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:

February 2019

11 February

February 2019 Version Update

We’ve updated our servers to be aligned with the retail release for 8 February 2019. The new version number is 30190202_0. Please take a moment to update your clients the latest version.

Renamer Update

The renamer file has been added to include new NPC names. Please download it here.


  • The synergy rank for joining the Inventors Coalition has been reduced from 20 to 15.
  • The wording for gaining each heroic rank has been clarified. The “completed missions” of each rank is a minimum. The required infamy amounts provide the true base requirement as most players should always have the number of required missions by the time they reach the infamy levels. The wording is more specific to higher heroic ranks where alternative means of gaining infamy through non-missions becomes available. Both the wiki and Zezarn’s dialogs have been updated accordingly.
  • The wording for the second part of the Heroics starter quest has been clarified to give hints on where to find the required materials (you can also tell where to find them by looking them up on the member’s portal’s item database).
  • The amount of melee accuracy gained by the tank/defensive heroic empowerment has been increased for rank 4 and higher.
  • (hotfix, 4 feb) Several Peacekeeper missions now reward more infamy.
  • (hotfix, 4 feb) Several Scouts missions have been updated to reward more infamy and have more zone diversity.
  • (hotfix, 4 feb) Several Inventors missions have been updated to reward more infamy.
  • (hotfix, 4 feb) Several Couriers missions have been updated to reward more infamy and reduce the number of required items.

Magic Barrier, Monster Magic Damage, and Survival Enhancements

Based on a lot of feedback from newer community members, the blue magic spell Magic Barrier has been reviewed along with the causes for its widespread use.

The goal is to help make all jobs viable and fun while keeping a level of challenge for solo and small group players. No one particular job combo should be required to play content.

So, why is the change needed?

More than just having a magic damage stoneskin or damage reduction, the current version of Magic Barrier provides an absorb–a damage to health conversion–that provides an unfair advantage to players who used this ability.

Watching the recent Reisenjima: Gauntlet event, AOE spells were mass healing alliance members who had magic barrier up, rather than simply negating the damage. This trivialized the encounters for those with the ability as the incoming magic damage would heal up the damage taken by physical attacks.

Let’s take a step back from Magic Barrier and look at incoming magic damage itself.

Currently, enemy-based magic damage on the server is modified in two ways: the nm_stat_multiplier and the ELEMENTAL_POWER modifier.

The servers values were set to:

  • nm_stat_multiplier at 4.75x their baseline (players are at 5.0x)
  • ELEMENTAL_POWER at 2.45x (this applies to players and mobs)

With the added elemental power and NM stats, this caused those “high hits” magic attacks even on well geared characters due to a few factors:

  • Elemental resist and accuracy accounts for the difference in levels between casters and targets and the nm_stat_multiplier adding to it. Fighting significantly higher level mobs, like in Abyssea or Henge causes this accuracy bonus to lend itself toward the monster unless the player has sufficient magic evasion and magic defense.
  • Assuming a ‘full hit’ from a magic spell, the 2.45x elemental power and players without any normal resistances (Shell V, bar-spells, etc.) could cause the ratio of full hits to partial or resisted hits to increase significantly.
  • Since many players focus on damage-centric job combos–without any resistance, healing, or such–magic could decimate groups.

So, what can be done?

The entire system is a giant machine of levers and switches–changes to one thing tends to change a half-dozen other things. For example, a single change to just ELEMENTAL_POWER would also reduce player-cast elemental magic. That’s not good.

What we can do is focus less on the actual numbers and more on the ratio–the average percent of damage per attack by players.

To that end, the following updates have been made after signifcant debate and testing:

  • Each of the {MAGIC}_POWER (elemental, divine, ninjutsu, blue, and dark) modifiers have been normalized at 2.0x (from values varying from 1.95x for dark magic to 3.25x for divine magic). This reduces overall magic damage from players and monsters.
  • To compensate for the reduced player-cast spell power from the above change, the magic processing scripts have been updated to increase the base damage bonus for player-cast elemental, divine, ninjitsu, blue, and dark magic from 1.75x to 2.50x.
  • The WEAPON_SKILL_POWER modifier has been adjusted from 1.75 to 1.5x to fall in line with the strength of magic damage.
  • The nm_stat_multiplier has been reduced from 4.75x to 4.50x to reduce some of the overall stats of monsters and assist with resistances. Player’s modifier remains 5.0x.
  • The nm_hp_multipler has been reduced from 5.0x to 4.75x to compensate for the slightly lower overall damage.
  • Curative/healing magic remains unchanged.

The reduction in magic damage reduces the necessity of Magic Barrier and allows players to opt for other subjobs. This doesn’t mean that monsters can’t hit hard with magic anymore–they still can and will–but players can and should look at other options for their job combos.

What about Magic Barrier?

Magic Barrier, itself, became a symptom of magic damage from monsters being to high–it was the go-to sub to survive any magic-based encounter. That doesn’t lend itself to a lot of player diversity and fun–especially for those who don’t enjoy playing blue mage.

First off, here’s what’s changed with Magic Barrier:

  • Magic Barrier no longer provides a magic absorb or damage to HP conversion.
  • Magic Barrier now provides a -20% Magic Damage Taken and stacks with other sources of -MDT, such as Shell V and equipped gear.
  • Magic Barrier now provides an additional flat +150 magic evasion.

Why didn’t you just make it work like retail?

Honestly, I would have liked to; however, the means to do so (a magic-only “stoneskin”) don’t exist within DSP right now. In addition, the retail Magic Barrier is generally VERY weak–generally providing a stoneskin equal to the blue magic skill level of the player (so around ~500 damage).

That wouldn’t have been very useful and, apparently, isn’t very useful on retail either–many players opt for Saline Coat instead.

What are some other means of magic damage reduction?

Glad you asked! There are numerous ways players can mitigate magic damage in the game without using Magic Barrier.

  • Sacrosanctity - a short-duration, group-wide -75% Magic Damage Taken buff.
  • Rampart - a short-duration, group-wide 100% magic ABSORB buff.
  • Shell V - a long-duration -24% Magic Damage Taken spell.
    • DID YOU KNOW: Can’t find a white mage to cast this on you? Go visit a Field Manual at our !gotoexp locations! They can cast Protect and Shell on you for 15 tabs each. At level 99, these are equivilant to Protect V and Shell V and last a full hour.
  • Bard’s “Carol II” songs - increases elemental resistance upwards of +100 and a 15% chance to nullify the damage.
  • Corsair’s Magus’ Roll - increases Magic Defense Bonus of players, on a lucky roll, by +25-33.
  • Addle - increases the target’s spell casting time and reduces their magic accuracy.
  • Summoner’s Fenrir’s Favor - increases magic defense, magic evasion, and all attributes.
  • Summoner’s {other avatar}’s Favor - each avatar provides a magic defense and resistance enhancement against their element.
  • Scholar’s Omniscience WS - reduces the target’s magic attack bonus by -100.
  • Gear and augments that provides -MDT or -DT, such as the Defending Ring, or elemental resists.


  • (hotfix, 4 feb) Scholar “storm” abilities once again respect the duration increase from Composure.
  • (hotfix, 7 feb) Address issues with Nympha Eunomia and Gasha now properly spawning their secondary phases at the correct rift location.
  • New Ephemeral Moogles can now be found in the Purgonorgo Isle Crafting Area and Mog Garden to make converting crystal and clusters much easier for crafters and gatherers.
  • An issue has been addressed where players who could dual wield would swap between dual wielding, two-handed weapons, and/or one-handed/empty offhand weapon configurations would cause their off-hand (even with using a two-handed weapon) to start ‘punching’, increasing their weapon delay to 999.
  • Chigoes in the following zones have been updated to properly become named and targetable when they aggro with players.
    • Yorcia Weald
    • Abyssea-Attowha
    • Reisenjima
    • Periqia
    • Wajaom Woodlands
    • Bhaflau Thickets
    • Castle Oztoja (S)
    • Beadeaux (S)
    • Foret de Hennetiel
  • Players can now use the /mount command in the following zones:
    • Korroloka Tunnel
    • Sea Serpent Grotto
    • Crawler’s Nest
    • Gusgen Mines
    • Garlaige Citadel
    • Gustav Tunnel
    • Labyrinth of Onzozo
    • Beadeaux
    • Giddeus
    • Fort Ghelsba
    • Ghelsba Outpost
  • Omega models have been updated to have both the 4-legged and 2-legged animations; this affects all versions of Omega, including in Reisenjima Henge.
  • Omega Prime’s damage spikes have been slightly reduced in Reisenjima Henge.

Wiki Updates

  • Several updates and clarifications to the Heroics wiki page were added.
  • Several updates to the Voidwatch (VWNM) page were added to clarify quest names and order of steps (this is ongoing over the next week or two).

DSP Core Updates

  • The Regen, Refresh, and Haste effects on Embrava have been added.
  • Added quest “Over The Hills and Far Away” in Port San d’Oria.
  • The title for COP’s 3 Paths “Companion of Louverance” and “True Companion of Louverance” have been added.
  • Several new NMs, placeholders, and loot drops have been added.
  • The zone files and interactions in Inner/Outer Horutoto Ruins have been cleaned up/modernized.
  • The pirate takeover events for the ships between Selbina and Mhaura have been added.
    • NOTE: Totally untested, no clue if this actually works because, I mean, who takes these boats?! 😕
  • The Feint ability is now properly removed on a successful attack.
  • Add missing placeholder for Quu Domi the Gallant in Castle Oztroja.
  • Adjust Ose from level 65-70 to 74-76 as specified by the wiki.

4 February


The custom !mount command has been removed. Players can now access their mounts via the retail /mount {mount-name} command or via the Abilities > Mounts menu.

To acquire your mounts, players will need to speak with Mapitoto after they receive their Chocobo License. Mapitoto will immediately speak with you–the retail quest “Full Speed Ahead!” is not a requirement.

Similar to the old !mount command, players are awarded the following mounts automatically:

  • Chocobo
  • Raptor
  • Tiger
  • Crab
  • Crawler

After a player completes the necessary requirements to acquire an additional mount, speaking with Mapitoto will reward them with the necessary key item.

The following mounts are available:

Mount Requirement
Warmachine Rank 10 - San d’Oria
Beetle Rank 10 - Bastok
Bomb Rank 10 - Windurst
Xzomit Completion of Chains of Promathia
Magic Pot Completion of Rise of the Zilart
Hippogryph Completion of Treasures of Aht Urghan
Spectral Chair Defeating Panadomium Warden (ZNM)
Fenrir Defeating Fenrir and Carbuncle Prime in Reisenjima Henge
Omega Defeating Ultima and Omega Prime in Reisenjima Henge
Spheroid Defeating Eladnarche Empowered in Reisenjima Henge
Tulfaire Defeating Corrupted Altana in Reisenjima Henge
Sheep (Ram) Achieve Rank 80100 in Mog Gardening
Morbol Achieve Rank 100100 in Mog Gardening

Players who have already completed these requirements can speak with Mapitoto to receive their mounts.

Mounts now also operate as per retail:

  • Players cannot mount in certain restricted zones, such as cities.
    • Some zones, such as Abyssea and Reisenjima, have been updated to allow mounts.
  • Players must wait for a brief cooldown between dismounting and remounting.
  • Players cannot mount while on any monster’s enmity list.
  • Players can remain on their mount as they move zone-to-zone.


  • A bug where the selection of random hunting missions wasn’t giving the full range of zones has been fixed.
  • The infamy rewards for some Peacekeeper missions has been increased.
  • The infamy rewards for some Inventors missions has been increased.
  • The number of required items for some Couriers missions has been decreased.
  • The infamy rewards for some Couriers missions has been increased.


  • Hotfix (1 feb): Address broken Dark Knight “Chaosbringer” kills quest from not updating.
  • Hotfix (1 feb): Address broken Cavernous Maws that would not properly teleport players.

DSP Core Updates

  • Fix: A security check was added to address an issue where players could log into a character that wasn’t on their account.
  • Fix: Players /salute emote now properly reflects their nation alignment.
  • Fix: Several haste latents have been updated on gear pieces to reflect the new haste formulas.
  • Fix: Updated several mob models and set mobs that should only spawn during certain weather types to the correct flags.
  • Fix: Fix issue where pet would not disengage from combat when a player’s cutscene starts.
  • Fix: Address several edge case conditions that could cause server crashes.
  • Fix: Address Benediction now properly applying to all party members.
  • Update: Shifted numerous NMs respawn timers out of the database and into scripts for easier maintenance.
  • Update: Added ~15 new NMs, drops, and placeholders.

January 2019

28 January


A majority of the work this week has been focused on Escha - Zi’Tah for when players get to rank 6. So far, there’s an estimated 36+ new NMs and several new armor sets, accessories, and weapons. Current estimates show this zone will be complete by next maintenanace. Right now, it’s just adding in the thousands of item mods/stats for all of the new gear–a very slow, mindnumbing process.

  • The cooldown on accepting a new heroics mission has been reduced from 6 hours to 4 hours.
    • This only applies for cooldowns activated AFTER the change has gone into effect; cooldowns prior to maintenance will remain their full duration.
  • Addressed a bug where the heroic rank was not being properly calculated.
  • Hotfixed: The mission for 50 acuex ore has been changed to 8 acuex ore; a new mission for 50 acuex poisons has been added.

Relic Weapon Trial - QOL Update

Placeholders for the phase 1 relic weapon trial monsters now have a flag by their name to help players identify which enemy to focus on while doing the trials.

At this time, these are the only placeholders in the game to have this flag.

relic weapon placeholders


  • Adding a forced negative physical damage reduction to the Seekers of Adoulin zone barriers to address an issue where some could not be damaged by physical damage.
  • The monster (dragon) abilities Lodesong and Power Attack have been fixed.
  • The Members Portal has been updated to properly reflect players nation choices for Windurst (apparently, it thought everyone was either San d’Oria or Bastok).

DSP Core Updates

  • Address an issue where players could run around while resting (healing).
  • Address an issue where players could teleport via unnatural means.
  • Cleanup several checks for player’s mount status (preventing certain skills/actions while mounted).
  • Add on-hit additional effects/status effects to MANY monsters who were missing them.
  • Update and implement several missing mob abilities and traits.
  • Update and implement several missing mob spell lists.
  • Update and implement proper Scrawled Writing and Goblin Wolfman event.
  • Added new desynth for the dragon ring.
  • Remove woodworking requirement for synthing a triton ring.
  • Remove woodworking requirement for synthing an orichalcum ring.
  • Update excvation points to have the normal HELM “glitter” effect.
  • Added about 25 new freespawn and placeholder spawned NMs throughout the world.
  • Rewrite and simplify imperial currency converter NPC logic.
  • Cleanup and simplify zone scripts for: Eldieme Necropolis, South Gustaberg, Selbina, Qufim Island, Bostaunieux Oubliette.
  • Remove bad mining points in Ifrit’s Cauldron.
  • Rework enmity for CE and VE values, specifically around healing and Tranquil Heart reductions.
    • NOTE: The values have been readjusted to match our previous enmity values that GREATLY reduce enmity from healing and damage due to the high values on the server. Overall, this should be a general reduction of enmity for healers while tank and damage dealers remain about the same. Enmity generated by abilities, such as summoning skills, have also been reduced.
  • Address issue where colored rocks were not aligned to the proper days for HELM activities.
  • An entire revamp to the Guild Item Points turn-ins; the existing database values have been wiped and reapplied with the updated values.
    • NOTE: This appears to add about 30 new guild point items into the system as well as clean up their reward values (and in most cases, increase them).
  • Address bug with the Altepa color gates not flagging correctly in some cases.
  • Properly implement the Footwork ability and add in the item modifiers that increase Footwork’s attack bonus on some armor items.
  • Update “kick” weaponskills to update accordingly when Footwork is active.
  • Update the NM “Capricious Cassie” with proper loot drops and spawn timers.
  • Players can now enter Castle Oztroja [S] and explore the zone. Several monsters and NMs are implemented (but not all).
  • Address an issue that could cause grouped players to be sent to the wrong instance when entering a TOAU battlefield, such as for TOAU: Path of Darkness and TOAU: Nashmeira’s Plea.
  • Implement missing quests: The Pickpocket, Exit the Gambler, An Explorer’s Footsteps, and Fly High.
  • Rewrite/update transportion timers for things such as the drawbridge in Port Bastok and various elevators. This rewrite should make these more reliable.
  • Fix bug with Ark Pentasphere that was causing it not to become worn after use.
  • Fix ~20 monster names in the database that didn’t properly match their in-game name, thus were not properly calling their scripts.

21 January

Winter Celebration is Over

The Winter Celebration has come to an end. Decorations are put away, latent buffs have been removed, and the daily BCNM timer has been reset back to every 20 hours.

Be on the lookout for the next seasonal event coming in March!

Heroics - Starter Quest Enhancements

Several new methods for acquiring the necessary materials for the Heroics starter quest line have been added.

  • Players have a high chance to harvest a cache while mining any of the mining nodes in the Mog Garden. This cache includes 2 of each required item. This is in addition to the chance of normally mining the required materials. The amount of times this cache can be discovered is limited to prevent player abuse and is only active while the player is on the quest.
  • Players have a high chance to receive a cache when defeating one of the following Reisenjima Henge encounters.
    • Ulr of Dark
    • Hades
    • Corrupted Altana
    • Absolute Virtue
  • Players are guaranteed to recieve a cache when completing the following BCNMs. This cache includes 2 of each required item. The amount of times this cache can be discovered is limited to prevent player abuse and is only active while the player is on the quest.
    • Daily BCNM 99
    • Stand in the Fire (requires fire feather)
    • Harvest Mayhem (requires platinum leaf)
    • Stop the Grinch (requires snow lily)
  • The chance for chocobo digging up luminium ore in Al’Taieu (sea) has been substantially increased.
  • The chance of acquiring kaolin from Mog Gardening’s Mineral Vein #4 has doubled.

Auction House Updates - Spell Scrolls

Many new NPCs have been added into the game, specifically from the SoA and RoV eras, that sell spell scrolls that previously had to be quested, such as Drain, Aspir, Blaze Spikes, the white mage teleport spells, and many ninjitsu spells.

With the intention that these spell scrolls could only be acquired through extensive quests and have no character progression value (as all players have all spells), the auction house was set to buy these at high prices to allow players to complete the quests and earn gil. However, with the new NPCs selling these, a very easy exploit was formed.

The following has been updated with the auction house:

  • The auction house bot has had all pending spell scroll sales removed; it now neither buys nor sells these items. This change has already taken place to prevent abuse.
  • All player auctions for spell scrolls, including some that the auction house bot didn’t automatically handle, have been retained. Players are advised to remove these auctions as… there’s likely to never be a buyer for them.

Over the next week, we’ll be evaluating how often spell scrolls drop and if there’s merit in adding in a shop vendor price to those that don’t have them.

Thank you to the community member who reported this exploit.

Summoner Avatar Tweaks

The 14 January merge with DSP Core pulled in a revamp of avatar damage modifiers.

For many avatars, this was a slight boost in damage, but for Ifrit, he’s cranking out 120,000+ Flaming Crushes now. That, sadly, must end; however, in reviewing some of those changes, several key differences between Flaming Crush and Burning Strike and almost all of the other avatar scripts.

Specifically, the “add bonuses” function that incorporates weather, day, gear, MAB, etc. bonuses with the avatar’s abilities and the resistance checks for magical abilities. It appears this is because of the hybrid-ness of Ifrit’s abilities that these were added in, but it makes sense to do these checks for the others as well.

From initial tests, this isn’t an equilization between all abilities–things such as elemental resists, accuracy, multi-hit, and, of course, Ifrit’s hybrid abilities, still play a large effect in damage, but it’s a step forward to increasing the usability of all of the avatars.

In addition, Ifrit’s Burning Strike and Flaming Crush have been reset to 3x and 5x damage modifier, as per what we had prior to the 14 January update.

We will be reviewing feedback and making ongoing changes to these abilities towards balance.


  • Dynamic belt /+1 can now be bought and sold on the auction house.
  • Added missing materials for players to complete the crafting line to convert the speed belt into the tempus fugit (and added the item modifiers to the tempus fugit).
  • Added Nourishing Earring as a drop to Morta.
  • A rewrite of how TOAU Mission #44 (Alexander) and how he spawns to, hopefully, address issues with him not spawning at all.

DSP Core Updates

  • The scripts for Promyvion zones have been cleaned up, reformatted, and tuned.
  • Several mobs have been updated to remove hard coded values from their scripts and remove unnecessary/unworking code logic.
  • The trade for quests provided by Hurr the Betrayer has been fixed to accept the correct items and amounts.
  • The NM “Bomb Queen” has been rewritten to properly remove spawned pets when she is defeated and address a potential server crash.
  • Several “random” events have been updated to be more… random.
    • Weather changes, including rare weather.
    • Chance for damage spikes to activate their effect.
    • Range of initialized monsters to include their full level ranges.
    • Randomization of monster pathing and turns.

14 January

Happy New Year, NocSouls! This is our first major update of the new year and there’s a lot here!

Version Update - January 2019

The servers have been updated to the latest client version–30181222_1– for 10 January 2019. Please update your clients as soon as possible.

Renamer Update

With the new Heroics system, our server renamer file has been updated.

Click here to download the latest name listing.

Heroics System

Heroics is a custom content system allowing players to grow their characters further as new challenges are added to the game. Heroics brings the Adoulin coalitions into the game providing players up to 5 unique task methods to further enhance their character.

Players can unlock and complete tasks from all five coalitions every 6 hours with a variety of tasks–hunting HNMs, mog gardening, chocobo digging, farming items, hunting down or crafting rare items, and more–in exchange for infamy.

  • Increasing Heroic Rank grants players access to new shops, currency conversions, zones, mounts, and higher levels of empowerments.
  • Heroic empowerments (defensive, magic-focused, melee/ranged-focused) allow players to grow their characters to meet the level 140+ challenges based on the type of empowerment that fits their playstyle. Players can change their empowerment focus at any time for a small infamy and gil charge.
  • New zones are available to players who open access to them, including revitalized Escha zones, Reisenjima, and Reisenjima Sanctorium.

At this time, the Heroics system is “in beta”–it’s tested and solid, but edge cases may exist as there’s a LOT of moving parts. Rank 6 and higher content (the new zones) will be added in a future update. There’s still a great deal of content to add, and it’ll be coming piece by piece each week. The starter and growth mechanisms are in-place, so it made sense to open that up to players and let everyone start working on missions.

To get started, visit Zezarn in Western Adoulin.

Click here to view the full walkthrough of the Heroics System.

!craft Shop Updates

The following items have been removed from the !craft merchants as they are now available in the game via normal means. This makes space in the shops for other items to be added as necessary as we edge towards raising the crafitng level to 110.

As you farm these items, don’t forget to take those stacks and throw them up on the auction house for other players if you don’t need them–the auction house can hold nearly infinite amounts of items per player (as long as you don’t view your sales history).

  • Midrium ore: via mog gardening (mining) and chocobo digging
  • Luminium ore: via HELM mining, chocobo digging, and mog gardening (mining)
  • Hepatizon ore: via mog gardening (mining)
  • Gold ore: via monsters, HELM mining, chocobo digging, mog gardening (mining)
  • Fire ore: via chocobo digging and mog gardening (mining)
  • Palladian brass ore: via monsters and mog gardening (mining)
  • Twitherym wing: via monsters, chocobo digging, and mog gardening (harvesting)
  • Khimaira horn: via monsters and mog gardening (mining)
  • Ulbuconut: via mog gardening (logging)
  • Urunday log: via monsters and mog gardening (logging)
  • Jacaranda log: via monsters, HELM logging, and mog gardening (logging)
  • Lancewood log: via chocobo digging and mog gardening (logging)
  • Raaz hide: via monsters and chocobo digging
  • Chapuli wing: via monsters
  • Tulfaire feather: via monsters and chocobo digging

We’ll be evaluating other common !craft merchant items and if it makes sense to add those to mob drops, chocobo digging, or mog gardening over the coming weeks to make it more natural for how players acquire crafting materials.


  • Update: Synergy now has success/failure animations during crafting.
  • Update: With the addition of Heroics, Escha-Zi’Tah and Escha-Ru’Aun have been sealed to players under Heroics Rank 6.
  • Update: With the closure of Escha-Zi’Tah, some chocobo digging items normally found in this zone have shifted to Al’Taieu. The rarer items (and more) will remain in Escha-Zi’Tah and be open to players once they reach the appropriate Heroic Rank.
  • Fix: The bomb mount has been re-added for players who are rank 10 with Windurst.
  • Fix: Dirtyhanded Gochakzuk’s (nation rank NM) level and health pools have been updated to properly reflect a level 71 monster.
  • Fix: An issue with quick magic has been fixed that could cause the recast timer of the spell to be DOUBLE rather than nothing when quick magic procs.
  • Fix: A few goblin butchers in Meriphataud Mountains that had 400,000 HP have been fixed.

DSP Core Updates

  • Modifiers for the Blue Magic spells have been updated:
    • Demoralizing Roar: +2 STR -> -2 STR
    • Infrasonics: +1 MND -> -1 MND
    • Frost Breath: +1 INT -> -2 INT
  • Several guild shop prices and resale prices have been fixed to prevent gil farming.
  • Fix usable jobs for wooden arrow and crossbow bolts.
  • Update numerous usable items and fireworks to be functional (yay, fireworks!)
  • Update and/or add numerous family-based “vs. arcana, vs. plantoids, etc.” type latents for weapons.
  • Add “stun” additional effect to Stun Claws/+1.
  • Approx. 25 new NMs have been added with their unique drops and numerous NMs have gained new abilities that were previously missing.
  • New desynthesis recipes have been added.
  • Weaponskills, monster abilities, avatar abilities, and some spells have been revamped to properly account for various adjustments:
    • Many skills now account for magical vs. physical damage and include the proper elemental type.
    • Corsair “shots” now properly reflect their elemental damage types and resists.
    • Avatar “spells” are now actually of that element, not simply “magic”, and weaponskill rages have their correct damage types.
    • Skills now account for stoneskin, white mage wards, and resists.
    • Skills now account for damage variants between impact, slashing, piercing, crushing weapons.
  • Automaton attachment “Drum Magazine” now has the proper mods.
  • Several previously unworking fireworks, like Mog Missles, now work.
  • Several food items now give their proper “player is full” when trying to consume when already under a food’s effect.

Previous Updates

Looking for previous update notes? Check out the archived update notes in the navigation bar.