Update Notes

Nocturnal Souls is constantly in flux with new features and content. We aim to roll out new features and functionality once a week; however, scripts and new content can be rolled out as often as it’s created without downtime. Thanks to our testing and development team for all their hard work!

Here’s the latest changes and enhancements:

October 2018

15 October

Empyrean Weapon Aftermath and Weaponskill Enhancements

The following changes have been made to the Empyrean Weapon aftermaths and their weaponskills to augment their lackluster performance on our server where weaponskills take priority over auto attacks. The goal of these changes is to help add a bit more uniqueness to the weapons similar to the mythic weapons.

These enhancements focus on the strengths and uniqueness of each weapon and class combination.

Keep in mind that REMAs are not intended to be “stronger” or “weaker” than one another–simply different.

In some situations, a relic weapon may be better than a mythic, a mythic better than an empyrean… and vice-versa. The difference between Nocturnal Souls and retail is that weaponskills are more frequent and auto-attacks less of an overall percentage of outgoing damage.

Since Empyreans (and, later on, Aeonics) focus on auto-attack damage, adjustments are necessary to make these weapons fun and worthwhile on Nocturnal Souls.

To gain the enhanced “weaponskill” traits, the i119 III version of the empyrean weapon MUST be equipped in the main hand (or ranged). Lesser versions of the weapons do not apply the enhanced aftermaths or weaponskill bonuses. Similar to the enhanced weaponskill traits, the enhancements to the aftermath effects only apply to the i119 III version of the empyrean weapon and to the Tier 3 aftermath effect. The existing Empyrean aftermath of “does triple damage” still exists at all levels; these changes add additional benefits to the aftermath.

tl;dr: Similar to relic and mythic aftermaths, to gain the bonuses, you must main-hand (or ranged) these weapons and sustain tier 3 aftermath to get their full bonuses.

All Melee Aftermaths

Adds accuracy and attack.

  • Increases accuracy by 160
  • Increases attack by 280

All Ranged Aftermaths

Adds ranged accuracy and attack.

  • Increases ranged accuracy by 160
  • Increases ranged attack by 280



  • Adds “Boost” +10%

Enhances Victory Smite

  • Updates Stat Modifier from 80% STR to 80% STR/80% VIT
  • Increases 1000 TP critical hit chance from 10% to 20%
  • Increases 2000 TP critical hit chance from 25% to 35%
  • Increases 3000 TP critical hit chance from 45% to 65%



  • Enhances weaponskill accuracy by +10%

Enhances Rudra’s Storm

  • Updates Stat Modifier from 80% DEX to 100% DEX



  • Add “Magic Attack Bonus” +70

Enhances Chant Du Cygne

  • Updates Stat Modifier from 80% DEX to 80% DEX/80% STR
  • Increases 1000 TP critical hit chance from 15% to 20%
  • Increases 2000 TP critical hit chance from 25% to 35%
  • Increases 3000 TP critical hit chance from 40% to 65%



  • Add “Magic Attack Bonus” +40
  • Add “TP Bonus” +150

Enhances Torcleaver

  • Updates Stat Modifier from 80% VIT to 80% VIT/80% STR
  • Increases 1000 TP fTP from 4.75 to 6.75
  • Increases 2000 TP fTP from 7.0 to 9.50
  • Increases 3000 TP fTP from 10 to 12.00



  • N/A (at this time, we’ll see once BST becomes viable)

Enhances Cloudsplitter

  • Updates Stat Modifier from 40% STR/40% MND to 80% STR/80% MND



  • Adds “Smite” +10

Enhances Ukko’s Fury

  • Update Stat Modifier from 80% STR to 100% STR
  • Increases 1000 TP critical hit chance from 20% to 25%
  • Increases 2000 TP critical hit chance from 35% to 45%
  • Increases 3000 TP critical hit chance from 55% to 65%



  • Adds “Magic Accuracy” +20
  • Adds “Fast Cast” +20

Enhances Quietus

  • Updates Stat Modifier from 40% STR/40% MND to 80% STR/40% MND
  • Increases 1000 TP Defense Ignored from 10% to 25%
  • Increases 2000 TP Defense Ignored from 30% to 45%
  • Increases 3000 TP Defense Ignored from 50% to 75%



  • Adds “Enhances Jump and High Jump” (100% critical hit rate)

Enhances Camlann’s Torment

  • Updates Stat Modifier from 60% STR to 80% STR/40% VIT
  • Increases 1000 TP Defense Ignored from 15.0% to 25%
  • Increases 2000 TP Defense Ignored from 37.5% to 45%
  • Increases 3000 TP Defense Ignored from 62.5% to 75%



  • Adds “Enhances ninjutsu damage” +50
  • Adds “Critical Parry” +20

Enhances Blade: Hi

  • Updates Stat Modifier from 80% AGI to 80% AGI/60% STR
  • Increases 1000 TP critical hit chance from 15% to 25%
  • Increases 2000 TP critical hit chance from 20% to 35%
  • Increases 3000 TP critical hit chance from 25% to 50%



  • Enhances weaponskill damage by 30%

Enhances Tachi: Fudo

  • Updates Stat Modifier from 80% STR to 80% STR/80% DEX
  • Increases 1000 TP fTP from 3.75 to 5.75
  • Increases 2000 TP fTP from 5.75 to 8.75
  • Increases 3000 TP fTP from 8.00 to 16.00



  • Adds Magic Accuracy +50
  • Adds “Afflatus Solace” +20
  • Adds “Cure” spellcasting time -10%

Enhances Dagan

  • HP restoration amount doubled.
  • Removes up to 3 negative status effects on the player, including Doom (like Myrkr).



  • Adds “Magic Attack Bonus” +100
  • Adds “Elemental Celerity” +20

Enhances Myrkr

  • Removes all potential negative status effects, including Doom (removes 3 effect limit)


Now grants 2x99 stacks of ammo on use.


  • Adds “Velocity Shot” +10%
  • Adds “Rapid Shot” +10

Enhances Jishnu’s Radiance

  • Updates Stat Modifier from 80% DEX to 100% DEX
  • Increases 1000 TP critical hit chance from 15% to 25%
  • Increases 2000 TP critical hit chance from 20% to 35%
  • Increases 3000 TP critical hit chance from 25% to 50%
  • Increase fTP from 1.75 to 5.75 at all TP levels


Now grants 2x99 stacks of ammo on use.


  • Adds “Magic Attack Bonus” +65
  • Adds “Velocity Shot” +10%
  • Adds “Rapid Shot” +10

Enhances Wildfire

  • Updates Stat Modifier from 60% AGI to 60% AGI/80% INT

We will continue to evaluate these changes and balancing, as necessary. Thank you to everyone who provided feedback regarding Empyrean performance and ideas for balancing across the board.

Fall Harvest

  • The chance that a node will drop a leafkin grenade on harvest has been increased by 20%.
  • The chance that a Harvest Protector will appear on harvest has been increased by 10%.
  • Ifrit’s Cauldron has been removed from the list of zones for the event.


  • Argus and Leech King’s respawn timers have been reduced from 18-30 hours to 1 hours as per “modern” retail.
  • Magic Attack Bonus and Magic Accuracy have been changed from a percent to a flat amount in the !stats command as they’re not percentages and the output was confusing.
  • Ix’Aern DRK now has a chance to drop a bonus Deed of Moderation on kill. 😄
  • The pre-damage modifier "level * 10" damage clamp on the Atonement weaponskill (Burtgang) has been changed to be "level * 100" to better match the higher weaponskill damage of the server.
  • A new aptant mob has been added: Drumbskull Zogdregg. He drops the Aptants of Geoc and Secan.
  • Rusted Coins now stack to 99 instead of 12.

DSP Core Updates

A new section we’ll be including in our notes includes core changes that we’re pulling in from the DSP core project. These will include sweeping changes/updates that affect large amounts of files, key functionality, or “crap, everything might be broken!” events. Our goal here is to be fully transparent in the event something we’ve imported is causing a potential issue. We do the best we can to test everything we import from the core project, as it’s assumed that they test it before they check off on merging it, but things happen. #bleedingedgechallenges

  • A bunch of namespace issues caused by the recent DSP “ID” tabling changes have been resolved in Abyssea zones. If you’re still having trouble spawning at a ???, please send a bug report in with the name of the NM and zone.
  • All HELM activities have been tabled into a central script and all zones with harvesting have been updated to reflect these changes.
    • NOTE: Zones participating in the Fall Harvest have been tested; however, the others have not. Since it’s all one script now, it’s assumed if it’s working in those zones, it should be working everywhere.
  • A rewrite of how the crafting guilds accept and trade items has been implemented. This should resolve the issue where trades were not taken out of players’ inventories and/or NQ/HQ rewards were not properly rewarded.
  • A rewrite of which zones allow pets and whether or not a pet can be used has been moved from :canUsePet() to :canUseMisc(dsp.zoneMisc.PET) along with checks for mounts and costumes. Older canUse... functions have been removed.
  • Several monster groups that had incorrect or overlapping drop groups have been fixed. These include:
    • Drachenlizard
    • Champion Crawler
    • Ignamoth
    • Ankabut
    • Kegpauch Doshgnosh
    • Boll Weevil
  • The synthesis recipe for the Adaman chain has been updated to use the correct crystal.
  • Hovering Hoverpot’s respawn timer has been reduced to 5 minutes as per retail.
  • Over 40 mob groups in Xarcabard [S], Beaucedine Glacier [S], Jugner Forest [S], South Gustaberg, and The Sanctuary of Zi’Tah that had 1 second respawn timers (including some NMs) have been fixed to have proper respawn timers.
  • Embrava has been fixed to properly cast under the effect of Tabula Rasa.
  • The handles, passwords, and statues for doors in Castle Oztroja should be operational and match retail.
  • The conquest NPCs should give the proper dialog messages when accepting crystals or when your rank points are full.
  • Tonberry NMs in the Den of Rancor, Pso’Xja, the Sacrificial Chamber, the Temple of Uggalepih, and Yhoator Jungle have been given their proper 2 hours and have had their traditional tonberry family abilities added (basically, they will stab you).
  • A bug has been fixed that applied Haste Samba twice on use which was causing players to sometimes attack very fast, then overflow and start attacking very slowly.
  • A bug has been fixed that could cause Sleep II to not even partially apply if resisted at all.
  • FoV/GoV regimes now properly apply the 2x base reward cap to exp gains.

8 October

Renamer Update

With the new events, please take a moment to update your Nocturnal Souls Renamer list. You can download the list here.


Looking for a fight, but short on time and don’t want to go far from town? Help defend Al Zahbi from the beastmen tribes of Aht Urhgan!

Battle-focused content targeted at players at level 99, our Besieged campaigns are streamlined compared to the retail version.

There are no limits or restrictions in the zone–players can solo, form groups, and even form alliances to clean up the streets of Al Zahbi. Players are automatically flagged with the Besieged buff when the event starts and/or upon entry to the zone during the event; however, players will need to use their !sanction buff to receive Imperial Standing.

When is it?

Besieged is on an approximate 30 minute timer–up to 30 minutes of activity followed by a 30 minute “cooldown” period after a win or loss. The invasion is over, no matter the timer, when players defeat the final leader of wave 3. It’s recommended, if enough time remains, to coordinate killing additional NMs before the leader to gain the most amount of Imperial Standing.

Who do we fight?

The system picks an invasion force at random–the Undead Swarm led by Medusa, the Mamool Ja Savages led by Gulool Ja Ja, or the Troll Mercenaries led by Zurmurwur the Ruthless–to attack the city.

At random, an invasion force may have additional help if they have lost previous invasions. These reinforcements will provide additional imperial standing and currency rewards to players.

How do we win?

Each invasion consists of three waves and each wave has one leader and various NMs in it. Defeating the leaders of each wave will cause the next wave to rush the city. When the leader of the third wave is defeated, the enemy forces will retreat.

Invasion Force Wave Leader
Undead Swarm 1 Lamia No. 4
Undead Swarm 2 Merrow No. 11
Undead Swarm 3 Medusa
Mamool Ja Savages 1 Sagelord Molaal Ja
Mamool Ja Savages 2 Scalding Fafool Ja
Mamool Ja Savages 3 Gulool Ja Ja
Troll Mercenaries 1 Gurfurlur the Menacing
Troll Mercenaries 2 Vyuvarjur the Nimble
Troll Mercenaries 3 Zurmurwur the Ruthless

Be careful! Attacking the final leader of the final wave can be very dangerous if you haven’t cleared out some of the other NMs out–especially the wave 3 “beast”.

Why save Al Zahbi?

Players under the effect of Sanction will earn Imperial Standing and NMs defeated will generate a large amount of Imperial Standing.

Players can use their Imperial Standing to purchase Mog Locker subscriptions, Imperial currency, fast tracks, Rem’s Tales pages, and, soon, the ability to upgrade level 75-era versions of the Salvage and Nyzul Isle armor sets to i119!

In addition, these mobs provide a good amount of limit points and gil for those farming for master quests or capping limit points.

Fall Harvest - Phase II

The second phase of the Fall Harvest event is here! This adds a new BCNM filled with crafting items, materials, and hard-to-acquire gear.

New BCNMs - Harvest Mayhem!

Players can trade a Platinum Leaf to the burning circle at Balga’s Dias to enter the battlefield. This is a challenging, solo level 50 level capped fight without a reentry timer–players can enter as often as they can acquire a new Platinum Leaf. For the duration of Phase II (until 15 November), the Daily BCNM timer is set to 8 hours instead of 20.

Receive the Harvest Blessing

Players now receive a blessing based on how many Leafkin Grenades they’ve turned into the Event Moogle.

The Fall Harvest page has been updated with additional details.

Updates to Enmity Generated By Curative Magic

Enmity generated from Cure magic has been greatly altered to adapt to the larger cure amounts and health pools found on the server.

On retail, enmity values for Cure I to Cure IV worked as follows:

  • Cumulative Enmity (CE) = HP Restored * CE Modifier (a number based on the level of the target, it’s 40170 at level 99).
  • Volatile Enmity (VE) = 6 * CE Amount


Cure IV healing for 2500 health on a level 99 character:

  • CE = 2500 * (40/170) = ~588 CE
  • VE = 6 * 588 = ~3530 VE

In comparison, Provoke is only 2400 VE.

To further complicate this, Cure V and Cure VI have fixed CE and VE numbers (400 and 800 respectively)–far less than their prior tier counterparts.

Unfortunately, with the vast reduction in CE and VE for damage-dealing classes, this has made it difficult for players who are duoing with friends without a tank to hold aggro off of a healer popping a single, large cure.

To aid in this, the following CE and VE values have been set and fixed, so that enmity is static by spell–no matter the amount healed:

Spell CE VE
Cure 25 35
Cure II 35 45
Cure III 45 55
Cure IV 55 65
Cure V 75 85
Cure VI 85 100
Curaga 25 50
Curaga II 35 65
Curaga III 55 85
Curaga IV 75 100
Curaga V 100 150
Cura 50 50
Cura II 75 75
Cura III 100 100

With these changes, a white mage dropping Curaga V bombs on a group without a tank WILL get aggro–but it should no longer be impossible to pull it back off the healer with the use of abilities, weaponskills, and normal gameplay.

In addition, Cursna has had it’s VE value reduced from 300 to 50. No reason to have insult to injury that the healer is getting aggro trying to un-doom people. 👿


Moghancements have made their way into the DSP project!

Currently most moghancement effects are supported; however, the following are known not work as the base functionality for these activities is not in the game:

  • Moghancement: Gardening
  • Moghancement: Fishing
  • Moghancement: Mega Moglification Fishing

For now, the strength and effect of these is based on the wiki article at http://ffxiclopedia.wikia.com/wiki/Moghancements with some arbitrary values added in as the actual values are unknown. Players who already have furniture in their Mog House will need to remove and re-add it for the aura and moghancement buffs to be calculated.

As the work continues for this feature, we’ll be merging them in and testing them. For now, moghancements are considered a ‘bonus feature’. There hasn’t been any testing done on this past the basic “place a few items” and see if the enhancement kicks in. =) YMMV!

The Item Details pages on the Members Portal will be updated over the few days to reflect the modifiers applied by Moghancement abilities.

Wiki Updates

As the amount of information and content continues to grow, the wiki’s left-hand navigation has grown a bit out of control. Over the next few weeks, the categories will be trimmed down, pages combined, and information sorted.

We’ve already done this on the Daily BCNM/Hunts/Events into a single “Daily Events” page.

If you’re looking for something in particular, be sure to check out the search bar.


  • (DSP) The item modifier “Cure Potency II” has been added and applied to several items. More items will be tagged as they are found.
  • (DSP) The item modifier “Enhance Enfeebling Potency” has been added and applied to several items. More items will be tagged as they are found.
  • (DSP) The Cavaros Mantle’s modifier has been changed from Crit Hit Rate to Crit Hit Damage to match the item description.
  • (DSP) Higher tiers/qualities of Stoneskin now properly overwrites lower tiers.
  • (DSP) Everyone’s Grudge no longer varies by the mob/NM using it–it’s a stab to the face no matter what.
  • (DSP) Home points are now visible on the zone map. If the home point is flashing, the player has not yet registered the home point for teleport.
  • (DSP) Advancing March and Victory March have been updated to use the new haste system numbers.
  • (DSP) Items crafted with signatures so no longer cut off the name for longer names.
  • (DSP) Using an item and being interrupted should no longer “lock” that item from use.
  • Several quests and missions missing the GIL_RATE server multiplier have been fixed.
  • The Empowered Empyrean BCNMs have had their 2 hour counter adjusted so they properly reset each time the mob is spawned/each unique BCNM.
  • The avatar perpetuation item modifier on the Nirvana i119 III and Sash have been fixed (and no longer randomly just drain your MP).
  • The VWNM encounter for Dimgruzub has been fixed to no longer just … die.
  • Scarlet Delirium now overwrites itself on recast, even if the INT modifier is less than the prior effect.
  • The GM testing text for Scarlet Delirium and Nether Void have been removed.
  • The ??? for the avatar stones located in each of the cloisters have been updated to be visible (and exist).
  • Players no longer need to be on the quest “Say It with Flowers” to pick up a tahrongi cactus.
  • Several monster abilities that were not dispelling player effects and/or food have been fixed.

1 October

Synergy System: Revamp and Redesign

For the past month or so, the base concept of how Synergy works has created quite a few questions and challenges for both players and for further recipe development.

Compared to normal synthesis crafting, it was a bit more complex (albeit, not nearly as complex as retail) and difficult for players to get started using once unlocked. These challenges were further amplified by the recent Empyrean Weapon trials where one of the core components required synergy crafting.

To that end, the synergy has been redesigned to work much more along the lines of normal synthesis; however, the risk and success chances remain challenging due to the rare nature of the items that synergy can produce.

With that, the following changes are being worked on for synergy crafting:

  • Aptants are now considered materials rather than fuel or modifiers. This allows us to have multiple recipes with the same result item, such as allowing the Light Spheres to be crafted from an array of aptants, and reduces the complexity of synergy recipes.

  • The concept of a “base item” has been removed. All items are now simply materials similar to how synthesis crafting works.

  • The concept of a “base success rate” per item has been removed. All items now have a base success rate of 55% for an even level recipe. For each level the player’s synergy skill is above the recipe, the player gains a 5% success rate. For each level below, the player loses 5% success rate.

    Example: a player with a level 15 synergy skill would have a 100% success rate on a level 6 recipes and below, an 80% success rate on level 10 recipes, and a 30% success rate on level 20 recipes.

    Overall, this increases the success chance rate for many hard-to-craft items as players level up synergy towards the max level. For example, the Pixie Hairpin +1, under the old system, had a base success rate of 30% at level 10. With these changes, it has a base success rate of 55% at level 10 and a 100% success chance rate at level 19.

  • Recipes are no longer locked to a specific level. A player with a level 10 synergy skill can attempt a level 20 synergy recipe; however, the success rate (as explained above) will be exceedingly low (at 5% success).

  • A player’s synergy level no longer provides a bonus to synergy success chance, but alters it in 5% increments as discussed above.

  • Due to the changes in success and failure, skill ups are no longer 100% per successful synergy. Synergy now has a base rate of providing a skill up of 70%. If the recipe level is 10 or more levels above the player’s synergy level, the skill up chance increases to 90%.

  • The level range for synergy recipes to provide skill ups now require the recipe to be no less than 5 levels below the player’s current synergy level, increased from 10 levels below. Additional recipes will be added to compensate for this change.

  • The success rate augments (ebur, furia, and ebon pigments) no longer alter the “break rate” of a synergy failure and simply provide a means of increasing the synergy success rate.

  • The “Synergy Crafting Day” bonus on Saturdays is still in effect for a +5% base success chance. With the changes to base success rate, this makes Saturdays even more appealing for leveling synergy crafting.

  • On synergy failure, players no longer automatically lose all of their material items. The level of the player’s synergy skill is compared to the level of the recipe to determine the chance of loss for each item in the recipe. In the event a synergy failure, the following rules apply:

    • If the recipe level is less than or equal to the player’s synergy level, players have a 5% chance to lose materials.
    • If the recipe level is between one and 5 levels higher, players have a 10% chance to lose materials.
    • If the recipe level is between 6 and 10 levels higher, players have a 20% chance to lose materials.
    • If the recipe is more than 10 levels higher, players have a 35% chance to lose materials.

    Example: A level 10 recipe created by a player with a level 10 synergy skill has a 55% chance of success (un-augmented). On failure, each item in the recipe has a 5% chance to be lost on failure. If an item is lost, the entire quantity of the item is lost and, if not, the entire quantity is returned to the player.

    Similar to synthesis crafting, the chance to lose materials cannot be modified except by simply raising the synergy level and/or using success rate augments to reach a point of 100% synergy success rate.

  • Multiple success rate augments can now be used in a single synergy recipe, up to one of each, assuming there is room in the trade window. Trading multiples of the same augment will result in an invalid recipe.

    Example: a player with level 20 synergy is attempting to make a level 20 recipe for the blurred knife +1. At level 20, the player has a base success chance of 55% and, on failure, a 5% chance that they’ll lose one or more of their items (including, potentially, the blurred knife).

    To augment this, the player could add in an Ebon and Furia to the trade, increasing success rate by 18% in total. This gives the player a 73% base success chance, reducing the chance they’ll lose any items—including that prized blurred knife.

    Some of the more complex or rare synergy recipes will intentionally have limited room for success rate augments.

  • To assist with the clutter in inventories and synergy recipe trades, the following items have been updated to stack to 99.

    • Evoliths (note, because they are normally Ex, they do not show a ‘counter’ on them when stacked, but can be traded to the synergy furnace in stacked quantities).
    • All elemental “-tears” use for synergy fuel.
    • All aptants.
    • Koh-i-noor, dark matter, and tartarian chains.
  • Several recipes have been modified and added to synergy. Many items used for the Empyrean Weapon trials now have multiple recipes using different materials. In addition, several recipes have been added to the level 15 range to allow players a smoother leveling process.

The wiki and Members Portal synergy recipe list will be updated over the next day as the recipes are finalized and process notes are finalized. Please do not open bug tickets or #support channel tickets until notice is given that these resources are updated.

Empyrean Weapon and Weaponskill Changes

Due to a remnant set of item mods from the old LegionDark code, several of the Lv99 II empyrean weapons had an unbalanced advantage granting them anywhere from 20-60% critical hit rate and 40-60% critical hit damage. This lead the weapons to auto attack upwards of 15-20k per swing and thieves to be able to use sneak attack and auto attacks to hit for upwards of 80-90k. In addition, these buffs stacked with the 2x/3x damage already provided by the aftermath.

These item mods were originally in place, it’s assumed, because the Lv99 II’s were the highest possible weapons available and the aftermath effects didn’t exist.

For balance, these incorrect item modifiers have been removed from the weapons.

We’re also evaluating each weapon as it is and the empyrean weaponskill matched to it to see what enhancements can be added to make the empyrean weapons and weaponskills more appealing to the masses.

Since the Empyrean aftermath doesn’t apply to weaponskills, it’s highly valuable on retail where auto attacks matter, but less appealing to our server. The Empyrean weapons also do not apply the same +30% weaponskill damage buff to their noted weaponskill like the Relic and Mythic weapons. That means, in general, the Empyrean weapons aren’t as appealing to melee players as their relic and mythic counterparts on Nocturnal Souls.

As we evaluate each weapon and weaponskill, we’ll be patching the weaponskills accordingly over the next couple of weeks to make the Empyrean weapons more rewarding to players who have put in the time and effort to acquire them.

To start that process, however, we’ve reset all of the weaponskills to match the baseline values provided on the on BGWiki. The following changes were made:

  • Upheaval: Weaponskill can no longer critically hit as it lacks the proper “Chance for critical hit based on TP” flag.
  • Chant du Cygne: fTP ratios updated from 2.25 to 1.6328 at all levels and critical hit changes updated from 10% to 15% at 1000 TP, 30% to 25% at 2000 TP, and 50% to 40% at 3000 TP.
  • Camlann’s Torment: The amount of defense ignored updated from 35% to 37.5% at 2000 TP and 50% to 62.5% at 3000 TP.
  • Dagan: The HP/MP ratio updated from 34%/25% to 33%/22% at 2000 TP.
  • Myrkr: Now properly removes up to 3 status effects from the player.


  • The Daily Hunt for Friday has been updated from Elementals to Aquans. The daily hunt page has been updated according.
  • Enemies at the Reisenjima Henge that had dreadful (and difficult to balance) dread spikes have had them removed and been given various elemental spikes instead with fixed damage amounts (and potential resistance).
  • A bug has been squashed in several Reisenjima Henge mobs that would either not properly activate their two-hour ability or constantly spam it on spawn.
  • The training dummies at !craft are now warriors, not monks, so they no longer counter/block for easier damage testing.
  • Homepoint #2 and #3 in Ru’Aun Gardens are now properly porting to the correct location (thanks Ender!).
  • In an attempt to save fingers, the darksteel great axes no longer look like darksteel great swords (thanks Ender!).
  • The aptant hunt monsters Muq Shabeel, Canal Moocher, and Skvader now properly spawn and/or are of the correct monster family.
  • Lightningday now properly drops ramuite rather than leviatite from mobs capable of dropping elemental stones.
  • The quest A Taste For Meat is now properly repeatable.
  • The Impatiens has been added to as a drop to the VWNM Pancimanci.
  • The Ogapepo Cape/+1, Impatiens, and Witful Belt have all had their quick magic item modifiers added.
  • The Letalis Mantle has been added as a drop to the Henge encounter Hades.

September 2018

25 September

Aptant Conversions

The Materials Moogle in the !craft zone will now trade aptants for 20 rusted coins based on how much gil you trade him (1 to 12 gil). Rusted coins are a 100% drop from most high-level VWNMs. The full details can be found under Synergy/Acquiring Aptants.


  • The despawn timers for Reisenjima Henge encounters have been increased to 180 seconds (3 minutes) from 60 seconds. Keep in mind that the longer an encounter is left unclaimed, the faster it regenerates health and that the rage timers continue to tick (based on spawn time).
  • King Behemoth (Reisenjima Henge) no longer chain chainspells and now has a new array of two-hour abilities. His magic cool downs and effects remain the same (including Meteor), however, the frequency of these should be more fitting a tier 1 encounter.
  • Ix’aern DRK (The Garden of Ru’Hmet): Players now have a 14 chance of gaining “sheer animosity” rather than a 18 chance when an Aw’aern is killed.
  • The spikes damage on Fistule in the Enhanced Empyrean BCNMs has been slightly reduced.

24 September

Empyrean Weapon Trials - Phase II

The second and final phase to the Empyrean Weapon trials is here! Rejoice!

Players can now upgrade their level 99 II (afterglow) empyrean weapons to the final i199 III (afterglow) versions. This task is broken up into three stages requiring players to acquire items, gil, and cruor for each stage. Players have multiple ways to acquire some items–including synergy and synthesis crafting, BCNMs, and open-world boss encounters.

The final Empyrean Weapon trial is meant to be an accomplishment for players–providing players with one of the strongest weapons in the game to this point–and isn’t designed to be done in one sitting. 😁

Full details can be found on the Empyrean Weapons page.

BONUS: Players who fully completed Phase I of the Empyrean Weapon trials at the start of maintenance received a bonus of 10,000 cruor on their character. This is a one-time bonus.

Going forward, for the purposes of the “complete an empyrean weapon” achievement for future content, the Ochain and Daurdabla will not count towards this achievement as they do not have a final tier and do not register as i119.

Empyrean “Enhanced” BCNMs

The Empyrean Enhanced BCNMs have been updated with the following changes:

  • All encounters have had a reduction in base HP regen and magic accuracy.
  • Chloris’ counter rate reduced from 50% to 30% from frontal attacks.
  • Carabosse’s magic attack and magic accuracy have been greatly reduced and the AOE radius of her spells has been reduced to 15.
  • All encounters now drop a random amount of cruor for players (up to 2000 per win).
  • Shinryu’s (“The Wyrm God”) encounter has been updated and includes a very high cruor reward for players who complete the fight (up to 10000 per win).
  • Prishe at the Abyssea-Empyrean Paradox will keep track of the Enhanced Empyrean encounters you’ve completed. This is important for the final phase of the Empyrean Weapon trials.

New Synergy Recipes

The following recipes have been added to synergy:

  • Scholar Stone

New Drops

The following drops have been added to assist players with the Empyrean Weapons Trials - Phase II.

  • Scholar Stones: Added as treasure pool drops (100%) from Achuka and Colkhab.
  • Riftdross: Reisenjima Henge encounters tiers 3 and higher now have a chance to drop between 1 and 5 riftdross, similar to how medals are awarded.
  • Riftcinder, Heavy Metal, and Riftborn Boulders: Added to various mobs across the game as part of the phase II weapon trial. See the Empyrean Weapons guide for details.

The Where Do I Find? page has been updated accordingly for rarer items.

Vainrachault - Currency and Chapters Conversions

Vainrachault in the Celennia Memorial Library (!relax) now offers two new types of currency conversion for players who have unlocked up to Tier IV armor upgrades.

  1. Alexandrite to Tanzanite using valor points (acquired from FoV/GoV books)
  2. Alexandrite/Tanzanite/Gil to Rem’s Tales Chapters using conquest points (acquired from defeating monsters with Signet on)

Full details can be found on the Armor Upgrades page.

Daily BCNMs

  • An issue has been addressed with all custom BCNMs that HP/MP pools and resists were not properly sync’d down during these encounters. This has been fixed. Players will also notice that the “level sync” flag is now active while in these encounters if you are sync’d.
  • Players can once again challenge the “Stand in the Fire” BCNM. The BCNM remains level sync’d at level 50; however, the entry timer have been removed. Entry requires a Fire Feather, which is now a rare drop from the daily BCNM 99 encounter. Please keep in mind that the Fire Feather is rare/ex and players can only hold one.
  • Due to the drops being some of the best accessories in the game, the Wrath of Fire in the “Stand in the Fire” BCNM has been increased from level 47 to level 50–an even match fight.

NocSouls Day

With the success of the Level Up Day, it’s been decided to add NocSouls Day to the server. This will be on the 20th day of every month in commemoration of the day the servers opened up for the first time (720)–similar to Vana’diel Day that occurs on the retail servers on the 15th day of every month.

The rewards will remain similar with a bit more randomness in the ranges of points provided. In addition, conquest points and imperial standing have been added as potential rewards and the max-potions and foods have been replaced with panaceas and hallowed waters.

The next occurrence of this will be on 20 October for 24 hours.

Reisenjima Henge - Mob Despawns

Monsters in Reisenjima Henge now despawn after being UNCLAIMED and IDLE for 60 seconds. This is two fold update:

  • To prevent encounters for existing for long periods of time after a player has given up on them and left the zone.
  • Prevent players from ‘zerging’ an encounter over and over without anyone being in the zone and keeping the target claimed or engaged or using normal reraise mechanics.

Players will need to reraise and/or teleport back into the Henge and re-engage with the encounter quickly to prevent the despawn. Players can re-engage and sleep/bind/break the monster to keep it claimed and non-idle to prevent a despawn.

Relic and Mythic Weapon Modifiers

Several relic and mythic weapon modifiers have been added or adjusted.

  • Excalibur: Removed +40 Harvesting Success Chance 😆
  • Yoichinoyumi: Reduce Ranged Accuracy from +80 to +60
  • Laevateinn: +30% weaponskill damage for Vidohunir
  • Yagrush: +30% weaponskill damage for Mystic Boon
  • Murgelis: +30% weaponskill damage for Death Blossom
  • Vajra: Magic Damage +155
  • Aymur: Magic Damage +155
  • Gastraphetes: Magic Damage +217, Enhance Barrage Accuracy V (+70)
  • Burtgang: Uncapped Physical Damage Reduction -18%, Enmity Loss from Damage Reduction +20
  • Nagi: Magic Damage +186
  • Ryunohige: Magic Damage +155, Jump/High Jump Damage +35%, Jump/High Jump 100% Crit Rate
  • Nirvana: Accuracy +30, Magic Damage +279, Avatar Perpetuation Cost -8
  • Tizona: Magic Damage +186, Magic Accuracy +40
  • Teripsichore: Magic Damage +155, Steps Accuracy V (+60), Augments Steps V (+1 Finishing Move per Step)
  • Tupsimati: Accuracy +40, Magic Attack Bonus +50, Magic Damage +279
  • Death Penalty: Magic Damage +217, Enhance Quick Draw V (QD Damage +60%, Magic Accuracy +60)

If a modifier is not listed here nor on the Members Portal, the modifier either does not work or does not exist in the DSP project at this time. We’ll continue evaluating modifiers as they’re added and adding them to the weapons.

At this time, these updates were only made to the final i119 III versions of the weapons. There’s no plan to go back and add to lesser versions at this time.


  • We’re working to better integrate the wiki and the members portal together with links to monsters, items, recipes, and BCNMs.
  • Sanraku no longer accepts more than one ZNM trophy at a time (thus not providing the proper key items for the trade).
  • The model and glow effects for the i119 II and i119 III afterglow versions of Yoichinoyumi, Annihilator, Death Penalty, and Gastraphetes have been updated to properly provide their glow and the correct model.
  • The status message when using ammo-granting REMAs has been updated to simply say “Item obtained:” as the message text for obtaining multiple items (“You gained 99 {x}!”) does not exist in all zones and can cause a client crash.
  • Mechanical Menace in Abyssea-Uleguerand is now the acrolith model, not an adorable, tiny orcish conqueror.
  • Updated the weaponskill mod on the Wakido Haidate +3 to apply to all weaponskill hits, not simply the first one.
  • Several relic and mythic weapons that were missing their Afterglow “glow” should now have it.
  • The drop pools of the Ru’Aun Gardens “sky gods” have been cleaned up to reduce duplication on the abjuration pieces and save treasure pool overflow.
  • Drekavac in Abyssea-Attohwa can now be spawned by the Set of Wailing Rags.
  • The Set of Wailing Rags no longer drops off a Lamia in Arrapago Reef, but off of Spuk in Abyssea-Attohwa, as it should.
  • The ability Thar She Blows now has a much smaller radius and a longer casting time to give players opportunity to avoid the instant KO attack.
  • (DSP) A bug causing players to randomly go to their home point when they die, rather than wait to be revived, is (hopefully) addressed.
  • (DSP) Treasure pools should no longer drop more items than the treasure pool can hold (12 items).
  • (DSP) A bug causing treasure to automatically fall to the ground if a single player as lot, but another has taken no action is (hopefully) addressed.

18 September

Reisenjima Henge: Spikes Damage

Spikes damage for several encounters in the Henge has been drastically reduced due to players having a high amount of multi-attack/low delay for physical attack. These encounters were designed with high spikes to encourage other jobs to participate in the battles. Less lethal mechanics to emphasize this point are now in place and will be tweaked over the next few updates.

17 September

Server Guidelines Updated

Updating the “rules” is something I hope doesn’t need to be done very often. The rules have been expanded due to a few recent situations.

In short, the guidelines have been updated to clarify the languages around harassment and unacceptable behavior and add more structure around the rules for the conduct of players during sponsored and player events.

The goal is to create a fun, safe environment here on Nocturnal Souls for everyone at all times. Harassment and cruelty towards other players, communities, and cultures has absolutely zero tolerance on this server.

Please take a moment to review the server guidelines in full.

New !tele teleport locations!

We’ve added new teleport locations for the !tele command.

  • crags: altep
  • recalls: jugner, pashhow, and meriph
  • special: dailybcnm, sky, and sea

Some of these teleports have requirements:

  • The Altepa (altep) crag requires the gate crystal.
  • The recall teleports (gate crystals in the past) all require the gate crystal and the white feather gained by completing the first WOTG mission.
  • !tele dailybcnm is available to all players and teleports you directly to the hut.
  • !tele sky is available to players after they complete the Rise of the Zilart expansion.
  • !tele sea is available to players after they complete the Chains of Promathia expansion.

New Augments

Several new augments have been added to the augments vendor.

  • Tier 1: 12x Lufet’s Salt = Ranged Attack +1
  • Tier 3: 12x Meteorite = Magic Accuracy +8
  • Tier 3: 12x Mythril sand = Ranged Attack +8
  • Tier 4: 12x Lanolin = Ranged Attack +10
  • Tier 4: 12x Shaman’s Garlic = Store TP +5
  • Tier 5: 12x Warding Oil = Magic Evasion +10
  • Tier 5: 12x Tahrongi Cactus = Store TP +10
  • Tier 6: 12x Gold Orcmask = Ranged Accuracy +18
  • Tier 6: 12x Ahirman Lens = Magic Accuracy +18

Updated Augments

The following augment recipes have been updated to allow for better stacking of stats.

  • Tier 5: Altdorf’s Earring -> 12x Starmite Shell for Ranged Accuracy+15

Relic, Mythic, and Empyrean Aftermath Effects and Modifiers

Thanks to leads from the community, a bug was found in pretty much all relic, mythic, and empyrean weapons that applied their aftermath effects twice–once when the weapon is equipped as a permanent modifier and a second time when the actual aftermath effect kicked in on weaponskill.

This led many weapons to be far more powerful than intended, such as Masamune i119 III having a flat +25% critical hit rate increase and a +50% critical damage increase which then stacked with the duplicate aftermath effect.

These incorrect modifiers have been removed from the weapons and the aftermath effect for all relic, mythic, and empyrean weapons has been reviewed and verified.

Summoner’s Avatar Healing Spells

The base formulas for avatar healing spells have been altered to be more in line with the health pools of players. In addition to this update, Healing Ruby and Healing Ruby II will now wake players affected by their cure.

Windurst Mission 9-2 Updates

The Ancient Verses required for Windurst Mission 9-2 are now in their correct locations; the bard in the !relax zone is no longer necessary to complete the quest. Good luck, future Rank 10 Windurstians!

Synergy Crafting - Elemental Capacity Increased

Elemental capacity for synergy crafting is no longer limited to 254 (cap is, technically, 999999999 now… uhh, good luck?).

New Player Flag

New players to the server are now properly flagged with the “new player” question mark. This mark is removed from players once they hit level 50 on any job or reached 10 hours of play time. If you see one of these players around, please welcome them to the server and help them feel welcome!

New Notorious Monsters

  • Maere and Gamayun have been added to Abyssea-Grauberg.


  • The job/combat skills of ~50 mobs have been updated to reflect the job mob’s skills used on retail.
  • The model for Muscaliet is now properly a manticore rather than an orc conqueror.
  • Kirin in The Shrine of Ru’Avitau now drops the Neptunal Abjuration: Body.
  • Fix timer issue when purchasing Dedication-effect rings from Conquest Point guards.
  • The “wonder” HNMs now properly grant their titles: Achuka, Hurkan, Colkab, Kumhau, and Tchakka.
  • Update drop pools for several mobs, including worms in Aydeewa Subterrain , to drop rarer/useful crafting materials, ores, and future-use synergy materials.

14 September

Seekers of Adoulin “barriers” updated!

The barriers in SoA zones have been updated to open more reliably when all of the barrier NPCs are killed at the same time. Somewhat related, players now receive the maps to Ra’Kaznar zones when starting as a new player and/or when entering Outer Ra’Kaznar.

Fall Harvest Event Updates

  • Harvesting in Abyssea-Grauberg is now operational.
  • Some synergy recipes associated with the fall harvest event have been updated to accept the correct item quantities.

Empyrean Weapon BCNMs

The Empyrean Weapon BCNMs have been adjusted as follows:

  • Encounter monsters are now 4-6 levels lower.
  • Encounter treasure chests now drop the trial item 100% of the time.
  • The base regen, defense, and magic accuracy has been reduced for all encounters.


  • The Ranged Attack +18 augment now accepts H.Q. Aern Organs rather than Frayed Arrows and can be stacked.
  • The BLU magic spell “Bloodrake” now properly inflicts damage on all mobs and transfers health to the player.
  • ~60 zones that were not properly notifying players of Conquest updates have been fixed.
  • A bug with Harith’s conversations before and after you enter Promyvion has been addressed.
  • Fixes for several high-tier Bio, Dia, Diaga, Poison, and Poisonga spells were not properly taking the caster’s dark magic and enfeebling magic skills into account.
  • ~250 mob skills not properly inflicting status effects using the correct element and/or calculating damage using the correct element have been updated. These skills could have been causing client-side instability when inflicted on a player. Many of these were causing these skills to either heal players or do zero damage.|

10 September

Renamer Update

With the Fall Harvest and new quests, a new Renamer file is available. Click here for information on installing..

Fall Harvest is Here!

The first part of the Fall Harvest event is here. Fall Harvest allows players to participate in harvesting activities to acquire rare items, spawn rare NMs, and collect “leafkin” currency. Currency can be used to purchase other leaves used in synergy crafting.

Recommended Minimum Level: 10 (based on zones)

This is a two-part event–the second part of the event, including the BCNM, is scheduled to begin on 1 October.

Read the full details here.

Harvesting Changes

With the addition of the Fall Harvest event, the rates for harvesting have been evaluated and tweaked.

  • HELM tool break chance: Changed from 3% to 5%.
  • Harvesting success rate: Changed from 100% to 70%.
  • Harvesting and Logging now allow 5 harvests, up from 3, before the node changes location. Mining remains unchanged.

Synthesis Changes

With the addition of the Fall Harvest event, the rates for synthesis have been evaluated and tweaked.

  • Crafting Skill-up Chance Multiplier: Changed from 8x to 6x.
  • Crafting Success Chance Multiplier: Changed from 8x to 6x.

New Synergy Recipes

In addition to recipes added as part of the Fall Harvest event, several new recipes have been added to craft furniture and storage items used to add more storage capacity (and flair) to your Mog House.

Updated Synergy Recipes

The recipe for evoliths has been reduced from level 3 to level 1 and their success chance increased from 40% to 45%, but they now require an additional component of 4 adaman ores.

Thief Master Job - Starter and Quest #1!

The starter and first quest for the thief master job quest line has been added. Prepare for a treasure hunt!

Voidwatch Purveyors Updated

No more hunting and selecting through the menu to convert Conquest Points to voiddust. Voidwatch Purveyors now accept trades of gil for voidstones. Players can trade the Purveyors increments of 250,000 gil to directly receive voidstones. Each 250,000 increment requires the player to have a matching 20,000 conquest points (the amount of CP and gil required in trades for the voiddust-to-voidstone conversions).

The Voidwatch Officers still accept voiddust and can convert them into voidstones for you. Some VWNMs may start dropping voiddust in the future.

New/Updated Abilities

There are many abilities between level 75 and 99 that are still not in the game or non-functional on private servers. We’re working to address those as time permits. Here’s the latest batch.


Restraint, Level 77

Increases weaponskill accuracy and damage while increasing weapon delay.

  • Weaponskill Accuracy: 10%
  • Weaponskill Damage: (STR/20) with a cap of 20%
  • Delay: Adds +50 delay to weapon swings

Blood Rage, Level 87

Enhances critical hit rate for party members within an area of effect.

  • Unlike retail, this does NOT override Warcry.
  • Critical Hit Rate: 20%


Cover, Level 35

Cover does not act as an intercept, simply a hate transfer–similar to a ‘Rescue’ ability used in other games.

  • Cover transfers 45% of the targeted player’s total enmity to the Paladin.
  • During the duration of Cover, the Paladin’s base enmity is increased 20% and enmity loss reduction reduced -10%.

Palisade, Level 95

Increases chance of blocking with shield, and eliminates enmity loss for the duration of the effect.

  • Enmity Loss Reduction: -100%
  • Shield Block Rate: +15%


Impetus, Level 88

Increases attack and critical hit rate of the monk.

  • Attack Bonus: 10 + (STR/10), hard cap of 150
  • Critical Hit Rate: 2% + (DEX/128), hard cap of 10%.

Perfect Counter, Level 79

Allows you to counter the next attack directed at you.

  • Works similar to retail, however, gear modifiers are not in place at this time.

White Mage

Sacrosanctity, Level 95

Drastically enhances magic defense for party members within area of effect.

  • Increases magic defense by a flat 75% for the duration of the effect.

Black Mage

Enmity Douse, Level 87

Reduces the target’s enmity towards you.

  • Sets the targeted enemy’s Enmity values to 1 Cumulative Enmity and 0 Volatile Enmity for the player.

Red Mage

Stymie, Level 96

Greatly increases the accuracy of the next enfeebling magic spell.

  • Amount of magic accuracy has been raised from +50 to +250.

Dark Knight

Nether Void, Level 78

Increases the dark knight’s dark magic accuracy and attack for their spells by 50%. This increase is augmented by Bale Flanchard and Heathen’s Flanchard up to 85%, as per retail.

Scarlet Delirium, Level 95

Increase the attack and magic attack based on the player’s intelligence. This crazed state reduces the player’s accuracy.

  • Attack Bonus & Magic Attack Bonus: (INT / 15), hard cap of +75
  • Accuracy: -20


Futae, Level 77

Increases magic attack by +10 for the duration of the ability (1 minute). Futae is no longer lost on spell cast.

Issekigan, Level 95

Increases chance of parrying by 25% and increases enmity gain by 20% for the duration of the effect.


Hamanoha, Level 87

Lowers accuracy, evasion, magic accuracy, magic evasion, and TP gain for Demons. Works like retail.

Puppetmasters and Automatons

  • Automaton’s TP generation has been adjusted dramatically. Previously, due to how TP gains are set on the server, automatons were gaining 10x TP per hit, allowing them to repeatedly spam weaponskills at max TP. This has been pulled in line with other pets at 2x TP gain (players remain at 4x TP gain). Attachments that increase TP generation or add Store TP effects are unchanged.
  • Automatons should now auto level their skills to the max when the player levels up (requires reactivating the automaton).
  • Automatons should now properly auto level their skills when entering BCNMs, based on the level cap of the BCNM.
  • Automatons enmity gains have been reduced from 200% to 20%. Puppetmaster enmity reductions have been reduced from -100% to -80%. This is to assist PUPs in groups and allowing tanks to hold aggro off of the automaton UNLESS the automaton is equipped with proper enmity attachments.
  • With the TP change, Automaton’s buff applied to level 99 PUPs has been slightly increased.

Summoners and Avatars

Avatars enmity gains have been reduced from 200% to 20%; Summoners enmity reductions remain at -100% while the pet is active. This is to assist SMNs in groups and allowing tanks to hold aggro off of the avatar.

New Augments - Ranged Attack

New augments in tiers 2, 5, and 6 have been added for Ranged Attack bonuses.

New and Updated Item Mods

Several new item mods have been added to the server, including the Enhancing Magic Duration mod.

The following items have had the Enhancing Magic Duration mod added to them:

  • Estoqueur’s Houseaux +1/+2
  • Estoqueur’s Cape
  • Atrophy Gloves +2/+3
  • Theophany Duckbills +2/+3
  • Ammurapi Shield
  • Lethargy Houseaux /+1
  • Shabti Cuirass /+1
  • Atrophy Gloves /+1
  • Dynasty Mitts

The following item mods have been fixed/adjusted:

  • Unkai Mimikazari, Enhances Zanshin effect +2%
  • Hachiya Chainmail +2, Critical Hit Rate +4%

Item “Pet” Stats

Several item sets that have pet modifiers have been updated to properly apply those modifiers to pets on equip.

  • The Cirque +1 and +2 sets
  • The Ferine Quijotes +1 and +2 sets
  • The Pantin +1 and +2 sets
  • The Wyrm NQ, +1, and +2 sets
  • Several other jewelry, weapons, and consumable items that modify spells, such as Stoneskin, or have zone-based effects, such as the Lamiabane.


  • Synergy now properly grants a minimum of 0.1 skill-up on successful craft.
  • Stoneskin’s max cap has been increased from 3000 to 5000. This applies to both players and monsters.
  • All Mandragoras are now set to be monks and using hand-to-hand skills rather than warriors using a mix of sword and scythe skills. With this, their double attack and counter rates have increased in line with retail.
  • Several new items have been added into the game as drops from various mobs and encounters in Abyssea, Henge, and via crafting.
  • A Nomad Moogle is now stationed in the !craft zone and allows players to change their job.
  • The RDM Master Job enhancement for Temper to Temper II has been fixed to only apply to main job Red Mages.
  • The BLM Master Job spells Meteor II, Virus, and Curse have been fixed to only be cast by main job Black Mages.
  • The BLM Master Job Quest #1 “hunt” task’s fail condition has been fixed if the wrong monsters are killed.
  • Carcharian Verve now properly applies the Aquaveil effect and shows the correct status text.

Members Portal Updates

  • Players can now view all active bazaars via Find > Bazaars.
  • The BCNM details page now includes the monsters that are part of the encounter.
  • Item and Monster searches now update the address URL so that searches can be shared and bookmarked.
  • The Monster search page now includes a filter by zone. You can leave the name empty to view all monsters in a particular zone; however, you cannot leave it empty and have ‘All Zones’ selected.
  • The New Feedback page now includes a field for your Discord user name–as it’s REALLY hard to respond to your feedback if you can’t be found.
  • Monster detail pages now include the approximate respawn time (assuming any other conditions are met, such as clearing placeholders) or a note if the respawn is scripted or forced by another means.

2 September

Members Portal : Changing Your Character Model

It’s finally here! Players can now change their character models–race, gender, size, and face–using the Members Portal. To access the feature, view your character’s Profile page and click the avatar image.

  • Players must be logged out to use this feature.
  • Faces not normally available to players can be set using this–including some storyline NPCs and fomors.
  • RSE gear acquired by the player will be unusable if yor change your race to another.
  • The “preview” photos will be improved as time permits.

Miscellaneous Fixes

  • Third Eye is no longer affected by Seigan. With merits and gear, the already reduced (:30 to :15) recast of Third Eye was going below 0 causing it to fall back to a recast of 16 hours. The :15 second recast can now be shortened to 5 seconds with merits and this will be the shortest recast it can have.
  • The !tele command is no longer case sensitive. Feel free to teleport to !tele jeUNO and !tele Holla.
  • Monsters that use the skill Head Snatch will now properly inflict damage and status effects with this ability.
  • Monsters that use Viscid Emission will now properly inflict amnesia.
  • Due to the higher evasion and magic evasion on the server, the Distract and Frazzle spell lines now have more potency. See the Spells listing for more details.