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:
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.
Adds accuracy and attack.
Adds ranged accuracy and attack.
Enhances Victory Smite
Enhances Rudra’s Storm
Enhances Chant Du Cygne
Enhances Ukko’s Fury
Enhances Camlann’s Torment
Enhances Blade: Hi
Enhances Tachi: Fudo
Now grants 2x99 stacks of ammo on use.
Enhances Jishnu’s Radiance
Now grants 2x99 stacks of ammo on use.
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.
!statscommand as they’re not percentages and the output was confusing.
"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 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.
???, please send a bug report in with the name of the NM and zone.
:canUseMisc(dsp.zoneMisc.PET)along with checks for mounts and costumes. Older
canUse...functions have been removed.
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.
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.
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.
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.
|Undead Swarm||1||Lamia No. 4|
|Undead Swarm||2||Merrow No. 11|
|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”.
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.
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.
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.
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.
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 40⁄170 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:
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:
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.
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.
GIL_RATEserver multiplier have been fixed.
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:
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.
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.
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:
!craftare now warriors, not monks, so they no longer counter/block for easier damage testing.
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 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.
The Empyrean Enhanced BCNMs have been updated with the following changes:
The following recipes have been added to synergy:
The following drops have been added to assist players with the Empyrean Weapons Trials - Phase II.
The Where Do I Find? page has been updated accordingly for rarer items.
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.
Full details can be found on the Armor Upgrades page.
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 (7⁄20)–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.
Monsters in Reisenjima Henge now despawn after being UNCLAIMED and IDLE for 60 seconds. This is two fold update:
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.
Several relic and mythic weapon modifiers have been added or adjusted.
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.
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.
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.
We’ve added new teleport locations for the
Some of these teleports have requirements:
!tele dailybcnmis available to all players and teleports you directly to the hut.
!tele skyis available to players after they complete the Rise of the Zilart expansion.
!tele seais available to players after they complete the Chains of Promathia expansion.
Several new augments have been added to the augments vendor.
The following augment recipes have been updated to allow for better stacking of stats.
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.
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.
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!
Elemental capacity for synergy crafting is no longer limited to 254 (cap is, technically, 999999999 now… uhh, good luck?).
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!
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.
The Empyrean Weapon BCNMs have been adjusted as follows:
With the Fall Harvest and new quests, a new Renamer file is available. Click here for information on installing..
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.
With the addition of the Fall Harvest event, the rates for harvesting have been evaluated and tweaked.
With the addition of the Fall Harvest event, the rates for synthesis have been evaluated and tweaked.
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.
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.
The starter and first quest for the thief master job quest line has been added. Prepare for a treasure hunt!
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.
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.
Blood Rage, Level 87
Enhances critical hit rate for party members within an area of effect.
Cover, Level 35
Cover does not act as an intercept, simply a hate transfer–similar to a ‘Rescue’ ability used in other games.
Palisade, Level 95
Increases chance of blocking with shield, and eliminates enmity loss for the duration of the effect.
Impetus, Level 88
Increases attack and critical hit rate of the monk.
Perfect Counter, Level 79
Allows you to counter the next attack directed at you.
Sacrosanctity, Level 95
Drastically enhances magic defense for party members within area of effect.
Enmity Douse, Level 87
Reduces the target’s enmity towards you.
Stymie, Level 96
Greatly increases the accuracy of the next enfeebling magic spell.
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.
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.
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 in tiers 2, 5, and 6 have been added for Ranged Attack bonuses.
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:
The following item mods have been fixed/adjusted:
Several item sets that have pet modifiers have been updated to properly apply those modifiers to pets on equip.
!craftzone and allows players to change their job.
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.
!telecommand is no longer case sensitive. Feel free to teleport to