

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

In addition, these encounters will also count as a successful Peacekeeper mission (similar to how some high-tier fights in Escha work) if the player has unlocked that coalition. This provides another means for players to progress their Peacekeepers and Heroics.

Gear Progression and Migration

Much of the gear found in Wildskeeper Reives and Delves was either scattered across the world on various other encounters or not available at all. This made this gear feel “out of progression” to have entry level gear dropping from the open world wyrms or TOAU kings.

  • All Delve and Fracture gear has been assigned to the correct monster encounter.
  • All Wildskeeper Reive gear has been assigned to the correct instance armoury crate.
  • Mobs that previous dropped this gear has had them removed and cleaned up (for many drop lists, this helps clean up the quantity of items each encounter can drop).
Note

Overall, this has added over 70 new items into gameplay targeted at tier 1 and tier 2 gearing options (early 99’s) to smooth the transition into higher tier contents and give players more options for unique gear sets earlier in their journey.

Gameplay Mechanics

With much of the gear from this release including new modifiers, several gameplay mechanics were reviewed and adjusted.

Player cRatio (Level Correction) Adjustments

With the addition of the Adventurer’s Chronicles, the calculations for how level correction has been adjusted to allow players to grow beyond 119 (the current “item level” max) as they take on more challenging content.

Briefly, level correction (known as cRatio in many formula) is responsible for:

  • Physical attack hit rate as part of the pDIF calculations
  • Magic hit rate through magic evasion bonus/detriments

Traditionally, player’s level correction was based off their level and/or the item level of their main hand (or ranged, for ranged attacks) slots. Currently, and seemingly, eternally, this remains 119. As we’ve continued to provide alternative ways for players to grow, challenges continue to grow too, including monster levels.

To continue to give players a way to grow their item level, the Heroics and Adventurer’s Chronicles systems will now grant one (1) level correction per chapter or rank. You’ll see this combination of item level and bonus referred to in new guides and documentation as your Content Level.

  • Q: What does this mean?
    • Players who are level 99 and reach Heroics rank 11 and Adventurer Chronicles rank 10 will have their cRatio calculated at 140 (119 + 11 + 10) instead of 119 allowing them to have higher success rates landing attacks on higher level targets. Note: Item level, and therefore this bonus, is not used when level sync’d or restricted below level 99.
  • Q: Does this mean accuracy and magic accuracy are not necessary?
    • Absolutely not. Players will still need to gear accordingly, but will find it easier to have more consistent results with less wobble.
  • Q: What all does this apply to?
    • These enhanced level calculations apply to player weaponskills, magic (all types, including blue magic), and pets.
    • Pets who have level bonus gear equipped will use that as their baseline level, so a level 125 avatar could be calculated at 146 for level correction checks.
  • Q: How do I check my Content Level?
    • Players can check their content level by using the !skills command.
Tip

The level correction cRatio does not affect skill amounts, dSTAT (STR vs VIT, INT vs INT, etc.), or other values, only whether or not an accuracy penalty or bonus is applied to the player.

Damage Limit and pDIF

  • The trait Damage Limit + has been added. This trait works to add an additional value to player’s max pDIF based on job and weapon combination.
    • These traits at 99 now align with what players can find on bgwiki and other sources.
  • The item modifier Physical Damage Limit +% has been added. This modifier works as a multiplier to the player’s max pDIF (similar to how critical hit works).

Shields and Blocking

The formulas and processes for shield blocking has undergone scrutiny to improve how shield block rate and damage reduction works.

  • Reviewed and verified core concepts around shield block vs. -PDT reductions; adjusted several shields that had “0 DEF”, which caused them to block more damage than intended (this prevents the Kupo Shield and other level 1 shields from having the same quality as an ultimate shield).
  • Updated the core system checks to not check for shield block changes if the incoming damage is already zero based on a nullify/annuls check.
  • Added missing DEF stats to 58 shields to properly fire absorb checks.
  • Removed the shield flag from a random tier of the Liberator mythic (scythe). 😕

Magic - General

  • The base spell system has been entirely revamped and spells are now stored in memory rather than in the database.
    The database will act for a future system of spells that players can learn.
  • This change greatly increases the speed of player load-in time and reduces database work since, in general, all players have the exact same spell list.

Magic - Elemental Magic

  • Elemental magic now has a base damage scaling multiplier and accuracy check based on Chronicles and Heroics rank. This affects the V component of the magic calculation and a bonus calculation of magic accuracy.

Magic - Blue Magic

Several enhancements to Blue Magic have been added.

  • With the addition of Damage Limit + and Physical Damage Limit +%, physical blue magic spells have been redesigned to benefit from these traits and modifiers.
  • The cRatio and wRatio of physical blue magic skills have been closer aligned to how weaponskills work (since, they were about 80% there anyway); this should make it easier to gear around accuracy, fSTR, the WSC attribute, and such when trying to maximize damage around physical blue magic.
  • Both physical and magical blue spells (and their status effects) are now enhanced by the additional level correction changes.
  • 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% based.
    • Correlation increases (or doesn’t affect) accuracy of inflicted status effects by +10 accuracy.
  • Magical blue magic spells now have a base damage scaling multiplier based on Chronicles and Heroics rank. This affects the D component of the magic calculation.
  • Both magical and physical blue magic types now pass through their proper target damage reduction checks.

Magic - Ninjutsu

  • Added Jubaku:Ni at level 50 with a paralyze potency of 30.
  • Added Dokumori:Ni at level 56 with a poison potency of 25.
  • Added Hojo:San at level 99 with a slow potency of 30% reduction.
  • Added Kurayami:San at level 99 with a blind potency of 50.

Magic - Divine Magic

  • Divine magic spells now have a base damage scaling multiplier based on Chronicles and Heroics rank. This affects the fixed base damage value of the magic calculations.
  • Added Banish IV to white mages at level 85.
  • Added Banishga III to white mages at level 99.
  • Added Arise 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. Perfect for those pesky DPS that keep getting one-shot by mechanics.

Magic - Enfeebling Magic

  • Added Inundation for Red Mages at level 64.
    • This is a custom implementation calculated by (dMND / 4) + 15 with a min value of 1 and a max value of 20. Main job RDMs have a higher min and max at 5 and 25.
    • This debuff that lasts 5 minutes and does not require “unique weapon types” to activate the bonus.
    • This debuff (based on the potency formula) increases the skillchain damage and magic burst damage taken by the target.

Magic - Dark Magic

  • Added Absorb-Attri for Dark Knights at level 99.
    • This unique spell, which can be resisted, has a chance of stealing a dispelable buff from the target.
    • Nether Void has been updated to modify Absorb-Attri to allow it to absorb two dispelable buffs from the target.

Pet Mechanics and Adjustments

Automatons

Some new spells have been added to various automatons:

  • Spiritreaver - Absorb-Attri has been added at skill level 368; this requires a dark maneuver to be active to trigger it and prioritizes if the target has dispelable buffs.
  • Spiritreaver - Stun has been added at skill level 245 and prioritizes if the target is in a state that they can be interrupted.
  • Spriitreaver - Comet has been added at skill 430 (merits required); it will prioritize this above other elemental spells.
  • Soulsoother - Stoneskin has been added at skill level 105.
  • Soulsoother - Haste II has been added at skill level 393.
  • Stormwaker - Paralyze II has been added at skill level 321.
  • Stormwaker - Blind II has been added at skill level 327.
  • Stormwaker - Slow II has been added at skill level 342.
  • Stormwaker - Dia III has been added at skill level 430 (merits required).

Some attachments have been updated:

  • Flame Holder no longer grants Weaponskill Damage, but fTP, similar to how Fotia works. This is based on the listing on ffxiclopedia stating that this is an fTP gain (which does better align to the ‘attack based on TP’ part of the description). We are keeping the previous values though from BGwiki as they seem more aligned to our server.
    • 0 = +0.25 fTP, 1 = +1.00 fTP, 2 = +1.75 fTP, and 3 = +2.50 fTP
    • What does this mean?
      • String Shredder is 1.5 fTP at all levels, so at 3 maneuvers, it’ll be 4.0 fTP at all levels.
      • Arcuballista is 7.0/10.0/13.0 fTP across the levels, so at 3 maneuvers, it’ll be 9.5/12.5/15.5 fTP across the levels (making it slightly stronger than Savage Blade’s 13.75 fTP).
  • Flashbulb now adds 180 CE and 1280 VE similar to the spell Flash.

Some mechanics and core AI has been adjusted for automatons:

  • Stormwaker will not attempt to dispel a buff if it has a 0-based duration (a permanent buff) so that it doesn’t sit there trying over and over like a noob RDM.
  • All automaton TP moves should now properly show a “{X} shadows taken” message when their TP moves are absorbed by shadows.
  • A base, scaling fast cast has been added to all automaton heads that have spells associated to them.
  • The base Magic Attack Bonus scaling modifier has been adjusted by 75-115% based on the automaton head type.
  • Valoredge heads now have slightly more STR and a scaling enmity loss reduction bonus similar to normal Paladins.
  • All automatons activated by main job puppetmasters gain 1% WSD per level up to level 99, then gain 0.5% WSD per level (floored) at 100+.

Wyverns

  • Due to wyverns’ high -DT, high scaling HP pools, and bonuses gained through the Dragoon’s subjob traits and Spirit Bond, the base scaling modifier for wyverns has been reduced by a 3:1 ratio. They were a bit too much like tiny flying citadels and could tank Heroics-tier bosses if given the chance.

Jug Pets

  • The growth modifier for all jug pets at level 119 and higher has been adjusted from 1.15 to 1.20.
  • A base ACC modifier for all jug pets has been added.
  • The base MACC modifier for all jug pets has been doubled.

Job Abilities

Dancer

Addressed numerous traits that were missing, incorrect, or just not wired up. Dancer, overall, should function much better now!

  • Properly set Skillchain Bonus rank 5 to be rank 5 (previously only rank 4).
  • Updated the Accuracy Bonus rank 3 to be level 76 instead of level 80.
  • Added the missing Evasion Bonus rank 4 trait.
  • Updated Tactical Parry rank 2 to be level 85 instead of level 84.
  • Added all missing ranks of Critical Attack Bonus at levels 80, 88, and 90.
  • Climactic Flourish now forces a first hit WS critical hit on physical weaponskills (similar to mighty strikes).
  • Presto no longer grants a free step when players have none and will no longer attempt to prompt 5 steps to 6+ (as 6+ steps are not wired up).

White Mage

  • Updated Afflatus Solace and Afflatus Misery to be usable by subjobs.

Black Mage

  • Updated Manawell to be targetable to self or party members.
  • Updated Mana Wall to be usable by subjobs.
    • This skill has been updated to apply a -10% DT bonus; main job BLMs will gain a -20% DT bonus.

Paladin

  • Updated Palisade to be usable by subjobs.

Dark Knight

  • Updated Consume Mana to be usable by subjobs.

Samurai

  • Updated Sengikori to be usable by subjobs.
    • This skill has been updated to apply a +10% Skillchain Bonus; main job SAMs will gain a +25% Skillchain Bonus effect.

Thief

  • Addressed an issue with Ambush to properly fire off for Trick Attack and/or Sneak Attack.

Weaponskill Adjustments

The following adjustments were made to weaponskills. The goal was to provide more options to open and close different type of skillchains rather than a single “65K button”.

  • Aeolian Edge: INT WSC 0.4 => 0.6
  • Apex Arrow: fTP 3.0 => 4.0
  • Asuran Fists: fTP 1.2375 => 1.25/1.5/2.0
  • Blade: Halo: fTP 3/7.25/9.75 => 4.0/8.25/10.0
  • Blade: Shun: fTP 1.0 => 2.0
  • Blade: Ku: fTP 1.25 => 3.25
  • Blade: To: fTP 0.5/1.5/2.5 => 1.0/2.5/3.5
  • Blade: Yu: fTP 3.0 => 4.5
  • Bora Axe: fTP 4.5 => 5.0/5.5/6.0
  • Empyreal Arrow: fTP 1.5/2.5/5.0 => 3.0/4.0/7.0
  • Exenterator: fTP 1.1875 => 2.25
  • Fell Cleave: fTP 3.0/3.7/4.5 => 4.0/4.5/5.0
  • Hexastrike: fTP 1.125 => 2.0
  • Raiden Thrust: fTP 1.0/2.0/3.0 => 2.0/3.0/4.5
  • Realmrazer: fTP 0.9 => 2.5
  • Ruinator: fTP 1.08 => 3.0/3.0/3.15
  • Shijin Spiral: fTP 1.5 => 1.5/2.0/2.5
  • Sonic Thrust: fTP 3.0/3.7/4.5 => 4.0/4.5/5.0
  • Swift Blade: fTP 1.5 => 2.5
  • Tachi: Jinpu/Kagero/Koki: fTP 0.5/1.5/2.5 => 1.0/2.0/3.5
  • Tachi: Shoha: fTP 1.375/3.250/4.625 => 2.0/3.5/5.0
  • True Strike: fTP 1.0 => 3.0

Augment System Adjustments

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 - Unlock AQ99: Players who have unlocked the final quest in the Adventurer Quest line will once again reach a new tier of augments and options to prepare them for the challenges ahead.

  • 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

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: Verdigris Stone +1 x1
Triple Attack +2 Tier: 3
Items: Xzomit Organ x12
Tier: 3
Items: Xzomit Organ x3
Triple Attack +3 N / A Tier: 4
Items: Snowtip Stone 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: Leafdim Stone x1

Transferring Augments

After a great deal of research into how best to accomplish it, augments now copy from one tier to another when upgrading items.

This also means that players completing the Adventurer Quest the first time can copy the augments off their AQ60, AQ75, and AQ90 rewards onto the next tier, making it easier to hit the ground running for that first job.

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.

We hope players will find that the adjustments to the Augment system offer new and exciting ways to maximize their gaming experience at Nocturnal Souls. See the Custom Augments page for details on each of the augments.

Monster Battle Mechanics

With implementing all of these new systems, several battle mechanics and such were added or cleaned up. Many of these changes affect all monsters of that family type.

  • Addressed an issue where some mob spell lists weren’t leveled accordingly and mobs that were > 120 were casting lower level spells.
  • Addressed an issue where several monster families with ‘custom’ auto attacks were giving TP to the target, not the mob.
  • Added Lilith and Lilith Ascendant’s unique melee attacks and TP moves to the game.
  • Added Hades (Perfidien) and Hades Prime’s (Plouton) unique melee attacks and audited and updated their TP move set.
  • Audited and aligned dullahan-type TP moves to have their correct status effects and damage types.
  • Audited the ‘stance dancing’ of Nakara-type monsters to activate the stances in sequence, not as normal TP moves. There is now a proper cooldown between stance changes.
  • Audited and updated the status effects inflicted by the Nakara-type monsters to properly inflict the right effects.
  • Audited and aligned zilant-type TP moves to have their correct status effects and damage types.
  • Audited and aligned flan-type skills to have their proper target/AOE flags.
  • Added macuil-type auto attacks and TP moves to the game.
  • Added defiant-type auto attacks and audited available TP moves.
  • Added plovid-type auto attacks and TP moves to the game.
  • Added matamata-type auto attacks and audited TP moves to correct several elemental and damage type issues.
  • Added yggdreant-type auto attacks and addressed an issue with Tiiimbeeer not having enough Tims or beers.
  • Added craklaw-type auto attacks and audited TP moves to correct several elemental and damage type issues.
  • Added belladonna-type auto attacks and audited TP moves to correct several “mob specific” versions of each.
  • Added yztarg-type auto attacks and audited TP moves to correct damage types and status effect issues.
  • Added several missing Harpia-type TP moves into the game and addressed several damage type issues.
  • Added several missing snapweed-type TP moves into the game.
  • Added several missing lynx-type TP moves into the game.
  • Added several missing raaz-type TP moves into the game.
  • Added several missing gnole-type TP moves into the game.
  • Added several missing “triple bats”-type TP moves into the game.
  • Added several missing colibri-type TP moves into the game.
  • Added several missing slug-type TP moves into the game.
  • Added several missing acuex-type TP moves into the game.
  • Added several missing tulifare-type TP moves into the game.
  • Added ~40 missing fomor weapon skills and added preliminary work as many are race and gender specific.
  • Addressed issue with uragnite-type mobs where their family mechanic of going in and out of their shell was not working.
  • Added mechanic for Gradual Petrification used by many peiste-type monsters. This inflicts a heavy slow that grows over time until the player is fully petrified at the end of the countdown. There is no cure for Gradual Petrification until it fully petrifies.
  • Updated the timers used for certain versions of Absolute Terror and dropped the max potential cap from whe used as a single target effect from 10+random(0,40) to 10+random(0,10) for a cap of 20s. AOE versions of this effect are still limited to 10s.
  • Addressed an issue where snolls were warriors, not dark knights, causing their magical attacks to be weaker than expected.
  • Addressed an issue where mob scaling ended at level 75 instead of continuing on to meet higher level mobs. Mob scaling now to goes up to 125 and various mob encounters that had ‘bonus effects’ added to them have been re-tuned.
  • Added a mechanic where all newly spawned mobs have a cooldown before they can begin casting spells. This addresses an issue where mobs cast (and it’s almost always Death) before they have visually appeared on the screen. This should reduce lag in dense monster areas, like Dynamis Divergence where many mobs all spawn at once.

Bonus Days

The cadence of Bonus Days have been adjusted to provide a few more opportunities as well as add new types of bonuses to the mix.

Day of Week Type Bonus
Monday Heroics 25% More Infamy from Missions
Tuesday Synergy 5% Increased Success Rate
Increased Avatarite and Tears Drop Rates
Wednesday Synthesis & Gathering Discount rates from !craft merchants
Increased HELM and Mog Gardening harvest quantities
Thursday Currencies Bonus Currencies - Cruor, Imperial Standing from Besieged, Bayld, and Legion Points
Friday Heroics 25% More Infamy from Missions
Saturday Synergy 5% Increased Success Rate
Increased Avatarite and Tears Drop Rates
Sunday Currencies Bonus Currencies - Cruor, Imperial Standing from Besieged, Bayld, and Legion Points
  • 🆕 Wednesday’s gathering quantity boost now includes HELM activities (logging, mining, and harvesting)
  • 🆕 Thursday and Sunday’s currencies boost now includes bayld.

!gotoexp Enhancements

With the battle updates, the !gotoexp menu has been updated to better align to power levels of solo and small group play as well as add new destinations! To simplify the menu, the menu is now broken out into level ranges with various suggested camps in each level range.

  • Level 0~20

    • [10~20] Maze of Shakhrami
    • [10~20] Korroloka Tunnel
    • [10~20] Valkurm Dunes 🆕
  • Level 20~40

    • [20~35] Qufim Island
    • [20~35] Rolanberry Fields 🆕
    • [25~35] Lower Delkfutt’s Tower 🆕
    • [30~40] Sea Serpent Grotto 🆕
  • Level 40~50

    • [40~50] Garlaige Citadel 🆕
    • [40~50] Crawlers’ Nest
    • [45~55] Labyrinth of Onzozo 🆕
  • Level 50~60

    • [51~60] Bostaunieux Oubliette 🆕
    • [55~60] Ifrit’s Cauldron
    • [55~60] Kuftal Tunnel 🆕
    • [55~60] Caederva Mire 🆕
  • Level 60-70

    • [60~65] The Boyahda Tree
    • [60~70] Cape Terrigan
    • [65~75] Labyrinth of Onzozo
  • Level 70~80

    • [70~80] Zeruhn Mines
    • [70~80] Ru’Aun Gardens
    • [75~80] Misareaux Coast
    • [75~80] Mt. Zhayolm
  • Level 80~90

    • [80~90] Shrine of Ru’Avitau
    • [80~90] Dangruf Wadi 🆕
    • [80~90] Merip. Mts. [S] 🆕
    • [80~90] Korroloka Tunnel
    • [85~90] Garlaige Citadel
  • Level 90-99

    • [90~99] Gustav Tunnel 🆕
    • [90~99] Kuftal Tunnel
    • [90~99] Shrine of Ru’Avitau
    • [95~99] Rala Waterways

Adoulin/Ulbuka Waypoints

The Waypoints system on the Ulbuka Continent has been updated to allow players to move directly to biouvacs within zones.

  • Within Western or Eastern Adoulin, players can teleport to any zone, including Ceizak and Yahse, and go directly to a biouvac or to the Frontier Station (the original teleport location).
  • In each zones, players can teleport between biouvacs to quickly move around the zones and, hopefully, make it easier to reach some Delve locations.
  • These teleports do not require require kinetic energy or unlocks like retail.
  • The custom location for Outer Ra’Kaznar remains a teleport to the entrance.

Eastern Ulbuka Territory Hazards

The “hazards” located throughout the Eastern Ulbuka Territory (Seekers of Adoulin zones) have been wired up similar to retail to add additional obstacles for these zones. These mobs no longer have drops or aggro (unless attacked), but will pulse their effects to nearby players on a fixed interval. Keep these in mind your positioning with the new delve encounters.

  • Added Numbing Blossoms in: Ceizak Battlegrounds, Foret de Hennetiel, Yahse Hunting Grounds, and Yorcia Weald

    • Adds a potent Choke and Paralysis effect on players within range.
  • Added Pungent Fungus in: Cirdas Caverns

    • Adds a potent Rasp and Poison effect on players within range.
  • Added Spinescent Protuberance in: Dho Gates, Marjami Ravine

    • Adds a potent Drown and Amnesia effect on players within range.
  • Added Erupting Geyser in: Moh Gates

    • Adds a potent Burn effect on players within range.
  • Added Steam Spout in: Morimar Basalt Fields

    • Adds a potent Burn effect on players within range.
  • Added Graupel Formation in: Kamihr Drifts

    • Adds a potent Frost and Paralysis effect on players within range.

Empyrean Weapon Phase II Trials Adjustments

To better align with the new Content Levels and Matrix and adjust due to changes in the “Wonder NMs”, the Phase II progression for Empyrean weapons has been adjusted to focus primarily on the Jeuno Voidwatch encounters.

The eBCNMs are unchanged, but players will find that they no longer need to progress as far with Voidwatch to progress their weapons (Jeuno vs. end of the Zilart line).

  • Riftcinder: Now drops from all Jeuno Voidwatch tier 1 encounters and the eBCNMs Glavoid and Fistule.
  • Heavy Metal: Now drops from all Jeuno Voidwatch tier 2 encounters and the eBCNMs Chloris, Briareus, and Carabosse.
  • Riftborn Boulder: Now drops from all Jeuno Voidwatch tier 3 encounters and the eBCNMs Kukulkan, Ironclad Destroyer, and Shinryu.

Heroics Updates

  • Tier 1 encounters in Escha Zi’Tah now grant 10 infamy per defeat.
  • Defeating Azi Dahaka in Escha Zi’Tah now grants 1 completed peacekeeper mission.
  • The requirements for joining the Peacekeepers coalition have changed from needing a completed Empyrean weapon to needing a completed Mythic weapon. This change aligns to the changes in Peacekeeper target types.
  • The targets of the Peacekeeper coalitions have been changed. They no longer point to mobs in Reisenjima Henge, Voidwatch, and Abyssea, but to the more thematic Delves and Wildskeeper Reives around Ulbuka.
    • There are 36 targets in total (30 delves, 6 Wildskeeper reives) with the delves granting 50 infamy (25 for assisting) and the Wildskeeper Reives granting 100 infamy (50 for assisting).
    • As these encounters are spawned by players, this should greatly speed up the rate at which players can participate in this content.
  • Non-Peacekeepers missions now also reward Bayld in addition to Infamy (1:1).

Currency Conversions

Several new vendors have been added around the world that convert currency into other items. Each of these take one type of currency, such as Alexandrite, and convert them to “points” that can be spent at their shop.

  • Patient Snake Eastern Adoulin, outside the Scouts Coalition, will accept Alexandrite for an array of items, including Tanzanite Jewels.
  • Ysadel Eastern Adoulin, will now accept a one (1) Demon Medal and return three (3) Blackened ID cards in trade.

Miscellaneous - Chronicles

  • UPDATE Updated hunt calculations to prevent players from incrementing hunts while participating in battlefield content, besieged, or instances.
  • UPDATE The quantity of alexandrite and tanzanite rewarded from Hunts has been aligned 1:1. Without a jackpot, players receive 5 of each. A 30% chance for a tier 1 jackpot rewards 10 of each, and a 10% chance for a tier 2 jackpot rewards 15 of each. (old values: 5/2, 8/5, and 15/10).
  • UPDATE Add 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.
  • UPDATE Improved latent effect calculations to trigger on equip packet, not on a timer schedule.
  • UPDATE Added missing drop lists to several mob families in Seekers of Adoulin zones.
  • UPDATE Sagheera no longer requires players to have a Relic or Mythic weapon to participate in Limbus. While having an i119 is a recommendation, now that there are new sources of i119 weapons, it is not required for it to be a mythic.
  • UPDATE Margret no longer requires players to have a Mythic weapon to participate in Reisenjima Henge. While having an i119 is a recommendation, now that there are new sources of i119 weapons, it is not required for it to be a mythic.
  • UPDATE Addressed an issue where players could attempt (via plugin) to sort their inventories while they trade items, causing the trade to fail.
  • UPDATE Reduced the forced recast timer for the Soulsoother automaton head to attempt to heal every 10s rather than 15s.
  • UPDATE New items have been added to several monsters throughout the world to support the new Augment System changes.
  • UPDATE New items have been added/shifted to several mobs in Voidwatch and Legion to support the changes with Delves, Wildskeeper Reives, and add some of the missing Coalition items.
  • UPDATE Players can no longer mount while within a battlefield or with the confrontation effect active.
  • UPDATE 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.
  • UPDATE 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.
  • UPDATE The monster Silk Caterpillar in Rolanberry Fields is now on a fixed 15m respawn timer rather than varying every 6 hours whenever the Bastok airship flies overhead.
  • UPDATE Updated Flee, Chocobo Jig, and Chocobo Jig II to properly remove weight conditions from the target.
  • UPDATE The Skullrender axe (Reisenjima) now has its missing Spur +15 modifier.
  • UPDATE With the addition of the Crepuscular gear, both the Crepuscular and Twilight Scythes have been wired up to grant players a temporary “non-elemental” enchantment. This makes auto attacks and weaponskills act similar to Formless Strikes and ignore barriers and damage restrictions.
  • UPDATE With the addition of the Crepuscular gear, both the Crepuscular and Twilight Cloaks have been wired up to have a new ENHANCES_IMPACT modifier on them. As these items traditionally granted the spell, but we make it available to many jobs without the cloak, a bonus was in order! Players can now equip these items for a +5 on Twilight and +10 on Crepuscular bonus to Impact increasing its magic accuracy and potential stat reduction potency.
  • UPDATE Removed the naakuals drops from Kaagen (VWNM) as they now drop from the proper naakuals fights.
  • UPDATE Added the usable flag to several new items (which are new augments) that turn players into various costumes (for the lawls).
  • UPDATE Alexandrite, tanzanite jewels, crystals, and crystal clusters can no longer be sold on the auction house. Previously, this was a poor experience due to our custom stacking to 99 and players could not sell stacks on the AH.
  • UPDATE Added functionality around gear that provides knockback reduction. Players will now see REDUCE_KNOCKBACK as the item modifier on various gear. Knockbacks, in general, have a power associated to them and range from 1-3 as " light" knockbacks to 10 as a “heavy” knockback. If player has sufficient knockback reduction, they will remain stationary during a knockback event.
  • UPDATE Added a new spell cooldown enforcement system that allows us to control how often a mob can cast a specific spell. In this case, many mobs with the Death spell now have an enforced cooldown, mininum HP%, or other conditions around casting the spell. This affects several Voidwatch and Heroics mobs, but does not affect Dynamis statues (as casting Death is “their thing”). Mobs that cast Death intentionally (a mechanic or reaction) or that use KO-inflicting TP moves (Marine Mayhem, Death Prophet, etc.) are not affected by this change.
    • Akvan
    • Bloodeye Vileberry
    • Brittlis
    • Cannered Noz
    • Giltine
    • Golden-Tongued Culberry
    • Gwynn ap Nudd
    • Ig-Alima
    • Kalasutrax
    • Lord Asag
    • Murk-Veined Baneberry
    • Paramound Gallu
    • Titlacauan
    • Virvatuli
    • Xibalba
    • Yakshi
  • UPDATE Removed chunks of palladium brass ore from Goblin Meatgrinders and Plunderers in the Shadowera zones (as they should have never dropped them).
  • UPDATE The Dealer Moogles are now available in the ports of the three nation cities. You’ll find new quests and systems sometimes reward Mog Kupons. Trade these Kupons to the Dealer Moogles to choose your own reward! Note: While GEO/RUN specific items are obtainable through these kupons, they are currently unusable. Proceed with care.
  • UPDATE Added Cactaur Roots to the harvesting nodes in the Mog Garden. These are used to craft sabotender jugs.
  • BUG Addressed an issue where weaponskills could bypass the interrupt when a target is dead and cause a crash condition (trying to cause damage on an empty target).
  • BUG Addressed an issue where players could receive a raise or tractor menu while one was already present on the target.
  • BUG Addressed an issue where SAM’s Zanshin would attempt to proc on a weaponskill single hit (which it shouldn’t).
  • BUG Addressed an issue where dancer’s Reverse Flourish had the wrong animation.
  • BUG Addressed an issue where Chupa Blossom, Whiteout, and Malediction (large model) had the wrong animation.
  • BUG Addressed an issue where Death Blossom (WS) showed a cutoff message when applying its magic evasion down effect.
  • BUG Addressed an issue where the “scale to alliance” mechanics used in Limbus and other areas weren’t properly scaling attributes, only HP.
  • BUG Addressed an issue where players were being granted a default “A” ranking in Magic Evasion, instead of an “F” ranking. Most players will see ~40-100 MEVA reduction at 99/99. With this change, all scripted content that had bonuses to MACC have had those removed or reduced by at least 40-100.
  • BUG Removed an incorrect +40% WSD bonus for Refulgent Arrow on Laevateinn. lol?
  • BUG Addressed an issue where Riverwashed Toads and Treefrost Gerfysts in Foret de Hennetiel had incorrect drop lists.
  • BUG Addressed an issue where Konzen-Ittai and Wild Flourish were not providing a full 10s Chainbound status on the target.
  • BUG Addressed an issue where Nympha Eunomia (VWNM) would drop loot instead of the second phase Kalos Eunomia.
  • BUG Addressed a typo where the modifier for Waltz Potency was Waltz Potentcy. Po-tae-toe... Po-ten-see
  • BUG Addressed an issue where automatons were scaling off the master, not the automaton themselves giving them about -10% stats they should have had at 99+.
  • BUG Addressed an issue where players would gain ranged weaponskills based on their main hand weapon’s skill rating, not their ranged weapon’s skill rating.
  • BUG Addressed an issue where several shurikens had missing models or the wrong removal slot flag and couldn’t be properly equipped.
  • BUG Addressed an issue with the Jhakari +2 gear set not properly setting it’s set bonus.
  • BUG Addressed an issue where the tulifaire jug pet’s Swooping Frenzy ability was applying damage AFTER applying its status effects instead of before.
  • BUG Addressed an issue where mob-cast blue magic’s alpha calculation for mobs > level 99 failed which caused all physical blue magic moves cast by mobs to do 0 damage.
  • BUG Addressed an issue with the equip and style lock packets causing “removed slots” to not send another update packet to the client. This caused items like the Behemoth Suit, Track Pants, etc. to show through when another slot was blocked. This should address a 5+ year old known issue.
  • BUG Addressed an issue where shield were triggering an ‘off-hand’ check when dual wielding, causing the defense of the shield to be added as base damage to the attack. Shields are no longer weapons except for shield bashing.

Miscellaneous - General

  • UPDATE The NPC offsets in Korroloka Tunnel have been updated to fix a several rarely used QMs that had shifted.
  • UPDATE The encounter for the Red Mage Master Job quest #5 within Ra’Kaznar Turris have been updated to automatically despawn after being idle for 5m.
  • BUG Removed the incorrect auction house category from the rare/ex Freke Ring.
  • BUG Removed the incorrect item mods from the ZuuXowu Grip.
  • BUG Addressed an issue with the Wakido Haidate +2 to have the proper type of WSD+% modifier on it.

Members Portal Enhancements

The Members Portal has received several enhancements to make it easier for players to find items and drops related to BCNMs and our new dynamic instances and encounters.

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 (Wildskeeper 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.
  • Players can now see the Auction House category of an item under the Details dropdown in the item detail pages.

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 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.