Archive - 2018 Q4

December 2018

31 December

Hope everyone has enjoyed the holidays over the past few weeks! The end of the year is here and we have one final update!

Voidwatch Operations (Status Update)

On 20 December, a hot patch was quietly rolled out to update all Voidwatch Operation planar rifts, VWNMs, etc. in the game after an ID issue was found with the December 2018 client. A full update was posted in the #updates Discord channel on 21 December after initial player testing.

The logic for all voidwatch operations is now in a central script that can easily be hot patched on the server as necessary, rather than chasing through 120+ individual scripts.

This update had the following effects:

  • Players can now spawn Voidwatch operations from any Planar Rift in the zone. VWNMs now spawn at the player.
  • Players now receive a notice if an error condition occurs (e.g. no abyssite, no quest, already spawned by another player) to help with questions on why a rift cannot be popped.
  • The “bayld” currency rewards have been removed (remnants of the LegionDark code). Players with this currency will have it cleared out when we decide to apply a use for it in the future.
  • The 5x additional experience point reward has been removed from encounters (to prevent abuse/powerleveling).

A few bugs were found by players during the past two weeks and addressed via hot patch. Beyond that, so far, so good. We’ll continue monitoring and, hopefully, this isn’t a problem going forward. If IDs shift again with future client updates, fixing it should be much faster than in the past.


  • New: Black Mage’s Manawell job ability (MP-less cast) has been updated and made functional. Players can now use this ability for a single, no MP cost spell cast.
  • New: The crafted Beryllium Weapons (Lv 99, Su2) now have their proper mods AND delays. The models are generic/darksteel as I can’t find pictures of these weapons anywhere. If someone has the model IDs sitting around, feel free to send them over. 😄.
  • New: The macuil horn, necessary to craft several items including the Staunch Tathlum, has been added to Pil.
  • Fix: The ID of the Transcendental Radiance in Qufim Island has been fixed so it no longer shows up as ‘Voidwatch Officer’ (functionality is unchanged).
  • Fix: The ID for the Cerment Headstone in Yuhtunga Jungle (for the ZM5 Fire Fragment) has been fixed and the fragment is once again accessible.
  • Fix: Addressed missing spawn point for the aptant mob Chelicerata.
  • Fix: Addressed adds not despawning for VWNMs Abununnu, Vanasarvik, and Fjalar.
  • Fix: Addressed VWNMs Celeno and Virvatuli having their IDs crossed and being unable to properly spawn them.

DSP Core Updates

  • Fix: The effect flag of Dia (onEffectGain) fixed allowing Dia/Bio 7overwrites properly.
  • Fix: Several spells with erasable/dispellable flags have been updated to correctly match retail.
  • Update: Approximately 20 new NMs/placeholders have been added with 23 new item drops that were previously not available.
  • Fix: The Runic Portal in Aht Urhgan Whitegate has been updated to properly give out the key item messages and subtract imperial standing costs.
  • Fix: Update for players who dropped the Animator not being able to progress at Iruki during “Operation: Teatime”.
  • Fix: Update to how Call for Help works to properly recolor mob flags, allow players to assist, and change treasure pool/drop options for CFH’d mobs.
  • Fix: Added player-visible HELM animations (so other players can see the animation).
  • Update: Cleanup style and variable layout for several zones, including Western Altepa Desert.
  • Update: Adjust monster skills and animations for Lamia family monsters, including changes in battle tactics when weapons are broken.

17 December

December 2018 Client Update

With the mass amount of changes with the December Update and lack of a November 2018 downgrade package, we’ve moved our servers forward to the December 2018 client.

Client Version: 30181205_0

This change affects messaging in about 28 zones and the IDs of about 2400 NPCs, mobs, and targets. Players should update their clients immediately.

Renamer Update!

Another renamer file update for the new Besieged encounter. Click here to visit the download page.

Notice: Understanding the Recent Changes to NMs Spawns

In the past two updates, and, likely for the next several, we have been importing the extensive work the DSP team has been doing regarding trigger/placeholder NMs in the game. Many monsters that have placeholders are being properly tied to those placeholders rather than having a hard-coded respawn timer and free spawning–in other words, being fixed to work as they should be. This affects everything from Leaping Lizzy to aptant and relic tier mobs.

Several players have submitted bug reports and reached out in the past week and all have been tested and checked to be working as intended.

If you’re having trouble getting your NMs to spawn, verify on bg-wiki or ffxiclopedia if that monster has a placeholder and, if so, defeat it first. From what I have seen, almost all placeholder monsters have a 10-20% chance to spawn when the placeholder is killed.

For aptant monsters and monsters involved in tier 1 relic weapon trials, these placeholders exist; however, the cooldown for the next spawn has been reduced to what the previous respawn window was set to–30 minutes.

Expect more of these updates over the coming weeks as the team finishes their work. If any adjustments to spawn cooldowns or change to spawns are necessary, they will be evaluated at that time.

Besieged : New Encounter Added - Ephramadian Raiders

A new encounter has been added to Besieged–the Ephramadian Raiders. Take on the lost sea pirates along with their dark protectors at a chance for some big imperial standing rewards!

This Besieged is a bit different than the others. Three phases, like normal, but phase 2 and phase 3 includes several challenging foes that have extremely rare loot drops–both for style lock and for level 99 players, including the rare Eihwaz ring.

However, be careful engaging these foes without taking out their reinforcements first or they could overwhelm you!

New Ability - Avatar’s Favor

A customized version of Avatar’s Favor has been added into the system. This short-ranged, AOE buff allows summoners to provide the party with varying buffs depending on the avatar they have summoned. On retail, these buffs are fairly tame; however, they have been bolstered to match our community and provide more utility in small group situations.


At this point in time, the “Avatar’s Favor” mods do not affect these buffs. As we evaluate the potency and tuning of these buffs over the coming weeks, we’ll determine if they can be increased or not by these mods.

Summoner and Avatar Effects

Unlike retail, Avatar’s Favor does not decrease the Blood Pact Ability Delay as it is already reduced 50% by the server’s configuration. The additional avatar perpeutation cost is set to scale and caps at +5 mp/tick cost while the ability is active at level 99.

It does, however, provide the following scaling bonuses to the summoned avatar for the duration of the buff. As this buff can be maintained, this gives players the trade off of a higher perpetuation cost vs. stronger group and avatar.

Here are the values at level 99:

  • Magic Attack Bonus +10
  • Magic Accuracy +30
  • Accuracy +10%
  • Attack +10%
  • Defense +5%

Party Effects

The following effects will apply to players who are nearby the avatar (within 10 units). In addition to the favor bonuses, most also provides a bolstered attribute and an elemental alignment that increase attack, accuracy, defense, and resistance to the element.

These effects do not apply to the avatar itself; however, if there are multiple summoners in the same group, multiple version of this effect can run in parallel–e.g. one with Ifrit, one with Garuda, both using Avatar’s Favor grants the party both buffs.

These bonuses are based on the Summoner’s summoning skill in the formulas below.


Carbuncle provides a very powerful regen and refresh skill to the group and can be used to quickly recover or sustain through damage over time effects.

  • Regen skill * 0.1
  • Refresh skill * 0.05

Fenrir provides a potent magic defense and evasion bonus along with a bolster to all attributes. With enough summoning skill, Fenrir can provide a whole group with some of the best magic defense in the game.

  • Magic Defense (skill * 0.1)
  • Magic Evasion (skill * 0.1)
  • All Attributes (skill * 0.15)

Ramuh provides players with an alignment and resistance to thunder with a potent critical hit, critical damage rate increase, and DEX bonus.

  • Thunder Accuracy/Attack/Defense (skill * 0.15)
  • Thunder Resistance (skill * 0.10)
  • Critical Hit Rate (skill * 0.05) + 5
  • Critical Hit Damage (skill * 0.01) + 1
  • DEX (skill * 0.15)

Ifrit provides players with an alignment and resistance to fire with a potent Attack %, Ranged Attack %, and Double Attack bonus. These are percentage gains, not flat values!

  • Fire Accuracy/Attack/Defense (skill * 0.15)
  • Fire Resistance (skill * 0.10)
  • Attack +% (skill * 0.015) + 1
  • Ranged Attack +% (skill * 0.015) + 1
  • Double Attack (skill * 0.015) + 1
  • STR (skill * 0.15)

Shiva provides players with an alignment and resistance to ice and a heavy hitting MAB, Magic Damage, and Magic Accuracy bonus for players.

  • Ice Accuracy/Attack/Defense (skill * 0.15)
  • Ice Resistance (skill * 0.10)
  • Magic Attack Bonus (skill * 0.10) + 5
  • Magic Damage (skill * 0.10)
  • Magic Accuracy (skill * 0.15)
  • INT (skill * 0.15)

In contrast to Fenrir, Titan provides players a a tremendous physical damage taken reduction–allowing summoners with enough summoning magic skill to provide massive damage reduction to the party along with an alignment and resistance to earth.

  • Earth Accuracy/Attack/Defense (skill * 0.15)
  • Earth Resistance (skill * 0.10)
  • Physical Damage Taken -% (skill * 0.01) + 2
  • VIT (skill * 0.15)

Garuda provide an alignment and resistance to wind along with a powerful evasion, accuracy, and ranged accuracy bonus.

  • Wind Accuracy/Attack/Defense (skill * 0.15)
  • Wind Resistance (skill * 0.10)
  • Evasion (skill * 0.10)
  • Accuracy/Ranged Accuracy (skill * 0.07) + 5
  • AGI (skill * 0.15)

Leviathan provides an alignment and resistance to water aloing with a powerful (and rare) Cure Potency bonus for players.

  • Water Accuracy/Attack/Defense (skill * 0.15)
  • Water Resistance (skill * 0.10)
  • Cure Potency (skill * 0.015)
  • MND (skill * 0.15)


  • Fix: Divine Waltz II now properly shares its recast with Divine Waltz I, not the Curing Waltz line.
  • Fix: Mog Gardening skillups now floor at 0.1–no more unlucky Sfen with 0.0 skillups.
  • Fix: The level 100 training dummy has health again… 😇
  • Fix: Fix The Grinch’s jobs to be a WAR/THF, not a WAR/SMN so he’ll stop trying to summon spirits he doesn’t have MP to summon.
  • Update: More Khimaira-type mobs drop khimaira manes now; it’s no longer a random, hidden drop off of Dhrome Khimaira.
  • Update: The remaining Reive cloaks have been added: Dispersal Mantle added to Morta, Weard Mantle added to Uptala. The duplicate Cornflower Cape has been removed from Dimgruzub.

DSP Core Updates

  • Update: IDs updated to December 2018 client (see update above).
  • Update: The homepoints in the Uleguerand Range have been added to the zone.
  • Update: Gears mobs (triple gears, like Armed Gears) have had their skill lists updated to properly reflect their current ‘gear’ status.
  • Update: Several NMs have had their spawn points added and spawn condition triggers and placeholders added.
  • Update: Several NMs have been added that did not previously exist, such as Manes.
  • Update: Several monster pools have had their attributes updated to match retail, such as detection techniques, monster primary jobs, immunities, and aggro.
  • Update: Several monster pools have had their “NM” flag properly set so that the correct text is displayed to players when checking them.
  • Update: With the additional NMs, 26 new drops have been added to the game.
  • Fix: Relic aftermaths no longer constantly override themselves.
  • Fix: An issue with lagging when healing (/heal) and/or immediately standing back up has been fixed.
  • Fix (??): The seed method used for randomization… has been made… more random. 😕
  • Fix: An issue with the Sanction/Sigil “Food Duration” buff infinately increasing the duration of food has been fixed.

10 December

Renamer List Update!

Hopefully the last update to the Renamer list for a while. The final updates for the Winter Celebration and Mog Gardening. You can download the latest list here.

Winter Celebration - Updates

Christmas Carol - The Final Chapter

Return to Ebenezer in Bastok Markets for the final chapter in the Christmas Carol questline. This final questline has you warming the hearts around Bastok Markets–and hopefully Ebenezer’s!

Stop the Grinch - BCNM

As part of the Christmas Carol questline, players will unlock the new Stop the Grinch BCNM. This BCNM takes place at Bearclaw Pinnacle in the Uleguerand Range and requires an item for entry (revealed as part of the questline).

Once unlocked, players can repeat the BCNM every 8 hours.

Other Updates

  • The Gift Seller now has new items for sale depending on your Holiday Cheer rank.
  • Players can now pay 150,000 gil to “buy out” the Crafting for a Cause quest givers in the !craft zone and receive another random requirement. NOTE: it could be the one you just bought you way out of. 😁
  • In addition to the new BCNM, all daily BCNMs are now at their “holiday timers” of 8 hours instead of 20.

For full details on each of the updates, please visit the Winter Celebration wiki page.

Mog Gardening is here!

The Mog Gardens

Originally planned for the Fall Harvest event (and forgotten), Mog Gardening is finally here!

Mog Gardening allows players to gain access to rare harvests and those found in the Seekers of Adoulin zones.

This zone, accessible through the Celennia Memorial Library, has several nodes of each harvest type along with a once-a-day harvest that contains everything from rare pop items to armor upgrades. Players also have a chance to harvest rare items, such as those to access past seasonal BCNMs.

Players who max out their Mog Gardening also gain access to two new mounts!

Requirements: Level 99 + completing a quest in Western Adoulin

Click here to read the full guide.

Automaton Attachments Updates

With a recent update from DSP, the following attachments have been either added or entirely recoded to work as per retail. Many of these were already working; however, this update brings our attachments in line with DSP core and more likely to be updated and maintained.

The biggest updates you’ll see in this list is the addition of Optic Fiber I and II. These attachmnets now boost the performance of other attachments. Much of the work for this comes from, bg-wiki, and ffxiclopedia.

  • Analyzer (new)
    • Acquired through alchemy
    • New drop added to Hilltroll Puppetmasters
  • Armor Plate I - IV
  • Auto-Repair Kit I - IV
  • Damage Gauge
  • Drumg Magazine
  • Economizer
  • Equalizer (new)
    • New drop added to Ob (ZNM)
  • Eraser
  • Flashbulb
  • Hammermill
  • Heatsink
  • Inhibitor I - II
  • Loudspeaker I - IV
  • Mana Jammer I - IV
  • Mana Tank I - IV (IV is new)
    • Mana Tank IV acquired through goldsmithing
  • Optic Fiber I - II (new)
    • Optic Fiber I new drop added to Ob
    • Optic Fiber II new drop added to Pandemonium Warden
  • Reactive Shield
  • Replicator
  • Schurzen (new)
  • Shock Absorber I - II
  • Stabilizer I - IV
  • Stealth Screen I - II
  • Steam Jacket (new)
    • New drop added to Ob (ZNM)
  • Strobe I - II
  • Tension Spring I - IV
  • Turbo Charger
  • Vivi Valve I - II
  • Volt Gun

The following automaton abilities have been updated along with these tweaks.

  • Flashbulb’s Provoke now triggers every 30 seconds instead of 180 seconds.
  • Reactive Shield’s now based on the “Automation Magic” skill level.
  • The valoredge’s Shield Bash now inflicts the proper Slow on enemies.

Automaton Skillchains

Automatons now can skillchain with PUPs (and other players). The AI logic is a bit simplistic right now, but it’ll attempt to see what elements of skillchains are affecting the current target and if the current PUP configuration has an Inhibitor or Inhibitor II, it’ll attempt to chain with you.

In addition to chaining with players, assuming the automaton can acquire TP fast enough based on your attachment builds–it can self-skillchain.

I’m reworking some of the logic to make the chains a bit more reliable with timing and such, though these updates probably won’t be until 2019.

Automaton weaponskill elements are as follows:

Head Weaponskill Type Primary Secondary
Harlequin /
Slapstick Crushing Reverberation Impaction
Harlequin /
Knockout Crushing Scission Detonation
Harlequin /
Magic Mortar N/A Fusion
Valoredge Chimera Ripper Slashing Detonation Induration
Valoredge String Clipper Slashing Scission
Valoredge Cannibal Blade Slashing Compression Reverberation
Valoredge Bone Crusher Crushing Fragmentation
Valoredge String Shredder Slashing Distortion Scission
Sharpshot Arcuballista Ranged Liquifaction Transfixion
Sharpshot Daze Ranged Impaction Transfixion
Sharpshot Armor Piercer Ranged Gravitation
Sharpshot Armor Shatterer Ranged Fusion Impaction

Signet, Sanction and Sigil Changes

With a recent update to the DSP core project, the effects of signet, sanction, and sigil were moved into their proper latents rather than status effects.

This affects us in three ways:

  1. The effects are based on their retail conditions, including being restricted to their appropriate zones and conditions.
  2. The effects now STACK with other buffs (previously, regen, refresh, and haste spells/abilities wouldn’t stack or override those provided by signet, sanction, and sigil).
  3. The effects of the HASTE buff is no longer limited to level 99 and below. The refresh and regen latents on Signet, however, are limited to players level 99 and below.

With that, the following enhancements have been made to those buffs.


Signet now activates on combat engage, however, only with targeted monster is an even match or higher to the player.

On retail and the default implementation of this in DSP, the effect activates when players are stronger than the monsters, but that seems counterintuitive to both gaining buffs AND the premise of the server.

Buff Old New Requirement
DEF +15 +15 Always Active
EVA +15 +15 Always Active
Haste (Gear) +15% (Ability) +6% Always Active
Regain +25/tick +15/tick Always Active
Regen +(level * 0.75)/tick +(level * 0.35)/tick < Level 99
Refresh +(level * 0.50)/tick +(level * 0.25)/tick < Level 99

With this, players can now stack haste, regen, and refresh spells. Haste has also been moved from gear to ability to allow players to not waste so much haste on gear at level 99.

This buff is active in all base game, Rise of the Zilart, and Chains of Promathia zones.


Sanction now properly supports it’s three “modes”–regen, refresh, and food duration. The regen and refresh effects activate based on the player’s current values, not whether or not they are in combat or their level. Previously, the buffs provided by Sanction were identical to Signet; however, we’ve opted to align this with how the buffs work in retail and enhance them.

On retail and the default implementation of this in DSP, the effect is singular; however, we’ve opted to provide the combat bonuses on each with varying power depending on which option you choose.


Players who are using the !sanction command will default to receiving just the base Sanction and not the additional buffs. If you wish to use another buff, speak with the guards in Aht Urhgan Whitegate rather than using the command. This is due to the fact that activating these effects costs Imperial Standing.


This sanction buff provides just the custom server buffs and the Sanction effect.

Buff Default New Requirement
Regen N/A N/A N/A
Refresh N/A N/A N/A
Haste N/A (Ability) +6% Always Active
Regain N/A +15/tick Always Active
Base + Regen

This sanction buff provides a higher rate of regen over the others.

Buff Default New Requirement
Regen +1/tick +(level * 0.55)/tick HP <= 95%
Refresh N/A +(level * 0.25)/tick MP <= 75%
Haste N/A (Ability) +6% Always Active
Regain N/A +15/tick Always Active
Base + Refresh

This sanction buff provides a higher rate of refresh over the others.

Buff Default New Requirement
Regen N/A +(level * 0.25)/tick HP <= 95%
Refresh +1/tick +(level * 0.55)/tick MP <= 75%
Haste N/A (Ability) +6% Always Active
Regain N/A +15/tick Always Active
Base + Food Duration

This sanction buff reduces the latent regen and refresh, but provides a 100% boost to food duration.

Buff Default New Requirement
Regen N/A +(level * 0.25)/tick HP <= 95%
Refresh N/A +(level * 0.25)/tick MP <= 75%
Haste N/A (Ability) +6% Always Active
Regain N/A +15/tick Always Active
Food Duration +100% +100% Always Active

This buff is active in all Treasures of Aht Urhgan zones.


Sigil works similar to Sanction, except you can choose multiple buffs to apply to your character. At this time, we support Regen, Refresh, and Food Duration, but not the Decreased EXP loss since our server doesn’t have experience point loss on death. Previously, the buffs provided by Sigil were identical to Signet; however, we’ve opted to align this with how the buffs work in retail and enhance them.


Players who are using the !sigil command will default to receiving just the base Sigil and not the additional buffs. If you wish to use another buff, speak with the campaign guards rather than using the command. This is due to the fact that activating these effects costs Allied Notes.

The base buff provides just the custom server buffs and the Sigil effect; each additional purchased effect stacks on top of it. With 150 Allied Notes, players would have all of the effects.

Buff Default New Requirement
Haste N/A (Ability) +6% Base, Always Active
Regain N/A +15/tick Base, Always Active
Regen +1/tick +(level * 0.35)/tick Add Regen (50 Allied Notes), HP <= 95 %
Refresh +1/tick +(level * 0.25)/tick Add Refresh (50 Allied Notes), MP <= 75%
Food Duration +100% +100% Add Duration (50 Allied Notes)

This buff is active in all Wings of the Goddess (past) zones.

New Item Stats

Item modifiers (stats) have been added to the following items:

  • All +1 Legion Gear: Gorney, Shneddick, and Weatherspoon Gear has had the mods updated to reflect recent item mods changes (gear is more powerful now).


  • Fix: Address the monster skill ‘Perdition’ to properly activate.
  • Fix: Shijin Spiral’s weaponskill script has been rewritten to proper account for the Seekers of Adoulin updates the DEX formula and additional merits in the weaponskill.
  • Enhancement: New drops have been added for newly functional automaton attachments.
  • Enhancement: Sors Shield added to Alexander Prime in Reisenjima Henge.

DSP Core Updates

  • Enhancement: The effects of signet, sigil, and sanction have been moved out of status effects and mods and into latents (details in above section).
  • Fix: Updates to many automaton attachments (details in above section).
  • Fix: The effects of enfeebling magic potency have been fixed that could cause players and monsters to perma-paralyze/debuff targets. This change updated the overall potency and accuracy formulas of all enfeebling spells to better match retail.
  • Fix: GoV and FoV regimes no longer fail to provide details on the current regime if checking from a different zone.
  • Fix: The Automaton attachment ‘Percolator’ now uses the proper water requirement.
  • Fix: The higher level Strays in Promyvion no longer provide experience points.
  • Fix: Update how costumes are sent to the client to address appearance glitches.
  • Fix: Address an issue where the last item in the inventory may not be iterated over in various scenarios.\
  • Fix: Address issues with the math formulas for all damage resistances that could cause players and/or mobs with high amounts of it to become extremely vulunerable instead of impervious to attacks.
  • Enhancement: Numerous NMs that has specific pop conditions have had those conditions added or matched to retail.
    • NocSouls Update: Monsters related to the Relic Weapon timelines have been updated back to their custom 30 minute max respawn timers.

Wiki Updates

The wiki has been reorganized to enhance loading time and reduce clutter.

  • The left bar is no longer automatically expanded on page load; information from Overview has been moved onto the home page.
  • Seasonal Events is no longer expanded, but can be reached by clicking on Seasonal Events and choosing the event you want to view.
  • Armor Progression is no longer expanded, but each can be reached by clicking on Armor Progression and choosing the type you want to view.
  • Weapon Progression is no longer expanded, but each can be reached by clicking on Weapon Progression and choosing the type you want to view.
  • The Magic and Weaponskills sections have been combined into ‘Enhanced Spells & Abilities’.
  • Hobbies & Crafting has been added to include details on Synergy, Chocobo Digging, and Mog Gardening.
  • Several section names have been cleaned up and clarified.
  • A lot of rewrite has gone into the pages to reflect updates with details in the update notes that never made it into the wiki pages.
  • A HUGE thank you to Ogggyy for providing MANY of the coordinate positions for the Voidwatch Campaign rifts; these have been added to the Voidwatch page on the wiki.
  • The pre-December 2018 update notes have been moved into Historical Update Notes. This main updates page will now just be the current month.

Portal Updates

  • Players can now see if an item is acquirable via HELM (harvesting, logging, mining, or escavating) or via chocobo digging.
  • Players can now see if an item is acquirable via Mog Gardening (coming later 10/11 December).
  • Players now receive an error page rather than a 404 “not found” error if an item, monster, or other ID cannot be found.

3 December

Renamer List Update!

Another update to the Renamer list for the new Winter Celebration event! You can download the latest list here.

Winter Celebration - Updates

For full details on each of the updates, please visit the Winter Celebration wiki page.

Crafting for a Cause

Looking to help fill those presents under the tree? Help out the crafters and earn Holiday Cheer! Speak to each of the crafting NPCs at the !craft spot in Abdhaljs Isle-Purgonorgo to get started.

You’ll need to be a craftsman or higher in the craft to participate. Each craft is independent–so having more crafts capable of participating gives players more opportunities to earn Holiday Cheer! Players can repeat the requests every 20 hours per craft.

New Synergy Crafts

New seasonal synergy crafts have been added; some materials come from a mix of drops from events and the Gift Seller.

Holiday Cheer “Buffs”

Players are now rewarded with buffs based on their holiday cheer level–the more cheer, the more buffs you gain.

Buffs include:

  • Attack, Magic Attack Bonus, Accuracy, Defense
  • Treasure Hunter (up to +3!)
  • Synthesis Success and HQ Synthesis Rate Increase
  • Movement Speed
  • Critical Hit Rate
  • TP Bonus +250!
  • and more!

Christmas Carol - The Next Chapter

Return to Ebenezer in Bastok Markets for the next chapter in the Christmas Carol questline.

Gift Seller Shoppe

The Gift Seller shoppe is located in Southern San d’Oria near the Holiday Giver. As players accumulate Holiday Cheer, more items will be available from the Gift Seller and prices will be reduced. Some items are required for unique synergy crafts.

Other Updates

  • Players can now see the timers for the Holiday Giver and Daily Gift from the Event Moogle.
  • The Twinkling Treants in Sarutabaruta and Gustaburg now drop their appropriate regional items.
  • Twinkling Treants now reward a small amount of Holiday Cheer to nearby players when defeated.
  • Additional decorations have been added in San d’Oria and Bastok.

Pets - Now More Regenful, Resistant, and Powerful!


All avatars have now gained a scaling regen and refresh, similar to those available to players.

  • Regen: level * 0.75 / tick
  • Refresh: level * 0.50 / tick

In addition, avatars now have their native resistances (Fire for Ifrit, Light for Carbuncle, etc.) that scales as the avatar levels up. This also includes a small chance that the avatar will absorb spells of their native element rather than take damage.

  • Resistance: (1 + level) / 2, capping at 50% at 99
  • Absorb: (1 + level) / 10, capping at 10% at 99.

Finally, the following Blood Pact skills have been updated. The scripts were previously missing a required file, which could cause them to use the incorrect damage type.

  • Ramuh: Chaotic Strike
  • Garuda: Claw, Predator Claws
  • Titan: Earthen Fury, Rock Buster, Rock Throw, Mountain Buster, Megalith Throw
  • Fenrir: Crescent Fang, Eclipse Bite, Moonlit Charge
  • Carbuncle: Poison Nails


All automatons have gained a scaling regen and refresh, similar to those of avatars. This will stack with attachments that provide similar effects.

  • Regen: level * 0.75 / tick
  • Refresh: level * 0.50 / tick

Automatons have also received an update from the DSP Core Project addressing a bug where they would only use an ability once per activation.

Gear Modifier Updates

The following items have had their item modifiers updated (most gaining their “pet” modifiers).

  • Elan Strap /+1
  • Varar Ring /+1
  • Foire Dastanes
  • Sancus Sachet /+1
  • Convoker’s Bracers +2/+3
  • Convoker’s Horn +2/+3
  • Convoker’s Pigaches +2/+3
  • Convoker’s Spats +2/+3
  • Sandung

Monster Families and Drops

What started out as “Hey, Chapulis don’t drop wings…" turned into a rabbit hole of “wow, lots of mobs don’t drop things or act properly out here…”. With that, several monster families and groups in Seekers of Adoulin zones have been updated.

Assigning these mobs to their proper families has also introduced those families stats, skill lists, and spell lists to these mobs.

  • Chalupa Chapuli: Now drops chapuli wings and horns and are considered ‘Vermin’.
  • Umbril: Now drops jars of umbril ooze and leafkin fronds and are considered ‘Arcana’.
  • Raaz: Now drops raaz hides, tusks, and warthog meat and are considered ‘Beasts’.
  • Tulfaire: Now drops tulfaire feathers and bird eggs and are considered ‘Birds’.
  • Twitherym: Now drops two twitherym wings (varying chance) and are considered ‘Vermin’.
  • Yztarg: Now drops nothing (🙄 there’s nothing listed for them…) and are considered ‘Beasts’.
  • Acuex: Now drops acuex ore and acuex poison and are considered ‘Amorphs’.
    • Acuex Poison has been removed from Chloris and a few other Abyssea mobs that dropped it that were not Acuex.
  • Snapweed: Now drops snapweed secretion and snapweed tendrils and are considered ‘Plantoids’.
  • Mantid: Now drops mantid carapace and mantid forelegs and are considered ‘Vermin’.
  • Panopt: Now drops panopt tears and are considered ‘Plantoids’.
  • Leafkin: Now drops leafkin fronds and are considered ‘Plantoids’.
  • Heartwing: Now drops leafkin fronds and are considered ‘Arcana’.
  • Velk: Now drops a mixture of velk necklaces, velk masks, voay swords, and voay staves -1 and are considered ‘Beastmen’.
    • The voay swords and staves that were dropping in Abyssea have been removed.
  • Cracklaw: Now drops cracklaw pincers and are considered ‘Aquans’.

Several common monster families, such as rabbits and mandragoras in Ceizak, now have their proper families and abilities.

In addition to drops, these monsters who now have their proper monster families are now potential targets for the Daily Hunts. Be sure to check the monster details on the Members Portal as some families may have changed.

In addition to the above changes, additional drop list updates were made to the following monster families across the game. Monsters in the following families that either had crab item drops (I have no idea why that was ever a default) or had no drops at all. These monsters now have standard, family-related drops. For example, bats drop bat wings and fangs, poroggos drop poroggo hats, etc. This primarly affected level 75+ monsters in Abyssea to Seekers of Adoulin-era zones.

The aim of this is to help crafters find basic, raw materials–please support your crafters by tossing your finds up on the auction house. 😄

  • Bats/Triple Bats
  • Bees
  • Beetles
  • Clots
  • Diremites
  • Efts
  • Elementals
  • Erucas
  • Flies
  • Funguars
  • Leeches
  • Ladybugs
  • Mandragors
  • Orobons
  • Piestes
  • Poroggos and “hatless” poroggos
  • Pugils
  • Rabbits
  • Raptors
  • Sheep
  • Slimes
  • Slugs
  • Spiders
  • Treants
  • Uragnites
  • Worms
  • Matamatas

Drops have been removed from structures/barriers/walls in SoA zones. Twisted Roots will no longer drop a dozen crab shells. 😁


  • A hotfix was applied midweek to address an issue where REMA weapons would attempt to activate the wrong aftermath. e.g. Excalibur would attempt to activate an Empyrean aftermath if you used Chant du Cygne. This was caused by the aftermaths not being locked to only the weapons that can activate them (likely since DSP, by default, doesn’t allow using those WS without having the weapon equipped).
  • A hotfix was applied midweek to Odin Prime to remove his Zantensuken effect and replace it with a similar ability for those who seem to experience client crashes when viewing Odin’s abilities. I’ve still been unable to reproduce this myself, but hopefully this will aid those who experience the issue.
  • A hotfix was applied midweek to the weaponskill Myrkr to address situations where it would not restore MP if the player had more than 3 negative status effects to clear and was not using the Hvergelmir i119 III weapon.
  • A hotfix was applied midweek to add Chapuli wings to the Weaver vendor in !craft.
  • The attack gained by certain weapon types is now with retail (wiki entry). Overall, this will generally increase attack for all players and significantly increase attack for players who are dual wielding as those off-hand weapons are now properly calculated.
    • Old: 2H weapons: Attack += 8 + ((STR * 3) / 4)
    • Old: Other (1H/H2H): Attack += 8 + (STR / 2)
    • New: H2H/No Weapons: Attack += 8 + Skill Level + ((STR * 5) / 8)
    • New: Other (1H/2H): Attack += 8 + Skill Level + ((STR * 3) / 4)
    • New: Off-hand (1H): Attack += 8 + Skill Level + (STR / 2)
  • Steelfleece Baldarich has had his loot pool trimmed down under the maximum size so the 100% rampaging horn will consistantly drop.
  • Several new items have been added to chocobo digging in level 50+ zones.
  • Several new items have been added to monster drop lists that are used in crafts and were either extremely rare or previously unavailable (likely the crafts used in the Winter Celebration crafting events).
  • Ukko’s Fury has had its WSC updated from 100% STR to 100% STR/45% VIT and its fTP from 2.0 to 2.5 / 3.5 / 5.0.
  • Camlann’s Torment has had its WSC updated from 80% STR/60% VIT to 85% STR/75% VIT and its fTP updated from 6 to 6.0 / 7.0 / 8.0.
  • Atonement has had its enmity gain doubled and a bug was fixed that prevented the SoA-era fTP changes from going in to effect. Atonement now has its proper 1.0 / 1.5 / 2.0 fTP rankings.
  • The spell “Temper” no longer has a cap at 500 enhancing magic (20%) to align to retail. Buff that enhancing magic to the max and get more swings in!
  • The spell “Stoneskin” has had its soft cap raised from 5000 HP to 7500 HP to account for higher amounts of MND and an additional modifier levels added at 300 and 500 of (5 * pMod) and (8 * pMod) respectively. With this, assuming a player has 450 enhancing magic and 700 MND, it’s possible to push the new soft cap before gear buffs are applied.
  • An issue with an overflow of monsters on the zone list for Abyssea-Konschtat and Abyssea-La Theine has been addressed. This was only visible on the Portal and were monsters normally found in Castle Oztroja [S].
  • 6 new level 102-105 Aura Sculptures spawn points are now present in the upper floors of the Shrine of Ru’Avitau to make it easier to complete the GoV chapter in the area. This is a good alternative to the Gustav Tunnel experience point location.
  • All relic and -1 relic armor drops have been removed from Dynamis zones in prep for the revamp of Dynamis and coming of reforged relic +2 and +3 armors. Crafting materials and other drops are still present in these zones for the time being. More will be shared once the plans for the revamp are finalized.
  • All Empyrean armor “seals” have been removed from drop lists as they are not used on the server, cannot be sold, and only serve to flood inventories.

DSP Core Updates

  • 187 mob pools were updated to correct their pre-set combat skills; these monsters were listed as hand-to-hand, but do not wield hand-to-hand weapons. This caused them to attack twice with every swing. Pools include many of the aern families, demons, and a host of NM beastman leaders.
  • Humanoid blue mage mobs now have many of their abilities available to them.
  • Brutus and the Chocobo’s Wounds questline (choco license quest) has been cleaned up to, hopefully, not get caught up on some of the other quests he also provides and make it unable to proceed with getting the license.
  • Gnolls have been updated with a new mixin to centralize their stance switching.
  • Promyvion zones have been updated to use a central script file to manage their regions and control teleporters.
  • A bug has been addressed where automatons would only use a skill once during each activation rather than when the internal recast timer expires. This fix should make automatons much more dynamic in their playstyle.

November 2018

26 November

November 2018 Client Update

With the massive amount of text and message ID changes (updates in over 220 zones), we’ve migrated our servers forward to the November 2018 client release of Final Fantasy XI.

Please take a moment and update your client using the PlayOnline Viewer.

The current release is: 30181103_0

Before submitting any bug reports, please be sure you are on the November 2018 release as we cannot guarantee any level of game quality due to the sheer number of changes introduced in the November update.

Please be aware it may be necessary once the December update comes out to update the clients again–it all depends on whether or not they reuse the IDs and assets from previous Starlight events or create new IDs and shift everything around again.

Renamer Update!

Please take a moment and update your Renamer lists, which has the new NPC names for the Winter Celebration event.

You can download the updated list here.

The Winter Celebration is here!

The Winter Celebration event is here and will run until January 20th, 2019.

Unlike other seasonal holidays, the Winter Celebration is made up of several mini-games and events scattered around the world. Over the next few weeks, we’ll be adding more events for players.

The primary currency of the event is Holiday Cheer which players can use for unique style lock items, currency, and item enhancements. Several of these events will also reward players with very rare items that can only be acquired from the quests.

In today’s release, the following events have been added:

  • The Gift Hunt - Help the Holiday Giver in Southern San d’Oria find gifts for those in need. Repeatable every 2 hours.
  • Daily Gift Exchange - The Event Moogle has a special gift for you every day! Repeatable every 20 hours.
  • The Christmas Carol - Help save Christmas from the bah humbugs of Ebenezer in Bastok Markets.
    • This quest line is not finalized at this point, but will be as the season progresses.
  • The Twinkling Treants - Find Twinkling Treants located in East/West Ronfaure, North/South Gustaberg, and East/West Sarutabaruta and shake them up for loot boxes, buffs, and quest items you’ll need for other events. These respawn every in-game day.

Read the full event summary on the Winter Celebration wiki page.

Halls of Legion - New Loot!

The Halls of Legion have been updated with 20 new loot drops from the bosses of each floor. At this time, these drops are not found anywhere else in the world. For items tagged with “Legion:”, the mods have been updated to be in effect in all zones.

To make room for some of these drops, the excess tanzanite and alexandrites have been either removed or reduced from these monsters (as, compared to when this content was added, these currencies are very easy to acquire via other means now).


  • The 45-60% moon phase that lowers chocobo digging success chances has been fixed… to actually decrease it instead of increase it. 🙄
  • Carpenter’s Landing now has the proper zone messages for chocobo digging success/fail/not found events.
  • The Curio Vendor Moogle in Port San d’Oria no longer tries to sell you artifact gear at exorbant prices–a holdover from some of the old LegionDark code. He may do something–someday.
  • Hestefa has been updated to with proper references to the quests globals to address a potential bug where some players were having the wrong quests completed by speaking with her.
  • Victory Smite’s fTP has been updated from 2.25 to 3.25 for players with the Verethragna i119 III equipped.
  • Vishap Armet +2/+3 now provides the “wyvern effective breath” modifier.
  • The following items now have their proper Pet modifiers:
    • Aymur (75-i119 III) - Pet: Attack+
    • Nirvana (i119, i119 AG) - Avatar: Blood Pact Damage+
  • The Aptant mob Nargun now has his proper aptant drops, levels, and spawn location.
  • The enmity reductions for summoners now only applies to main job summoners and can no longer be used to entirely negate enmity gain.

DSP Core Updates

  • For those interested, Maat has been fully revamped to act more like retail where he relies on the skills of the job he’s emulating, not just monk (yay?).
  • The entire Aftermath system (v2.0) has been rewritten and simplified; shifting everything out of weapon-based scripts and into the Aftermath status effect.
    • What does this mean for NocSouls? Luckily, since we recently moved our enhanced Empyrean buffs OUT of Aftermaths and into onItemCheck (equip/unequip) functions, this didn’t really affect our custom buffs past cleaning up the files. Reviewing the code, the one change I see is that aftermaths that are caused by weaponskills that cause damage now require that weaponskill to cause damage. Missing or doing zero damage no longer triggers the aftermath. The edge case where some players could trigger multiple aftermaths to stack should no longer be possible.
  • Rose Garden, Overgrown Rose, and Voluptous Vilma now spawn according to their retail conditions.
  • The Rage and Gradual Rage monster modifiers have been added and applied to mobs who normally have them.
    • What does this mean for NocSouls? For now, the updates provided by the DSP team seem to be focused around HNMs and land kings of the 75 era, such as King Behemoth and Aspidochelone. These timers are set, by default, at 60 minutes to enrage. This does mean that it’s very likely that we’ll start to see rage and gradual rage timers being set on some of the harder custom content encounters. 😈
  • Numerous c-lang updates throughout the login, search, and map servers to address potential compiler and/or memory leak issues.
  • Corsairs rejoice: The modifier “Enhances Quick Draw” (Quick Draw Accuracy) has been added and applied to versions of Death Penality.
  • Corsairs rejoice… again: The damage calculation for Quick Draw has been adjusted to properly account for ammo.
    • Old: 2 * ranged DMG + ammo DMG
    • New: 2 * (ranged DMG + ammo DMG)
  • All colibri (including ZNMs) now have their proper mixin for mimicing spells and stealing food from players.

19 November

Renamer List Update

With the new Reisenjima Henge encounter, a renamer list update is available. Download it here.

New Reisenjima Henge Encounter!

Beware the darkness that laughs at you!

Put those Odious Charms to use and prepare for a test of brains and brawn in the first of several new, custom Henge encounters coming to the arena with some unique mechanics. Don’t let him confuse you!

This new Tier 5 encounter the second-most powerful encounter in the game at the moment and is targeted at small groups. Solo play is possible, but very dangerous!

Abyssea Curor Changes

In the last maintenance, there was a footnote addressing an exploit across ~240 mob families in all of the Abyssea zones. What started out as a simple adjustment turned into a weeklong research project this week.

A huge thank you to the dozen or so players I’ve been tormenting all week with ideas and formulas for balance. Your comparisons of jobs, melee vs. magic, single target vs. AOE, time spent, and usual hunting locations have been a huge help!

These monster families had little-to-no health (1000-2500 HP) and nearly instant respawn times. This change caught several in the community offguard who were mass farming these for cruor. Since then, we’ve dug into the root reasons for mass farming with several community members. The full notes are available in our issue repository. Please take a moment to read the full write-up and reasoning for these balance changes.

In short, after digging past “it’s more difficult,” the largest concern was that the higher HP increased time to kill, but didn’t offer equal rewards for the increased the amount of time to acquire cruor for Empyrean weapon trials. While the case could be made that this was an exploit and “equal rewards” do not apply, it makes sense to address it systemically. Rather than making it easier to stand around and mindlessly AOE packs of monsters, the better solution revolved around reviewing how cruor is calculated, how it plays a role in the empyrean weapon trials, and making the time investment of players more worthwhile.

With this, several steps have been taken.

HP adjustments

Monster families in the 114-117 and 121+ ranges have had their pre-server boost HP pools reduced slightly from 40,000 to 30,000 and 50,000 to 35,000 respectfully. This reduces the drastic jump between 113 and 121 and makes it a bit more managable for players who may not be well-geared. This change affected 167 monster families across Abyssea.

In addition to monsters already affected, an additional 17 monster families were found lacking an HP pool and/or proper respawn time and have be adjusted accordingly to these new specifications. These families were all in the >114 level range and primarily in Abyssea-Tahrongi and Abyssea-La Theine.

Cruor adjustments

Curor calcuations have been adjusted to provide a better balance and reward for higher level monsters and NMs.

Level Range Old Formula New Formula
Level 110 and below mob level/5 + random(1,20) mob level + random(1,20)
Level 111 to 120 mob level/5 + random(1,20) mob level + random(35,75)
Level 121+ mob level/5 + random(1,20) mob level + random(75,150)

In addition to simply increasing the rewards per monster kill, NMs now provide a 20x curor increase and will provide some of the best cruor/time rewards to players. This includes both spawned NMs and roaming NMs.

Finally, atmas now play a role in curor gain. The following curor bonuses are provided by Atmas. These total to a +50% cruor gain. Several of the atmas are likely already possed by players who have been farming empyrean weapon NMs and BCNMs.

Atma Dropped By Increase
Atma of Allure Carabosse +1%
Atma of Aquatic Ardor Melo Melo +1%
Atma of Baleful Bones Mictlantecuhtli +1%
Atma of Calamity Adze +1%
Atma of Cloak and Dagger Bloodeye Vileberry +1%
Atma of Dunes Glavoid +1%
Atma of Entwined Serpents Ningishzida +1%
Atma of Gales Alkonost +1%
Atma of Purgatory Dhorme Khimaira +1%
Atma of the Apocalypse Shinryu +10%
Atma of the Ascending One Bennu +1%
Atma of the Baying Moon Lugarhoo +1%
Atma of the Blinding Horn Karkadann +1%
Atma of the Clawed Butterfly Itzpapalotl +1%
Atma of the Deep Devourer Cirein-croin +1%
Atma of the Despot Raja +1%
Atma of the Drifter Khalamari +1%
Atma of the Fallen One Teugghia +1%
Atma of the Gnarled Horn Sobek +1%
Atma of the Harvester Chloris +1%
Atma of the Hateful Stream Fuath +1%
Atma of the Heavens Onvi +1%
Atma of the Lion Hadhayosh +1%
Atma of the Lone Wolf Amarok +1%
Atma of the Minikin Monstrosity Durinn +1%
Atma of the Murky Miasma Chhir Batti +1%
Atma of the Persistent Predator Awahondo +1%
Atma of the Plaguebringer Resheph +1%
Atma of the Razed Ruins Ironclad Pulverizer +1%
Atma of the Sand Emperor Emperador de Altepa +1%
Atma of the Sanguine Scythe Bukhis +1%
Atma of the Shimmering Shell Xan +1%
Atma of the Smoldering Sky Smok +1%
Atma of the Stout Arm Briareus +1%
Atma of the Strangling Wind Amhuluk +1%
Atma of the Stronghold Lacovie +1%
Atma of the Sun Eater Yaguarogui +1%
Atma of the Voracious Violet Eccentric Eve +1%
Atma of the War Lion Apademak +1%
Atma of the Winged Enigma Avalerion +1%
Atma of Thrashing Tendrils Raskovnik +1%

We’ll be factoring in additional bonuses to stats, gil, experience, and other rewards provided by certain atmas in the near future as there are MANY more atmas not included in this list.

Overall, with these gains, a player fighting a level 121 normal monster can expect to see the following curor gains assuming they have collected all of the Atmas:

  • Old: mob level / 5 + random(1,20) = 121/5 + random(1,20) = between 25 and 44 curor per kill
  • New: (mob level + random(75,150) * 1.5) = (121 + random(75,150)) * 1.5 = between 294 and 407 curor per kill.

While these changes make monsters require more effort to kill, the sheer quantity of kills is no longer required for players to quickly acquire the cruor necessary for empyrean weapons and move on to other activities.

In addition to all of these bonuses and changes, the daily event 2x Cruor Day remains and will continue to double curor on Tuesdays.

Abyssea !telelist Changes

To aid in travel around Abyssea, players can now use the !telelist command within Abyssea (with the exception of the Empyreal Paradox).

However, players cannot activate these save points without being on a job that is level 30 or higher–which is the base entry level for Abyssea.


  • Beryllium ingots added to Glavoid’s Enhanced BCNM drop list to provide an alternative acquisition point.
  • Several items have been given their item mods, including the Bleating Mantle and rings from ToAU.
  • Several quest key items that were broken by the last DSP update have been fixed.
  • Added a missing reference for Hestefa that could cause some Jeuno quests to auto-complete incorrectly.
  • Updated Baudin to provide players the key item “Crest of Davoi” in the event they completed the quest, but did not acquire the key item. Simply speak to Baudin to receive it.
  • ToAU’s Nashmeira’s Plea has been updated to not spawn Alexander until AFTER the cutscene finishes to prevent him from attacking players and interrupting the cutscene (causing the black screen)–someday this instance will function properly.
  • A new !petstats command has been added to display health and mods for pets. This is currently aimed at summoners; automaton mods will be added soon.
  • Typos addressed in the help text when trying to use the !tele command to port to sea or sky without having access.

DSP Core Updates

  • Several zones were updated to the new coding style guide.
  • Maat has been updated to properly have the correct weapon types, delay, damage types, and dialog for the level 70 limit break fight for each job. He also no longer has a monk subjob causing him to use more monk traits than expected for the fight.
  • Several food items that have racial requirements have been updated to use the new race table.
  • Resolved issue with Mog Safe 2 not being factored into Storage amount properly when considering furnishing moghancements.

12 November

Chocobo Digging - Scavenger Hunt!

Players with skill 100 in chocobo digging can now participate in a daily chocobo scavenger hunt.

Starter NPC: Finbarr in Upper Jeuno (Chocobo Stables)

Finbarr will provide players a hint for the first chocobo digging location. Follow the clue to the next location. Each hunt is a total of 6 spots with the final spot rewarding players with a treasure stash containing several items found in the zone as well as a cache of rare crafting materials and other items.

Does everyone get the same scavenger hunt path every day?

No, the hints received at each step are randomized. At this time, there are several hundred permutations of paths you can get each day. 😁 More hints, thus locations, will be added over time to keep things interesting.

How will I know when I’m close to where I should dig?

When you dig, you’ll receive a special message that you “should keep digging” if you’re close to the spot. The rest is up to you!

Does digs for the scavenger hunt count against my daily number of digs?


Is the scavenger hunt timed?

No; however, you can only partcipate in a hunt every 20 hours from the last time you looted a treasure stash.

How do I find the Treasure Stash?

The last clue will lead you to the stash. For now, the chests will appear when you find the right location and dig. The Renamer list will be updated to replace the chests' “NPC” name will be provided in a few weeks–providing it now would give a clue where the final digs are located. 😁

Yorcia Weald “Shifting Shrubs”

The hourly shrub doorways in Yorcia Weald are now wired up and raise and lower according to their hourly timers.

If you’re not using an enhanced map pack with the Vana’diel hourly timers on it, I’d suggest bookmarking this map for reference.

Summoner and Avatar Skillchains

The summoner avatars can now skillchain with players. The following physical and hybrid damage blood pacts have had their skillchain elements added:

Avatar Blood Pact SC 1 SC 2
Carbuncle Poison Nails Transfixion
Ifrit Punch Liquefaction
Ifrit Burning Strike Impaction
Ifrit Double Punch Compression
Ifrit Flaming Crush Fusion Reverberation
Fenrir Moonlit Charge Compression
Fenrir Crescent Fang Transfixion
Fenrir Eclipse Bite Gravitation Scission
Garuda Claw Detonation
Garuda Predator Claws Fragmentation Scission
Ramuh Shock Strike Impaction
Ramuh Chaotic Strike Fragmentation Transfixion
Shiva Axe Kick Induration
Shiva Double Slap Scission
Shiva Rush Distortion Scission
Titan Rock Throw Scission
Titan Rock Buster Reverberation
Titan Megalith Throw Induration
Titan Mountain Buster Gravitation Induration
Leviathan Barracuda Dive Reverberation
Leviathan Tail Whip Detonation
Leviathan Spinning Dive Distortion Detonation

At this time, they do not always pick the correct skill to properly chain with players automatically. This may be added in the future, but with weapon types, jobs/subjobs, and the diversity of the server, there’s a LOT of combos to account for in the logic and not a lot of time. #maybesomeday

If you want to force a skillchain, players can still manually activate the blood pacts–including allowing the avatar to start the skillchain.

For example:

  • Ifrit’s Flaming Crush + Vidohunir = Light
  • Garuda’s Predator Claws + Garland of Bliss = Light
  • Ramuh’s Chaotic Strike + Garland of Bliss = Light

These can get kind of fun if the avatar starts it, you finish the skillchain, then they use something that chains with that… or even magic bursts it!


  • The Egg Helm has gained its egg helm modifier to provide a bonus to chocobo digging (how you acquire this item is still a mystery).
  • Added an additonal check… for those who have MULTIPLES of the same empyrean weapon… to prevent the buffs from applying multiple times. 😦
  • The model for the blurred great katanas, kunitsuna and kunitsuna +1, have been fixed.
  • Updated a damage calculation issue with the plague and sleep effects of the Tartarus Torper weaponskill.
  • Several groups of monsters in all Abyssea zones have been updated that could easily be exploited due to their high level, low health, and 1 second respawn time. These mobs have been giving health similar to mobs around them and the normal 5-10 minute respawn time, depending on their mob family.
  • Ul’xzomits that used to drop double crystal clusters and made it hard to get a drop chance of xzomit organs have had the second set of cluster drops removed.

DSP Core Updates

  • Grouped Drops added for the following encounters: Ix’Aern DRG, Ix’Aern DRK, King Behemoth, Mee Deggi the Punisher, Moo Ouzi the Swiftblade, Quu Domi the Gallant.
    • NocSouls Tweak: The custom additional drop for Ix’Aern DRK was also added to the loot table and is now properly affected by treasure hunter.
  • Updated ‘styles’ (no functional changes, just script formatting updates) for various zones.
  • An issue when calling region enter/exit scripts has been fixed.
  • Addressed an issue where guards in Jeuno may not sell the proper rank rewards to players.
  • Addressed an issue where players might receive a black loading screen using the homepoint teleport functionality has been addressed.

5 November

Renamer List Update

With the new master job quest, the Renamer List has been updated. Please update your list and reload your plugin.

Full details and the download can be found here.

New Master Job Quest - Monk

The first master job quest for Monk is now available. Seek out an old mentor to get started and help protect the auras of the woodlands.

Boost and Chi Blast

The formulas for Monk’s Boost and Chi Blast abilities have been updated to make these abilities more useful at end game.

  • Boost’s base power has been increased from 12.5 to 50.
  • Chi Blast’s Boost multiplier formula has been updated to account for the player’s level.
    • Old Formula: (boost power / 100) * 4
    • New Formula: (boost power / 100) * (player level / 4)
    • The new formula caps at a 50x multipler for the effects of Boost on Chi Blast.

Saliyahf - Imperial Standing Chapters Conversions

Saliyahf in Aht Urhgan Whitegate (!tele whitegate) now offers a new type of currency conversion for players who have unlocked up to Tier IV armor upgrades with Vainrachault. Players can now convert Imperial Standing to Rem’s Tales chapters.

In addition, the cost of imperial standing and conquest points for these transactions has been reduced.

Full details can be found on the Armor Upgrades page.

Empyrean Aftermaths and Bonus Effects

After much tinkering, the bonuses applied via the Empyrean i119 III aftermath effects are not reliable at this time as players in certain conditions could stack the aftermath effects and become excessively powerful.

These effects have been moved to a bonus applied when the item is equipped in the main hand and is applied on-equip. The aftermath effects have been restored to their DSP standard effects. Attempting to be clever and building these into the aftermath effect did not pay off. 😢

A full explaination of the situation regarding the REMA aftermaths can be found in our Discord history in the #updates channel (30 October 2018).


  • Harvest Protectors should now be able to spawn multiple at a time and not require a full despawn before harvesting again (up to a max of 4 active per zone at the same time).
  • The barriers in SoA zones are now less likely to start chasing you. This includes Knotted Roots, Broadleaf Palms, Icy Palisades, Heliotrope Barriers, Amaranth Barriers, Bedrock Crags, Monolithic Boulders, and Gnarled Ramparts.
  • Chocobo diggers rejoice! Gysahl Greens now stack to 99.
  • Players now receive a counter update notice on each dig while chocobo digging so they know where they are in their daily 100 digs.
  • The spawn conditions of Rampaging Ram and Steelfleece Baldrich have been updated to be more favorable for those seeking Black Belt updates.
  • Ul’xzomits now have a chance to drop xzomit organs.
  • A typo in the dialog of the thief master job quest has been updated.
  • The blurred weapons that aren’t named blurred (Kunitsuna and Kujaku) have been updated to have their “additional effect: haste” modifier and script.
  • The attack, defense, and haste values of Valor Minuet V, Knights Minne V, Advancing March, and Victory March have been updated with modern values.

DSP Core Updates

  • The models and family abilities of certain Qutrubs NMs have been updated.
  • Players who are on or have completed TOAU’s Shades of Vengenance can now assist other players with the mission.
  • The system now only attempts to complete the ToAU mission “Shield of Diplomacy” for players completing the Navukgo Execution Chamber BCNM if that mission is active.
  • Telepoint crystals have had their logic rewritten to fit the new DSP format.

October 2018

29 October

Enlight and Endark Updates

Enlight and Endark have had their formulas updated to match those found on and their additional damage effects decrease by 1 per successful hit.

  • Enlight: initial damage = (floor (divine magic skill / 20 ) * 3) / (12 - floor(divine magic skill / 40))
  • Endark: initial damage = 12 + floor(dark magic skill / 20) * 3 - floor(dark magic skill / 40)

This raises the initial damage of both of these spells as they were previously based on enhancing magic–a skill that would either be low or non-existent to PLD and DRK.

In addition, their stat enhancement effects have been updated. Endark provides an Attack bonus based on the current damage of the additional effect. Enlight provides a static accuracy bonus based on the initial damage of the additional effect.

Finally, Enlight and Endark now have their proper casting animations.

Imperial Standing and Voidstones

The Voidwatch Purveyor located in Aht Urhgan Whitegate now accepts imperial standing. The conversation rate is the same as the rate for conquest points: 250,000 gil and 20,000 imperial standing per voidstone.

Players can acquire imperial standing by fighting mobs in the ToAU zones with Sanction active and/or participating in Besieged with Sanction.

New Augments and Updates

Several new augments have been added into the system.

Tier Augment Required Item(s)
1 Ranged DMG +1 Bomb Arm x12
2 Ranged DMG +2 Animal Glue x12
3 Magic Attack Bonus +4 Bitter Memory x12
3 Enhancing Magic +4 Fleeting Memory x12
3 Enfeebling Magic +4 Somber Memory x12
3 Elemental Magic +4 Burning Memory x12
3 Dark Magic +4 Malevolent Memory x12
3 Divine Magic +4 Radiant Memory x12
4 Ranged DMG +4 Cluster Arm x12
5 Magic Attack Bonus +6 Cluster Ash x12
5 Magic Accuracy +12 Demon Horn x12
6 Ranged DMG +8 Phuabo Organ x12
6 Magic Attack Bonus +8 Smilodon Hide x12
6 Magic Defense Bonus +8 Wyvern Wing x12
7 Magic Attack Bonus +10 Xzomit Organ x12

Please be aware that the Ranged DMG augments simply show up as ‘DMG’ when applied to weapons and that ranged damage does not play a large role in ranged weapon skill damage–especially for magic-based weaponskills–because of the high STR requirement in the formula. These are being added for completeness and those who enjoy min/max tweaking, but results may vary between various ranged weapons, weaponskill types, and jobs.

Please fully review the weapon skill damage, fSTR2, and other relevant formulas on when comparing +Ranged Attack to +Ranged DMG augments. There will not be any refunds for players who augment, then change their mind.

With this, I wanted to provide an update regarding augments and the future development of augments. Previously, the plan has been to add an 8th and final tier of augments, then provide a more customized REMA-only set of tiers.

Unfortunately, we’ve hit a small challenge that our augments are simply too powerful–when attempting to group them together into single augments, the larger numbers begin to overflow (>65) and reset–as they’re higher than the game ever anticipated augments being. This has required us to backtrack and apply larger augments as separate augments (which is why the “4 augments” limit exists right now).

With that, having a higher, more powerful tier of augments in tier 8 doesn’t make sense.

In response to that, some of the augment types originally planned in tier 8 around magic skills have been added to existing tiers as noted above. I’ll be adding more as time progresses. There’s also consideration around adding more pet-focused augments; however, with the current power and potency of avatars and automatons, those are harder to balance.

The REMA augments are still under review as a few of the initial plans for them are restricted by these findings. This will likely push REMA augments back until some compromises can be found.

New Additional Effects/Item Mods

The following items have gained their additional effects and/or item mods.

  • Sangarius and Sangarius +1 have gained their “Additional Effect: HP Drain”.
  • The Blurred melee weapons now have their “Additional Effect: Haste”. NQ weapons have a 25% chance to apply Haste and HQ weapons have a 25% chance to apply Haste II. The Blurred ranged weapons (bow/crossbow) are not affected by this update.
  • The Blurred shield/Blurred shield +1 has gained its Weapon Skill Damage +5%/+7% stat.
  • The Blurred bow +1 has gained it’s Weapon Skill Damage +7% stat.

Chocobo Digging

Chocobo digging items have been updated in the following zones based on player feedback to contain additional drops:

  • Lufaise Meadows, Misareaux Coast, Yahse Hunting Grounds, Ceizak Battlegrounds, Foret de Hennetiel, Yorcia Weald, Marjami Ravine, Al’Taieu, Abyssea-Attohwa, Abyssea-Misareaux, and Escha-Zi’Tah.

Several members have reported that the digging messages in SoA and Rhapsodies zones are not accurate. Players with a client version not matching the current server version (30180801_2 (August 7, 2018)) may receive inaccurate messages; however, digging and the items should properly go into your inventory.


  • The spell casting animation for Crusade has been updated.
  • The spell Dia II has had a bug in its duration calculation addressed.
  • A bug with adding NQ and HQ synergy fuels of the same element at the same time caused the trade to update with the last item in the trade window’s value. Trades now add both NQ and HQ together properly.
  • Addressed an issue with Distract, Distract II, Frazzle, and Frazzle II that prevented it from reaching the full capacity of those debuffs against targets level 120 and higher.
  • Drumskull Zogdregg’s level and skills now match that of the other aptant mobs.
  • All Aptant mobs have had their respawn timers set to 30 minutes instead of 60-180 minutes.
  • In preparation of a new battle system coming to the server in late November, all ToAU kings (and, subsequently, the Mythic weapon update mobs) have had their respawn timers set to 1 hour.
  • Myxomycete in The Sanctuary of Zi’Tah has been updated to properly spawn/despawn based on the weather.
  • Chapters of Rem’s Tales 1 through 5 have been removed from various VWNMs that were not intended to drop those pages.
  • The Kupo Shield is now properly equipped as a shield instead of a grip.
  • The weaponskill Camlann’s Torment has been updated to increase it’s fTP from 3.0 to 6.0 at all levels.
  • A typo has been fixed in the Enhanced Empyrean BCNMs that could cause the fights to rapidly use their two-hour abilities if the BCNMs were ran in rapid succession.
  • Teerth in Bastok Markets has been fixed to show his proper guild shop (Goldsmithing).

DSP Core Updates

  • “Unlockables” have been moved out of char_points into char_unlocks. These include things like supply missions, mog lockers, runic portals, maws, and homepoints. To implement this, we’ve made a direct copy of the char_points into char_unlocks; all columns and such remain the same. If you’re missing any homepoints or access to your mog locker, please notify a GM.
  • The Rainbow Obi, Wolf Mantle, Lady Bell, Death Earring, Shining Ring, Spinel Earring, and Oak Cudgel +1 deynthesis recipes have been added.
  • The NMs Bloody Bones and Bluestreak Gyugyuroon have been added.
  • The TOAU missions Path of Darkness and Nashmeria’s Plea have been updated to address potential client ID conflicts and mobs have been classified appropriately as NMs.
  • Beastmaster’s Charm now takes level cap/sync into account when attempting to charm.
  • Gravity’s movement speed reduction (Weight) cap of -50% has been properly set.
  • The treasure chests and coffers system has been rewritten to match the modern information provided by the wikis on illusion cooldowns and zone-wide cooldowns. Overall, more treasure chests and coffers should now be present and loot drops should match those found on the wikis.
  • The family traits of Aerns (Om’Aern, Ul’Aern, and Eo’Aern) have been centralized into a mixin.
  • The family traits of Imps have been centralized into a mixin.
  • Pumpkin Pie +1 now provides it’s proper food effect.
  • Several Yagado NMs and PHs have had their respawn times adjusted and NMs have received their proper two-hour abilities. These updates are mostly in Castle Oztroja and Giddeus.

Wiki Updates

  • The augments page has been updated with clickable links to each augment material.
  • The “combat and magic skills”, “spells”, and weaponskills pages have been merged together by type and job.
  • xiloader.exe’s recommended version has been updated in the Windower setup instructions.

22 October

Fast Tracks!

The Fast Tracks system has been added! Fast Tracks allow players to use currency, conquest points, and imperial standing to “fast track” through expansion content.

Players who choose to complete the expansions normally (or who have already done so) can speak with the Fast Track NPCs for those expansions and receive a once-per-character reward.

Fast Tracking grants full access to content gated behind the expansions, the corresponding !shop command, titles, and key items. ast Tracking does not grant any additional rewards, such as the rings or earrings, or any gil rewards. Players can purchase these accessories via the corresponding !shop command.

The full details, costs, and rewards can be found on the Fast Tracks.

Chocobo Digging

Looking for a new hobby and tired of running around harvesting and mining? Chocobo Digging is now operational and, of course, enhanced!

Players with a chocobo license and some gysahl greens in their inventory can use the Dig command while riding their chocobo to dig up items–sometimes very rare items!


If you have a custom mount set, use the !mount set chocobo to reset your mount to the chocobo. You can only dig while riding your chocobo.

In addition to the traditional “retail' zones, we’ve added a more refined skill-up system to chocobo digging that informs players as they level up (up to skill level 100). Higher levels decrease the timeout between digs and allows players to access the new chocobo digging zones.


Maximum digs per real-world day: 100

Players are restricted to 100 digs on their character per real world day–resetting at midnight CT. In the future, there will be items to enhance this number.

Maximum digs per zone per game day: 100

Each zone has a maximum of 100 “digs” in it per game day–resetting each game day.

Abilities: Bore and Burrow

All players will automatically have both Bore and Burrow abilities since chocobo raising and training is not available. This may change in the future if custom chocobo raising ever becomes part of the server.

How do I skill up?

By digging! Every time you successfully dig, you have a 25% chance to skill up!

What kinds of items can I get?

In retail zones (no level restriction zones), the drops align with the drops in the wiki with a few additional tweaks. Some zones also have a chance, based on luck and the current Vana’diel day, to provide an elemental ore. For example, on Lightsday during a waxing crescent moon, players have a chance of harvesting light ores in Tahrongi Canyon.

In addition to normal drops, as seasonal events occur, players can dig up seasonal event items. For example, level 70 zones have a chance at leafkin grenades during the Fall Harvest event!

In level restricted zones, everything is custom and there’s some real hidden treasures out there! Give each zone a try and see what you find. 😄

What affects loot drops?

The moon, the weather, the time of day, and the day of the week all affect loot drops.

  • Chocobo digging success rate is reduces during the First and Last Quarter moon phases.
  • During the early Waxing Crescent moon phase (between 10% and 40%), elemental ores can be dug up in certain zones based on the current Vana’diel day.
  • Significant weather events will increase the chances of digging up elemental crystals.
  • Equipping certain items can improve the success rate of a dig and/or make certain items available (coming soon).


Level Zone Crystals? Elemental Ore?
0 Batallia Downs Yes Yes
0 Bhaflau Thickets Yes Yes
0 Bibiki Bay Yes Yes
0 Buburimu Pennisula Yes Yes
0 Carpenter’s Landing Yes Yes
0 East Ronfaure Yes Yes
0 East Saurtabaruta Yes Yes
0 Eastern Altepa Desert Yes No
0 Jugner Forest Yes Yes
0 Konschtat Highlands Yes Yes
0 La Theine Plateau Yes Yes
0 Meriphataud Mountains Yes Yes
0 North Gustaberg Yes Yes
0 Pashhow Marshlands Yes Yes
0 Rolanberry Fields Yes Yes
0 Sauromugue Champaign Yes Yes
0 South Gustaberg Yes Yes
0 The Sanctuary of Zi’Tah Yes Yes
0 Valkrum Dunes Yes Yes
0 Wajaom Woodlands Yes Yes
0 West Ronfaure Yes Yes
0 West Sarutabaruta Yes Yes
0 Western Altepa Desert Yes No
0 Yhoator Jungle Yes No
0 Yuhtunga Jungle Yes No
50 Lufaise Meadows Yes Yes
50 Misareaux Coast Yes Yes
70 Ceizak Battlegrounds Yes Yes
70 Yahse Hunting Grounds Yes Yes
70 Foret de Hennetiel Yes Yes
70 Yorcia Weald Yes Yes
70 Morimar Basalt Fields Yes Yes
70 Kamihr Drifts Yes Yes
100 Al’Taieu No No
100 Abyssea-Attohwa No No
100 Abyssea-Misareaux No No
100 Escha Zi’Tah No No
100 Reisenjima (coming soon) No Yes

Abyssea-Attohwa doesn’t have the proper messages for “digging”, so “There’s nothing out of the ordinary here.” for when digging fails and “You cannot carry any more. Your inventory is full.” for when your inventory is full.

As time goes on, we’ll be adding additional zones, drops, and maybe even a scavenger hunt mode to chocobo digging! Get that choco leveled up!

Conquest Points Revamp

After numerous balance discussions, the base reward for conquest points has been increased. Conquest points are earned in base game, RoZ, and CoP zones when the Signet effect is active and are used in many conversions and value-add features put into the system lately.


  • Region controlled by nation: 10% of experience points per kill
  • Region not controlled by nation: 15% of experience points per kill


  • Region controlled by nation: 20% of experience points per kill
  • Region not controlled by nation: 25% of experience points per kill

To demonstrate this change, the leveling from 1 to 99 is 2,051,349 exp.

This means leveling a single job from 1 to 99 in an average owned set of regions (let’s say 12.5%), used to gain the player 246.161 CP without any conquest buffs. With this increase, the number (averaging 22.5%), gains the player 461,553 CP without any conquest buffs. This increase allows players more flexibility to purchase CP-backed items and also increases the benefits of leveling multiple jobs to the maximum.

NOTE: This also applies to players gaining limit points in these zones.

In addition, a reminder that the rank 10 banners that provide the Moghancement:“Conquest Bonus” are functional and increase the percentage even higher.


  • A bug was fixed with Samurai’s Overwhelm merit causing their damage to overflow and be less than what was reported in the logs.
  • An ID bug in Abyssea-Uleguerand has been addressed causing the ??? not to spawn mobs.
  • An exploit has been fixed in the Thief Master Job Quest #1 that allowed players to bypass a mechanic.
  • An exploit has been fixed in the Empyrean Weapon trials that allowed players to bypass a significant portion of the weapon trade requirements.
  • Ranged REMA weapons have been updated to properly display their “Obtained: {ammo}” message on use in all zones.
  • The Wildfire weaponskill has had it’s fTP parameters updated to 4.75 / 5.0 / 5.25 while Armageddon i119 III is equipped to provide a better damage output balance.
  • A bug in the Empyrean Weapon trials where ranged weapons were not properly flagging characters to drop trial currency has been resolved.
  • The VW Officers in Kazham and Rabao have been updated to properly provide voidstones every 4 hours instead of every 20.
  • The Empowered BCNMs for the Empyrean trials no longer wipe buffs on entry to allow players to more easily run the instances and take full advantage of the buffs provided by the Cruor Prospector near the entry to the BCNMs.
  • A “black screen” bug with Bapokk at the gate between Mt. Zhayolm and the Alzadaal Undersee Ruins has been fixed; players now simply “move” behind him.
  • All mobs in the instances for The Black Coffin and Shades of Vengeance now despawn when winning conditions are met to (hopefully) prevent players from having their cutscenes interrupted and getting a black screen (maybe? hopefully? please?).
  • Ranged Damage augments have been added to the database and will be added to the augments NPC (and required items to the wiki) this week.
  • Enlight and Endark have been fixed to properly use the 10 minute duration for enspells set on the server.

DSP Core Updates

  • The Explorer and Nomad Moogles have had their scripts cleaned up centralized.
  • Several NMs in the Den of Rancor, Halvung, and Ifrit’s Cauldron have had their spawn scripts updated to the newer, more reliable scripting system: Hakutaku, Big Bomb, Bomb Queen, Magma, Salamander, Tarasque.

Wiki Updates

  • The Enhanced Spells/Abilities pages for Job Abilities and Traits and Combat and Magic Skills have been merged into a single page.

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 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:

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 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.