Archive - 2019


In these older update notes, it’s likely the links to certain pages no longer exist.

December 2019

30 December

2019 - The Year In Review

2019’s been a great year for the Nocturnal Souls community. In April, we celebrated our one year anniversary and now, 20 months in, we’re still growing.

None of this would be possible without the amazing players dedicated to helping grow the community, teach new players as they join the server, and provide feedback to the team. We’ve also welcomed over 20 code contributions from our player base–everything from item modifiers for new gear to systemic revamps and encounter logic.

Here’s a quick glance at the highlights of 2019.

The Community

  • Since we started tracking it, we’re now averaging 55-120 players concurrently online throughout the day with upwards of 250-300 unique connections per day.
  • The average play time of our community has grown from ~2d 12h to ~6d 17h of online time–the average player is consistently playing more hours.
  • Community tools, such as the members portal, have undergone big changes to improve quality of life and information provided, such as the messaging boards, bazaars listing, player-based event scheduling, and feedback system.
  • Our Discord has been revamped with additional channels, such as #faq and #job_qa, a new splash welcome channel for new members, and server boosts thanks to our dedicated members and the continued growth as we ramp past 800 active members in the channels.

The Content

  • The Heroics System, a rank-based content system introducing the five coalitions of Adoulin, four zones (two are released at this time), and daily randomized content for adventurers, crafters, and gatherers for “beyond” end game.
    • Implementation of Escha - Zi’Tah at rank 4, a level 135+ zone with unique 36 NMs.
    • Implementation of Reisenjima at rank 6, a level 140+ with unique 47 NMs.
  • Two unique Merit BCNMs were added to allow players a solo options to gear upgrades and challenging content. These prototypes lay the groundwork for future custom BCNMs in 2020.
  • Migration of the general !relax zone to Western Adoulin to give the growing population room to move and add new custom NPCs.
  • Implementation of a new “Spring Break” seasonal event and QOL tweaks to the other seasonal events.
  • A revamped design to Reisenjima Henge with 7 new battlefields allowing players to concurrently challenge the fights, improving the quality of life with a new menuing system, as well as revamping the scaling and challenge of many fights.
  • Implementation of daily login points and the login reward system, giving players added benefits to log in every day and access to unique style lock pieces, mounts, and more.
  • Customization of chocobo digging and implementation of the chocobo scavenger hunt system.
  • Implementation of all four Dynamis Divergence zones, allowing players to upgrade their relic armor to the final stages, acquire unique JSE neck pieces, and challenge some very unique encounters with the Disjointed and zone bosses.
  • After their destruction due to a DSP “update”, the recreation of 18 level 20 to 99 BCNMs with unique content, drops, and mechanics.
  • The ’tiered’ system revamp to daily BCNMs allowing players to achieve the same goals with fewer BCNM runs–reducing wait times and stress on those systems.
  • Implementation of the New Game+ system allowing players to replay leveling content with friends and new community members all while powering up their character.

The Lewt

  • The addition of the i117 Eminent weapons vendor for newly minted 99 players.
  • The full line of job-specific Reive/Incursion and Ambuscade Capes acquired through Voidwatch and Empyrean BCNM battles.
  • The addition of the long-awaited upgrade paths for players to acquire the full line of reforged relic +2 and +3 armor and uniquely augmented job-specific neck pieces.
  • Over 30 new items added to various custom contents, such as Seasonal Events, Halls of Legion, Voidwatch, and ZNMs.
  • Over 230 new and unique equipment items from Escha Zi’Tah and Reisenjima.
  • Over 140 new synergy were added into the system and 40 updated synthesis recipes were either added or corrected.
  • Over 40 unique item modifiers from retail that are not part of the standard DSP server code, such as Inquartata, Erase+, Dispel+, and Damage Taken to TP.

The Mechanics

  • Over 2019, we’ve kept up to date with the latest retail version updates, including job updates for puppetmaster, red mage, dragoon, dancer, paladin, black mage, ninja, white mage, bard, ranger, monk, and scholar and within a week of being released–the shortest being in November where we released within 2 hours of the updates hitting retail.
  • Several game features have been added to improve the quality of life for players, such as the !gotoexp menu, Survival Guides, Voidwatch teleport guides, ZNM teleports, and an expanded !telelist command.
  • Implementation of Avatar, Automaton, and Wyvern level advancements through gear modifiers to match pet advancement with retail.
  • Introduction of retail style mount commands and addition of several mounts available through login rewards, quest and content completions, and giveaways.
  • Review and revamp of many high profile abilities and magic types to find balance between the base “DSP” implementation and retail, such as Magic Barrier, Manawall, elemental, divine, ninjutsu, and blue magics, and various avatar abilities.
  • Revamps and rewrites to the core AI logic for Automatons, head pieces, and implementation of over a dozen attachments, including current retail attachments.
  • Revamps to match the potency and power of all Bard songs to retail and add two custom bard resistance songs.
  • Implementation of dozens of traits and abilities across almost every job, including newer, unique traits such as Dragoon’s WS Damage+.
  • A full, multi-month review and revamp of blue magic–spells, abilities, skillchains, and the damage formulas. This included fully implementing 21 missing spells, rewriting nearly 100 others, and adding several unique traits, such as Inquartata and Critical Attack Bonus, for those spells.
  • Implementation of the much coveted Immanence ability which allows Scholars to create skillchains with black magic spells.
  • The addition of all abilities and skillchains for Avatars, including the full implementation of Cait Sith and Diabolos.

Behind The Scenes

  • Implementation of a standardized custom menuing system allowing more content to use in-game menus for dialogs and navigation, including support for JP and EU clients.
  • Almost 1400 weapons, armor, and accessories have had their item modifiers, latent effects, and set modifiers added or corrected.
  • A redesign of the level correction system for magic, weaponskills, combat damage, and resists to better scale with our level 1 to 180+ content for accuracy and damage mitigation.
  • A redesign of grouped experience gains to provide better experience gains for large groups while players have their signet/sanction/sigil buffs active.

We have this and so much more to look forward to in 2020! We’ll be reviewing and updating our Development Roadmap for 2020 and updating it in the new year.

Thank you to everyone for being a part of the community and helping us make Nocturnal Souls a great server!

-/dera ❀️


  • UPDATE (hotfix) Address misnamed Aurix/Dimensional Veil in Ru’Lude Gardens (if you haven’t already, snag the updated Renamer list).
  • UPDATE Add state checks for claims and call for help status when engaging with a pet; this should address edge cases where pets claim targets, but the master cannot engage.
  • UPDATE Added “alliance” hate modifier for some HNMs that automatically adds all alliance members to the enmity table on engage. This has been applied to numerous HNMs.
  • BUG Address an issue with messaging when a battlefield or battlefield NPC ‘heals’ you–such as in COP Dawn–to be the correct message.
  • BUG Update the respawn times of several mob groups in Moh Gates to 5 minutes instead of 60 minutes.
  • BUG Add a missing drop pool from Glutinous Clots in Moh Gates.
  • BUG Update Curse and Curse II to prevent the movement debuff from underflowing, causing it to trigger the movement/speed hacking warning. This only occurred on a few encounters where extremely high reductions where active, such as Kukulkan in the Empyrean BCNMs.
  • BUG Address an issue where Umdhlebi’s reaction to magical damage was not properly being activated.
  • BUG Update the DEF+50 “snowy cermet” augment to reduce it to DEF+32, which is the limit of that augment.
    • Players with these augments already on gear as of the release of these notes have been recorded and will be contacted by a GM to help reaugmenting their gear with the updated values.
  • BUG Address an issue where the mechanic to REDUCE Fleetstalker’s level would not show the proper animation.
  • BUG Address an issue with Obstatrix not properly randomly countering magical based attacks.
  • BUG Address an issue where Titan Prime would not auto engage the other avatars in Reisenjima Henge.
  • BUG Address an issue where Wrathare’s Perfect Dodge recast timer was too short and he could constantly Perfect Dodge.
  • UPDATE Added Kindlix’s firework shop and dialog in Port Jeuno.
  • UPDATE Added the Celebratory and Matrimonial Coffers in Chateau d’Oraguille, Heaven’s Tower, and the Metalworks.
  • BUG Address a bug where non-initators BCNM orbs would become warn when entering a BCNM.
  • BUG Address an issue where worn BCNM orbs may not be properly detected by Shami.


  • Update notes for crafting and moon phase to align; some said moon phase didn’t matter, other’s did. The system was set for craft_moonphase_matters=1, so documentation aligned to that. For those who are new to what moon phase matters in crafting:
    • New Moon increases HQ rates, decreases success rates
    • Full Moon increases success rates, decreases HQ rates

23 December

New Game+

new game +

As we get ready for the new year, maybe it’s time for a new you! We’ve implemented a new system called, unoriginally, “New Game+”. This system started out as a user suggestion for a way to reset job levels (thanks Charlie!) and blossomed into an entire game system.

The New Game+ system allows players who have reached level 99 in all 20 jobs (save GEO and RUN) to “reset” to level 1 and relevel again.


Many players enjoy the leveling and want to be able to reset and rejoin new players, friends, and family to level up with them. New Game+ is optional and targeted at those who enjoy the leveling experience or are looking for additional ways to maximize their character.

What do I gain?

Players who use the New Game+ system gain base stat and skill bonuses every time they reset their job levels. This can be incremented up to 10 times.

  • For resets 1 to 10, players gain +5 to all of their base attributes (STR, DEX, etc.)
  • For resets 5 to 10, players gain +5 to all of their melee and magic skills (sword, club, enfeebling, ninjutsu, etc.).

At New Game+10, players will have +50 to all base stats and +25 to all melee and magic skills for all of their jobs.

In addition, players who reach New Game+10 will also gain two unique item rewards when they visit Mimomo again on a 99 job. πŸ˜„

What do I need to do to participate?


As this resets all jobs to level 1 and cannot be undone, be sure you’ve given yourself enough time to get back to level 99 before your next raid, event, etc. πŸ˜„

To activate New Game+, players will need to have level 99 on all 20 jobs and speak with Mimomo in Windurst Waters L-6).

Players will:

  • Keep all merits, merit points, and limit points (however, will not be able to reactivate limit mode until a job is 75+ again).
  • Keep all equipment, spells, unlocks, missions, keyitems, unlock flags, heroic ranks, and quests.
  • Lose all level and job experience for the 20 jobs.
  • Lose access to any zones or content that requires a specific job level (such as Abyssea at level 30 or Reisenjima at level 99). Regaining the levels will reopen these zones.
  • Gain a debuff that reduces experience points gained by 10% per New Game+ level up to New Game+ 9, where it caps at -90% experience points gained.
  • Makes the player ineligible for the +200% Dedication bonus with FoV/GoV regimes; however, players can still gain Dedication through items such as the Emperor band.

Players can use the !ngpstatus to see their current New Game+ level.


  • UPDATE (hotfix) Slightly reduced Quetzecoatl’s magic AOE radius.
  • UPDATE (hotfix) Slightly reduced Neak’s damage resistance while in shield mode.
  • UPDATE (hotfix) Quetzecoatl’s Reverberating Cry attack was updated to remove the Shock gaze effect and is now flat damage.
  • UPDATE Adjust Maju’s blindness “pseudo immunobreak” mechanic to also work with Ninjutsu and some blue magic spells.
  • UPDATE Slightly lowered the base piercing, slashing, and impact resistances of Reisenjima mobs.
  • UPDATE Decreased tolerance for excessive inventory sorting packets from treasure pool and inventory management plugins from 1 sec to 2 sec; please update your treasure pool management addons accordingly.
    • Seriously folks, please be kind to the database server. πŸ˜„
  • UPDATE Updated ruby silk thread, white rivet, black rivet, and runeweave augment materials to once again stack to 12.
  • BUG (hotfix) Quetzecoatl and Belphegor’s spell echo mechanic was fixed to not cause a crash under certain conditions.
  • BUG (hotfix) The blue magic spell Cruel Joke was updated to properly provide the 60 second countdown.
  • BUG (hotfix) The blue magic spell Auroral Drape was updated to properly account for Blue Magic Skill when inflicting Blind and Silence effects.
  • BUG The blue magic spell Magnetite Cloud has had its formula updated. The previous formula multipled the damage by the level of the player based on BGWiki’s formula; however, based on FFXIclopedia and BLU Hunting Grounds, the level is additive. This is in line with all other breath attacks in which it is additive.
    • The new damage formula is (Current HP / 6) + (Level / 1.875).
  • BUG Fixed a typo in the “Wyvern Breath Accuracy+” modifier that prevented it from activating.

DSP Updates

  • UPDATE Updated several thousand zone text IDs, NPC IDs, and items for the 30191204 client update.
  • BUG Prevent players from activating ranged attacks while healing… or synthesizing. πŸ€·β€β™‚οΈ
  • BUG Update Sewer Syrup’s placeholders to be Mousse instead of Dark Aspics.

16 December

Retail Client Update

We’ve updated the client to the retail December 2019 version. This will require a client update for players. For a refresher on how to update your client, click here.

dec 2019 version update

Players who are not at this version may experience client crashes, incorrect NPC IDs, broken quests and missions, and the inability to use the new items, abilities, or merits provided by this version update.

In Check Files and/or when typing /ver in game, the new version number should be 30191204_1 or higher.


As this adds a new ability, Majesty, this is a required update as players USING the ability around players without an updated client will cause un-updated clients to crash. As such, the server will be locked to version 30191204 and higher.

Updated Renamer List

With the new Dynamis Divergence and client version, a new Renamer list is available. You can download it here.

Dynamis - Jeuno [D] Is Here!

Dynamis Divergence - Jeuno

The final chapter of Dynamis Divergence is here with the addition of Dynamis - Jeuno [D]. Jeuno is a small, difficult to navigate zone where players will constantly be looking for somewhere safe and trying not to accidently train the whole zone!

If you’ve not yet ventured into Dynamis Divergence, check out the Dynamis Divergence wiki page and visit Aurix in the Dimensional Veil in Ru’Lude Gardens (by the auction house) to unlock access.

To enter Dynamis - Jeuno [D], players must have fully cleared Dynamis - Windurst [D] and gained the titles from the Envicing Idol, Fii Pexu the Eternal, and the Disjointed Tarutaru.

Bastok adds the following:

  • relic +2/+3 upgrades for legs
  • job specific necks for corsair and bard
  • the volte haubert set (tank)
  • another chance at the volte treasure hunter set (all jobs) with the Disjointed Mithra

REMINDER: the lockout timers for Divergence zones are specific to each zone.


As with artifact gear, be sure to check the item modifiers on the Members Portal for your relic armor upgrades–not all modifiers are working at this time. We’ll be filling these in, where possible, as we continue working on Divergence zones.

December 2019 Retail Job Update - Paladin

In the December 2019 update, Paladins received a significant boost to their healing abilities through the use of a new ability called Majesty.

majesty on a paladin

This level 70 ability is main job only that acts like a stance, similar to the Scholar arts, and provides the following:

  • Cure spells have a reduced recast time (15%),
  • Cure spells are area of effect at 10y from the target,
  • Cure spells have a Cure Potency II bonus of 25%.

At the release, the status effect and messaging for Majesty still shows the debug message with client version 30191204_1. This is a known bug with SquareEnix and will likely be fixed in future versions and does not affect the ability itself. majesty bug Please do not report. πŸ˜„
UPDATE: This only occurs if you’re using XIView for the HD status icons. Please update your mod to the latest version to resolve the error.

Paladins also gain access to Banishga at level 30. Yay? πŸ€·β€β™‚οΈ

Area of Effect Weaponskill Update

Area of Effect weaponskills have been updated with the following changes:

  • The fTP of Circle Blade, Fell Cleave, Glory Slash, Shockwave, Spinning Attack, and Spinning Scythe have been updated from 1.0 / 1.0 / 1.0 to 3.0 / 3.7 / 4.5. This is inline the SoA update made for Dragoon’s Sonic Thurst but never made it to the other weaponskills on retail.
  • The fTP of Uriel Blade has been brought in line with the other Campaign weaponskill, Tartarus Torpor, at 1.5 / 2.5 / 3.5 down from 6.0 / 7.0 / 7.5. This also brings it in line with other magic-based weaponskills. It’s other properties, such as providing Flash and inclusion of +MAB calculations are unchanged.

Magic Critical Hit Calculation Update

The effects of magic critical hit is less appealing than originally hoped.

The current formula works out as the following when a critical hit lands.

Magic Attack Bonus + 10 * (Magic Crit Hit Damage)

Essentually, +10 MAB per “crit hit damage”, with a cap of +40 MAB on retail (that cap does not apply on Nocturnal Souls).

To make Magic Critical Hits more appealing, we’ve opted to redesign the formula to work similar to critical hits for physical attacks.

The new formula incorporates the player’s INT as the multiplier for the crit hit damage increase. The more +Magic Crit Hit Damage and INT a player has, the more Magic Attack Bonus gained.

Magic Attack Bonus + ( (1 + Magic Crit Hit Damage) * (INT / 10) ) / 10

With a base MAB of 800, 500 INT, and a +20 Magic Crit Hit Damage Bonus, the formula would work out as:

= 800 + ( ( 1 + 20) * ( 500 / 10) ) / 10
= 800 + ( 21 * 50 ) / 10
= 800 + ( 1050 ) / 10
= 800 + 105
= 905

The critical hit would be a gain of +105 MAB which could be increased by further increasing INT (through spells such as Absorb-INT, Gain-INT, and Boost-INT) and augments and/or increasing the Magic Crit Hit Damage modifier.


  • UPDATE The cost of the Doom Screen and Terror Screen in the Legion Shop !shop 10 have been reduced from 750,000g to 250,000g.
  • UPDATE The logic in how “Occ. Inc. Resist Ailments” procs has been updated to work more as it’s described–providing a resist to status ailments based on whether or not the player currently has any base resist to it that ailment. Without having a base resist (such as wearing a Hearty Earring), the effect cannot proc.
    • Clarification #1: Doom and Terror are not covered by this as they do not have “resistances” in FFXI.
    • Clarification #2: Death is not covered by the resistance because it’s not a status effect and magic accuracy/evasion plays no part in whether or not it lands; however, gear that provides DEATHRES modfiiers can prevent it, such as the Volte set.
  • UPDATE Update Bard’s Threnody “enspells” to properly adjust for Enspell Damage Bonus augments and modifiers.
  • UPDATE The Magian Moogles, Splintery Chest, and Delivery Crates used for retail Magian trials have been removed so it’s clearer which moogles to talk to for various REMA quests.
  • BUG (hotfix) The dimensional ports at the Crag of Dem and Crag of Mea have been updated to allow players at Rank 6 to enter Reisenjima.
  • BUG (hotfix) The references to the Quadav in Dynamis - Windurst [D] has been updated to properly reference Yagudo.
  • BUG Raaz/Faaz family abilities have been updated to remove the “Special Attack” and add in Zealous Snort and Barreling Smash.
  • BUG Address an issue where Afflatus Solace has stored over 32768 (int16 max value) bonus damage to Holy and overflows back to negatives, causing it to heal the mob. The Afflatus Solace bonus is now capped at 32768.
  • BUG The augment “TP Bonus +100” has been fixed to properly grant the full +100 TB bonus instead of +52. Players will not need to reaugment their gear as this is a database value change only.
  • BUG Address a timer calculation issue with Cruel Joke making it tick faster than the 60 second countdown should.

DSP Updates

  • BUG Add in a missing cutscene NPC from the Windurst mission 8-1, Vain.

9 December

Heroics System Update

In preparation for Escha - Ru’Aun and the changes to the augmenting system, the Heroic system has been updated with the following changes:

  • Players now unlock Escha - Zi’Tah at Heroics Rank 4 and Reisenjima at Heroics Rank 6.
  • When added, players will unlock Escha - Ru’Aun at Heroics Rank 8 and Reisenjima Sanctorium at Heroics Rank 10.
  • The Legion trophies in the Heroics shop have been reduced from requiring Heroics Rank 5 to Heroics Rank 3.

In addition, a new Crafting Heroic Empowerment has been added for players who have diligently completed Courier coalition missions.

This empowerment is ranked based on the number of completed Courier missions with cutpoints at 50, 100, 150, 175, 200, and 250 completed missions. The empowerment, at the maximium level, provides +3 to all skills, +2 synthesis success rate, and +2 HQ success chance.

More details can be found on the Empowerment section of the Heroics page.

Scholars Rejoice - Immanence is Here!


Scholars now have access to Immanence to create tier 1 skillchains using their Black Arts elemental magics.

By weaving this ability, it grants the spell’s element tier 1 skill chain property to the spell, form skill chains, and then burst off of them.

For example:

Immanence > Blizzard V > Immanence > Water V > Fragmentation SC > Anemohelix Burst!

Immanence Example

Augment System Update

With this update, the existing augmentating system is revamped to reflect changes in gear options, stats, level correction equalization, and growth into future content updates.

  • Over 40 new augments were added, included pet types, job-specific augments, and utility augments,
  • Several unnecessary augments, such as varying levels of accuracy, were retiered to be available earlier at higher quantities or removed,
  • Several augments have been rescaled to provide more room for unique augments and growth in future tiers.
  • Nation ranks are now determined for completing the missions any nation; this resolves the issue of players losing access to augmenting when changing nations and becoming rank 1 again.

The full details of the new augmenting system can be found on the Custom Augments page.

Tier Requirement Changes

The tiers have been readjusted to fall in line with nation and Heroic ranks. The Heroic rank requirements encompass completion of the expansion content rather than listing them separately. This aligns the value of augments with the tiers of content in which players will need them. For example, higher tiers of magic defense becoming available in Escha - Zi’Tah where players are likely to encounter fights where they need additional stats.

The biggest change is the requirement to complete (or fast track) the Treasures of Aht Urhgan expansion (part of the Heroics requirements). Most current players will fall into at least tier 2 and tier 3 during the conversion if they previously had access to Tier 7 or higher under the old system.

  • Tier 1: Nation Rank 6 or higher
  • Tier 2: Nation Rank 10
  • Tier 3: Heroics Rank 0 or higher (unlocked)
  • Tier 4: Heroics Rank 3 or higher
  • Tier 5: Heroics Rank 4 or higher

Future tiers will revolve around higher ranks of Heroics; players should be working towards Heroics to maximize available augment options.

Augments and Materials

In addition to new augments, several augments have also had their values changed, their materials changed, or the required quantities adjusted. Players can now also trade in “partial stacks”; for example, trading 9 cluster arms and 3 flame geodes would add Defense +12 and Attack +10 to an item.

Tier 1
Tier Modifier Material Quantity New?
1 Defense +4
    cluster arm 
3 βœ”οΈ
1 Magic Defense Bonus +4 3
1 Attack +10
    flame geode 
1 Accuracy +10
    aqua geode 
1 Ranged Attack +10 3
1 Ranged Accuracy +10 3
1 Dual Wield +4
    light geode 
1 Store TP +5 3
1 Fast Cast +5
    snow geode 
1 Blue Magic +4 12 βœ”οΈ
1 Elemental Magic +4 12
1 Enhancing Magic +4 12
1 Enfeebling Magic +4 12
1 Dark Magic +4 12
1 Divine Magic +4 12
1 Summoning Magic +4 12 βœ”οΈ
1 Singing +4 12 βœ”οΈ
Tier 2
Tier Modifier Material Quantity New?
2 Defense +8
    gigas socks 
12 βœ”οΈ
2 Magic Defense Bonus +8
    wyvern wing 
2 Magic Evasion +10
    euvhi organ 
12 βœ”οΈ
2 Enmity +5
    warding oil 
12 βœ”οΈ
2 Main Hand Damage +5
    giant scale 
2 Rapid Shot +6 12 βœ”οΈ
2 Ninjutsu Tool Expertise +2%
    aern organ 
12 βœ”οΈ
2 Subtle Blow +5 12
2 Critical Hit Rate +5% 12
2 Magic Accuracy +8
Magic Attack Bonus +8
12 βœ”οΈ
2 Magic Burst Bonus +5 12
2 Spell Interuption Rate -10% 12
2 Pet: Defense +2
    cluster ash 
12 βœ”οΈ
2 Pet: Enmity +2 12 βœ”οΈ
Tier 3
Tier Modifier Material Quantity New?
3 Defense +20 12 βœ”οΈ
3 Magic Defense Bonus +12
3 Main Hand Damage +8 6
3 Dual Wield +8 12
3 Counter +5 3
3 Triple Attack +2% 12
3 Subtle Blow +10
3 Fast Cast +8
    clot plasma 
3 Magic Damage +10 3 βœ”οΈ
3 Conserve MP +10 12 βœ”οΈ
3 Enspell Damage +10 * 12 βœ”οΈ
3 Cure Potency +3% 3
3 Regen Potency +5%
    demon horn 
12 βœ”οΈ
3 Waltz Potency +3% 12 βœ”οΈ
3 Song spellcasting time -2% 3 βœ”οΈ
3 “Quick Draw” ability delay -1 3 βœ”οΈ
3 Pet: Physical damage taken -1% 3 βœ”οΈ
3 Pet: Magic Defense Bonus +5 3 βœ”οΈ
3 Pet: Regen +25 3 βœ”οΈ
3 Pet: Enmity +5 3 βœ”οΈ
3 Automaton: Repair Potency +5% 3 βœ”οΈ
Tier 4
Tier Modifier Material Quantity New?
4 Regen +20 3 βœ”οΈ
4 Refresh +20 3 βœ”οΈ
4 Store TP +10 3 βœ”οΈ
4 STR +4 3 βœ”οΈ
4 DEX +4 3 βœ”οΈ
4 AGI +4 3 βœ”οΈ
4 MND +4 3 βœ”οΈ
4 INT +4 3 βœ”οΈ
4 CHR +4 3 βœ”οΈ
4 Gilfinder +1 99 βœ”οΈ
Tier 5
Tier Modifier Material Quantity New?
5 Defense +50 1 βœ”οΈ
5 Magic Defense Bonus +15 1 βœ”οΈ
5 Evasion + 12
Magic Evasion +12
1 βœ”οΈ
5 Accuracy +18
Attack +18
5 Ranged Accuracy +18
Ranged Attack +18
    supple skin 
1 βœ”οΈ
5 Store TP +15
Subtle Blow +15
    black rivet 
1 βœ”οΈ
5 TP Bonus +100
    white rivet 
1 βœ”οΈ
5 Critical Hit Damage +3%
    blue rivet 
1 βœ”οΈ
5 Magic Critical Hit Damage +5% 1 βœ”οΈ
5 Magic Accuracy +10
Magic Attack Bonus +10
5 Magic Accuracy +18
Magic Damage +18
1 βœ”οΈ
5 Pet: Attack +4
Pet: Accuracy +4
Pet: Ranged Attack +4
Pet: Ranged Accuracy +4
1 βœ”οΈ
5 Pet: Magic Accuracy +4
Pet: Magic Attack Bonus +4
1 βœ”οΈ
5 Occ. Resist Status Effects +3% * 1 βœ”οΈ
5 Occ. Maximize Magic Accuracy +3% * 1 βœ”οΈ
5 Skillchain Bonus +1% * 1 βœ”οΈ
5 “Helix” Duration +3 1 βœ”οΈ

Augments listed with a * are newer to the game and may not show up on lower leveled items. Those items, once augmented, will still show the red “Aug” icon, and players can use !skills and !stats to verify that the augment is in place. Enspell Damage +10 is an example of this.


  • UPDATE Avatarites now drop from experience granting, level 75+ monsters instead of level 100+ monsters.
  • UPDATE Elemental geodes now drop from experience granting, level 50+ monsters instead of level 75+ monsters and have a slightly higher chance to drop.
  • UPDATE The synergy recipes converting avatarites into elemental geodes and avatears into gems have been removed.
  • UPDATE The key items from tiers 1 and 2 Gaes Fete encounters in Escha - Zi’Tah are now 100% drop chance.
  • UPDATE The chance that Bucca and/or Alpluachra will spawn during certain tier 3 Gaes Fete encounters in Escha - Zi’Tah has been increased.
  • UPDATE Bucca and Alpluachra now have a broader range of skills when assisting tier 3 Gaes Fete encounters in Escha - Zi’Tah.
  • UPDATE The infamy gained by defeating Azi Dahaka in Escha - Zi’Tah has been increased.
  • UPDATE Starmite shells have had their drop rates increased from some encounters.
  • UPDATE Clot plasmas has had their drop rates increased from some encounters.
  • UPDATE Gigas socks are no longer automatically purchased by the AH-Bot.
  • UPDATE Agaricus mushrooms have had their drpo rates increased in several WOTG and Abyssea zone encounters.
  • UPDATE New drops have been added to Escha - Zi’Tah for tier 1, 2, and 3 Gaes Fete encounters for the tier 5 augments.
  • UPDATE Voidshards and patterns are no longer vendorable to prevent mishaps (as they’re not rare/ex, so there’s no confirmation).
  • UPDATE Adjusted prizes received on NocSouls Day (20th of every month) to remove the Panacea and Hallowed Water and increase the number of Alexandrite and Tanzanite Jewels provided and increase the amount of the “additional xp” prize.
  • UPDATE Blackened, Old, and Rusted Identification cards are now on the Auction House under Other -> Misc. 3.
  • BUG (hotfix) Fixed where Kannagi i119 III was providing 20% uncapped fast cast instead of just 20% fast cast.
  • BUG (hotfix) The resitances of the Twinkling Treants were set opposite of what they should have been and caused them to take more damage than intended.
  • BUG Fixed where Inferno Howl, Soothing Ruby, and Ultimate Terror were adding the Summoning magic modifiers twice.
  • BUG Fixed where Avatar’s Favor abilities were adding the Summoning magic modifiers twice.
  • BUG The Nibiru gun, knife, sickle, faussar, and tabar have had their incorrect item mods fixed.
  • BUG The psycloth tiara and manillas have had their avatar item mods fixed.
  • BUG The spaekona’s petasos +1 has had its item mods fixed.
  • BUG Several items that had item mods for “uncapped” fast cast have had those swapped for normal fast cast.

2 December

Winter Celebration is Here!

Christmas in San d’Oria

The annual Winter Celebration is back from 2 December to 27 January.

The celebration includes several events:

  • receive daily gifts from the Event Moogles,
  • complete The Christmas Carol questline with Ebenezer in Bastok Markets to unlock the Stop the Grinch BCNM,
  • defend Ronfaure, Gustaberg, and Sarutabaruta from the Twinkling Treants to earn prizes,
  • help the crafting experts in !craft by making and delivering rare crafts,
  • earning Holiday Cheer provides player bonuses as well as unlocks various items in the Gift Shoppe in Southern San d’Oria.

During the Winter Celebration event, the Stop the Grinch BCNM will be locked until The Christmas Carol quest is complete. It also has additional prizes and drop rates special to the season.

The full details are available here.

Changes from last year:

  • The crafting experts require players to be an Veteran in their craft to participate.
  • The crafts requested by the holiday have been reduced; there’s now four random crafts per discipline.
  • The Grinch has had his MP returned and can once again cast spells.
  • More types of sweets have been added to the list of those accepted by children during The Christmas Carol’s Gift Giver quest.
  • A clue has been added to the dialog to help players with the Gift Giver questline.
  • The Holiday Gift Boxes have been updated to still distribute loot into the Treasure Pool if they’re one shot.
  • Due to increased stats, the Twinkling Treants now have a much higher damage resistance. Bring your friends!
  • The Twinkling Treants can now be attacked by everyone, they are no longer locked to players/groups.

The Stop The Grinch BCNM has been updated with unique drops for the holiday season:

Dynamis - Windurst [D] Is Here!

dynamis divergence windy

Get ready to explore the dangerous pathways, bridges, and Death Houses of Dynamis - Windurst [D]! This is the third of our Dynamis Divergence zones.

If you’ve not yet ventured into Dynamis Divergence, check out the Dynamis Divergence wiki page and visit Aurix in the Dimensional Veil in Ru’Lude Gardens (by the auction house) to unlock access.

To enter Dynamis - Windurst [D], players must have fully cleared Dynamis - Bastok [D] and gained the titles from the Mu’Sha Effigy, Ka’Rho Fearsinger, and the Disjointed Galka.

dynamis divergence windy

Windurst adds the following:

  • relic +2/+3 upgrades for headgear
  • job specific necks for white mage, red mage, dragoon, puppetmaster, and summoner

dynamis divergence windy

REMINDER: the lockout timers for Divergence zones are specific to each zone.


As with artifact gear, be sure to check the item modifiers on the Members Portal for your relic armor upgrades–not all modifiers are working at this time. We’ll be filling these in, where possible, as we continue working on Divergence zones.

Updated Renamer List

With the updated Winter Celebration and Dynamis - Windurst [D], a new Renamer list is available. You can download it here.

Reforged Artifact Armor - Missing Modifiers

We’ve been working to add in many of the item modifiers missing from DSP to the artifact armor sets. This update should finish up adding the missing modifiers for all reforged artifact armor sets. With Artifact done, we’ll be moving on to Relic armor sets in the next few updates.

  • Monk
    • Anch. Hose +2/+3 - Counter Attack+
  • Black Mage
    • Spaekona’s Petasos +2/+3 - Elemental Celerity
    • Spaekona’s Sabots +2/+3 - Elemental Celerity
    • Spaekona’s Coat /+1/+2/+3 - Elemental Damage to MP
    • Spaekona’s Gloves +2/+3 - Magic Burst Bonus II
  • Samurai
    • Wakido Domaru /+1/+2/+3 - Occ. Increase TP on Damage
    • Wakido Domaru +2/+3 - Damage Taken -%
    • Wakido Sune-ate +2/+3 - Hasso+
    • Wakido Kote /+1/+2/+3 - Hasso+
  • Paladin
    • Reverence Coronet /+1/+2/+3 - Cover Duration
  • Dancer
    • Maxixi Casaque +2/+3 - Waltz Ability Recast Reduction
    • Maxixi Casaque /+1/+2/+3 - Waltz Potency Received +%
  • Scholar
    • Academic’s Loafers +2/+3 - Grimoire: Magic Accuracy+
  • Blue Mage
    • Assimilator’s Charuqs /+1/+2/+3 - Chain Affinity+
    • Assimilator’s Shalwar /+1/+2/+3 - Burst Affinity+
  • Ranger
    • Orion Bracers /+1/+2/+3 - Barrage+
  • Dragoon
    • Vishap Armets +2/+3 - Wyvern: Breath Accuracy, Wyvern: Accuracy
    • Vishap Brais +2/+3 - High Jump: Enmity Reduction
    • Vishap Brais +3 - Weapon Skill Damage +10%

At this time, we’ve opted to skip the following gear set mods:

  • All Beastmaster missing mods. They’ll get added if/when the job is ever sorted out past 75.
  • The Summoner mods for “resistance to avatar’s element” and “occ. converts damage taken of avatar’s element to MP” as these both seem to affect the avatar, not the summoner based on wiki articles and theory crafting and, as they are latents rather than mods, would take 3-6 seconds to apply/reapply when gear swapping (giving it time to detect the current avatar, etc.). Considering we already give our avatars a series of elemental resistances and absorbs based on their element, these seemed more trouble than its worth.

Augments - Preview of New Augments

While not set in stone yet, here’s a preview of the new augments coming in next week’s update. At this time, we’re not releasing the augment components to prevent a market and farming explosion, just the tiers, augment types, and requirements.


These are not set in stone at this time and may change between now and implementation. There will likely be changes and adjustments; this is a preview, you have been warned, etc…etc…etc.

tier 1

requirement: nation rank 6 or higher

type augment
defensive πŸ†• def +4
defensive magic defense bonus +4
physical attack +10
physical ranged attack +10
physical accuracy +10
physical dual wield +4
physical store tp +5
magical πŸ†• blue magic +4
magical enhancing magic +4
magical enfeebling magic +4
magical elemental magic +4
magical dark magic +4
magical divine magic +4
magical πŸ†• summoning magic +4
magical πŸ†• singing magic +4
magical fast cast +5

tier 2

requirement: nation rank 10

type augment
defensive πŸ†• def +10
defensive magic defense bonus +8
defensive πŸ†• enmity +5
physical main hand damage +5
physical ranged damage +5
physical πŸ†• ninjitsu tool expertise +2%
physical subtle blow +5
physical critical hit rate +5%
physical πŸ†• rapid shot +6
physical ranged accuracy +18
magical magic attack bonus +8
magical magic accuracy +8
magical magic burst damage +5%
magical spell interruption rate -10%
pet πŸ†• pet: defense +2
pet πŸ†• pet: enmity +1

tier 3

requirement: heroics unlocked (rank 0)

type augment
defensive πŸ†• def +20
defensive magic defense bonus +12
physical main hand damage +8
physical ranged damage +8
physical dual wield +8
physical counter +5
physical triple attack +2%
physical subtle blow +10
magical fast cast +8
magical πŸ†• magic damage +10
magical πŸ†• conserve MP +5
magical πŸ†• enspell damage +10
magical πŸ†• cure potency +3%
magical πŸ†• song spellcasting time -2%
magical πŸ†• quick draw ability delay -1
pet πŸ†• pet: physical damage taken -1%
pet πŸ†• pet: magic defense bonus +5
pet πŸ†• automaton: repair potency +1%

tier 4

requirement: heroics rank 3 or higher

type augment
defensive πŸ†• regen +20
defensive πŸ†• refresh +20
defensive πŸ†• regain +20
stat πŸ†• str +4
stat πŸ†• dex +4
stat πŸ†• agi +4
stat πŸ†• mnd +4
stat πŸ†• int +4
stat πŸ†• chr +4
pet πŸ†• pet: regen +20

tier 5

requirement: heroics rank 5 or higher

type augment
defensive πŸ†• def +50
defensive πŸ†• magic defense bonus +20
defensive πŸ†• occ. inc. resist to status ailments +1
defensive πŸ†• enmity +10
physical accuracy +18/attack +18
physical store tp +10/subtle blow +10
physical tp bonus +50
physical πŸ†• critical hit damage +2%
magical magic accuracy +8/magic attack bonus +8
magical magic accuracy +18/magic damage +18
magical πŸ†• magic critical hit damage +5%
magical πŸ†• occ. maximize magic accuracy +1%
pet πŸ†• pet: attack +8/accuracy +8
pet πŸ†• pet: magic attack bonus +2
pet πŸ†• pet: enmity +5

tier 6

requirement: heroics rank 8 or higher

Coming soon in 2020!


tl;dr : work on your heroics this week.


  • UPDATE 40+ magical blue magic spells now provide the proper “Magic Burst!” message. In the past, the damage was still increased, but the message was missing and/or no message was given at all.
  • UPDATE The Assimilator now has its “Chain Affinity +20” item modifier.
  • UPDATE The Reisenjima Henge’s Celestial Rift menu has been redesigned to be easier to use. Thanks to Aliron and Webjester for the suggestion!
  • UPDATE The Moogle Dummies in !craft are now openly attackable rather than locked to players.
  • UPDATE Reviewed and cleaned up several loot tables that had more drops than would fit into a treasure pool and would tend to leave out high prioirty drops, such as Mythic weapon starters or rare materials. These loot tables have been trimmed, in many cases, to 10 or fewer items.
  • BUG (hotfix) Fixed an issue with the H2H REMA weaponskills has been resolved where attempting to use them while unarmed would not apply skillchain damage.
  • BUG Fixed an issue with logs reporting wyvern breath damage doing more than it actually is (exceeding the 99999 cap).
  • BUG Fixed an issue where detached pets (wyverns) still attempt to engage when their listeners are removed.
  • BUG Fixed an issue with Temporal Shift giving the wrong log message when applying the Stun effect.
  • BUG Fixed an issue with the Wind Knife and Ranine Staff stylelock items not properly locking over daggers and staves.
  • BUG Fixed an issue with Aurix not accepting the correct shards for upgrading Scholar Relic +1 hands to +2.

November 2019

25 November

Augment Revamp - Coming soon!

Over the past two months, we’ve worked with many members of our community to re-evaluate our augmenting system. The Augment system went live when the servers first came online for beta users in April 2018 and a lot’s happened since then.

With the various updates to player attack and accuracy, level correction equalization, and new unique item effects being added with each patch, the augment system needed a revamp to keep aligned with content.

Based on feedback, player usage data, and the overall direction we want to guide players, these updates will target the following.

  • removing the lower tiers entierly as most players never used them.
  • reducing the overall complexity of progressing through augmenting levels; the new tiers will be based on Nation mission progression and Heroics progression. This is aimed at equalizing effort as players can no longer ‘fast track’ through augment levels compared to those who wanted to enjoy the storylines.
  • cleaning up a lot of duplicate and unnecessary augments across various tiers that lead to confusion for many players.
  • removing augments that no longer provide value, such as lower tiers of accuracy.
  • shifting augments that are unnecessary at lower stages to the stages in which players will need them, such as shifting certain augments to the Heroics tiers where players will first start encountering fights that they need the bonuses.
  • making room to add several new augment types, including pet, attribute, and job-specific augments.
  • updating drop types and locations to do away with much of the frustration farming in Al’Taieu (sea).
  • shifting several augment items to things that can be bought and sold on the auction house and/or used in crafting to spur the economy.

As we implement this, it’s important to know the following:

  • existing augments on player’s gear will remain. We will not be removing player’s existing augments.
  • existing augments in player’s inventory will remain. We will not be removing these items from player’s inventories.
  • existing augment recipes will no longer work once this change goes into effect; it’s up to players to augment using their existing augments before the new system is implemented.

Overall, at the current list, we’re looking at compacting augments from 8 tiers down to 5 with over 40 new augment types.

Some of the new augment types include:

  • pet-specific augments, such as defensive, regen, repair potency for automatons, and offensive skills at higher tiers.
  • job-specific augments, such as cure and waltz potency, song casting time, enspell damage, gilfinder, and more.
  • attribute augments, such as STR+, VIT+, and INT+.
  • and more.

In later tiers, we’re working on adding unique bonuses that players will be able to add “augment sets” to gear that will provide a full array of augments and include unique effects. These later tiers are planned for early 2020.

Some of the effects currently being tested include:

  • “Enhances tomahawk effect” to increase the defense reduction of tomahawk,
  • “Reduces Ancient Magic II casting time” to greatly reduce Ancient Magic II’s casting and recast times,
  • “Avatar perpetuation cost reduction” under certain conditions,
  • “Enhances Overwhelm effect” to increase the bonuses provided when facing enemies head on,
  • and more.

For the first set of changes, these update notes are the two week notice to players that the augmenting system will be changing in the 9 December 2019 update.

Players who want to augment their items with the current system and their current items should get those items augmented before the change over. There will be no refunds or conversions of current augmenting items and not all augment items will have a use in the new system.

Merit BCNMs

The Merit BCNMs have been simplified and no longer have ‘waves’ of mobs followed by a final boss, but work like more traditional fights where the boss is the primary target with adds spawning at set HP % levels.

With this update, only the main boss (Breezy and Arena Champion) is required to be defeated and win the BCNM.

The adds will disappear when the main boss is defeated. Players can strategize around that as necessary. πŸ˜„


  • UPDATE (hotfix) Addressed an exploit where players in large groups could sit players outside of the Empyrean Enhanced BCNMs and Seasonal BCNMs and still receive rewards. These BCNMs now require players to be active inside the BCNM to receive credit and/or rewards towards their Empyrean upgrades and/or Heroics Quests.
  • UPDATE (hotfix) Sabotender Campeador’s adds now despawn on death, rather than when he despawns.
  • UPDATE (hotfix) Updated !herostatus to include current mission details and durations.
  • UPDATE The drops required for players to make the Fotia Belt been made 100% drop chance.
  • UPDATE The monsters that drop the materials to make the Fotia Belt are now aggressive to players at level 99.
  • UPDATE Ogopogo is now easier to reach for players (he’s no longer randomly on a ledge) and targetable.
  • UPDATE Added the modifier for the Utu Grip to provide a 10% DEX WSC to all weaponskills when equipped. Thanks Webjester!
  • UPDATE Increased the maximum potential duration of Soul Douse’s Doom from 3 to 5 ticks for certain low-level Reisenjima Henge encounters.
  • UPDATE Added the spell flag for certain spells and effects that can ignore shadows.
  • UPDATE Added new Kick Attack+ Damage modifiers to the Anchorite’s Gaiter’s +2/+3 boots.
  • BUG Addressed an issue with the monster skill “Impale” that would cause it to not inflict damage or properly ignore shadows in some situations.
  • BUG Addressed an issue with Samurai’s Blade Bash that was relying on damage calculations from a Dark Knight job rather than using its own.
  • BUG Addressed an issue with Samurai’s Blade Bash not properly extending the duration of Plague based on merits.
  • BUG Addressed an issue with the Blue Magic spell “Bad Breath” not properly calculating damage when cast by players.
  • BUG Addressed an issue where some Mission BCNM fights would not auto-engage all mobs (superlink).
  • BUG Removed an incorrect item modifier from the Spaekona’s Coat +3.

18 November

November 2019 Client Update

We’ve updated the client to the retail November 2019 version. This will require a client update for players. For a refresher on how to update your client, click here.

Update Version

In Check Files and/or when typing /ver in game, the new version number should be 30191102_X.


Players who are not at this version may experience client crashes, incorrect NPC IDs, broken quests and missions, and the inability to use the new merits and traits provided by this update.

This is known to affect the following:

  • The Daily BCNM at Ghelsba Outpost
  • Missions including and related to zones: Throne Room, Waughroon Shrine, The Shrouded Maw, Sacrifical Chamber, Reverne Site A01/B01, QuBai Arena, Navukgo Execution Chamber, Mamook, Empyreal Paradon, Full Moon Fountain, Halvung, Horlais Peak, Mine Shaft #2716, all Spires of Promyvion, all Cloister zones, Arrapago Reef, Balgas’ Dais, Bearclaw Pinnacle, Boneyard Gully, Chamber of Oracles.

Updated Renamer List

For the updates to Reisenjima Henge, a new Renamer list is available. As the list contains the names of the teleporters, areas, and new mobs, updating the list is very important if you want to find your way around the new zone.

You can download it here.

New Login Rewards Available!

Featured Items

In addition, we’ve kept the Rem’s Tales chapters as an option and slightly lowered their point cost.

Reisenjina Henge - Revamp

As our first “raid” zone, Reisenjima Henge was part of the first content push in June 2018.

In the past ~18 months, it’s been the central spot for players working on armor and weapon upgrades and looking to challenge themselves with some unique fights.

This update revisits Reisenjima Henge and, we hope, improves the quality of the zone, the encounters, availablity to all players, and give us room to grow additional content in the zone.


Nexus Pathways

Reisenjima Henge is now broken out into 9 potential battlegrounds, or Pathways, with the “henge” island that everyone’s familiar with being the nexus area.

At this time, six of these battlefields are open–Pathways 1 to 5 and Pathway 9. Players can use the Nexus Pathways to teleport to each of the battlegrounds.


Each of these battlegrounds, or Pathways, are independent, so there can be multiple parties engaged in Reisenjima Henge at once.

  • Pathways 1 to 5 are traditional battlefields. These five battlefields will be the primary battlefields for those seeing Rem’s Tale chapter pages for armor upgrades.
  • Pathways 6 to 8 will be coming soon are battlefields designed for alliance-scaled and gauntlet-style encounters. At this time, these Nexus Pathway portals are hidden.
  • Pathway 9 is the unique or “challenge mode” battlefield for Tier 6 and higher encounters.
    • Pathway 9 fights include Corrupted Altana and Ulr of Dark. These fights now have unique loot tables and no longer drop Rem’s Tale pages.

Each pathway is sealed during combat and players can not enter a pathway while combat is active.

Players should not leave their pathway while still engaged by means of !relax, !home or other commands as they will not be able to re-enter until the fight is complete or the encounter despawns from inactivity. This includes reviving, as players will no longer be able to “zerg” encounters in Reisenjima Henge.

Use those Reraisers!

Starting Combat

Celestial Rifts

The “pop items” have been removed and all players can now spawn any encounter available to the battlefield. Pathways 1 to 5 supports all of the “small scale” fights and will be the primary target for those farming Pages and upgrade materials for their armor.

Players can begin a fight by triggering the menu off of the Celestial Rift located in each Pathway.


Be sure your party is all on the Pathway before you begin! Once the fight begins, the Pathway is locked and players will not be able to enter until the fight is over or the encounter times out from inactivity (5 minutes).

With the revamped content, targets will not auto-engage. This allows players time to buff and non-tanks the ability to spawn encounters without fear of being instantly aggroed.


The rewards have been cleaned up in Reisenjima Henge. Be sure to review the individual encounter tables on the Members Portal.

  • All of the pop items have been removed as they’re no longer necessary.
  • Many of the vanity/style lock/furniture items have been removed and will be placed on other encounters or synergy at a later time.
  • The quanity and drop rate of Rem’s Tale pages have been updated across several encounters based on challenge. In addition, some fights that did not provide any pages have had them added.
  • Arch-Ultima/Arch-Omega, Carbuncle & Fenrir, Corrupted Altana, and The Zilarts still flag players to unlock their mounts with Mapitoto.

Leaving the Pathway

To leave the pathway, touch the Nexus Conduit to be returned to the main Nexus area. Players can also use !home, !relax and other teleports to leave.

Tiers and Combat Challenge

The tiers and challenge of Reisenjima Henge are mostly unchanged. However, some fights have been reviewed and re-tuned.

  • As the progression aspect of the zone has been removed, all encounters now have a fixed enrage timer.
    • Tier 1 to 3: 15 minutes
    • Tier 4 to 5: 20 minutes
    • Tier 6: 25 minutes
  • All encounters will despawn after 3 minutes of inactivity, either caused by a wipe or when the fight beings. The fights previously despawned after 3 minutes of inactivity when unclaimed. This change only provides for the despawn after activating the encounter from the Celestial Rift.
Tier 1
  • The Land Kings
    • no change
  • Alexander
    • no change
  • Odin
    • no change
Tier 2
  • Fenrir Prime / Carbuncle Prime
    • no change
  • The Sky Gods
    • Subsequent spawns now occur at low health rather than on death.
    • The difficulty of Suzaku and Seriyu have been slightly lowered.
  • Ouryu
    • Due to the larger arena size, the Mammets now spawn closer to players and will move making them impossible to “out distance” and ignore.
  • Promathia
    • no change
Tier 3
  • The Avatars
    • no change
  • The Zilarts
    • Eald’narche’s first phase now has a different skill set rather than the Archaic Gears skills.
  • The Ark Angels
    • Ark Angel GK and Ark Angel MR now have their proper pets and will randomly respawn them if defeated.
  • Tenzen and Iroha
    • The engage animations for Cherukiki, Kukki-Chebukki, and Makki-Chebukki have been updated.
    • The Tarus are no longer locked in position, but will move to appropriate fighting and casting distances.
    • Cherukiki now uses Chainspell at a more appropriate time.
    • Cherukiki now properly buffs and heals the encounter making it more important to properly follow the encounter script.
    • Kukki-Chebukki no longer has a chance to free-cast AOE ancient magic; however, has a higher base Fast Cast skill.
    • Makki-Chebukki will stand at range and use ranged attacks, but also has Coronach and will freely use it as he has TP.
Tier 4
  • Alexander Prime/Odin Prime
    • no change
  • The Shadow Emperor (and beastman kings)
    • The second phase of the Shadow Emperor now starts at 90% HP, not 50%.
    • The second phase now properly alternates between magic and physical damage absorbtions and skills and his appearance alters depending on which stance he’s in.
    • The amount of damage required to force him to alternate his stance is 10% of his total HP. Keep this in mind as rapidly spamming magic or WS could knock him from one stance to another and you could end up full healing him.
    • The skill sets for his magic and physical stances have been updated to use correct animations.
  • Arch-Ultima & Arch-Omega
    • Arch-Ultima and Arch-Omega are now fought in phases rather than starting the fight together.
    • The skill sets for Arch-Omega now vary based on whether or not its on two legs or four legs.
Tier 5
  • Absolute Virtue
    • no change
  • Hades
    • Several of Hades unique abilities in his first form have been tuned and/or had some of their negative effects removed.
    • Hades Prime’s cooldown for magic spells has been slightly increased.
  • Lilith
    • Lilith now has unique skill sets in both phases of the fight.
Tier 6

These fights are now properly categorized as “tier 6” both in game on on the wiki. Tier 6 and higher fights no longer drop Rem’s Tales chapters and are only available in Pathway 9.

  • Ulr of Dark
    • The consequences for continuing to fight Ulr of Dark while his game mechanic is active is significantly higher.
  • Corrupted Altana
    • no change

Merit Weaponskill Calculation Updates

Some of the Merit weaponskills have had their damage calculations adjusted to reflect changes on retail.

  • Blade: Shun - Increased fTP from 0.6875 to 1.0, added TP attack modifiers.
  • Last Stand - Increased fTP from 2.0 / 2.125 / 2.25 to 2.0 / 3.0 / 4.0.
  • Requiescat - Reduced fTP @ 3000 TP from 7.0 to 1.0. Sorry, folks!
  • Ruinator - Increased attack modifier from 1.0 to 1.1.
  • Shattersoul - Accuracy calculation of additional effect removed; doing damage will now apply the effect.
  • Shijin Spiral - Increased stat modifier from 85% to 100% (to match receiving full merits like the other WS).
  • Stardiver - Accuracy calculation of additional effect removed; doing damage will now apply the effect.
  • Tachi: Shoha - Increased attack modifier from a fixed 1.375 to 1.375 / 1.40 / 1.45.

Server Guidelines Update

The Server Guidelines have been updated to address potential issues around Reisenjima Henge and unacceptable player actions that will result in immediate jailing.

  • Intentionally attempting to engage/claim monsters or encounters started by another player or group.

This includes attempting to claim/steal encounters or grief players in Reisenjima Henge, Heroics zones, or anywhere a mob can be spawned by player interaction. In addition, players who attempt to overcamp another group on a Pathway will find themselves also in violation of our guidelines.

In addition, the wording around multiboxing in Dynamis has been removed as our Dynamis zones are now all open world zones and boxing is acceptable.

The new Reisenjima Henge has plenty of room to spread out–use it.


  • UPDATE Disorienting Waul, used by higher level tiger-type monsters, now has its correct animation.
  • UPDATE The elemental cost of Heat Capacitor, Heat Capacitor II, Barrage Turbine, Barrier Module, and Barrier Module II have been updated to match the ingame tooltip.
  • UPDATE Address an issue where changing animators for an automaton would cause its skills not to recap. Automatons now try to recap their own skills five seconds after being summoned and Animator P/+1, Animator P II/+1, Divinator, and Divinator II will attempt to recap the automaton’s skills on equip/unequip for those who gearswap animators.
  • UPDATE 10 new targets have been added to the Heroics Peacekeepers coalition’s potential targets list.

11 November

Guild Shops Update

Several guild shops have been updated to align to the June 2014 retail update that converted several shops into fixed inventories based on the player’s crafting rank (similar to this listing for Teerth). These are now fixed shops so their inventories cannot go out of stock.

This affects the following guild shop NPCs:

  • Teerth
  • Odoba
  • Vicious Eye
  • Mololo
  • Cauzeriste
  • Lucretia
  • Gibol
  • Cletae
  • Chomo Jinjahl
  • Meriri
  • Retto-Marutto

November 2019 Retail Job Update - Scholar

The following updates have been made to Scholar in line with those added to retail today.

  • The maximum total MP stored by the ability Sublimation has been increased from 25% to 50% of Maximum HP.
  • The duration of Klimaform has increased from 180s to 300s.

New Automaton Attachments

Several new automaton attachments have been added.

  • Barrier Module - crafted, increased Valoredge’s block chance, shield mastery, and reduces shield bash recast timer.
  • Barrier Module II - dropped, increased Valoredge’s block chance, shield mastery, and reduces shield bash recast timer.
  • Arcanic Cell - crafted, adds Occult Acumen trait to automaton.
  • Arcanic Cell II - crafted, adds Occult Acumen trait to automaton.

Synthesis Recipe Updates

Several synthesis recipes have been updated or added to match retail requirements.

  • Heat Capacitor II - updated to provide the correct attachment item.
  • Shock Absorber II - updated to provide the correct attachment item and quantities.
  • Barrier Module - added recipe.
  • Cricket Cage - fixed recipe to provide correct furnishing item.
  • Glowfly Cage - fixed recipe to provide correct furnishing item.
  • Cilbir - fixed recipe to provide correct item for HQ results.
  • Miasmal Counteragent - added recipe.
  • Bathtub - added recipe.
  • Salutary Robe - added recipe.
  • Speedloader - added recipe.
  • Speedloader II - added recipe.
  • Strobe II - added recipe.
  • Dynamo II - added recipe.
  • Arcanic Cell - added recipe.
  • Arcanic Cell II - added recipe.

DSP Updates

These are updates pulled from upstream in the core DSP repository to address functional features and/or issues.

  • BUG Addressed several instances where Mission 4-1 “Magicite” engaged with incorrect NPCs and/or showed incorrect cutscenes.


  • UPDATE Ob’s droplist has been updated. Attuner, Tactical Processor, and Vivi-Valve have been removed (available auto stocked on the AH). Barrier Module II has been added.
  • UPDATE Addressed an issue where the “item finish” packet was missing the item ID; used in some plugins and addons.
  • UPDATE Several targets that drop Empyrean weapon starters have had their drop lists tuned to make the starter items more likely to drop: Amhuluk, Bukhis, Eccentric Eve, Hadhayosh, Onvi, Smok, Sobek, Turul, and Iratham.
  • UPDATE Raaz family monsters in Kamihr Drifts now have a chance to drop raaz hides and tusks.
  • BUG Fixed a potential issue for the Cloister trials accessing incorrect battlefield IDs when completing their missions.
  • BUG Fixed an issue where players had the incorrect music playing in Metalworks during a Bastok mission.
  • BUG Fixed an issue where the duration calculations provided by Modus Veritas were incorrect in their conversions from seconds to milliseconds and vice versa.
  • BUG Addressed several item modifiers that were granting +Ranged Attack % rather than +Ranged Attack. (thanks EpicTaru!)
  • BUG Updated the Moongate Pass QM to properly move around to the 5 locations specified on the wiki.

4 November

Updated Renamer List

With the new Dynamis Divergence zone, a new Renamer list is available. You can download it here.

Dynamis - Bastok [D] Is Here!

Dynamis Divergence - Bastok

Get ready to explore the winding alleys and pathways of Dynamis - Bastok [D]! This is the second of our Dynamis Divergence zones.

If you’ve not yet ventured into Dynamis Divergence, check out the Dynamis Divergence wiki page and visit Aurix in the Dimensional Veil in Ru’Lude Gardens (by the auction house) to unlock access.

To enter Dynamis - Bastok [D], players must have fully cleared Dynamis - San d’Oria [D] and gained the titles from the Overseer’s Tombstone, Halphas, and the Disjointed Elvaan.

Bastok adds the following:

  • relic +2/+3 upgrades for hands
  • job specific necks for dark knight, warrior, paladin, thief, dancer, and ranger
  • the volte harness set (melee/ranged dps)
    • NOTE: At this time, we’ve opted NOT to get the enhchantment effect to the Volte Harness as it would prevent players from augmenting it.
  • another chance at the volte treasure hunter set (all jobs) with the Disjointed Galka

REMINDER: the lockout timers for Divergence zones are specific to each zone.


As with artifact gear, be sure to check the item modifiers on the Members Portal for your relic armor upgrades–not all modifiers are working at this time. We’ll be filling these in, where possible, as we continue working on Divergence zones.

Dynamis Divergence - Loot Updates

The following changes have been made to the mid, zone, and disjointed bosses of Dynamis Divergence zones to make it easier to acquire certain types of loot drops.

In general, voidtorsos and torsoshards–which were considered to be ‘bonuses’ from the boss encounters–have been cleaned up to help add more chance that volte gear drops and provide more consistent drops for torso gear by zone (akin to traditional Dynamis).

Mid Boss (giant statues)

The mid boss of each zone no longer drops the torsoshards, leaving more room for voidtorso patterns to drop. Shards are already a common drop from commanders whereas voidtorsos have a much smaller chance. This leaves more chances for the rarer items to drop on the mid boss.

Zone Boss (Halphas, Ka’Rho Fearsinger, etc.)

The zone boss now has fixed pool of unique voidtorsos instead of the full pool of all 20. They drop up to 5 potential voidtorso patterns specific to the zone at a slightly higher chance than the mid boss. This opens up the potential for Volte gear to drop even if all of the voidtorso patterns drop as well.


The disjointed no longer drops a blackened ID card. Considering these cards drop at high rates from commanders, the trade-off gives access to a potential slot for Volte even if all 5 zone specific voidtorsos drop.

Zone-specific Voidtorso Drops

Zone-specific voidtorso drops are a bonus on the Zone Boss and Disjointed. The job-specific commanders in every zone will still drop their job-specific voidtorsos and torsoshards.


I repeat, the job-specific commanders will still drop their job-specific voidtorso and torsoshards in every zone. This change is only for the bonus pools on the zone bosses and disjointed to free up more potential space for Volte gear to drop.

  • Dynamis - San d’Oria [D]: WAR, MNK, WHM, BLM, RDM
  • Dynamis - Bastok [D]: THF, PLD, DRK, BRD, RNG
  • Dyanmis - Windurst [D]: SAM, NIN, DRG, SMN, BLU
  • Dynamis - Jeuno [D]: COR, PUP, DNC, SCH, BST

Fall Harvest is Over!

The Fall Harvest seasonal event is drawing to a close. The next event, Winter Festival, is scheduled to start in early December. BCNM lockouts, unique loot drops from the Harvest Mayhem BCNM, and such have returned to their normal values.


  • UPDATE Added new command !getdynatime. Players can now use this command to see their current time remaining while in a Dynamis Divergence zone.
  • UPDATE The tombstone statues in Divergence zones have had their scripts fixed so that they properly buff/support nearby allies.
  • UPDATE The 100% weakness-less reraise effect has been added to the relic weapon Nagi (thanks Webjester!).
  • BUG Addressed an issue with the blue magic spell Digest that caused it to sometimes not cause any damage when it should.
  • BUG Addressed an issue where tier 4 and 5 Reisenjima Henge encounters had slightly more haste, fast cast, and magic resistance than they should have had due to receiving double buffs.
  • BUG Addressed an issue with Turul in Abyssea-Konschtat a) not being agressive and b) flying too high to engage using other methods.
  • BUG Addressed an issue where a race condition could occur if multiple players attempted to spawn Divergence bosses at the same time WHILE that boss was already active or in the state of despawning. There’s now a short delay between when it detects whether or not the boss is active and attempts to spawn it. If this continues to be an issue (or people continue to be impatient), the system will be updated to work like other QMs and disappear while the mob is active and reappear a set time after it dies to ensure it’s properly “despawned” from the zone.

Members Portal

  • UPDATE The text descriptions for hand and foot void patterns have been updated to match the other patterns: voidhand:{job}, voidtorso:{job}, etc.

October 2019

27 October

Reisenjima Henge - Corrupted Altana

Corrupted Altana

In response to some clients crashing with Corrupted Altana’s animations, the fight has been redesigned around abilities more native to the “Cloud of Darkness” monster model.

This includes giving the fight the correct auto attack animations, a new spell list, a new skill list, and her proper magic reflect.

Similar to retail, each auto attack in the rotation now has a unique effect: one ranged, one area of effect, and one with a TP drain.

We’ve opted not to use the retail-style Cloud of Darkness abilities like Celling Rupture, Primordial Surge, and Expunge as the challenge of the fight would exceed what’s expected of the Henge fight. This “hard mode” version will likely be added in later content patches to Reisenjima Sanctorium. #pleaselookforwardtoit

!gotoexp and Survival Guides

We’ll soon be obsolescing the !gotoexp command as the Survival Guides are now in place. The command was originally added as our version of the guides to help players easily move about the world.

Now, with the guides in place, players have access to nearly 100 different zone locations and can use retail style leveling guides, such as this to find great solo and group leveling spots.

Many survival guide spots also have FoV/GoV pages near by and this opens up a lot of new leveling locations rather than funneling players through the same locations with the assumption that those are the only “good” experience spots in the game.

DSP Updates

  • BUG Fixed an issue where hand-to-hand weaponskills would not show up for appropriate classes when unarmed.


  • UPDATE The Porter Moogles now support Storage Slip #22 to #28 (thanks Webjester).
  • BUG (hotfix) Fixed an issue allowing players to start Empyrean Weapon trials without first completing a mythic.
  • BUG (hotfix) Fixed an issue where people with recent titles from Dynamis Divergence were not showing up on the Members Portal community listings.
  • BUG Fixed an issue with Testudo Tremor used by Adamantoise HNMs to be a more tame animation.
  • BUG Fixed an issue that prevented Carbuncle’s Pacifying Ruby and Cait Sith’s Regal Gash from properly calculating Blood Pact Delay.
  • BUG Fixed an issue preventing players from unlocking Conflux #8 in Abyssea-Uleguerand Range.
  • BUG Fixed an issue with the Behemoth’s Dominion survival guide landing point teleporitng players under the world.
  • BUG Light Spheres now properly show up on the Auction House under Others > Misc. #3.

21 October

Summoner - Avatars Update

Darkness and Light - Cait Sith and Diabolos are here! This update adds in two of the most popular summons with all of their abilities (plus a bit extra). In addition, the remaining Avatars all received their missing blood pacts.

cait sith and diabolos

Cait Sith

Cait Sith is here! Cait Sith is a White Mage melee avatar specializing in light-based physical and magical attacks and keeping the party alive in tough situations. Level ? Holy also adds a bit of luck into the mix with good rolls adding up to very potent damage.

  • Regal Scratch is a single target, three-hit physical damage attack.
  • Level ? Holy is an area of effect light-based magical attack that does damage based on the roll.
    • Rolling a 1 or 6 provides maximum damage, with a 1 providing a higher base damage, but lower INT multiplier and 6 a lower base damage but higher INT multiplier.
    • Rolling a 2, 3, 4, or 5 provides varying scales of these two stats.
    • This is a custom effect compared to retail where it does damage based on the divisor of the roll to the target’d mobs level (e.g. rolling a 6 would do more damage to a level 120 target vs. a 121 target since it evenly divides)–something a bit too fickle for our varying monster levels.
  • Mewing Lullaby is an area of effect light-based Sleep and TP reduction ability with a maximum duration of 35 seconds.
  • Eerie Eye is a frontal cone gaze attack that inflicts silence and amnesia on the targets.
    • Both of these effects gradually increase the target’s immunity, so excess use can render a target IMMUNE to both.
  • Regal Gash is a single target, three-hit physical damage attack (more powerful Regal Scratch).
  • Raise II will raise a party member with the Raise II effect.
  • Reraise II will provide a party member with the Reraise II effect.
  • Altana’s Favor is available while under the effect of Astral Flow and provides all fallen party members with a Raise III and all non-fallen members with Reraise III.

In addition, Avatar’s Favor now supports Cait Sith’s Favor. This effect grants nearby players increased light accuracy, attack, defense, and resistance, increased MND, and a potent magic damage taken reduction.


Diabolos is here! Diabolos is a Dark Knight melee avatar specializing in darkness-based magical attacks. Many of his abilities work together to create powerful combos to debilitate groups of enemies.

  • Camisado is a single target, physical damage attack that does slashing damage.
  • Nether Blast is a single target, darkness-based magical attack with a heavy emphasis on the time of day and weather.
  • Night Terror is a single target damage attack that inflicts up to 40% additional damage on slept targets.
  • Blindside is a single target, physical damage attack that does slashing damage (more powerful Camisado).
  • Somnolence is a single target, darkness-based magical attack that inflcits a strong heavy effect on the target.
  • Nightmare is an area of effect ability that inflicts Sleep to all nearby targets and a potent blind and slow.
    • This ability is custom as the 2HP/tick Bio effect was very lackluster.
  • Ultimate Terror is an area of effect steals attribute stats (STR, DEX, MND, VIT, etc.) from nearby and gives them to Diabolos. The number of stats stolen and the amount stolen is based on the summoner’s Summoning Magic Skill.
  • Noctoshield is an area of effect buff that provides Phalanx to nearby party members.
  • Dream Shroud is an area of effect buff that provides varying amounts of Magic Attack Bonus and Magic Defense Bonus based on the time of day.
  • Pavor Nocturnus is a single target attack that attempts to inflict Death on a slept target, if it cannot inflict Death, it will dispel the target. The chances of inflicting Death are extremely low at 99+.
  • Cacodemonia is an area of effect attack that inflicts darkness-base magic damage and inflicts Plague on the targets.
    • This is a custom skill that is not available in retail. This skill is gained at level 99.
  • Ruinous Omen is available while under the effect of Astral flow and inflicts percentage based damage to all near by targets. This percentage is limited to 10% of current HP on NMs, but can range much higher on non-NMs–potentially even exceeding even the normal 99999 damage cap for targets with extremely high health.

In addition, Avatar’s Favor now supports Diabolos’s Favor. This effect grants nearby players increased darkness accuracy, attack, defense, and resistance, increased INT, a refresh effect, and a potent resistance to sleep.

To gain access to Cait Sith and Diabolos, be sure to use the !addallspells command and re-zone to refresh your spell list.


  • Lunar Bay now has it’s proper (very cool) animation.
  • Impact inflicts darkness-based magic damage and a similar stat reduction effect to player-cast Impact, but slightly less potent (ranging from 25-40% stat reduction).
  • Heavenward Howl is custom provides a primary stat buff and heal to the group based on the current moon phase. The stat increase is more than what is provided by Ecliptic Growl and does not stack with it.


  • Holy Mist inflicts Light-based magic damage on a single target.
  • Soothing Ruby removes negative status effects on the party based on the summoning skill of the summoner–the more skill, the more effects are removed.
  • Pacifying Ruby is custom and provides an enmity boost effect to nearby Warriors, Paladins, and Ninjas and a enmity down effect to all other jobs and lasts 3 minutes.


  • Inferno Howl provides an enfire effect to the group based off of the Summoner’s summoning skill.
  • Conflag Strike is a powerful breath-based fire elemental attack that inflicts a potent Burn effect and INT reduction.


  • Diamond Storm inflicts a -25 Evasion Down effect to all nearby targets.
  • Crystal Blessing provides a +250 TP Bonus effect to the group.


  • Fleet Wind provides a powerful +20% movement speed effect to all nearby party members. This effect is lost when attacked or entering combat.
  • Hastega II provides a Haste II effect (matching the White Magic spell) to all nearby party members.


  • Crag Throw is a powerful earth-based elemental attack that does heavy damage and inflicts a potent Slow effect on the target.
  • Earthen Armor provides all nearby party members with a single hit “severe damage” recution similar to Ninjutsu’s Migiwari effect. This effect stacks with Bard’s Sentinel’s Scherzo.


  • Volt Strike is a powerful three-hit physical attack that can also inflict a stun effect–a powered up version of Chaotic Strike.
  • Shock Squall is a powerful lightning-based elemental attack that also has a chance to stun targets. Targets gain a growing resistance to stun the more often this is used.


  • Tidal Roar reduces the attack of all nearby enemies by 25% for up to 90 seconds.
  • Soothing Current applies a cure potency bonus to all nearby party members and increases incoming healing received by up to 15%.

Due to a limitation in how DSP handles avatar blood pacts, blood pacts that cannot be normally cast by monsters will not show their proper name when cast, either showing up as “Special Attack” or simply a “.”. This includes most, if not all, of the level 80+ abilities. If you’re having troubles with abilities, be sure to disable any sort of log parsing tools that may not expect these kinds of values.

Teleporter Updates

The following Voidwatch teleporters have been updated:

  • Krabimanjaro’s teleport has been moved closer to Molbolger’s spawn for convenience.
  • Bismarck’s teleport has been moved closer to Ravenous Cracklaw’s spawn for convenience.
  • Murk-veined Banberry’s teleport has been moved closer to the Cavernous Maw/Crystal/Flux for convenience.
  • Melancholic Moira’s teleport has been moved closer to the Cavernous Maw/Crystal/Flux for convenience.

The following Escha/Reisenjima teleporters have been updated:

  • All teleports no longer “zone” you, rather simply move your position to make it faster to move around the zone. They also properly check and prevent teleporting while in combat.


  • UPDATE For our members who hate to log out of the game, login points are now awarded when players login OR when changing zones.
  • UPDATE Puppetmaster’s Repair ability recast has been reduced to match current retail.
  • UPDATE Automaton Oil, used with the Repair ability to heal automatons, has been moved into !shop 3 for convenience rather than running to Whitegate to buy it from Gavrie.
  • UPDATE The distance for Avatar’s Favor effects has been increased from 10y to 20y.
  • UPDATE Reduced the exceedingly high magic accuracy in some high end encounters that prevented players from resisting certain effects.
  • UPDATE The !costume command has been disabled for the time being until the available costumes can be further reviewed for ones that can potentially cause client crashes.
  • UPDATE Added a prototype fix to the packet structure for pet actions that hopefully will address the automatons stretching and breaking their models (which causes a client-side crash).
  • BUG (hotfix) Composure’s custom effect has been fixed; it’s again properly providing +2 Fast Cast and +5% Haste rather than +15 Fast Cast and +0.05% Haste.
  • BUG Addressed an issue with Dark Arts/Light Arts provdiing too much skill as the skill increase was based off of a Red Mage’s Enhancing skill (a B+ rating on retail); however, it’s an A rating here. This has been resolved to only increase skills to a maximum of a B+ rating.
  • BUG Addressed an issue with Dark Arts/Light Arts providing too little skill if the subjob provided more than the Arts would increase it to (a B+ rating).
  • BUG Dual Wield is now capped at 99; values over this entirely remove the weapon delay from auto attack rounds.
  • BUG Addressed an issue causing automaton abilities to not properly chain with weaponskills.
  • BUG Addressed an issue with Yalungur not properly despawning its adds on defeat/despawn.
  • BUG Addressed a potential client crash when using /equipset too quickly.
  • BUG Addressed an issue with Titan’s Favor that prevented it from properly adding the physical damage taken reduction effect.

14 October

October 2019 Client Update

We’ve updated the client to the retail October 2019 version. This will require a client update for players. For a refresher on how to update your client, click here.

Update Version

In Check Files and/or when typing /ver in game, the new version number should be 30191004_0.


Players who are not at this version may experience client crashes, incorrect NPC IDs, broken quests and missions, and the inability to use the new merits and traits provided by this update.

Updated Renamer List

With the new client version, a new Renamer list is available. You can download it here.

September 2019 Retail Job Update - Bard

As the Bard merits were contested a being a bit worthless, we wanted to wait until the next update to dig in and add them (rather than rip them out later). This update adds two new merits for bards: Con Anima and Con Brio.

  • Con Anima : 5 points, provides -1% physical damage taken to the bard for each point when they cast a beneficial song on themselves with an instrument equipped.
  • Con Brio : 5 points, provides -1% magical damage taken to the bard for each point when they cast a beneficial song on themselves with an instrument equipped.

Maintaining a beneficial song on themselves, assuming five points are put into each of these, grants the bard -5% PDT and -5% MDT. This effect does not stack with additional songs and does not apply to other players affected by the song or if another bard’s song is affecting you.


Threnodies, even though they provide the enspell effect to players, do not grant the merit bonuses as they are not considered beneficial songs.

These two merits replace the merits that granted Adventurer’s Dirge and Foe Sirvente; these are normal songs granted at 75 now (which is moot as players had these songs without the merits on our server).

Bard Song Updates

When implementing the Con Merits, we noticed several songs not providing their proper effects and’or entirely missing their scripts.

Status Resistance Songs

The following songs were missing their proper scripts. As BGWiki states, they are all “unknown potency and unclear applications”. Based on several forum posts and assumptions, they have been updated as follows.

  • Each song provides a base of +20 resistance (power).
    • Puppet’s Operetta, as the only tier 2 version, provides +30 resistance.
  • The power is increased by +10 for each +Songs bonus, increased by 100% by Soul Voice, and 50% by Marcato.
  • The duration of each song is 120 seconds (as per retail).
  • The duration is enhanced with song duration and Songs+ bonuses, and troubadour.

EXAMPLE Herb Pastoral would provide players with +90 poison resistance if sung with Gjallarhorn (Songs +4) and Moonbow Whistle +1 (Songs +3).

The following songs were updated/implemented:

  • Herb Pastoral - Poison Resistance
  • Scop’s Operetta/Puppet’s Operetta - Silence Resistance
  • Goblin Gavotte - Bind Resistance
  • Fowl Aubade - Sleep Resistance
  • Gold Capriccio - Petrification Resistance
  • Shining Fantasia - Blind Resistance
  • Warding Round - Curse Resistance
  • Chocobo Hum - Paralyze Resistance πŸ†• at Lv. 99
  • Cactaur Fugue - Gravity Resistance πŸ†• at Lv. 99

Other Songs

The following songs have also been implemented:

  • Sentinel’s Scherzo - provides a 45% damage mitigation to ‘severely damaging attacks’ (similar to Migiwari).
    • Unlike Migiwari, this effect is not lost when severe damage is taken.
  • Foe Sirvente - decreases target’s enmity loss
  • Adventurer’s Dirge - decreases target’s enmity generation
  • Pining Nocturne - decreases target’s magic accuracy and increases spellcasting time (similar to Addle).

October 2019 Retail Job Update - Monk

Several hand-to-hand weaponskills and monk HP traits were updated in October.

Max HP Boost

The levels for Max HP Boost have been updated to provide these bonuses at lower levels.

Tier Old Level New Level
1 15 15
2 35 25
3 55 35
4 70 45
5 86 55
6 96 65

Max HP Boost II

With the changes to Max HP Boost, a new tier of HP Boosts have been added.

Tier Level Acquired HP Gain
1 75 +150
2 85 +300
3 95 +450


The following weaponskills are now fTP replicating and provide their bonuses across all hits (cough fotia time! cough).

NOTE While this update is intented for Monk, these updates are across all hand-to-hand users, including Puppetmaster.

  • Combo
  • Shoulder Tackle
  • One Inch Punch
  • Backhand Blow
  • Raging Fists
  • Spinning Attack
  • Howling Fist
  • Dragon Kick
  • Asuran Fists
  • Ascetic’s Fury
  • Stringing Pummel
  • Tornado Kick
  • Victory Smite
  • Shijin Spiral

The following weaponskills have had their overall fTP lowered to account for the increase in fTP replication across all hits.

  • Combo
  • Raging Fists
  • Howling Fist
  • Dragon Kick
  • Tornado Kick
  • Victory Smite
  • Shinjin Spiral

The following weaponskills have had their fTP and potency increased.

  • Asuran Fists
  • Shijin Spiral

At this time, these values are estimates while the retail community crunches numbers and punches things a few hundred thousand times to see what the changes appear to be. We’re basing our current numbers off of preliminary tests by players and posted to the BGWiki forums and will likely be tuning them in coming weeks as more information is available.

October 2019 Retail Job Update - Dragoon

Dragoon hit the jackpot with this update with a massive new trait, WS Damage Boost, that provides all hits +weaponskill damage up to +21% at level 95..

Rank Level Bonus
1 45 +7%
2 55 +10%
3 65 +13%
4 75 +16%
5 85 +19%
6 95 +21%

In addition, as the wyvern levels up (up to 5 levels) or via Spirit Link (with up to 5 merits in Empathy), dragoons gain +1% all hits +weaponskill damage per level. At level 99, this puts dragoons at a whopping +26% increased damage to all weaponskill hits.

At this time, the Spirit Bond ability provided to dragoons with this update has not been added as it’s a bit useless on our server.


With this massive update to dragoon damage, we’ll be reviewing dragoon damage overall and adjusting, if necessary, some of our custom bonuses we’ve already provided dragoons.

Voidwatch Ops. Teleports

Thanks to the hard work of Webjester, a custom menu has been added for the Voidwatch Ops. teleports. Players who have unlocked the Voidwatch campaign can speak to the Atmacite Refiners and teleport to the Planar Rifts for the abyssites they have unlocked. Overall, this adds zone teleports to over 64 locations throughout the world making general travel a lot faster.

Unlike retail, these teleports do not cost cruor to use.

atmacite refiner teleports

For example, players with the Crimson Stratum Abyssite II can teleport to Sarimanok (East Ronfaure), Cottus (East Ronfaure [S]), and Krabimanjaro (Ordelle’s Caves).

Atmacite Refiners can be found in the following locations:

  • Southern San d’Oria (F-9)
  • Southern San d’Oria [S] (L-9)
  • Bastok Markets (D-11)
  • Bastok Markets [S] (G-5)
  • Windurst Waters (G-5)
  • Windurst Waters [S] (G-5)
  • Norg (I-8)
  • Rabao (G-8)
  • Kazham (F-9)
  • Sauromugue Champaign (E-6)
  • Sauromugue Champaign [S] (E-6)
  • Rolanberry Fields (J-5)
  • Rolanberry Fields [S] (J-5)
  • Batallia Downs (K-8)
  • Batallia Downs [S] (K-8)
  • Tavnazian Safehold (H-6)
  • Wajaom Woodlands (M-7)

Survival Guide Teleports

Again, thanks to Webjester’s hard work hunting down all of the locations, a new custom teleport system for the Survival Guides has been added.

Our !gotoexp command was originally designed to replace Survival Guides; however, having the full guides gives players access to nearly 100 different teleport locations across all of the expansions and many landing players near Field and Grounds Manuals for easy access to EXP pages.

Survial Guides

Survival Guides can take players to:

  • most outdoor zones pre-Seekers of Adoulin (Eastern Adoulin does have a book)
  • many indoor dungeons, including the Beastman fortresses (makes converting Dynamis currency easier)
  • difficult to reach zones, such as Xarcabard, Castle Zvahl, Movalpolos, and most Shadowera zones

Here’s the full list of teleport locations supported by the Survival Guide system.

Unlike retail, there is no cost to use the Survival Guides and players do not need to visit a Survival Guide book to unlock a location (this may change in the future).

Eschan & Ethereal Teleports


Heroics players rejoice, the teleport systems within Escha - Zi’Tah and Reisenjima are finally wired up. Players can now use the Eschan Portals and Ethereal Ingresses to move around the zones.

If you’re using the modified map packs, the number IDs (#1, #2, etc.) align with what each portal displays and the number on the maps.

escha zitah reisenjima

New Commands - !resists and !th

Two new player commands have been added.

  • !resists provides players a listing of their status effect resistances, such as Sleep, Paralyze, Petrification, and Death.
  • !th provides players an update, similar to the proc message on retail, of the current level of Treasure Hunter affecting the target.

Updated Commands

  • !skills now includes values for hobby skills–synergy, chocobo digging, and mog gardening.
  • !stats now includes values for subtle blow and magic damage.


  • UPDATE (hotfix) The Regiment Tombstones in Dynamis - San d’Oria [D] no longer mindlessly wander around the zone.
  • UPDATE (hotfix) Several breath-type blue mage spells are less powerful when cast by non-players, reverting back to their old damage formulas that do not calculate based off of HP. Player-cast spells have not changed.
  • UPDATE The following items now stack to 99: trailblazing pickaxe, trailblazing hatchet, trailblazing sickle, adbhaljs seal, coalition grease, mog pell (red), mog pell (green), mog pell (gold), mog pell (rainbow), mog pell (ochre), mog pell (silver), mog pell (marble), all void shards from Divergence, all void patterns from divergence, relic adaman, ratanarj, and all moldy accessories from Divergence.
  • UPDATE Entering Dynamis - San d’Oria [D] now pops up a dialog menu confirming if players want to enter the zone.
  • UPDATE The white mage merits Animus Solace and Animus Misery now properly show up in the Traits window.
  • UPDATE The Mimic King VWNM and Golden Kist in Reisenjima have been updated to show its proper engaged animation, remove incorrect abilities from its rotation, and update Pandora’s Curse and Pandora’s Gift to better match their effects on retail.
    • Pandora’s Gift: Randomly either heals or inflicts darkness-based magical damage on the target; no longer inflicts Mute or Doom.
    • Pandora’s Curse: Now inflicts darkness-based magical damage in an AOE (10y) and inflicts the same stat down and bio effects as before.
  • UPDATE The monster ability Aurous Charge is now properly a frontal cone. In addition, rather than a flat damage based on the target’s current HP, it’s now Light-based damage based on the target’s maximum HP. As it is now a calculated magical attack, magic defense mitigations, Shell, Stoneskin, and other damage reducers apply.
  • BUG (hotfix) Update to address Aurix’s neck NQ -> HQ1 trades not having the proper Relic Adaman requirements.
  • BUG (hotfix) Addressed a dialog issue where Oboro wasn’t reminding players about needing light spheres for the empyrean weapon Phase II trials.
  • BUG (hotfix) Addressed a dialog issue the last line of the dialog for unlocking mog gardening still referenced the library door.
  • BUG The category weight of Molting Plumage is now properly set and can provide Dual Wield I by itself.
  • BUG The effect of Saurian Slide is now properly matching to its spell, and not mixed with Entomb.
  • BUG Address an issue where players could acquire more than the 10% cap of Quick Magic.
  • BUG Address an issue with runeweave’s augment not providing magic accuracy.
  • BUG Address an issue where a modifier flag was missing from some of the relic +2 neck pieces to make them properly equippable.

7 October

Divergence - San d’Oria

  • UPDATE (hotfix) Adjusted Overseer’s Tombstone’s magic cooldown and adjusted his TP gain to reduce his siesmostomps (that increase as his HP decreases).
  • UPDATE (hotfix) Adjusted all non-statue monsters to properly despawn after 5 minutes to prevent the zone from getting overwhelmed when players think they can train through the zone and fail horribly.
  • UPDATE (hotfix) The Nightmare Wellspring’s message when shifting the zone into phase 3 is a bit clearer now.
  • UPDATE (hotfix) Adjusted Aurix’s dialogs to be clearer on what items he can upgrade based on how far players have cleared through Divergence.
  • UPDATE Adjusted the resists, including sleep and lullaby resistance, on some encounters.
  • UPDATE Added proper navmeshes to the zones which should help with mobs and players not getting stuck in the environment in certain conditions and force monsters to path properly around walls, etc.
  • UPDATE The dynamis zone message now alerts players at 60m/40m/30m as well as the prior 10m/5m/1m/30s/10s increments. Since these messages can get lost in the log spam, it’s recommended to keep track of your time remaining separately.

Blue Magic Updates

This update continues our work on reviewing and revising the Blue Magic scripts and combat mechanics.


These updates are a WORK IN PROGRESS and will be evaluated over the coming weeks.

Individual Spell Updates

The following spells have been updated to reflect their retail formulas and/or better match the Nocturnal Souls environment. These are the last updates for spells existing within the DSP codebase. FINALLY!

  • Wind Breath
    • Damage formula updated to (caster HP / 4) + (caster level / 0.85)
  • Barbed Crescent
    • Updated damage type to Slashing-type damage.
    • Updated Accuracy Down effect from -4 to -30.
    • Updated fTP from 1.925 to 2.0.
    • Updated WSC from 30% AGI/10% INT to 50% DEX.
  • Bilgestorm
    • Updated damage type to Slashing-type damage.
    • Reduced accuracy down effect from -35 to -25.
    • Reduced number of hits from 3 to 1.
    • Updated WSC to from nothing to 30% STR/30% DEX.
  • Bloodrake
    • Updated damage type to Slashing-type damage.
    • Updated WSC from 30% STR to 30% STR/30% MND
  • Nature’s Meditation
    • Verified and unchanged.
  • Glutinous Dart
    • Updated damage type to Piercing-type damage.
    • Updated WSC from 30% VIT to 50% STR/50% VIT.
  • Paralyzing Triad
    • Updated damage type to Slashing-type damage.
    • Updated TP modifier from Critical Chance to Damage.
    • Updated WSC from 20% STR/DEX/INT to 40% STR/30% DEX
    • Updated Paralyze additional effect to 100% with a 60 second duration.
    • Updated Paralyze additional effect potency to match Paralyze II.
  • Tempestuous Upheaval
    • Updated WSC from 20% AGI to 30% AGI
    • Updated fTP from 3.25 to 3.786875.
  • Embalming Earth
    • Updated WSC to 10% STR/20% AGI to 30% VIT.
    • Slow duration updated from 20s to 180s.
    • Updated Slow additional effect from 0.025% to 25%.
  • Rending Deluge
    • Added Dispel additional effect (varies, if not resisted)
    • Increased fTP from 1.0 to 3.5.
    • Updated from a conal AOE to a point-blank AOE.
    • Updated recast from 30s to 35s.
    • Updated casting time from 3s to 2s.
  • Foul Waters
    • Updated fTP from 2.00 to 2.25.
    • Updated WSC from 30% MND to 20% STR/20% MND.
    • Remove resistance chance of Drown additional effect.
    • Updated Drown additional effect to 31/tick and -65 STR.
    • Updated from a point-blank AOE to a conal AOE.
  • Retinal Glare
    • Updated WSC from 20% CHR to 30% INT/10% MND.
    • Updated fTP from 8.75 to 2.75.
    • Added Flash additional effect with -200 accuracy down value.
  • Droning Whirlwind
    • Removed WSC.
    • Removed resistance effect.
    • Added “full dispel” additional effect–dispelling up to 12 effects on the target.
    • Dispel additional effect requires damage to be done to the target, but cannot otherwise be resisted.
  • Carcharian Verve
    • Updated Aquaveil counter to match the spell (50 interruptions, not 10) and be increased by Aquaveil+ enhancing gear.
  • Blistering Roar
    • Verified and unchanged.
  • Erratic Flutter
    • Updated base duration from 5 minutes to 10 minutes to match Haste II.
  • Subduction
    • Updated WSC from 30% INT/20% MND to 10% STR/10% VIT.
    • Updated recast time from 30s to 5s.
  • Thrashing Assault
    • Updated WSC from 10% STR to 32% STR/32% DEX.
    • Updated number of hits from 1 to 5.
  • Diffusion Ray
    • Updated fTP from 1.0 to 5.0
    • Updated from single target to conal AOE.
    • Updated recast time from 25s to 45s.
  • Rail Cannon
    • Updated WSC from 10% STR to 40% MND.
  • Restoral
    • Updated to use modern cure magic formulas.
    • Added enhancement via Cure Potency+ equipment.
    • Added ability to wake-up slept players.
  • Sinker Drill
    • Updated damage type to Piercing-type damage.
    • Updated WSC from 100% dex to 50% STR/50% VIT.
    • Updated TP modifier from Attack Bonus to Damage Bonus.
    • Reduced recast from 22s to 20s.

Newly Added Spells

Now that all of the existing spells have been reviewed, there are 21 spells at 99 that do not exist in DSP. This update contains all 21 of them. Spells are implemented matching effects, traits, and stat bonuses from BG Wiki.

  • Uproot
  • Crashing Thunder
  • Polar Roar
  • Mighty Guard
  • Cesspool
  • Cruel Joke
  • Tearing Gust
  • Sweeping Gouge
  • Molting Plumage
  • Nectarous Deluge
  • Atramentous Libations
  • Searing Tempest
  • Spectral Floe
  • Anvil Lightning
  • Entomb
  • Saurian Slide
  • Palling Slavo
  • Blinding Fulgor
  • Scouring Spate
  • Silent Storm
  • Tenebral Crush

Existing players will need to use the !addallspells command to force add the new blue mage spells to their spell list.

Updated Traits

The following traits have been updated:

  • Dual Wield - Now supports up to Dual Wield IV with slotted spells.
  • Tenacity - Added Tenacity trait (for Palling Salvo); provides +5% “resist all status effects”.
  • Attack Bonus - Fixed an issue where both modifiers (attack and ranged attack) where not properly being applied.
  • Magic Evasion Bonus - Added Magic Evasion Bonus trait (for Blinding Fulgor); provides +10 magic evasion.
  • Magic Accuracy Bonus - Added Magic Accuracy Bonus trait (for Tenebral Crush); provides +10 magic accuracy.
  • Critical Attack Bonus Added Critical Attack Bonus trait (for Sinker Drill); provides +5% critical attack damage.
  • Inquartata - Added Inquartata trait (for Saurian Slide); provides +5% parry rate and can apply over the base 25% parry cap.

Automaton Levels and Updates

automaton level up!

We’ve added in Automaton level enhancements allowing puppetmasters to use animators to increase their automaton’s level from 99 to a cap of 120. These effects require the animator and/or cape to be equipped when activating the automaton and provide additional base stat and secondary stat bonuses. With the additional levels and stat bonuses, the prior flat level 99 bonuses have been removed from the automatons.

The following animators and level enhancing gear has been updated:

    Visucius's Mantle 
  • Automaton Lv. +1
  • Automaton Lv. 119, +89 to base stats, +50 to all secondary stats with +25 bonus to melee stats.
  • New drop from Reisenjima Henge.
    Divinator II 
  • Automaton Lv. 119, +89 to base stats, +50 to all secondary stats with +25 bonus to magic stats.
  • New drop from Reisenjima Henge.
    Animator Z 
  • Automaton Lv. 119
  • Available from Antonia in Upper Jeuno (H-8, Viette’s Finest Weapons shop)
    Animator P 
  • Automaton Lv. 119, +104 to base stats, +100 to all secondary stats with +25 bonus to melee stats.
  • Crafted via Animator Z
    Animator P +1 
  • Automaton Lv. 119, +109 to base stats, +125 to all secondary stats with +25 bonus to melee stats.
  • Crafted via Animator Z
    Animator P II 
  • Automaton Lv. 119, +104 to base stats, +100 to all secondary stats with +25 bonus to magic stats.
  • Crafted via Animator Z
    Animator P II +1 
  • Automaton Lv. 119, +109 to base stats, +125 to all secondary stats with +25 bonus to magic stats.
  • Crafted via Animator Z

In addition, the following changes have been made:

  • UPDATE The Valoredge head has had its enmity bonus increased.
  • UPDATE The Sharpshot, Stormwaker, Soulsoother, and Spiritreaver heads have had its enmity reduction increased.
  • BUG Addressed a skill issue where automatons always had max level skill rather than the skill for their current level (sorry level 1 automatons enjoying their level 99 melee, ranged, and magic skill).

Stoneskin Normalization / Revamp

After we updated Metallic Body and Diamondhide a few weeks ago, there was still the issue that those two spells perform very poorly compared to the Stoneskin white magic spell.

This is due to two factors:

  • The White Magic spell has a scaling multiplier based on skill level.
  • When we started Nocturnal Souls, we added two new tiers (a 300-500 and a 500+ skill tier) for the 99 focus; however, we didn’t add in the reducers that the prior tiers had.

So, after much review the following updates have been made for Stoneskin, Metallic Body, and Diamondhide.

  1. Stoneskin’s tiers have been updated to include slight skill reducers similar to the other skill tiers. Overall, players will see a 200-300 damage reduction difference (based on how far over 500+ their enhancing skill is), but can still expect ~5700 damage reduction at 500+ skill.
  2. Metallic Body’s gained a similar scaling tier and is poised as the “quick and inexpensive” Stoneskin. At the 500+ Blue Magic skill level, players can expect this spell to jump from ~700 damage to ~3200 damage reduction.
  3. Diamondhide’s gained a similar scaling tier and is poised as the “party-based” Stoneskin. It has the same casting time with a shorter recast than normal Stoneskin as well as providing it to the whole party. At the 500+ Blue Magic skill level, players can expect this spell to jump from ~850 damage to ~4700 damage reduction.
  4. All three spells still benefit from Stoneskin + gear (a custom benefit of the server).
  5. Stoneskin benefits from stacking Enhancing Magic Skill + and Enhancing Magic Potency gear whereas Metallic Body and Diamondhide benefit from stacking Blue Magic Skill + gear.

Overall, Stoneskin will remain the leader in providing the Stoneskin effect (and being provided AOE by Scholars); however, the bonuses provided to Metallic Body and Diamondhide make them much more worthwhile.


  • UPDATE The Orc ability “Fanatic Dance” now properly checks charm resistance and magic evasion.
  • UPDATE The wyrms have been updated to help address issues where malicious players attempt to drag them away from their spawn points and inconsistencies in their challenge levels.
    • The wyrms are now placed at a safe distance away from most walls and barricades, have their proper draw in effects, and will not stray farther than 20y from their spawning location. This affects: Jormugand, Tiamat, Vrtra.
    • Spinning Attack has been removed from Jormungand’s abilities pool.
    • Vrtra’s adds now spawn claimed to Vrtra’s target.
    • Vrtra’s adds now despawn when Vrtra despawns.
  • UPDATE Updated the drop rate for the Seraphicaller to match the new droprates for the Divinators from Corrupted Altana.
  • UPDATE The ancient currency vendors have had their inventory offerings refined.
  • UPDATE Antonia in Upper Jeuno no longer sells the Arasy weapons (aside from the Animator Z) as these weapons do not work or are missing their models.
  • UPDATE New players can now acquire the Eminent weapons (i117 Sparks weapons) from Eternal Flame (Western Adoulin, H-11).
  • UPDATE Update missing modifiers for warrior artifact/relic/empyrean gear and some weapons related to Warcry/Aggressor/Defender/Berserk duration timers and Fencer TP+ and Critical Hit+ gains (thanks Webjester).
  • BUG Address an issue with some armor from Escha Zi’Tah providing HP%+ instead of HP+ item modifiers. Sorry, no more +164% HP chest pieces.
  • BUG Cleaned up a typo in Magian Mog AJ’s dialog script.
  • BUG Removed the loot table from Cobraclaw Buchzvotch in Jugner Forest [S] as it was incorrect (was for his Dynamis-Beaucadine version).
  • BUG Addressed an issue with the Sihrik having the wrong item modifier for the -2% MDT.

September 2019

30 September

Updated Renamer List

With the new Dynamis Divergence zone, a new Renamer list is available. You can download it here.

Dynamis Divergence Is Here!

We’ve released the first of four Dynamis Divergence zones–Dynamis San d’Oria [D]. These new zones allow players to upgrade their reforged relic +1 to the maximum +3 versions and create job-specific necklaces.

The first zone added is Dynamis - San d’Oria [D].


To get started, check out the Dynamis Divergence wiki page and visit Aurix in the Dimensional Veil in Ru’Lude Gardens (by the auction house) to unlock access.

In the future, the Divergence weapons will also be added to the zones. Bastok, Windurst, and Jeuno will be added in coming weeks.


As with artifact gear, be sure to check the item modifiers on the Members Portal for your relic armor upgrades–not all modifiers are working at this time. We’ll be filling these in, where possible, as we continue working on Divergence zones.

Blue Magic Updates

This update continues our work on reviewing and revising the Blue Magic scripts.


These updates are a WORK IN PROGRESS and will be evaluated over the coming weeks.


The following spells have had their traits updated to match those provided by retail. The raits always showed up properly, however, were providing the wrong modifiers or no modifiers at all.

  • Amorphic Spikes, Charged Whisker, Everyone’s Grudge now applies Gilfinder or Treasure Hunter I if all 3 are slotted.
  • Hysteric Barrage, Occultation, Screwdriver, and Tempestuous Upheaval now provide Evasion Bonus rather than Ranged Defense.
  • Hydro Shot, Feather Storm, and Jetstream now provide Rapid Shot instead of -Blood Pact Delay.
  • Leafstorm, Rail Cannon, and Reaving Wind now provide Magic Burst Bonus rather than Fast Cast.

Chain Affinity Skillchains

The following physical spells have had their skillchain attributes updated to provide the correct elements.

Physical Spell Primary Secondary
Screwdriver Transfixion Scission
Smite Of Rage Detonation
Bludgeon Liquefaction
Terror Touch Compression Reverberation
Spinal Cleave Scission Detonation
Mandibular Bite Induration
Sickle Slash Compression
Power Attack Reverberation
Death Scissors Compression Reverberation
Frenetic Rip Induration
Body Slam Impaction
Helldive Transfixion
Jet Stream Impaction
Foot Kick Detonation
Ram Charge Fragmentation
Claw Cyclone Scission
Dimensional Death Compression Reverberation
Uppercut Liquefaction
Pinecone Bomb Liquefaction
Sprout Smack Reverberation
Queasyshroom Compression
Wild Oats Transfixion
Disseverment Distortion
Vertical Cleave Gravitation
Battle Dance Impaction
Grand Slam Induration
Head Butt Impaction
Frypan Impaction
Hydro Shot Reverberation
Feather Storm Transfixion
Tail Slap Reverberation
Hysteric Barrage Detonation
Cannonball Fusion
Seedspray Induration Detonation
Spiral Spin Transfixion
Asuran Claws Liquefaction Impaction
Sub-Zero Smash Fragmentation
Final Sting Fusion
Goblin Rush Fusion Impaction
Vanity Dive Scission
Whirl Of Rage Scission Detonation
Benthic Typhoon Gravitation Transfixion
Quad Continuum Distortion Scission
Empty Thrash Compression Scission
Delta Thrust Liquefaction Detonation
Heavy Strike Fragmentation Transfixion
Sudden Lunge Detonation
Quadrastrike Liquefaction Scission
Amorphic Spikes Gravitation Transfixion
Barbed Crescent Distortion Liquefaction
Tourbillion Light Fragmentation
Bilgestorm Darkness Gravitation
Bloodrake Darkness Distortion
Paralyzing Triad Gravitation
Glutinous Dart Fragmentation
Thrashing Assault Fusion
Sinker Drill Gravitation Reverberation


  • UPDATE Kroma thread is now sold by Gibol and Meriri of the Weavers Guild in Selbina and Windurst and has an increased quantity compared to retail.
  • UPDATE The Weaponskill Damage Bonus, Enmity Bonus, and Enmity Loss Reduction traits added in custom for Paladin have been removed as they were interfering with Blue Magic traits that use the same Undead Killer identifiers. These bonuses will be added back in as part of the Paladin Master Job questline in the future.
  • UPDATE The Kupo and Sors Shields now have their proper models.
  • UPDATE The Exalted crafted weapon (bow, crossbow, spear, and staff) NQs and HQs now have their models, item modifiers, and properly grant the weaponskills where specified.
  • UPDATE Dancer’s No Foot Rise has been made main job only as it relies on access to merits that are unavailable while its a subjob.

23 September

Grouped Experience Gains

We’ve updated the amount of experience points gained while grouped up to reduce the negative effect of players being grouped up and/or in alliances.

Our intent is to reward players who are in parties by reducing the experience point reduction. This should make it much more appealing for players to group in parties and alliances while leveling up.

For example, a solo player fighting a monster that grants 1000 XP would gain 1000 XP. That same encounter with three players, using the old formulas, would only gain 555 XP per player. Using the new formulas, those same three players would instead gain 850 XP.

In addition, we’ve included an update to activate the Sigil experience point bonus while players are in the Shadow Era/WoTG zones.

Signet/Sanction/Sigil Zones (RoZ/CoP/ToAU/WoTG)


This requires being in zones where these buffs (!signet, !sanction, !sigil) provide their latent bonuses.

Party Size Old New
1 (Solo) 100% 100%
2 75% 95%
3 55% 85%
4 45% 70%
5 39% 60%
6 35% 55%
6+ (alliance) 1.8 / Alliance Size 3.0 / Alliance Size

Other Zones

Party Size Old New
1 (Solo) 100% 100%
2 60% 75%
3 45% 65%
4 40% 55%
5 37% 45%
6 35% 40%
6+ (alliance) 1.8 / Alliance Size 2.1 / Alliance Size

Blue Magic Updates

This update continues our work on reviewing and revising the Blue Magic scripts. We’re finally into the level 99 spells!


These updates are a WORK IN PROGRESS and will be evaluated over the coming weeks.

Abilities, Merits, and Modifiers

  • Efflux’s bonuses have been updated to properly increase “potency” (part of the D cap modifier) by 50%, not just by 1.
  • The Physical Potency merit has been wired up to now properly increase “potency” (part of the D cap modifier) by up to +10.
  • Physical spells that have a critical chance by TP are now properly modified by gear modifiers that increase Critical Damage, such as Heavy Strike.

Individual Spell Updates

  • Quadratic Continuum
    • Updated WSC from 30% STR to 32% STR/32% VIT.
  • Fantod
    • Verified and unchanged.
    • Fantod remains custom in providing a 15 second, fast casting +29.7% attack boost and +20 magic attack boost rather than needing to repeatedly use it to gain those effects.
  • Thermal Pulse
    • Updated fTP from 2.0 to 2.75.
    • Added Blind effect with Accuracy Down based on the same formula as Blind II, between -15 and -90 determined by the INT of the caster and MND of the target (the actual values are undocumented, so best guess using Blind II’s).
  • Empty Thrash
    • Updated TP modifier from Attack to Accuracy.
    • Updated WSC from 30% STR/20% MND to 50% STR.
    • Updated spell to be a Conal AOE instead of a Radial AOE.
  • Dream Flower
    • Verified and unchanged.
  • Occultation
    • Verified and unchanged.
  • Charged Whisker
    • Verified and unchanged.
  • Winds of Promyvion
    • Verified and unchanged.
  • Delta Thrust
    • Updated to Slashing-type damage.
    • Updated fTP to 1.09375 across all levels.
    • Updated to a three-hit ability.
    • Updated chance for Plague effect to be based on TP.
    • Updated chance for Plague effect to consider resists of target and accuracy of caster.
  • Everyone’s Grudge
    • Updated fTP from 1.2 to 5.0
    • Updated WSC from 20% CHR to 40% MND.
    • Updated multiplier from 2.95 to 2.0.
  • Reaving Wind
    • Updated TP reduction from -100 to -1000.
  • Barrier Tusk
    • Updated spell to use the Phalanx effect, not the Defense Boost effect; no longer stacks with Phalanx.
    • Updated the modifier from providing +50% additional defense to providing -15% damage taken. This is calculated after any equipment bonuses and scales beyond the -% damage taken cap.
  • Mortal Ray
    • Updated to prevent being cast on Notorious Monsters.
    • Updated duration from 10 seconds to 63 seconds.
  • Water Bomb
    • Updated WSC from 30% INT/10% MND to 20% INT/10% MND.
    • Added Silence additonal effect with duration based on resistance.
  • Heavy Strike
    • Updated to Blunt-type damage.
    • Updated fTP for 0-1000 from 2.95 to 2.25.
    • Added large accuracy penality (~10%).
  • Dark Orb
    • Updated WSC from nothing to 40% INT.
  • White Wind
    • Updated cure formula from (target HP/7)*2 to (target Max HP/7)*2.
    • Updated to account for Cure Potency, Divine Seal, and other modifiers.
  • Sudden Lunge
    • Verified and unchanged.
    • Remains a custom spell that compares the target’s stun resistance and then provides a short duration stun if the ability does damage to the target.
  • Thunderbolt
    • Updated to properly account for target’s stun resistance before applying stun effect.
  • Harden Shell
    • Updated defense bonus from +200% to +100%.
    • Updated duration from 60 seconds to 90 seconds.
  • Quadrastrike
    • Updated to Slashing-type damage.
    • Updated TP modifier from Damage to Critical Hit chance.
    • Updated fTP to 1.1875 at all levels.
  • Vapor Spray
    • Updated to a breath damage attack.
    • Damage formula updated to (caster HP / 2) + (caster Level / 0.75)
  • Absolute Terror
    • Verified and unchanged.
  • Thunder Breath
    • Updated to a breath damage attack.
    • Damage formula updated to (caster HP / 2) + (caster Level / 0.55)
  • Gates of Hades
    • Added unresistable Burn effect of 22 HP/tick and -47 INT if target takes damage.
  • Tourbillion
    • Fixed calculation error preventing ability from doing damage.
    • Updated to Blunt-type damage.
    • Updated Defense Down effect from -250% πŸ™ƒ to -33%.
  • Orcish Counterstance
    • Reduced counter attack rate from +50% to +10%.
  • Amorphic Spikes
    • Updated WSC from 30% DEX/20% INT to 20% DEX/20% INT.
    • Updated number of hits from 1 to 5.
  • Pyric Bulwark
    • No longer provides a +500% defense bonus, but a Physical Shield reducing all physical damage to 0. This more closely emulates retail’s effect for a physical shield lasting a single hit.
    • Duration reduced from 5 minutes to 8 seconds.


  • UPDATE The rate in which players gain skill ups through Chocobo Digging has been slightly increased.
  • UPDATE The “unique” modifiers to the Octave Club making it level 99 with unique stats have been removed and it has been reset to the normal retail stats. This will hopefully clear up the confusion around the item.
  • UPDATE The spawn conditions for Ziphius have been simplified. Ziphius now spawns every hour near his prior spawn spot rather than requiring the trades to the six ??? NPCs and waiting until the next game day.
  • UPDATE Reduce Morbolger’s respawn timer to 1-2 hours from 21-24 hours to match current retail.
  • BUG Fixed a display error when gaining the White Stratum Abyssive VI from Stachysaurus.
  • BUG A potential rounding error while performing a chocobo digging skillup has been fixed.

16 September 2019

Fall Harvest!

Finding those rare harvests

The Fall Harvest event is back! The Fall Harvest event offers unique NMs that drop rare items while performing HELM activities in various zones.


This event runs from 16 September to 4 November.

Changes From Last Year

The Fall Harvest event has been simplified from last year to make it easier for lower level players to participate and reduce some of the randomness in rewards.

  • Rosulatia’s Harvest Game has been removed.
  • Leafkin grenades have been removed from Mog Gardening and Chocobo Digging. New drops are in their place and will remain even after the Fall Harvest event.
  • Leafkin grenades are now only used to activate passive harvesting buffs, trade for leaves, and perform synergy crafting.
  • The number of leafkin grenades required for leaves has been significantly reduced.
  • The passive buff has been updated to work similar to other seasonal events and be based on the number of leafkins defeated, not the number of grenades turned in.
  • As harvesting and spawning is a solo activity, only the player that lands the killing hit on the Harvest Protectors will receive credit. These mobs are designed to be claimed and fought solo at all levels.

New Rare Loot in Harvest Mayhem

The Harvest Mayhem BCNM has been updated with three new drop slots. These drop slots include rare drops from Reisenjima Henge, Escha Zi’Tah, and drops found no where else in the game.

New Login Rewards Available!

The login rewards have been updated for September-October. Looking to finish up that gear upgrade and missing a page? This is the month for you! Trade in your login points for any of the ten Rem’s Tale chapters!

Featured Items
Raaz Mount Rem’s Chapters 1-10
Chocobo Masque Cherry Tree

Tier 8 Augments Are Back

The Tier 8 Augments have been readded into the game. These augments have been updated to better align with the challenge to acquire them.

Tier 8 augmenting now requires players have Heroics rank 5 or higher access (access to Escha Zi’Tah).

These augments drop from the six tier 3 Geas Fete monsters at low chance, however, unlike the BCNM, treasure hunter can improve the chances at receiving these augments.

New Augment Values

Augment Old New
accuracy +15
attack + 15
accuracy +18
attack +18
magic accuracy +5
magic attack bonus + 5
magic accuracy +8
magic attack bonus +8
magic accuracy +18
magic damage +18
    Black rivet 
double attack +1%
critical hit rate + 2%
store TP +10
subtle blow +10
    White rivet 
tp bonus +50 unchanged

Blue Magic Updates

This update continues our work on reviewing and revising the Blue Magic scripts. We’re finally into the level 80+ spells!


These updates are a WORK IN PROGRESS and will be evaluated over the coming weeks.

Individual Spell Updates

  • Firespit
    • Verified and unchanged.
  • Warm-Up
    • Verified and unchanged.
  • Regurgitation
    • Updated fTP from 1.83 to 1.875
    • Added 15 degree “behind” check for the 25% damage gain.
    • Added the 2x INT comparison boost for casters.
    • Added the Bind status effect.
  • Asuran Claws
    • Updated to Hand-to-Hand-type Damage.
    • Updated WSC from 30% STR to 10% STR/10% DEX
    • Updated the fTP from 1.0 to 0.625 at all levels.
  • Cannonball
    • Updated to Hand-to-Hand-type Damage.
    • Updated to modifiy base damage based on caster’s defense.
  • Amplificiation
    • Verified and unchanged.
  • Heat Breath
    • Updated to Magical Fire-based damage.
      • Updated damage formula to Current HP / 2.
    • Updated damage formula be subject to partial resists.
    • Ignores target’s Magic Defense; however, is not affected by Magic Attack Bonus.
  • Lowing
    • Verified and unchanged.
  • Triumphant Roar
    • Verified and unchanged.
  • Saline Coat
    • Updated Magic Defense Bonus from +40 to +50.
    • Increased duration from 60 seconds to 180 seconds.
  • Disseverment
    • Updated to Piercing-type Damage.
    • Removed the -10% attack penality.
    • Updated fTP from 0.5 to 1.5.
  • Sub-zero Smash
    • Updated to Piercing-type Damage.
    • Updated Paralyze effect value from 1% to 10%.
    • Updated chance of applying Paralyze effect from 5% to 100%.
    • Updated fTP from 1.25 to 2.0.
    • Updated WSC from 20% INT/30% MND to 60% VIT.
  • Temporal Shift
    • Updated to remove stun duration check; duration is now random between 1 and 5 seconds.
    • Added stun resistance check on targets before applying stun.
  • Ram Charge
    • Updated to Blunt-type Damage.
  • Mind Blast
    • Verified and unchanged.
  • Actinic Burst
    • Verified and unchanged.
    • Accuracy Down effect on target is -200.
  • Reactor Cool
    • Updated Defense Bonus effect from +12 to +12%.
    • Updated damage formula for the Ice Spikes effect to match the black magic effect of ((INT + 10) / 20 * 2) * (1 + Magic Attack Bonus / 100).
    • Updated duration from 120 seconds to 180 seconds
  • Magic Hammer
    • Verified and unchanged.
  • Exuviation
    • Updated to use modern cure magic formulas.
    • Removed 85 HP max cap on HP restored.
    • Added 1.25x cured bonus when an effect is removed.
  • Plasma Charge
    • Updated Shock Spikes effect to match the black magic effect of ((INT + 10) / 20 * 2) * (1 + Magic Attack Bonus / 100).
    • Updated duration from 60 seconds to 15 minutes.
  • Vertical Cleave
    • Updated to Slashing-type Damage.
    • Updated fTP from 1.28 to 3.0.
  • Plenilune Embrace
    • Updated to use modern cure magic formulas.
    • Cure potency between Cure IV and Cure V.
    • Attack bonus and magic attack bonuses linked to moon phase as per wiki.
    • Added wake-up functionality for slept players.
  • Acrid Stream
    • Updated Magic Defense Down effect value from -25 to -10.
    • Removed variance on duration; fixed at 120 seconds.
    • Updated fTP from 1.28 to 2.299.
    • Updated INT resistance comparison to provide INT * 2 comparison.
  • Leafstorm
    • Updated WSC from 20% CHR to 30% STR;
    • Removed Slow additional effect as the Blue Magic version doesn’t appear to cause this (only certain mobs, in which it doesn’t do damage, only slows).
    • Updated fTP from 2.0 to 2.75.
  • Regeneration
    • Updated to include the modifier from gear that provide “Regen +” bonuses.
  • Animating Wail
    • Updated to match Haste’s modern potency of ~14.65%.
    • Updated to match server bonus of a 600 second duration, up from 300 seconds.
  • Battery Charge
    • Updated to include the potency modifier from gear that provides “Refresh +”
    • Updated to include the duration modifier from gear that provides “Enhancing Duration”
    • Updated base duration from 120 seconds to 300 seconds.
  • Blazing Bound
    • Updated WSC from 20% INT/20% WIS to 30% STR.
  • Demoralizing Roar
    • Fix mismatched INT comparison causing the effect never to occur UNLESS it was resisted.
    • Updated Attack Down effect value from -20 to -20%.
    • Updated Attack Down effect duration from 60 to 30 seconds.
  • Final Sting
    • Removed Weakness effect.
    • Removed damage caps; damage formula is Current HP - 1.
  • Goblin Rush
    • Updated damage to Blunt-type damage.
    • Updated fTP from 2.8 to 1.25 at all levels.
    • Updated WSC from 30% STR to 30% STR/30% DEX.
    • Updated from single hit to triple hit.
    • Added 35% attack boost.
  • Vanity Dive
    • Updated damage to Slashing-type damage.
    • Added damage modifier by TP.
    • Added hidden accuracy bonus of +60.
  • Magic Barrier
    • Base mechanics unchanged as per our customization of it as it’s far better than retail.
    • Duration increased from 120 to 180 to match Saline Coat and provide better buff flow.
  • Whirl of Rage
    • Updated damage to Slashing-type damage.
    • Updated to remove stun duration check; duration is now random between 1 and 3 seconds.
    • Added stun resistance check on targets before applying stun.
  • Benthic Typhoon
    • Updated damage to Piercing-type damage.
    • Updated WSC from 30% AGI to 60% AGI
    • Updated Defense Down effect value from -10 to -10%.
  • Auroral Drape
    • Verified and unchanged.
  • Osmosis
    • Updated drain formula to (Blue Magic Skill * .11) * 7
    • Updated effect to steal a beneficial status effect on the target (similar to Aura Steal).


  • UPDATE Moonlight Coral is now a potential drop from Zerde in Reisenjima and a very low potential chocobo digging chance in Reisenjima.
  • UPDATE Defiant Sweat is now a potential drop from Teles in Reisenjima.
  • UPDATE The Harvest Mayhem BCNM has been updated to include a guaranteed slot drop to help clarify for players that the treasure chest was opened–in the event the player is really unlucky and rolled nothing on all the other slots.
  • UPDATE The Harvest Mayhem BCNM has had the Overgrown Leafkin updated from a WAR/BLM to a WAR/MNK and its spell list removed.
  • UPDATE The !herostatus command now shows the player’s current Heroic rank.
  • BUG Updated the dialog text when unlocking Mog Gardening to refer players to Westcolina rather than the old Celennia Memorial Library location.
  • BUG Updated the /checkparam command to properly ignore offhands if that offhand isn’t a weapon (e.g. shield/grip/etc). This wasn’t affect attack power or stats, but was simply an issue with the /checkparam packet.
  • BUG Addressed issue where Nosoi’s additional effect was not properly triggering on hit.

9 September 2019

Elemental Geodes, Avatarites and Seals

Enemies now drop elemental geodes when defeated similar to the avatarites. These geodes are based on the current zone weather, with priority, then the day of the week if the weather is clear or sunshine. Geodes will not drop during Clouds or Fog weather conditions.

Geodes have a 10% chance to drop into the treasure pool when a level 76+ experience-granting monster is defeated.

In addition to Geodes, Avatarites and Kindred Seals/Kindred Crests/High Kindred Crests now drop in Seekers of Adoulin, Escha, and Reisenjima zones.


Mondays and Fridays are now “Heroics Day”. Players who complete the mission bonuses will receive an additional 25% infamy on top of the existing bonus.

  • Peacekeepers - 250 bonus infamy -> 312 bonus infamy
  • Couriers/Pioneers/Inventors/Scouts - 100 bonus infamy -> 125 bonus infamy

Blue Magic Updates

This week’s update continues our work on reviewing and revising the Blue Magic scripts.


These updates are a WORK IN PROGRESS and will be evaluated over the coming weeks.

Individual Spell Updates

  • Frightful Roar
    • Verified and unchanged.
  • Cold Wave
    • Updated Frost DOT calculation from Frost’s normal DOT to 3 + floor(Level / 4).
    • Added in missing Agility down effect, scaling up to -39 AGI.
  • Filamented Hold
    • Verified and unchanged.
  • Hecatomb Wave
    • Updated damage formula to (Current HP / 3) + (Level / 1.5)
    • Updated blindness additional effect to last up to 30 seconds.
    • Updated spell damage to account for normal magical attack damage bonuses.
  • Radiant Breath
    • Updated damage formula to (Current HP / 3) + (Level / 0.75)
    • Updated spell damage to account for normal magical attack damage bonuses.
  • Feather Barrier
    • Updated evasion bonus from +10 to +25.
  • Light of Penance
    • Updated Blindness effect from -10 to -100.
    • Updated TP reduction from 100 to 1000.
    • TP reduction is conditional on resistance effects.
  • Flying Hip Press
    • Updated damage formula to Current HP / 3)
    • Updated spell damage to account for normal magical attack damage bonuses.
  • Magic Fruit
    • Updated to better align with the base powers of Cure IV.
    • Updated to use modern cure magic formulas.
    • Hard cap of 610 not implemented.
    • Updated to be affected by Divine Seal and cure potency/cure received equipment.
  • Dimensional Death
    • Updated fTP from 1.2 to 2.25 at all levels.
    • Updated to Blunt-type damage.
  • Spiral Spin
    • Updated fTP from 1.25 to 2.0 at all levels.
    • Updated to a Slashing-type damage.
    • Updated WSC from 30% AGI/10% INT to 30% AGI.
    • Updated Accuracy Down effect potency from -4 to -15.
  • Death Scissors
    • Updated to a Slashing-type damage.
  • Eyes On Me
    • Updated fTP from 2.0 to 2.625 at all levels.
  • Bad Breath
    • Updated damage formula to (Current HP / 8) + (Level / 3)
    • Updated minimum duration of inflicted effects to 5 seconds (up from 1) with a maximum duration of 60 seconds.
    • Aligned all debuffs to use a shared duration timer.
    • Reduced weight effect from 25% to 14%.
    • Updated spell damage to account for normal magical attack damage bonuses.
  • Maelstrom
    • Updated Strength Down effect potency from -10 to -20.
  • Seedspray
    • Updated Defense Down effect potency from -4 to -8%
    • Updated Defense Down effect chance from 1% to 50%.
    • Updated WSC from 30% DEX/20% INT to 30% DEX.
    • Updated to a Slashing-type damage.
  • 1000 Needles
    • Updated from a Physical-type to a Magical-type (Light).
    • Updated to prevent partially resists; it either hits full strength or it doesn’t hit at all.
    • Updated to evenly divide damage among targets hit.
    • Updated to properly calculate resists for Stoneskin, Manawall, and Phalanx.
  • Memento Mori
    • Verified and unchanged.
  • Body Slam
    • Updated to a Blunt-type damage.
  • Hydro Shot
    • Updated to a Hand-to-hand-type damage.
    • Added in missing Enmity Down reduction to reduce the player’s enmity by 5% based on TP with the chance formula of random <= TP / 30
  • Frypan
    • Updated to a Blunt-type damage.
    • Added in target stun resistance check before applying stun effect; duration is based off of resistance.
  • Frenetic Rip
    • Updated to a Blunt-type damage.
  • Spinal Cleave
    • Updated to a Slashing-type damage.
    • WSC updated from 30% STR / 30% INT to 30% STR.
    • Updated fTP to 3.0 at all levels.
  • Voracious Trunk
    • Verified and unchanged.
    • Chance to steal an effect is 90% assuming the spell is not resisted.
  • Feather Tickle
    • Verified and unchanged.
    • Chance to reduce TP to 0 is 100% based on resist rate (TP reduction reduced by resists)
  • Yawn
    • Verified and unchanged.
    • Sleep effect is the same potency as Sleep II.
    • Resistance reduces chance of landing effect and duration.
  • Infrasonics
    • Verified and unchanged.
  • Zephyr Mantle
    • Verified and unchanged.
  • Corrosive Ooze
    • Defense Down and Attack Down effect values updated from 5 to 5%.
      • Updated to require damage to apply Defense Down and Attack Down.
      • Resistance affects whether or not effects are applied, but duration is always 60 seconds if successful.
  • Sandspray
    • Updated to calculate resistance rate based on INT, not MND.
  • Frost Breath
    • Updated damage formula to (Current HP / 3) + (Level / 0.625)
    • Updated spell damage to account for normal magical attack damage bonuses.
    • Updated paralyze effect from 25% to 12.5%
  • Diamondhide
    • Updated stoneskin formula from (blue magic skill / 3) * 2 to (blue magic skill * 0.675) + MND.
    • Updated to allow stoneskin effect to override itself similar to Metallic Body.
    • Updated to account for Stoneskin-enhancing equipment.
  • Enervation
    • Defense Down effect value updated from 10 to 10%.

Accuracy Calculations

The calculations used for accuracy, attack, ranged accuracy, and ranged attack have been reviewed and updated to align with retail. We’d previously updated ranged and melee attack, but left accuracy alone. All of these values now match the modern retail formulas found on BGWiki.

Accuracy from Skill

These formulas are applied before any modifiers, gear, or percentage gains.

  • (Skill ≀ 200): Accuracy from Skill = Skill
  • (200 ≀ Skill): Accuracy from Skill = floor( (Skill - 200)Γ—0.9 ) + 200

Example: A Ninja with an A+ Katana rank at level 99 equipped with an i119 III Kannagi would have a base skill of 424 + 269 = 693. This doesn’t include any merit contributions.

Using the old formula, the accuracy gained from skill would be:

ACC = floor( (693 - 200) * 0.9 ) + 200)
ACC = 443 + 200
ACC = 643
  • (Skill ≀ 200): Accuracy from Skill = Skill
  • (200 ≀ Skill ≀ 400): Accuracy from Skill = floor( (Skill - 200)Γ—0.9 ) + 200
  • (400 ≀ Skill ≀ 600): Accuracy from Skill = floor( (Skill - 400)Γ—0.8 ) + 380
  • (600 ≀ Skill): Accuracy from Skill = floor( (Skill - 600)Γ—0.9 ) + 540

Example: A Ninja with an A+ Katana rank at level 99 equipped with an i119 III Kannagi would have a base skill of 424 + 269 = 693. This doesn’t include any merit contributions.

Using the new formula, the accuracy gained from skill would be:

ACC = floor( (693 - 600) * 0.9 ) + 540)
ACC = 83 + 540
ACC = 623

These formulas were updated for both melee and ranged accuracy skill contributions.

Accuracy from Dexterity and Agility

These formulas have been updated to reflect a higher ratio for DEX and AGI.

  • For melee accuracy, the DEX contribution was increased from 0.50 to 0.75.
  • For ranged accuracy, the AGI contribution was increased from 0.50 to 0.75.

In additon, accuracy gains for both melee and ranged requires a weapon in the main or ranged slot accordingly for the stat contribution to apply.

Melee Hit Rate

The maximum hit rates have been updated to reflect retail standards set in December 2015 for player-based melee strikes.

  • 1H Main Hand, H2H, and pets, the maximum cap is now 99%.
  • 2H weapons and secondary (off-hand weapons), the maximum cap is now 95%.

In some cases, this will lower accuracy and hit rates as we previously did not have these caps in place and some players had well over 100% accuracy.

Weaponskills that Accuracy Varies by TP are unchanged.


  • UPDATE Ranged weaponskills have been updated to their Dec 2012 distances. Melee-ranged weaponskills remain 5y (Blast Arrow, Blast Shot) while the others have been increased from 16y to 21y.
  • UPDATE The Training Dummies in !craft are now WAR/WHM instead of WAR/WAR and have MP pools so players can test various MP steal/recover abilities. Note: This does slightly alter the stats of the training dummies as they now have the traits and resists of both WAR and WHM.
  • BUG The “fake” weaponskill Knights of Rotund granted by the Excalipoor II has been fixed to being a single target rather than AOE weaponskill.
  • BUG Maahes in Abyssea-Attohwa has had his level fixed from 0 to 118-120.
  • BUG Update the Coiler and Coiler II attachments to properly apply Double Attack, not Haste.
  • BUG Fixed quest ‘To Cure A Cough’ in San d’Oria to allow players to properly progress the diary’s cutscenes.

Wiki Updates

  • UPDATE The FAQs have been redesigned to break into various topical sections and expanded to include additional information.
  • UPDATE The New Player Guide has been updated to include a new “New to FFXI” section for players who are brand new to the game itself.

2 September 2019


The Summer Heatwaves event is now over. Players with Fire Feathers can use them to enter the Stand in the Fire BCNM; however, the rewards have been reset to crafting and style lock items.

Renamer Update

Updated renamer list for the new The Wyrm God armoury create and adjusting names of mobs within Dynamis - Tavnazia. See the details and download the list here.

BCNM Updates

Due to the BCNM exploit found on 22 August, the entry rules and checks for BCNMs have been updated to address several edge cases allowing players to bypass their normal means of entry and operation.

With this, Shami and Zebada have been re-enabled and players can again acquire BCNM entry items.

In addition, the following updates have been made:

  • UPDATE Shinryu in The Wyrm God BCNM has had his drops removed from a personal drop table and added into the treasure coffer for the BCNM. Players will now open the Treasure Coffer to exit the BCNM rather than being immediately removed when Shinryu dies.
  • UPDATE As treasure hunter does not apply to BCNM armoury crates, the drop rates of some items from Shinryu in The Wyrm God BCNM have been adjusted.
  • UPDATE Several new, unique drops have been added to The Wyrm God BCNM.
  • UPDATE The Arena Champion in the Arena Champions BCNM has had his Haste slightly reduced, gained a 5% chance to avoid magic attacks, and 5% chance to counter melee attacks.

Tier 8 Augments Update

Due to the recent exploit and actions of a select few members of the community, the current Tier 8 augments have removed from play. Players with these augments in their inventory have had them removed. Players who have already augmented gear slots with these pieces will retain those augments.

When re-released, these augments will be tied to the Heroics system and require players to have Heroics rank 5 or higher (access to Escha Zi’Tah) to apply them. The new augments will drop from Tier 3 Geas Fete encounters in Escha Zi’Tah.

These will be added in the next update.


  • UPDATE The cruor cost for using the Transcendental Radiance in Qufim Island now properly shows a cost of 0, rather than player’s total cruor.
  • UPDATE Elementals in Reisenjima are now always spawned, have a faster respawn time, and a slightly higher chance to spawn their Ascended versions on kill.
  • UPDATE Lucani in Reisenjima now spawn from dusk to dawn (18:00 and 06:00) rather than at night (20:00 and 04:00).
  • UPDATE Macabre Skeletons in Reisenjima now have their proper HP pools and level ranges.
  • UPDATE Updated Nexus Cape to prevent players who do not properly have access to the Lumoria region from teleporting to it (requires completion of COP’s The Warrior’s Path or higher).
  • UPDATE Adjusted the maximum counter rate to a maximum of 80% to be in line with retail (thanks for the submission, Dynisor!).
  • UPDATE The placement of several monster types within Dynamis - Tavnazia has been adjusted.
  • UPDATE The Cehuetzi Pelt has been added Kumhau in Uleguerand Range and Fleetstalker in Escha Zi’Tah.
  • UPDATE The respawn information about several HNMs has been added to the database rather than be scripted since they are now fixed 1 hour respawns.
  • BUG Updated incorrect weaponskill properties for the Campaign Weaponskills based on their tooltips and BGWiki.
    • Uriel Blade: Light/Distortion -> Light/Fragmentation
    • Glory Slash: Light/Impaction -> Light/Fusion
    • Tartarus Torpor: Gravitation/Induration -> None
  • BUG Abununnu’s (VWNM) Gloam Servitor adds have been re-added to the encounter.
  • BUG Update Muq Shabeel to have the proper HP and level for an aptant monster.
  • BUG The Auction House no longer auto stocks Tatami Shield (used for -2% PDT augments) as it doesn’t auto stock any other augment item. Tatami Shields can be acquired by spawning Gration using either a Hickory Shield or a Picaroon’s Shield in Misareaux Coast.
  • BUG The armor models for dancer’s artifact armor on male characters has been updated to be the proper model (instead of the default ’leather armor’ set). Now male dancers can be pretty too.

DSP Updates

  • UPDATE Address several incorrect monster models, animations, and entity flags.
  • UPDATE Address several incorrect spawn locations for various lower level NMs.
  • UPDATE Update proper status flags for some monster pets (specifically non-avatars).
  • UPDATE Address missing resist mods for adamantoise-type monsters.
  • UPDATE Update some Lv90 Relic armors to have the correct models.
  • UPDATE Revamp and re-add the Mandragora Mad quest from Yoran-Oran in Windurst Walls.

August 2019

26 August 2019


This is the last week of the Heatwaves summer event! Get those swimsuits and loot drops while you can!

Blue Magic Updates

This week’s update continues our work on reviewing and revising the Blue Magic scripts.


These updates are a WORK IN PROGRESS and will be evaluated over the coming weeks.


  • The various “varies by TP” effects on Physical Blue Magic spells have been added in as additional modifiers. These are applied even when used outside Chain Affinity and as part of a skillchain.
    • Accuracy varies by TP provides a +20% at 1500+ TP and +40% at 3000 TP bonus to hit rate.
    • Damage varies by TP provides an increase (varies by spell) to the D upper cap at the 1500/3000 TP cutoffs.
    • Attack varies by TP provides an increase to the melee attack (the player’s Attack stat) applied to the physical damage spell (varies by spell) at the 1500/3000 TP cutoffs.
    • Critical hit varies by TP provides a chance of anywhere from 1.25x to 2.25x critical hit (varies by spell) at the 1500/3000 TP cutoffs.

Individual Spell Updates

  • Grand Slam
    • Updated to a Blunt-based damage attack.
    • WSC updated from 10% INT/10% MND/10%CHR to 30% VIT.
  • Wild Carrot
    • Updated to use the modern cure power formulas.
    • Updated to wake up slept players.
    • Updated to properly generate enmity from cure.
  • Chaotic Eye
    • Verified and unchanged.
  • Sound Blast
    • Verified and unchanged.
  • Death Ray
    • Verified and unchanged.
  • Smite of Rage
    • Updated to a Slashing-based damage attack.
    • Adjustment of D upper cap from 35 to 40.
  • Digest
    • Updated damage formula from 5 + 0.575 * Blue Magic Skill to 2.55 * Blue Magic Skill
    • Removed magic attack bonuses as per retail.
    • Converted from a physical damage attack to a magical (dark) attack.
  • Pinecone Bomb
    • Updated to a Piercing-based damage attack.
    • Fixed chance of Sleep effect to 10%.
  • Blank Gaze
    • Verified and unchanged.
  • Jetsteam
    • Updated to a Blunt-based damage attack.
  • Uppercut
    • Updated to a Blunt-based damage attack.
  • Mysterious Light
    • Increased Weight effect from 4% to 26% to match retail.
  • Terror Touch
    • Updated to a Blunt-based damage attack.
    • Adjustment of D upper cap from 41 to 51.
    • Incrased Attack Down effect from 2% to 15% to match retail.
  • MP Drainkiss
    • Removed 165 MP cap from the spell.
    • Removed magic attack bonuses as per retail.
  • Venom Shell
    • Updated damage and resist check from MND to INT.
  • Stinking Gas
    • Updated VIT Down effect power from -5 to -10.
  • Blitzstrahl
    • Verified and unchanged.
  • Mandibular Bite
    • Updated to a Slashing-based damage attack.
    • Updated fTP from 1.2/1.4/1.5 to 2.0/2.0/2.5.
    • Adjustment of D upper cap from 45 to 85.
  • Awful Eye
    • Increased STR Down effect from -5 to -30; STR Down effect is reduced each tick back to 0.
  • Geist Wall
    • Verified and unchanged.
  • Magnetite Cloud
    • Updated fTP from 2.0 to 1.875
    • Updated damage formula from a basic magical attack to the proper (HP / 6) * (Level / 1.875) formula.
    • Updated damage formula to properly account for monster resistances.
  • Jettatura
    • Verified and unchanged.
  • Blood Saber
    • Updated damage formula from 0.709 * Blue Magic Skill to (0.11 * Blue Magic Skill) * 3.5
    • Removed damage cap of Blue Magic Skill + 20.
  • Refueling
    • Verified and unchanged.
  • Sickle Slash
    • Updated to a Blunt-based damage attack.
  • Ice Break
    • Verified and unchanged.
  • Self-Destruct
    • Verified and unchanged.


  • UPDATE Players can now turn off the automatic avatar blood pacts with the !togglebpws command. To turn it back on, simply use the command again. This is a player-based setting, not a pet, so it’ll persist through summoning/changing avatars.
  • UPDATE The !relax, !home, !tele, and !telelist commands can no longer be used while a player has active enmity.
  • BUG The animation for Gravitic Horn used by Myrmecoleon and Ogbunabali has been updated to one that should cause less client-side crash issues.


  • UPDATE The jobs pages have been updated to include lists of known non-working abilities.
  • UPDATE Various spacing and clarifications for the relic, mythic, and empyrean weapon trials.

19 August 2019

Blue Magic Updates

Several of the formulas for Blue Magic are either incorrect or do not scale properly for our content. We’ll be working over the next few weeks to enhance and tune these spells.

The goal isn’t to make every single blue magic spell amazing as, frankly, most are not. The goal is, however, to balance them out and scope them approrpiately to the server.

This is going to be a long process over the next few updates to evaluate each and every spell–and, where we can, add in missing spells.


These updates are a WORK IN PROGRESS and will be evaluated and tuned over the coming weeks. Expect frequent hotpatches as our team tests these at verious levels and gearsets.


Similar to the updates made to elemental, divine, and ninjutsu magics, the follow updates have been applied to the overall Blue Magic formulas.

  • Magical-based Blue Magic now compares INT, CHR, or MND with a 1.75x bonus when determining base damage and resistability.
  • Magical-based Blue Magic now calculates as magical damage, not physical damage.
  • Physical-based Blue Magic now compares STR to VIT with a 1.75x bonus when determining base damage and resistability.
  • Physical-based Blue Magic has had the fSTR cap of 22 removed. This drastically improves the damage of all physica-based blue magic.
  • Physical-based Blue Magic has had the fSTR formula updated to (10 + dSTR) / 2 to more align with the fSTR2 weaponskill formula.
  • Physical-based Blue Magic now compares the item level of the main hand weapon to the target, similar to physical and magical weaponskills based on the assumptions of the 9 July 2013 updates.
  • The potency of Physical-based Blue Magic (P) has been increased from 1 (and 2 with Efflux) to 3 (and 4 with Efflux) based on the assumptions of the 12 August 2014 physical damage increase.
  • Blue Magic now properly checks for if the target has Manawall active rather than ignoring it.
  • Blue Magic is now clamped between -99999 and 99999 damage similar to other magic types.
  • Using Blue Magic on targets that absorb the damage or elemental type will now properly heal the target similar to elemental magic.


  • The ability “Efflux” now properly provides a potency multipler bonus and TP Bonus on physical-based blue magic.

Individual Spell Updates

  • Pollen
    • Updated to use the modern cure power formulas.
    • Updated to wake up slept players.
  • Sandspin
    • Accuracy Down value increased from -20 to -25 and duration increased from 30 seconds to 180 seconds.
  • Foot Kick
    • Updated to a Slashing-based damage attack.
  • Sprout Smack
    • Updated to a Blunt-based damage attack.
    • Slow duration is now based on TP with the formula of caster TP / 50 seconds.
    • Slow effect only applied if attack does damage to the target.
    • Removed the “spell has no effect” message that hid the damage if target is already afflicted with Slow.
  • Wild Oats
    • Updated to a Piercing-based damage attack.
    • VIT Down duration is now based on TP with the formula of caster TP / 50 seconds.
    • Removed the “spell has no effect” message that hid the damage if target is already afflicted with VIT Down.
  • Power Attack
    • Updated to a Blunt-based damage attack.
    • WSC updated from 30% VIT to 10% STR/10% VIT.
  • Cocoon
    • Verified and unchanged; properly increases defense by 50%.
  • Metallic Body
    • Formula updated from : Blue Magic Skill * 0.375 + 12.5 to Blue Magic Skill * 0.375 + caster's MND.
    • Metallic Body is now affected by Stoneskin enhancing equipment.
    • Similar to Stoneskin, Metallic Body can now be “refreshed” by casting over an existing effect.
    • Metallic Body’s cap of 200 HP has been removed and is now aligned with Stoneskin (7500 HP).
  • Queasyshroom
    • Updated to a Piercing-based damage attack.
    • Skillchain property updated to Compression.
    • fTP updated from 1.25 to 1.75.
    • Poison duration is now based on TP with the formula of caster TP / 10 seconds.
    • Poison effect only applied if attack does damage to the target.
    • Chance of poison now 100% instead of 10%.
  • Battle Dance
    • Updated to a Slashing-based damage attack.
    • DEX Down duration is now based on TP with the formula of caster TP / 50 seconds.
    • DEX Down effect only applied if attack does damage to the target.
    • DEX Down effect value is set to -15.
  • Feather Storm
    • Updated to a Piercing-based damage attack.
    • fTP updated from 1.25 to 2.0.
    • Poison chance is now based on TP with the formula of chance < (caster TP / 30) (3000 TP = 100% chance)
    • Poison duration is fixed at 30 seconds.
  • Head Butt
    • Updated to a Blunt-based damage attack.
    • Stun formula aligned with other blue magic stun spells, like Sudden Lunge, which requires the ability to do damage and explicitly check for Stun Resistance.
    • Stun duration updated to be between 1 to 5 seconds.
  • Healing Breeze
    • Updated to use the modern cure power formulas.
    • Updated to wake up slept players.
  • Sheep Song
    • Verified and unchanged; AOE Sleep based on caster’s INT comparison.
  • Helldive
    • Updated to a Slashing-based damage attack.
  • Cursed Sphere
    • Updated to a Water-based magic damage attack.
    • fTP updated from 1.25 to 1.5.
  • Blastbomb
    • fTP updated from 1.25 to 1.375.
    • Bind effect updated to apply after damage so bind doesn’t automatically break.
  • Bludgeon
    • Updated to a Blunt-based damage attack.
    • Skillchain property updated to Liquefaction.
    • Accuracy based on TP updated to +5%, +10%, +25%.
  • Blood Drain
    • Removed the “blue magic skill + 20” cap on the ability.
    • Updated the damage formula to be blue magic skill * 0.33.
    • Damage is not modified by INT; however, resistance rate is compared by MND.
    • Cannot drain more HP than the target has available.
  • Claw Cyclone
    • Updated to a Slashing-based damage attack.
  • Poison Breath
    • Added 25% damage gain for Arcana monsters.
    • Updated damage and resistance comparison to be based on INT.
  • Soporific
    • Verified and unchanged; AOE Sleep II based on caster’s INT comparison.
  • Screwdriver
    • Updated to a Piercing-based damage attack.
    • The WSC formula updated to 20% STR/20% MND.

Automaton Updates

  • UPDATE Addressed a casting order issue within the Soulsoother AI that prevented it from properly buffing the group. It’s casting logic for solo and groups should be much more reliable now.
  • UPDATE Implemented maneuver duration increase as per retail specs (thanks Aramil for the PR!) with maneuvers now having a base duration of 60 seconds, increasing up to 5 minutes at 1 tick (3 second) increments.
  • UPDATE The combat formula for Cannibal Blade has been adjusted to reduce the MND WSC from 100% to 25%. The amount of MND that automatons have on Nocturnal Souls is in no way comparable to retail and was causing the 100% gain to make this weaponskill too powerful creating immortal tank pets without any maintenance required.
  • UPDATE The combat formula for Cannibal Blade now properly ignores 100% of defense, not 50%.

When automaton levels are added, the formula changes to Cannibal Blade will be reevaluated. As it is, a 99 valoredge automaton with the fixed bonuses" has 101+327 MND and 128+620 STR without any attachments. Cannibal Blade is the only WS that received a 100% WSC buff with Seekers of Adoulin and has a whopping 31.5 fTP at 3000 TP (compared to the Empyrean Chant du Cygne’s 1.63).


  • UPDATE When trying to enter a Daily BCNM, if the cooldown hasn’t expired, players now receive an additional message telling them so and when it will.
  • UPDATE When trying to enter a Daily BCNM, if the player is not within the level range of the traded key item, players will receive an additional message telling them so and what the level range for that key item is.
  • BUG Updated Flames for the Dead and Save the Children BCNMs to be “missions” and no longer have a level cap.
  • BUG Addressed an issue with the Sha Wujing’s Lance having no delay or damage.
  • BUG Addressed an issue with the Elan Strap/+1 having the wrong item modifiers.
  • BUG Addressed an issue with Tizona throwing server errors when trying to MP drain (which it can’t) while in the offhand.
  • BUG Address an issue where the Crest of Davoi quest cannot be started because something is completing it ahead of time. Aldo will now reset this quest when granting the Silver Bell and players can receive the Crest of Davoi if the quest is complete when speaking with Baudin–at least until we can narrow down what’s auto-completing it.

12 August

Version Update - August 2019

We’ve updated the client to the retail August 2019 version. This will require a client update for players. For a refresher on how to update your client, click here.

Update Version

In Check Files and/or when typing /ver in game, the new version number should be 30190731_1.

Players who are not at this version may experience client crashes, incorrect NPC IDs, broken quests and missions, and the inability to use the new items, abilities, or merits provided by this version update.

New Login Rewards Available!

Featured Items
Goobbue Mount Sha Wujing’s Lance
Firetongue Blizzard Brand

August 2019 Retail Job Update - Red Mage

Red Mage received revamped merits in the August 2019 updates. We have implemented all of these updates except the Immunobreak, which is a feature that doesn’t exist in DSP.

Pre-adjustment β†’ Post-adjustment
Dia III Effect β†’ Enfeebling Magic Duration
Slow II Effect β†’ Magic Accuracy
Paralyze II Effect β†’ Enhancing Magic Duration
Phalanx II Effect β†’ Immunobreak Chance (disabled)
Bio III Effect β†’ En-spell Damage
Blind II Effect β†’ Accuracy

NOTE: Similar to the Critical Hit Rate merit and increases applied by traits like Sneak Attack and Closed Position, the Magic Accuracy and Accuracy merits do not show up in the normal !stats checks, but are applied on swing by the backend battle processing systems.

In addition, the following spells have updated:

  • Phalanx II’s duration has increased to 240 seconds.
  • Dia III and Bio III’s duration has increased to 180 seconds.

Players already normally receive these spells while leveling and will continue to do so; however, players who invested merits into them may lose those spells with this change. To re-add them, use the !addallspells command to refresh your spell list and then change zones.

August 2019 Retail Job Update - Puppetmaster

Puppetmaster recieved a small update which converted the maneuver usages into burden increases rather than removing the maneuvers.

This translates to adding 5 elemental burden for each maneuver active when the attachment activates its effect.

  • Flame Holder
  • Ice Maker
  • Replicator
  • Economizer

Puppetmaster/Automaton Attachment Updates

The following attachments have been updated to match retail specifications and/or had their scripts added.

Big thanks to Aramil for his hard work on retail getting the values.

  • Attuner - reviewed and approved.
  • Flame Holder - fTP bonus has been updated to match the 25 / 100 / 175 / 250% values of retail.
  • Heat Capactitor I and II - reviewed and approved.
  • Mana Channeler I - reviewed and approved.
  • Mana Channeler II - Magic Attack Bonus updated to match the 10 / 25 / 35 / 50 values of retail and the +3/+6/+12/+18 magic cast delay.
  • Mana Consever - Conserve MP values updated to match the 15 / 30 / 45 / 60% values of retail.
  • Mana Converter - convert thresholds updated to match the 40 / 60 / 69% values of retail.
  • Smoke Screen - reviewed and approved.
  • Tactical Processor - reviewed and approved based on the JP forum automaton delay reductions of 0.5 / 0.70 / 0.85 / 1.15s.

Hunts Update

The Hunts system has been updated to have a maximum level check when defeating a monster. There was already a “easy prey” (-6 level difference) check; the new system adds a +20 levels and/or level 99 check.

  • The monster must be no more than 6 levels lower than the player’s current level.
  • The monster must be no more than 20 levels higher than the player’s current level OR the player must be level 99.

With this change, for example, the cutoff for hunt credit for a player that is level 50 would be level 70 monsters on the high end and level 44 on the low end.


  • UPDATE The Shadow Emperor in Reisenjima Henge now has a small chance to drop a Shard of Necropsyche. The Mekira Meikogai has been removed from the Shadow Emperor’s drop list (it remains on Ark Angel TT’s).
  • UPDATE The drop lists for lizards and some elementals in Seekers of Adoulin zones have been fixed.
  • UPDATE The Lv. 100, 110, and 125 training dummies have been updated to respawn when defeated (for those who go in and cast Doom effects on them 😐).
  • UPDATE The region in which Chains of Promathia mission 4-4 activates its cutscene has been increased. Players following the wiki will have no issues (simply walk towards Despachiaire to start it), but the area to activate the cutscene has been made a bit larger to so it kicks off before players have a chance to try to mistakenly speak to Despachiaire.
  • BUG An issue with the multi-phase battlefields for One To Be Feared and the Shadow Lord (Rank 5) fights have been resolved.
  • BUG Removed the duplicate Faerie Apples from Chomo Jinjahl (Kopopo sells them) to address the overstock issue preventing Yagudo Cherries from being available.
  • BUG Fix placeholder spawn for Tyrannic Tunnok in Ifrit’s Cauldron.
  • BUG Fix timer variable for Valgeir for the quest “Expertise” in Selbina.
  • BUG Fix the Wall of Banishing in Davoi’s open timer to match retail (16 seconds).
  • BUG The spell casting list for several NMs and HNMs has been updated to match retail.

July 2019

30 July


  • BUG Address an issue were mobs > level 75 dropped Beastman Seals instead of Kindred’s Seals.
  • BUG Address an issue where several of the new Tier 8 augment items shouldn’t stack so they can be applied individually.
  • BUG Address an issue where the new TP Bonus augment applied the incorrect augment value.
  • BUG (hotfix) Address an issue where a few storyline BCNM zones were looking for La’loff Ampitheater’s NPCs, causing the triggers to not fire. ☹

29 July

BCNM Updates

As we begin re-adding BCNMs into the game, it made sense to tweak and refine these BCNMs to have value for the community. Previously, very few players did anything past the custom BCNMs as they didn’t really provide anything worthwhile.

With that in mind, the BCNMs will be redesigned to provide players a better challenge and, with that, better rewards.

The new challenges will be based on more modern mechanics and scaled based on level and number of maximum participants (1, 3, or 6).

BCNMs that were previously uncapped will either have a 75 or 99 cap, depending on the era the BCNM was originally added, with the encounters scaled accordingly.

For treasure, the previous vendor trash has been removed and the new treasure pools contain upgrade materials and gemstones, rare augments (including some unique to these BCNMs), EXP pages, and rare synthesis/synergy materials (including new items to make unique stylelock items).

The types and quantities of items vary by the level and difficulty of the BCNM. For example, lower level BCNMs will provide a higher chance at EXP pages and higher level BCNMs a higher chance at high-tier rare augments and gemstones.


The BCNM loot tables will be added back into the Members Portal in the next week or so. As they were removed from DSP’s database, we’re having to manually create a new system for storing and relaying this information into the portal (aka lots of typing).

The following BCNMs have been readded and revamped:

Ghelsba Outpost

Battlefield Orb Level Max Party
Wings of Fury Cloudy orb 20 1
Petrifying Pair Sky orb 30 3
Toadal Recall Sky orb 30 3

Horlais Peak

Battlefield Orb Level Max Party
Shooting Fish Cloudy orb 20 1
Carpace Combatants Sky orb 30 3
Dropping Like Flies Sky orb 30 3
Tails of Woe Star orb 40 3
Under Observation Star orb 40 3
Eye of the Tiger Comet orb 50 3
Hostile Herbivores Comet orb 50 3
Dismemberment Brigade I Moon orb 60 3
Shots in the Dark Moon orb 60 3
Contaminated Colosseum Atropos orb 75 6
Double Dragonian Clotho orb 99 6
Horns of War Themis orb 99 6

Sacrificial Chamber

Battlefield Orb Level Max Party
Amphibian Assault Moon orb 60 3
Jungle Boogymen Moon orb 60 3

Bearclaw Pinnacle

  • The Zephyr Fan is acquired by completing a task for Zebada (located at F-12 in Uleguerand Range). The 8 hour lockout for acquiring the key item has been reduced to 4 hours.
Battlefield KI Level Max Party
Brothers Zephyr Fan 75 3

What’s Next?

We’ll be adding more revamped BCNMs in future updates as well as working on getting Shemo, the seal conversion NPC, up and working.

New Augments & Updates

New augments have been added. The augment materials are rare drops exclusively from the level 75+ redesigned BCNMs.

These new augments are Tier 8. Tier 8 requires players to have completed at least one Empyrean weapon to i119 III (shield and harp do not count).

Augment Item
Accuracy +15, Attack +15 Comet Fragment
Magic Accuracy +5, Magic Attack Bonus +5 Ruby Silk Thread
Magic Accuracy +18, Magic Damage + 18 Runeweave
Double Attack +1%, Crit Hit Rate +2% Black Rivet
TP Bonus +50 White Rivet

More details can be found on the Custom Augments page.

In addition to the new augments, the tier 7 “all elemental resists +10” augment has been removed. This functionality is duplicated by the tier 5 “magic evasion +10” augment. The Deed of Sensibility will be repurposed at a later time.


  • UPDATE (hotfix) Added Colossal Skull to the !craft Bonecrafter NPC shop as it no longer drops from Dynamis.
  • UPDATE The client update/patch process on the wiki has been revamped to reflect the new force file check function of the May 2019 client. This should be a much easier process for players when updating their clients than the old “delete 0.DAT” method. Full details here.
  • UPDATE The Blue Mage page has been updated to include hints on how to properly complete An Empty Vessel quest and unlock the job.
  • UPDATE Added the Celerity and Alacrity weather-based latent effects to the Pedagogy Loafers.
  • UPDATE Update Full Break’s duration to match the modern base durations (180-720 seconds, based on TP).
  • UPDATE The Dark Ixion Tail and Horn has been added to various Ixion-type monsters in Legion, Abyssea, and Reisenjima.
  • BUG The stack size of Sif’s Macrame has been fixed to stack to 12.
  • BUG Addressed a condition that allowed players to enter a battlefield when the max capacity had already been reached.
  • BUG Fix typo in calcualtion of enfeebling magic duration while equipped with “Enfeeb. Magic Duration +” gear mods.

15 July

Version Update - July 2019

We’ve updated the client to the retail July 2019 version. This will require a client update for players. For a refresher on how to update your client, click here.

Update Version

In Check Files and/or when typing /ver in game, the new version number should be 30190702_0.

Players who are not at this version may experience client crashes, incorrect NPC IDs, broken quests and missions, and the inability to use the new items, abilities, or merits provided by this version update.

Summer Heatwaves Updates

  • The respawn time on Heatwaves NMs has been normalized at 3 minutes (from randomly 1 to 5 minutes).
  • The Stand in the Fire BCNM has been updated to prevent players from being in parties while doing the BCNM (even if just one player enters).

July 2019 Retail Job Update - Ninja

For July, Ninja casters received a few tremendous updates to their merits and all San spells are now learned by scrolls (which is moot on Nocturnal Souls with the auto-learning). Full details of retail’s update can be viewed here

  • The San Ninjutsu line of merits has been removed. Points invested in these merits will be lost.
  • Four new merit categories have been added.
    • Yonin Effect : Increases maximum HP by 50 per merit.
    • Innin Effect : Increases skillchain and magic burst damage by 1% when behind foe per merit.
    • Ninjutsu Magic Accuracy : Increases ninjutsu magic accuracy by 5 per merit.
    • Ninjutsu Magic Attack Bonus : Increase ninjutsu magic attack bonus by 4 per merit.

As stated above, players who have not updated to the latest client will not have access to these merits and may experience client crashes when trying to place merit points in the prior merit categories.

July 2019 Retail Job Update - White Mage

In addition to the Ninja updates, July’s update did something radical–reversing the Amnesia update to Esuna at the outcry of the retail players. There’s a few forum posts about this, but the highlights were:

  • The extended recast (30 seconds to 120 seconds) meant that Esuna would cure Amnesia, but to cure the second person, the recast wouldn’t be up before the effect would expire naturally.
  • The loss of the AOE made it difficult for non-Yagrush white mages to keep up with cures (this is somewhat moot as most WHMs have Yagrush on our server).
  • Toggling between Afflatus stances had a long cooldown and couldn’t be easily used (also somewhat moot with our 50% recast times).

This puts us in a bit of a jam. In our attempt to be “retail aligned,” it pulls back one of the nicest bonuses we’ve seen for White Mage–especially with so much Amnesia out there and fights being so much faster than retail.

With this, a compromise was made:

  1. The recast of Esuna has been set to 30 seconds (the original recast).
  2. The effect of Esuna is once again AOE (the original effect).
  3. The MP cost of Esuna remains 178 MP per cast.
  4. The benefit of removing Amnesia has been kept in place while players are under the effect of Afflatus Misery.
  5. The status elemenets removed by Esuna remain the updated list: Poison / Paralysis / Blind / Silence / Curse / Disease / Plague / Petrification

This provides White Mages with a good tool to remove Amnesia for the entire group while still having a shorter recast. While not exactly aligned with retail, this tweak better matches the faster pace (and faster rate of incoming detrimental effects) of Nocturnal Souls.


  • UPDATE By popular request, the !tele jeuno command now takes players to Port Jeuno instead of Lower Jeuno.
  • UPDATE The new Absorb Duration item modifier has been added to the Ignominy Burgonet +3.
  • BUG The stun and damage resistance of Zerde and adds in Reisenjima was set incorrectly.
  • BUG The resist and absorb effects of Teles in Reisenjima was set incorrectly.

8 July

Beat the Heatwaves - Summer Event

King chillin’ by the beach

The Beat the Heatwaves summer event is here! The event will run from 8 July to the first maintenance in September.

The event has been revamped this year with new prizes, more challenging mobs, and the entry timer for the Stand in the Fire BCNM has been removed. Find those Summer Heats!

In addition, earning Heatwaves provides players with a buff that includes Treasure Hunter bonuses!

Read the full details for the event here.


  • UPDATE The Verdical Confluxes located throughout Abyssea have been wired up. Players must interact with each conflux to unlock it.
  • BUG Daily BCNM 99 again provides the Heroics cache for those doing the initial Heroics unlock quest.
  • BUG Increase Ouzelum’s hit box to make it easier for melee players to hit it.
  • BUG Addressed an issue where players doing WM 9-2 in Battlefield #3 would be placed at the wrong location at the start of phase 2 of the battle.
  • BUG Addressed an issue where the zoneline between Moh Gates and Yahse Hunting Grounds placed players at the incorrect location.
  • BUG Addressed an issue where the Cavernous Maw in Buburimu Peninsula showed both the interactive and cutscene copies of it at the same time.

June 2019

24 June

June 2019 Client Update

We’ve updated the client to the retail June 2019 version. This will require a client update for players. For a refresher on how to update your client, click here.

Update Version

In Check Files and/or when typing /ver in game, the new version number should be 30190605_0.

Players who are not at this version may experience client crashes, incorrect NPC IDs, broken quests and missions, and the inability to use the new items or abilities provided by this version update.

Renamer Update

With the release of new content, the Renamer list has been updated.

Please take a moment and download the latest renamer list here.

June 2019 Retail Job Update - Black Mage

In line with the 2019 update, the Black Mage merits and ancient magics have been revamped. Full details can be found here. For our implementation, the following changes have been made.

  • The tier 2 merits for Black Mage have been updated; these merits are no longer required for players to have access to tier 2 ancient magic spells.
  • The casting time for tier 1 ancient magic spells has been reduced from 12s to 8.5s.
  • The casting time for tier 2 ancient magic spells has been reduced from 10s to 7.0s.
  • The magic accuracy for tier 2 ancient magic spells has been increased (as if they all have their full merits).

In addition to the casting times, the new merits have been implemented.

  • Ancient Magic, Magic Attack Bonus - +3 magic attack bonus per merit
  • Ancient Magic, Magic Burst Bonus - +3% magic burst damage per merit
  • Elemental Magic Accuracy - +5 elemental magic accuracy per merit
  • Elemental Magic Debuff Duration - +12 seconds per merit
  • Elemental Magic Debuff Potency - +2 potency (stat reduction) and +1 damage over time per merit

Elemental Magic Debuffs are Burn, Frost, Choke, Shock, Rasp, and Drown. In addition, the “Ancient Magic” merits now apply to tier 1 and tier 2 ancient magic spells.

Players who had points in those merits have had those points removed.

Heroics - Reisenjima Is Here!

The Reisenjima zone is now fully open and ready for players. This vast zone is open to players who are Heroics Rank 8 and is targeted towards group play with challenging encounters (with some very unique mechanics).

Reisenjima contains ~50 new notorious monsters with over 100+ new loot drops, a new zone for chocobo digging, and more!

Reisenjima Banner

Read the full zone guide here and head to the Dimensional Portals at the Crags of Holla, Dem, or Mea to enter!

Also, a new command has been added. Players can now use !herostatus to see a count of their completed missions for each coalition as well as their current infamy.


  • UPDATE The power of Protect and Protectra spells as well as the Protect effect from FoV/GoV regimes has been increased as per the June 2019 retail update.
  • UPDATE With the addition of Reisenjima, some loot drops from Reisenjima Henge have been added to Reisenjima at a higher drop rate and removed from Henge monsters to provide more drop slots for armor upgrade chapters.
  • UPDATE Gorge and Disgorge’s animations have been updated and readded to Sandworm-type monsters.
  • BUG A typo in the modifier for the Enspell damage bonus provided by the Red Mage Master Job Trial has been fixed.
  • BUG Address an issue where the merit memory address for Dragoon’s Super Jump Recast was incorrect.
  • BUG An edge case where the Assassin trait was not guaranteeing a critical hit for weaponskills has been resolved.
  • BUG An issue where Advancing March was providing double the item “March +/All Songs +” bonus and causing overflows has been fixed.
  • BUG Address an issue where Magic-based Heroic Empowerments may not always apply to SCH and BLM.
  • BUG Address an issue where Automatons may not cast Dia at level 1 or when level sync’d.
  • BUG Augments for main hand DMG+1 and DMG+2 have been removed as the May 2019 client update makes the required materials stack and no longer properly works for the augment.
  • BUG Fix display name of login reward for Otokogusa Yukata to Onnagusa Yukata.

Wiki Updates

  • UPDATE Available mounts are now listed under Custom Vendors and Shops for Mapitoto.
  • UPDATE The details page for Reisenjima has been added.
  • UPDATE Clarification on party zone and content size has been added to the Halls of Legion page.
  • UPDATE Login point rewards for June-July have been updated on the Daily Events page.
  • UPDATE Daily hunts family types for amorphs have been added to the Daily Events page.

17 June

Login Point Rewards - June 2019

The login point rewards have been updated for the next 30-45 days.

Featured Mount Featured Item
Coeurl Mount
login-point mount
Splunker’s Helm
splunker’s helm

Other New Items:

  • Poroggo Coat
  • Otokogusa Yukata (M)
  • Onnagusa Yukata (F)

State of Dynamis

After much review and discussion, we’ve opted to close old-school Dynamis zones and instead focus on the upcoming Dynamis Divergence zones. Players attempting to enter these zones will receive a message directing them to Dynamis-Tavnazia.

Dynamis-Tavnazia has been left open and setup similar to Neo-Dynamis where the zone is now open and mobs automatically respawn. We haven’t adjusted placements, so be aware that these areas are highly populated and dangerous.

  • Entry to Dynamis-Tavnazia is using the Hieroglphyics in the Tavnazian Safehold (lower level).
  • Dynamis-Tavnazia is now an open zone with free-spawning mobs on a 3-5 minute respawn timer.
  • Slime Juice (used for Fistule spawns) has been added as a frequent drop to Nightmare Worms and Nightmare Makaras.
  • Forgotten Touch (used for the relic weapon quest) has been added as a common drop to Nightmare Eyes, Icon Prototypes, Nightmare Clusters, and Nightmare Hornets.
  • Currency and the other Forgotten items drop as normal.
  • Gil has been removed from most monsters.
  • HP pools have been doubled for many monsters (levels remain the same in the 83-85 range).

We will continue work on the upcoming Dynamis Divergence zones, starting with Dynamis-San d’Oria [D] in the coming weeks.


Rank Adjustments

We’ve adjusted the progression of Heroic ranks to allow players to progress more smoothly in the early ranks. The new scaling is targeted at allowing players to see faster rank-up returns up to rank 5, and access to Escha Zi’Tah where players can earn infamy and mission completions by defeating the powerful NMs that exist in the zone as an alternative to just the “mission grind”.

We’ve also shifted some of the infamy requirements into mission requirements to allow players more flexibility to choose between mission types that vary in infamy (such as Peacekepers vs. Pioneers). In general, from ranks 0 to 5, the progression is “approximately” what can be done by just doing assigned missions with an average infamy of 40 or higher–assuming players are getting the mission completion bonuses. The required amounts of medals have not changed.

Players at rank 8 or higher, when the mission requirements jump, who do not meet those rank requirements anymore will not be downgraded in rank; however, they’ll need to meet the new requirements to jump to the next rank. Example: a player is at 355 missions will remain rank 8, but they’ll need the full 500 missions to reach rank 9.

  Old New
Rank Infamy Missions Infamy Missions

Overall, this is an increase of 100 missions to reach maximum rank; however, a decrease of ~39000 required infamy. This will allow players more flexibility both in the mission types they choose and using that infamy on their Heroic Empowerments and the new Heroics reward system.


  • The repeatable “exploit” for VWNMs allowing players to continue defeating these targets and gaining infamy has been patched now that the infamy requirements have been lowered.

  • The maximum duration of a mission has been reduced from 20 hours to 4 hours.

  • The infamy bonuses for repeating missions with coalitions have increased. For Inventors, the required number of missions has also increased.

Coalition Required Missions
(+ increase)
Infamy Bonus
(+ increase)
Peacekeepers 5 250 (+150)
Scouts 5 100 (+50)
Couriers 10 100 (+50)
Pioneers 10 100 (+50)
Inventors 10 (+5) 100 (+25)
  • The Heroics shop with Lakeria has been updated. The pop items for the NQ/HQ land kings have been removed to make room for new items coming soon.

Custom Menus

The custom menus that power things like !gotoexp and the login points coffer have been redesigned to work across mutliple language platforms, not just US/EU-English.

So far, we’ve tested this with the Japanese client; however, all languages should work using this new design. If you’re using one of these clients, please let us know if you have any issues.


  • UPDATE Thursday is now “Amorph” hunt day instead of “Demon” hunt day to provide better options for lower-level characters.
  • UPDATE The Regen effect provided by FoV/GoV regime books has been upgraded to scale with the player’s level and provide higher tiers of Regen.
  • UPDATE The Moongates in Ro’Maeve have been added. These gates open during the appropriate weather and moon sequence to allow players into other areas of the zone. The Moongate Pass, used to open the doors anytime, can be found hidden behind the Moongates.
  • UPDATE Cashmere Wool has been added to the Weaver in the !craft zone.
  • UPDATE With the addition of Slime Juice to Dynamis-Tavnazia, it has been removed from the Alchemist in !craft.
  • BUG Several missing item modifiers added to the Relic i119 III weapons.
    • Excalibur - Added Magic Damage +186 and Knights of Round +40% WSD.
    • Ragnarok - Added Magic Damage +155
    • Guttler - Added Magic Damage +155
    • Apocalypse - Added Magic Damage +217
    • Gungnir - Added Magic Damage +155
    • Kikoku - added Magic Damage +186
    • Annihilator - Added Magic Damage +155
  • BUG Diaga IV and Diaga V have been fixed to properly inflict damage and the Dia effect on players.
  • BUG Update the mission battlefield for Mission 5-1 to despawn the adds when Archlich Taber’quoan is defeated. They could potentially interrupt the cutscene from starting.
  • BUG Address an issue with Tenzen in Reisenjima Henge not properly activating his “on engaged” script to re-start the mechanics in the event of a wipe.

10 June

BCNM Updates

The Merit BCNMs have now been opened. These BCNMs function, generally, as they did before with multiple waves of monsters and then a final boss.

The loot tables have been updated to be a bit more generous and provide an extra Rem’s Tale page drop chance per BCNM.


  • UPDATE Scholar’s Helix spells now proc damage every tick (3s) instead of every tock (10s) to make them more competitive for damage.
  • UPDATE Gautambu logs have been added as potential chocobo digging finds in Foret de Hennetiel.
  • UPDATE The formula for Sudden Lunge has been tweaked.
    • As higher level encounters make it difficult for players to have enough magic accuracy to properly stun mobs, the magic accuracy check has been removed.
    • Sudden Lunge now, as most status apply skills do, requires the skill to do damage (more than 0) rather than checking for magic accuracy.
    • If the player does damage with the skill, the skill will check if the target has any form of explicit stun resistance–either provided explicitly or implicitly by their family type and rolls a ‘random’ to see if you overcome that resistance.
    • If successful, the duration of the stun is now fixed to be a random between 5 and 10 seconds.
  • UPDATE The WSC for Chant du Cygne has been updated to remove the bonus “STR 80%” added to it before the _f_TP transfer was added in. This normalizes its damage (considering it supports 3 hits, QA/TA/DA, fTP transfer, and can crit) to be more aligned with other Empyeran weaponskills.
  • UPDATE The WSC for Quietus has been updated to be inline with Camlann’s Torment and provide and fTP of 6.0 / 7.0 / 8.0 and an updated WSC of STR 85%/MND 75%. These bonuses are only applied when Redemption i119 III is equipped.
  • BUG An issue with HQ rates being floored to zero due to an incorrect type conversion has been resolved.
  • BUG Several monsters that had the wrong DSP-prefix for titles have been fixed.
  • BUG An issue with the monster ability Head Snatch has been resolved.
  • BUG Address typo in the weaponskills script that was comparing weapon rank when instead it should have been comparing fSTR.
  • BUG Fix broken BCNMs that were calling an old server variable for job types that no longer exists.
  • BUG Fix incorrect models for Errand Imp and Hitaume.

8 June

BCNM Hotpatches

Several BCNMs broken by the recent BCNM merge have been fixed. Battles that included NPC allies have had those allies disabled until a time they can be properly added into the battlefield. For the most part, this is moot as the battles are capped at high levels and the NPCs were more of a burden due to them being easily killed.

  • The Heir to the Light (SM 9-2)
  • Moon Reading (WM 9-2)
  • Where Two Paths Converge (BM 9-2)
    • This encounter’s second phase now properly has it’s adds.
  • Dawn (COP 8-4)
  • The Celestial Nexus (ZM 16)
  • The Holy Crest (DRG unlock BCNM)

These BCNMs have been hotpatched and a server restart is not required. Thanks to everyone who’s submitted detailed bug reports!


  • BUG (hotfix) A crash condition caused by automatons using weaponskills has been resolved. This was caused by the recent DSP merge updating automatons to use the same logic as players for weaponskills. Unfortunately, NocSouls uniquely supports off-hand weapon damage… and the poor little puppets do not have off-hands.
  • BUG (hotfix) Fixed an issue where the Peacekeepers mission for Kukulkan would update in the Abyssea-Empyreal Paradox, not Abyssea-Konschtat.

5 June


  • UPDATE The required quantiites and items for some Couriers coalition missions have been update.
    • Guatambu lumber: reduced from 6 to 2
    • Scintillant ingot: reduced from 6 to 3
    • Viper potion: reduced from 3 to 1
    • Demon helm +1: required item changed to Shofar
  • UPDATE Slime Juice, required for the Enhanced Empyrean BCNM with Fistule, has been added to the Alchemist in !craft until Dynamis-Bastok is re-enabled.
  • BUG The monster ability “Disgorge” has been disabled until the proper animation can be found for it (again).
  • BUG An issue where the “You find an {item} on the {monster}.” message was missing has been resolved.
  • BUG An issue with pets not being able to use abilities against monsters in BCNMs has been resolved.
  • BUG An issue with nation mission 5-2 (Shadow Lord BCNM) has been resolved.
  • BUG An issue with the San d’Oria mission “Save the Children” has been resolved.
  • BUG An issue with the final boss of the Spire of Holla not properly activating the cutscenes has been resolved.
  • BUG An issue with entering the Desires of Emptiness battle at the Spire of Vahzl has been resolved.

4 June

BCNMs - Revamped!

We’ve merged in DSP’s latest, and nearly famous, “bcnmcrap” branch as it’s hit their master branch. This is a total rewrite to how BCNMs operate as battlefields, monster management, loot, and more.

  • All “retail” BCNMs that were previously implemented in the system
  • All mission battlefields
  • All custom BCNMs
  • Dynamis and Limbus

With that, this is a wide sweeping change that will likely have unforeseen complications (as things do) for the next few days.

Daily BCNMs

Since we had to rebuilt them anyway, the daily BCNMs have had a revamp to be more in line with their intention–to provide players with gil, gemstones, and experience points necessary to level up.

The prior system had a few flaws:

  1. The battlefield that the BCNMs located at (Gheshba Outpost’s Hut) is a single instance BCNM, so there’s always a line there waiting to go in as the server grows.

  2. Players at 99 had to run 5 BCNMs to collect their daily allowance, which was time consuming and delayed others being able to run theirs.

  3. The loot that dropped from everything except the BCNM 99 was, well, rare/ex trash in the grand scheme of things.

  4. The experience points granted by the BCNMs were, in most cases, a waste. The game prevents gaining more than a full level + 99% into the next. For example, at level 30, players need 5800 exp to 31 and 5900 exp to 32 or 11700 total (and could gain a maximum 11699). The level 20 BCNM rewarded 17500 exp, so almost 6000 exp was wasted.

  5. Gemstone rewards (alexandrite and tanzanite jewels) were unpredictable. All BCNMs rewarded a base of 5 and 2; however, players could, with a low chance, jackpot to higher amounts. This made it frustrating for new players to easily get gemstones.

To address those flaws, the following changes have been made:

  1. The daily BCNMs are now a single timer on a 12 hour lockout. The lockout will remain 8 hours during seasonal events. Players can check their timer with Makel-Pakel in !relax.

  2. Each BCNM only provides gil, gemstones, and experience points.


    The treasure rewards, where appropriate, will be moved to other drop locations, synergy, or the Auction House in the coming week.

    HOWEVER The Daily BCNM 99 still retains a 1% chance at a blurred weapon and a 5% chance for either a fire feather or a platinum leaf.

  3. The BCNM’s “level sync” is now “level restriction” which should (hopefully) resolve the random removal of skills/reset of skills to zero.

  4. Experience points are now granted by training manuals that drop as personal loot in each BCNM. These are player-exclusive items (stackable to 99) that grant 5000 experience each. This allows players to use the manuals as they see fit and bypass the annoying “can only gain a maximum of one level” restriction. No more wasted 80k of experience points at level 99 because you can only gain 1 limit point.

  5. Running a Daily BCNM while having a lockout timer will prevent that player from gaining the rewards of that BCNM. This prevents the “double dipping” in the BCNMs that has concerned many community members and addresses the issue where those who help out end up with an additional +20 hour extention to their prior personal BCNM cooldown.

The following are the base rewards moving forward:

BCNM Max Level Alexandrite/Tanzanite/Gil Experience Points
20 35 5 / 2 / 20000 15000 (3 books)
40 55 10 / 5 / 60000 20000 (4 books)
60 75 15 / 8 / 120000 30000 (6 books)
80 95 20 / 12 / 200000 40000 (8 books)
99 Uncapped 25 / 16 / 500000 60000 (12 books)

The Alexandrite and Tanzanite Jewel amounts are the “base” values by the BCNMs–what they are currently today. Players can still hit varying levels of jackpots in their BCNM to recieve bonuses. For example, hitting the super jackpot in BCNM 99 will reward 75 alexandrite & 50 tanzanite jewels.

Seasonal BCNMs

The following seasonal BCNMs have been tested and are working as intended.

  • Stand in the Fire
  • Harvest Mayhem
  • Stop the Grinch

The following changes were made to the loot pools of these BCNMs:

  1. Many of the high-quality items and rare/ex items have been removed as their real drop sources are now available in game. These will soon be replaced with other gear and materials in future updates.
  2. Empyrean weapon upgrades, in general, have been removed from these BCNMs.
  3. The chances for crafting-centric gear, such as the Kupo Shield, has been increased.
  4. Style lock/appearance items, such as the Charity Cap, have been moved onto separate loot groups to provide a better chance at other items.

One advantage of the BCNM changes is that treasure pools are now dynamic (checked every time someone wins a BCNM) and can be changed without maintenance to the servers, so expect event BCNMs to have more variety to the rewards while the event is occurring and more standard rewards out-of-season.

Enhanced Empyrean BCNMs

All of the Empyrean BCNMs have been tested and appear to be working as intended. The following changes, however, were made to the loot tables.

  1. The coins/cards/jewels “of concept” have been removed as they are not being used by anything outside of the intiial armor unlocks–which, by empyrean weapons, players should already have unlocked.

  2. The drop rates of ambuscade cape upgrade materials has been slightly increased.

  3. The drop rates of rare crafting materials (tartarian chains, beryllium ingots) has been slightly increased.

Merit BCNMs

At this time, the Merit BCNMs are disabled. The concept we use to spawn ‘waves’ of mobs doesn’t work with how the BCNM logic is now, so these BCNMs will need to be redesigned to work within the constraints of the new system (or that system bent to our needs).

It’s expected that these will be back in the next week or so.

In the mean time, Reisenjima Henge will provide all of your chapter page needs.


The orb BCNMs are functional, however, because the level restriction concepts have changed with BCNMs, these now have their normal “level restrictions” applied to them. MOAR CHALLENGE! πŸ˜„


Dynamis doesn’t appear to be wired up at all by the changes to the BCNMs.

For now, the following has been set.

  1. Players can enter Dynamis - Valkurm and Dynamis - Tavnazia without any precursor requirement.
  2. Trash mobs are all up and drop the items necessary for the Relic Weapon trials, currency, and crafting items.

Please use caution while in these zones and only occupy them long enough to get the items needed for your weapon trials and armor unlocks.

We’ll be reviewing the other Dynamis zones in the coming weeks.

Limbus is, at this time, untested.


If you find a BCNM that isn’t acting as it should, please reach out in #support in Discord or create a bug ticket.

Weaponskill Adjustments

Another batch of retuning based on the recent merge from DSP. This update addresses inconsistencies found with ranged weaponskills, ranged attack power, and two-handed attack power.

  • UPDATE Updated and verified calculation formulas for all attack types to match current retail. Thanks Table for the verfications.

    • Attack now has a 1:1 relationship to strength and skill as per the December 2018 update. We had previous updated to these formulas, but the recent DPS weapons merger undid a few of those updates.
    • 2-handed, 1-hand main hand, hand-to-hand, and ranged weapons all use the 8 + skill + STR formula.
    • 1-hand off hand weapons use the 8 + skill + floor(STR/2) formula.
    • Verified that skill includes both the skill listed in Combat Skills as well as the +skills found on modern, item level weapons.
  • UPDATE Double Shot (Ranger) and Triple Shot (Corsair) now provide a bonus to Weaponskill Damage and Weaponskill Accuracy while active.

    • Bonus Formula: AGI / 20
    • Double Shot caps at +20% WSD and +20 WSACC.
    • Triple Shot caps at +5% WSD and +5 WSACC.
  • UPDATE Added the proper 50% enmity reduction to the Wildfire weaponskill.

  • UPDATE Addressed the ordering of how attack is calculated for 2H weapons to calculate the bonuses from Smite after other non-percentage based attack bonuses are added, not before (including Endark).

  • BUG Addressed an issue where ranged weaponskills were incorrectly benefiting from double attack/triple attack/quadruple attack; only melee weaponskills can benefit from this effect.


Couriers and Inventors

The Heroics system for Couriers and Inventors has been updated to better align with the types of missions they should be providing–those from crafting and synergy.

  • Couriers missions will no longer ask players to fetch misc. open-world “trash loot”, but provide a high-level crafted items from one of the crafts that they have unlocked to 100. Infamy rewards are based on difficulty as some missions will require multiple NQ items and others will a single HQ/+2/+3 item.

  • Inventors missions will no longer ask players to fetch misc. open-world rare/ex equipment, but provide high-level synergy items. Infamy rewards are based on the level of the recipe.


The Heroics system for Pioneers has been greatly simplified to make it easier for players to “dig” into the action. 😁 There are now only two missions–chocobo digging and mog gardening.

  • The zone requirement for Chocobo Digging missions has been removed. All Chocobo Digging missions (now known as “Digging Essences”) can be found in any chocobo skill 70+ zone, including SoA overworld zones, Al’Taieu, Abyssea-Attohwa, Abyssea-Misareaux, Escha Zi’Tah, and Reisenjima.

  • The multiple essence types for Mog Gardening missions have been removed. All Mog Gardening missions require players finding “Gardening Essences”, which can be found on any node in the Mog Garden. Beyond this, the Mog Gardening quests have not changed.


10 new encounters have been added to the Peacekeepers’ Coalitions roster for targets in Abyssea; each give an enhanced 75 infamy each for the added challenge.

Escha Zi’Tah

  • The minimum rank required to enter Escha Zi’Tah has been changed from Rank 6 to Rank 5.
  • The chance to spawn a “spawned NM” (initial tier of pop items) has been slightly increased.
  • A bug with Azi Dahaka not properly inflicting his Burn ailment on casters has been addressed.

The lowering of Escha’s level does not indicate the the encounters have lowered in level or gotten “easier”; simply allowing more players to experience the content and provide a more natural rank progression into Reisenjima.


Reisenjima’s core encounters have been added and we’ll be testing these over the next week to gauge challenge, mechanics, and stability.

  • The minimum rank required to enter Reisenjima has been changed from Rank 9 to Rank 8 (when the zone becomes available).
  • The Dimensional Portals at the Crags of Holla, Dem, and Mea now provide teleport to both sea (to reach Limbus) and Reisenjima (if the proper rank is met).


  • UPDATE Sudden Lunge’s base script has been updated to properly compare caster’s magic accuracy to target’s magic evasion and base the effect on a INT stat comparison (the damage component remains physical-based). The base duration has also been reduced from a maximum 20 seconds to 15 seconds to be more in line with current estimates of base duration (bg-wiki states that “ordinary target remains stunned for 7 seconds of even longer”). tl;dr: you now need the proper magic accuracy to land Sudden Lunge and get the optimal duration.

  • UPDATE The Occult Acumen traits for Scholar have been added; these are available at levels 78, 88, and 98.

  • UPDATE The Vana’diel daily (~real world hourly) limit of chocobo digging per zone has been increased from 100 to 150 successful digs.

  • UPDATE The “charge” system for corsairs and scholars has been fixed. Previously, it allowed players to endlessly use charge abilities with the random chance that an underflow would occur causing the ability to have an 18 day recast. This has been addressed and these abilities now have their retail values and recharge timers.

  • UPDATE Several Bard songs have been updated to match the February 2017 update increasing the cap and boost provided by +song mods. Thanks Webjester for this PR into the core project!

  • BUG Several monster abilities and spells were not properly AOEing due to a table change in DSP. These have been fixed. Monsters affected by this include:

    • Morta
    • Pil
    • Brekekekex(kekekekek?)
    • Brittlis
    • Ionos
    • Umdhlebi
    • Vyala
    • Hahava

DSP Core Updates

  • BUG Mind Horder’s placeholder has been fixed.
  • BUG Several monster pools, such as the Idle Wanderers, have been updated to be their proper skill lists.
  • BUG An issue with the ‘Evasion Down’ status effect has been resolved.
  • BUG Fix several weapon’s delay modifiers and fix a grip that was tagged as a weapon.
  • BUG Update automaton weaponskills to use the new weapon damage ranks as players have.
  • BUG Fix invalid aftermath modifier ID for the Kikoku (lv 90 only)

May 2019

27 May

Weaponskill Adjustments

With the addition of fTP replicating hits and multi-hit being fixed in DSP Core a couple of weeks ago, we’re still reviewing the overall scaling of weaponskills that now have these traits.

Jishnu’s Radiance has had its “Gandiva-equipped” enhancement updated to accomodate for its new ability to hit up to 7 times (depending on Triple Attack procs), critically hit, AND replicate fTP across all hits.

  • Old: fTP 1.75 -> 5.75
  • New: fTP 1.75 -> 2.75


  • UPDATE Doom and Terror can now be avoided with the Negate Doom and Negate Terror status effects. With that, the Terror Screen and Doom Screens have been added back into the Legion shop. These items remain a rare/ex short duration, single use item, so use them strategically.
  • UPDATE An issue where players who had existing white mage merits could not set their new merits in Animus Solace and Animus Misery has been resolved.
  • UPDATE Overlord Bakgodek’s spawn conditions have been updated to better match retail; however, with a reduced respawn time on both the placeholder and Bakgodek.
  • UPDATE The Merit BCNMs “Into The Breeze” and “Arena Champions” will no longer remove the player’s key item on entry, but on successful completion.
  • UPDATE Several items have had their item mods to address incorrect item modifiers and/or add missing item modifiers. Thanks to Aramil for finding the missing item modifiers and to Starkk for providing the code.
    • Klouskap Sash /+1
    • Assiduity Pants +1
    • Claustrum i119 III
    • Esper Earring
    • Hachiya Tekko +2/+3
    • Hattori Ningi /+1
    • Hattori Tekko /+1
    • Hachiya Chainmail +2
    • Wicce Gloves /+1
    • Mochizuki Hatsuburi /+1/+2/+3
  • UPDATE Ru’Aun Gardens has been added to the !gotoexp menu for the 70+ range and for Arcana hunt days. Thanks to Risutoa for the suggestion!
  • BUG The homepoint teleports for Ru’Aun Gardens #2 and #3 have been swapped… again. #2 takes players to Ark Angel TT’s isle and #3 to Ark Angel MR’s isle. At least until the next time the client flips them.
  • BUG An issue in Escha Zi’Tah where monsters lacked any modifiers for magic defense, magic evasion, ranged defense, or ranged evasion has been addressed.
  • BUG Addressed a bug that could cause bard songs to underflow their casting time and take an extraordinary long time to cast.

DSP Core Updates

  • UPDATE Monster skills that base their damage off the monster’s current HP have been fixed to properly scale damage. These include:
    • Bomb Toss
    • Final String
    • Hypothermal Combustion
    • Mijin Gakure
    • Nocturnal Combustion
    • Self-Destruct
  • BUG An issue causing some weaponskills to do inordinate amounts of damage when a shield was equipped has been addressed.
    • NOTE: We had previously worked around this issue and have kept our fix in place while also pulling in theirs. Things test out OK, but we’ll be verifying that the issue is fully resolved during the week.
  • BUG An issue where experience points were given to dead party and/or alliance members has been resolved.

20 May

Version Update - May 2019

The servers have been updated to the May 2019 version of 30190430_0. Please take a moment and update your clients to the latest version.

Updating Your Client

  1. Navigate to the \FINAL FANTASY XI\ROM\0 directory and delete 0.DAT. Deleting this file forces FFXI to update.
  2. Open the PlayOnline Viewer.
  3. On the left side, click Check Files.
  4. In the dropdown, select FINAL FANTASY XI.
  5. Click Check Files to begin the process.
  6. It will find several files “corrupt” or out of date, choose to “fix the errors”.
  7. Let the updater run and then close out of PlayOnline Viewer when it’s finished. All done!

The May 2019 update also includes a new version of the Final Fantasy XI Config tool. Some players have reported they need to reconfigure their Controller settings using this new tool.


Failure to update your client to the latest version can result in BCNMs not functioning, cutscenes not functioning, linked items in chat causing client crashes, and other mishaps–especially since this version update adjusted merits.

May 2019 Retail Job Update - White Mage

The May 2019 retail updates provided several significant improvements to White Mages and more reason to “stance dance” between Afflatus Solace and Misery.

As follows is our interpertation and implementation of these updates.

  • The Protectra V and Shellra V merits have been removed.

    • Players who had merit points in Protectra V and Shellra V will find those have been lost.
    • Players now automatically have Protectra V and Shellra V at level 75.
  • The Animus Solace and Animus Misery merits have been added.

    • Each merit point in Animus Solace increases the Stoneskin Bonus provided by Cure spells by 2% (max 10%).
    • Each merit point in Animus Misery increases the damage taken stored ratio by 5% (max 25%).
  • The base defense and magic defense values of Protect, Protectra, and Shellra spells have been increased.

Spell Old New
Protect/Protectra 15 17
Protect II/Protectra II 40 44
Protect II/Protectra III 75 81
Protect IV/Protectra IV 120 128
Protect V 175 205
Protectra V 180 (with merits) 220
Shellra V 24% (with merits) 29%
  • The effects of Esuna have been changed.

    • Esuna is now a single target-only spell and cannot be AOE’d via any means.
    • Esuna now removes the following status ailments and does not require the caster to be affected by them (bolded are new).
      • Poison / Paralysis / Blind / Silence / Curse / Disease / Plague / Petrification
      • While under the effects of Afflatus Misery, Esuna will also remove all status effects removable with Erase, including Amnesia.
      • The recast time for Esuna has been increased from 30 seconds to 120 seconds.
      • The MP cost has been increased from 24 to 178.
  • The effects of Sacrifice have been changed.

    • The duration is halfed when transferring a status ailment.
    • Silence and petrification can now be transferred.
    • During Afflatus Misery, the caster instead gains a short-term, slight resistance to the ailment transfered, and hence will not become afflicted.


  • UPDATE Several monsters in Escha Zi’Tah that “level up” based on mechanics now have a visual indicator that they’ve leveled up. The mechanics are unchanged.
  • UPDATE Pazuzu in Escha Zi’Tah now has an visual indicator for his elemental effects. The mechanics are unchanged.
  • UPDATE Players now have a chance to receive Pioneers mog gathering updates from the Pond Dredger and Coastal Fishing Net in the Mog Garden.
  • UPDATE Players who have achieved Heroics Rank 3 or higher can purchase Chocobo Training Tokens from Lakeria. These tokens can be traded to Mapitoto to revitalize your chocobo and allow players to dig a bit more.
    • Each token has a chance to restore 5 to 10 digs for the player.
    • Excessive training can exhaust your chocobo and deplete all of your digs, so train wisely.
  • UPDATE The mythic great axe Conqueror now has its proper “Enhances Berserk I-V” latents and modifiers. Thanks Webjester for your submission to DSP!
  • UPDATE Update a few more teleport abilities with the new swirl animation.
  • BUG Address an issue where Nickel Quadavs were dropping Nidhogg’s loot table. Whoops.
  • BUG Correction to the Wakido Domaru +3’s Store TP value from +7 to +9.
  • BUG Prevent players from accessing the Mog Garden via the Mog House door if they haven’t unlocked it via the quest (sends players to !relax)
  • BUG An issue where Diaga III could be cast by Red Mage subjobs has been addressed; this ability is main job only.

DSP Core Updates

LARGE UPDATE A mass rework of weaponskills has been underway by the core DSP team to bring DSP in line with changes made in the June 2014 WS overhaul in retail and address several formula calculation bugs that existed in the DSP code base. The full details can be read here.

Overall, the following updates can be noted:

  • The custom and enhanced WSC and fTP values that many weaponskills have remain in place and are calculated accordingly.
  • The hybrid weaponskills are now properly calculated as such with a combination of physical and magical damage.
  • An issue with resistance calculations has been addressed, which, in several cases resulted in lower than expected damage output.
  • The offhand hit during a weaponskill now properly uses the damage of the offhand weapon instead of the main hand.
  • Trick Attack now properly has its 100% accuracy bonus.
  • Requiescat is now ‘formless’ (non-elemental) to match retail.
  • Several situations where fTP was improperly transferring to multi-hit weaponskills instead of resetting for each hit has been resolved. These are the weaponskills that replicate fTP across all hits:
  • Dragoon jump skills can now target flying enemies, such as dragons, as they can on retail.

In addition to the updates above, we’ve added the following tweaks in the process:

  • Magic-based weaponskills now properly adjust for the item-level of the weapon being used.
  • Magic-based weaponskills now properly use the weapon type of the ranged slot for ranged weaponskills.
  • The item-level check now properly checks main hand vs. ranged weapon when performing weaponskills rather than always checking main hand.

We will be testing these changes to see if any balance updates are necessary; however, preliminary testing

  • UPDATE Several monster pools have been updated to have their H2H delay aligned with the base delay of players.
  • UPDATE The item_armor database table has been renamed to item_equipment (since it contained weapons too) and all core features referring to it as such have been updated (because, why not… ). πŸ™ƒ
  • UPDATE TP moves for ladybug type monsters have been added.
  • BUG An issue with the Treasures of Aht Urghan instancing system not properly allocating instances has been fixed.

13 May

Updated Renamer List

With the updates to !relax, a new Renamer list is available. You can download it here.

Relocated !relax to Western Adoulin

New Relax Location

As the Nocturnal Souls community continues to grow, the Celennia Memorial Library is no longer suitable for the !relax zone. There’s too many people in too small of a location.

With that, !relax now places people in the Platea Triumphus area of Western Adoulin. This is where end-game players currently visit with the Heroics NPCs. The NPCs from Celennia Memorial library are now found near by and provide the same services. Centrally locating all player services in a much larger area should reduce player lag when zoning in as well as visibility of players in the area.

The following overall changes have been made:

  • As players load into the !relax area, their position is randomized a bit to prevent players from zoning in and bunching up on top of each other.
  • Andreine has been removed. Mog house functionalities are now handled by… well, the Mog Houses. These are found just south of the Platea Triumphus area. Players can also use the !mh functionality to access inventories, delivery box, etc. At this time, job change functionality is not available OUTSIDE of mog houses as we’ve had a LOT of weirdness with it and it caused crashes for some players with addons that expected job changes to only happen under ‘retail’-style conditions.
  • Wescolina now acts as the gatekeeper for the Mog Garden. She is located around the corner from Yefafa and the Points Coffer.
  • Margret now acts as the gatekeeper for Reisenjima Henge (replacing the functionality of the Bestiary tome). She is located along the wall of the Couriers’ Coalition and across from Yefafa.
  • Jedelaih will now recount your deeds for your completed master jobs (replacing the functionality of the Histories tome).

Dialog and flavor text with several new NPCs added along with this change will be added in future patches.

Players who are AFK and/or bazaaring, please utilize the open areas and streets along the promenade for your characters rather than bunching up around NPCs. #plzkthx

!gotoexp Command Updated

The !gotoexp command has been simplified and updated:

  • The “Solo/Duo” and “Group” options have been removed. No one could really agree what areas matched what criteria because every job and group composition is different.
  • The options have been streamlined to be more readable to non-english clients.
  • Garliage Citadel has been added for the 83+ range (with recommendations for pages 7 and 8).

We are still working on testing Japanese support (assuming we can get a JP client to properly install anytime soon).


  • UPDATE With the changes to !relax, several teleports and teleport commands now have a new animation effect.
  • UPDATE The Auction House and Mog House in Western Adoulin are now functional.
  • UPDATE Leaving the Mog Garden via the Mog Dinghy now teleports players back to the !relax area in Western Adoulin.
  • UPDATE The dialog with Yefafa now notes there is a maximum of 7 augment levels, not 12, to match what’s currently available.
  • UPDATE The !tele command now accepts both altepa (new) and altep (old) for the location.
  • UPDATE The !tele command now accepts both yhoator (new) and yhoat (old) for the location.
  • UPDATE The !tele command now reminds players they need a Pure White Feather to use shadowrealm recall crystals, even if they have the recall gate crystal.
  • UPDATE The drop rate for Primacy Plans in Reisenjima Henge has been slightly increased.
  • UPDATE Drops in Reisenjima Henge are no longer ‘grouped’ allowing each drop to be rolled by Treasure Hunter separately (overall, this should greatly increase loot chances).
  • UPDATE The “Conserve TP” item modifier has been added and several items have been updated to have this new modifier. Older, unused gear will be backfilled with the modifier as time permits.
    • All elemental belts - +7
    • Fotia belt - +7
    • Praecis gorget - +4
    • Unkai sune-ate +1 - +4
    • Unkai sune-ate +2 - +6
    • Vougier’s Contus - +6
    • Asa-arashi - +5
    • Charis Earring - +2
    • Tussle breeches - +8
  • UPDATE The Reforged Artifact +2 and +3 gear sets now have their gear set bonuses. There are four tiers to the bonuses (which includes the Regal Accessories). Thanks to Webjester for his PR into the DSP core project!
    • 2 pieces = +15 to Accuracy, Ranged Accuracy, and Magic Accuracy
    • 3 pieces = +30 to Accuracy, Ranged Accuracy, and Magic Accuracy
    • 4 pieces = +45 to Accuracy, Ranged Accuracy, and Magic Accuracy
    • 5+ pieces = +60 to Accuracy, Ranged Accuracy, and Magic Accuracy
  • BUG (hotfix) Update all checks for nation missions 5-2 missing the correct table prefix after the recent DSP mission updates.
  • BUG (hotfix) Fix broken spawn conditions for Wepwawet in Escha Zi’Tah.
  • BUG Properly grant players titles for defeating the VWNMs Celaeno, Hahava, and Voidwrought.
  • BUG The parody weaponskill “Final Paradise” should no longer show up without having the proper weapon equipped that grants it.
  • BUG The weaponskill “Moonlight” now properly restores MP to party members within a 5y radius.
  • BUG Address an issue with the Harvestman apatant mob not properly having a 30 minute respawn timer.

DSP Core Updates

  • UPDATE Several updates were made to monster pools to address linking, aggro, and immunity flags that didn’t match retail behaviors.
    • NOTE: One family this alters is the Seaboard Vultures in Misaeraux Coast, one of our !gotoexp camps. These birds no longer link or aggro as per retail.
  • UPDATE Update Sneak and Invisible’s duration to properly scale based on item modifiers that increase it (and shifted Skulker’s Cape effect into item modifiers).
  • UPDATE Add missing item modifier for Sword Strap.
  • UPDATE Add missing item modifiers for the Crier’s Gaiters.
  • UPDATE Add several new weapons and armor to the auction house as available items.
  • UPDATE Correct several weapons and place them in the correct auction house categories.
  • UPDATE Add missing modifier for Fotia Gorget and Fotia Belt for the “TP not depleted when weapon skill used +1%”.
  • BUG Fix avatar ‘Astral Flow’ abilities to where TP has no effect on damage on use and to properly wipe shadows on use.
  • BUG Add missing message when a gate guard in Nashmau grants you sanction.
  • BUG Add missing message when Monberaux gives the player the Mysterious Amulet during CoP Mission 1-1.
  • BUG Fix errors where Utsusemi would be overwritten by lesser versions when a player zones.
  • BUG Fix Automaton magic skill requirements for Dia and Bio II.
  • BUG Fix max level for Bark Tarantulas in the Boyahda Tree.
  • BUG Fix broken/misvalued guild item point turn-ins for the following item:
    • Taberzin/+1
    • Brass Leggins/+1
    • Brass Harness/+1
    • Wingedge +1
    • Angler’s Gloves
    • Bone Rod +1
    • Merman’s Mittens
    • Darksteel Shield +1
  • BUG Fix bug with Bard’s Threnody abilities INCREASING the resistance of the target, not DECREASING it. 😐
  • BUG Fix missing Lost key item: <keyitem> message in many zones.
  • BUG Fix and address several incorrect weapon damage values on i101 to i116 ranked weapons.
  • BUG Fix issue with the “getFamily” call not working properly with pets.
  • BUG Add missing mob pool modifiers to prevent experience point gain from Defenders and Detectors in Shrine of Ru’Avitau.
  • BUG Fix issue with Evasion Down status effect not providing the reduced evasion effect or underflowing it and providing extraordinary amounts of evasion.
  • BUG Update Fradubio to be a lottery spawn from Fraelissa every 21-24 hours in Jugner Forest as per retail.
  • BUG/EXPLOIT Fix an exploit that allowed players to gain extraordinary amounts of conquest points when trading crystals to gate guards when they were just at their rank point cap.

6 May

New Login Rewards - May 2019

New login rewards have have been added for the month of May.

Featured Item - May 2019
Raaz Mount

Divine Magic Renovations

Part of this quarter’s ongoing refinements includes a revamp to Divine Magic and the skills related to it. For this first iteration, the following updates have been made.


The preliminary notes from SquareEnix show that White Mage/Divine Magic will get an overhaul as part of the May 2019 retail enhancements, so we’ll be reviewing those changes as well and applying another round of enhancements in a future update.

  • Divine Magic now has the same 1.5-2.0x attribute bump when comparing dStat between players and targets as elemental magic provides.
  • The casting time for the following spells has been reduced to be more inline with elemental magic.
    • Banish -> 2.0s to 0.5s
    • Banish II -> 2.5s to 1.5s
    • Banishga -> 2.75s to 2.0s
    • Banishga II -> 4.5s to 4.0s
  • The recast time for the following spells has been reduced to be more inline with elemental magic.
    • Banish -> 15s to 2s
    • Banish II -> 30s to 6s
    • Banish III -> 45s to 15s
    • Banishga -> 15s to 5s
    • Banishga II -> 30s to 10s
    • Holy -> 60s to 30s
    • Holy II -> 60s to 30s
  • Afflatus Solace now properly provides a base magic damage increase to Holy and Holy II based on the HP healed since the last time one of these spells was cast. Unlike retail, there is no cap to this gain and the gain is lost each time Holy or Holy II is cast.
  • Afflatus Solace now properly gains a “base” bonus multiplier based on gear for the stoneskin “shield” increase. This includes the Orison bilaud, Ebers bliaud, Alaunus’s Cape, and bonuses provided by the Gambanteinn.
  • Afflatus Misery now properly provides a damage increase to Banish spells based the amount of damage the White Mage has taken since the last cast (damage is calculated after phalanx, stoneskin, and all other reductions).

!telelist Updates

  • The !telelist command now supports 15 telepoint locations.
  • Players can now clear out unused telelist points with !telelist clear #.
  • The !telelist command is no longer supported in Escha Zi’Tah, Escha Ru’Aun, and Reisenjima. Players with telelist points in these locations will no longer be able to use them.


  • UPDATE 370 items available to crafters via guild shops have had their max quantities doubled and have been given a daily increase of 33% of their max quantity per day. This addresses an issue where the Members Portal showed that items were available via a guild shop, but none were ever available (as it was waiting for players to SELL some back to the shop to restock).
  • UPDATE Div-E Sepid (Abyssea-Vunkerl) now has its proper script and has a chance to drop its key item, the Chipped Imp’s Olifant. This allows Durinn to finally be spawned.
  • UPDATE Lord of Onzozo has had its chance to to spawn increased from 4% to 10% when the Flying Manta placeholder is defeated.
  • UPDATE Hojo: San and Tonko: San have been removed from players’ spell lists as these are monster-only spells.
  • UPDATE Diabolos, Cait Sith, Odin, and Alexander have been reomved from players’ spell lists until these avatars are properly coded.
  • UPDATE The Barataria Ring has been added as a potential drop from Escha Zi’Tah.
  • UPDATE Foe Lullaby /II and Horde Lullaby /II now properly increase their duration when Troubadour is active.
  • BUG Snowsteel Ore found via Chocobo Digging in Marjami Ravine and Kamihr Drifts now has its proper ID and no longer shows up as finding a “.”.
  • BUG The tier 3 augment for Ranged Attack now requires 1 Mythril Sand per augment instead of 12.
  • BUG The Fast Tracks system has been patched to resolve issues with missions not properly completing.
    • NOTE: If you have fast tracked since the maintenance on 29 April, please ping Derahine in Discord so your missions can be checked that they properly completed.
  • BUG Several monsters in Escha Zi’Tah that did not properly enrage have had their enrage timers added and/or their progressive rages added at 95% HP.
  • BUG Several trash monsters in Escha Zi’Tah did not have their proper base attributes, making them little to no threat to players. Their base values have been updated to be along the lines of tier 1-2 Reisenjima Henge mobs.
  • BUG Address an issue with Vyala not properly reacting to certain conditions and casting certain spells.

DSP Core Updates

  • UPDATE Remove the Windurst Mission “Saintly Invitation” requirement for Castle Oztroja’s brass doors to match modern retail.
  • UPDATE The experience points table (how much exp is gained on kill based on level difference between players and monsters) has been updated to match standards. In general, this increases experience gained from monsters -1 to -12 levels from the player and party in the 31 to 60 level range. Other experience point values are unchanged.
  • BUG Update all Bio spells with the modern base damage values.
  • BUG Fix bug with Perfect Dodge’s duration–reducing its base from 60 seconds to 30 seconds.
  • BUG Bio and Dia no longer provide a message of “No Effect” when they cannot override the other; they simply apply their damage.
  • BUG Correct Slendlix Spindlethumb’s character model.
  • BUG Fix trade ID for the Grotto key when trading to Faursel in Lower Jeuno.
  • BUG Fix Serket’s (and Serket-like monsters) Venom Storm and Earthbreaker to properly be 40y AOE, not 15y AOE.
  • BUG Update several mog house items to have the proper item flags.
  • BUG Update several equippable items that are account-based transferrable.
  • BUG The opo-opo necklace’s latent effect now triggers under lullaby sleep.
  • BUG Fix models for Spectre THF and RNG models.
  • BUG Fix models for Chatoyant Quadavs.
  • BUG Guard skill check now properly checks jobs rather than equipped weapon.
  • BUG Vendor prices for numerous, easily obtained items have been fixed to prevent exploiting.

April 2019

29 April

New Synergy Recipes

The following new recipes have been added for Synergy. These recipes are designed to help smooth out the leveling process and reduce demand on certain aptants. Over 100 new recipes!

  • Level 10 - converting synthisized “ebon” gear into the synergy “ebon” gear (9 unique armor sets)
  • Level 12 - converting synergy “ebon” gear into colored furia and ebur gear (9 unique armor sets per color)
  • Two new recipes for light spheres have been added, using Aptant: Pera and Aptant: Bellum.

See the full recipes on the Members Portal.

Concurrent Characters Restrictions

In preparation for the character limit restrictions coming with Trusts and to better monitor and maintain an environment free of bots and automated play, changes have been made to the login process.

  • Players can still log in a maximum of 3 characters (1 main, 2 alts) per the server guidelines.
  • Players will receive a FFXI-3101 “Transmission error with lobby server” error when attempting to log on additional characters beyond the limit.
    • Character limits are based on the player’s client IP address.
  • Players who exceed the 3 character limit can still log those characters in as long as the 3 maximum connections are not exceeded.
  • Players who are at the 3 character limit may need to use the “Unstuck Character” feature in the event of a disconnect/unexpected logout to clear the connection list and re-allow connection.
  • Players can request an increased character limit in the following conditions:
    • Multiple real-person players in the same household (families, room mates, etc.)

To request an increased character limit, reach out to a GM/CM in Discord and have the names of the characters and login names for verification. Players found falcifying information for an increased character limit will be banned.


The Server Guidelines page has been updated to reflect these changes.


  • UPDATE Armageddon (Empyrean Gun) now provides equip bonuses more focused to the magical based WS that it provides and is more appealing to the primary user–Corsairs.
    • Ranged Accuracy +160 -> Magic Accuracy +160
    • Ranged Attack +280 -> Magic Attack Bonus +280
    • Rapid Shot +10% -> Quick Draw Damage +65
    • Magic Attack Bonus +65 -> [removed]
  • BUG (hotfix) Addressed issue where the Voidwatch campaigns for Aht Urhgan would not start after defeating completing the quest VW OP. #004 Bibiki Bombardment.
  • BUG (hotfix) Addressed an issue where duration calculations were not being accounted for with Regen III, IV, or IV, either with Composure or Perpetuance.
  • BUG (hotfix) Addressed an issue with the +Level gains for Victory and Advancing March not properly calculating.
    • NOTE: We’re aware that many of the other songs are also not properly processing their +Level gains and will be addressing this in future updates.
  • BUG Avatar’s Favor is now automatically removed from the summoner when a pet is defeated, dismissed, or the player zones.
  • BUG Addressed an issue with Adloquium was giving an extraordinary amount of TP–400 TP/tick for the duration of the buff instead of 10 TP/tick for a max of 600 TP. This amount has been updated to 120 TP/tick for the duration of the buff and now properly works with Perpetuance.
    • NOTE: We’ll continue evaluating the balance of this spell over the coming weeks.
  • BUG Dagan no longer requires Gambanteinn i119 III to restore HP to the player (the 2x bonus still requires the weapon).
  • BUG The Guild Shops for Ellard (Goldsmithing) and Alivatand (Leatherworking) have been fixed to properly provide the correct key items when purchasing via guild points. Thank Webjester for his PR into the core project!
  • BUG Tegmine’s script-based respawn of 120-130 minutes has been removed and now will fall in line with the database value of 30 minutes (matching other aptant mobs).
  • BUG Fenian Ring now has its proper “Shield Bash +50” item modifier.

DSP Core Updates

  • BUG Mighty Strikes now forces weaponskills to perform critical hits, even for those that normally cannot, while the status is in effect. This applies to both players and monsters.
  • BUG Crystals should(?) no longer drop if beastmen control a region.
  • BUG Adding missing droplists for King Buffalo, Will O’ The Wikes, Goblin Jeweler, Tabar Beak, and Goblin Archaeologists

DSP Missions Tabling

Like last weeks update, this week, the DSP project has merged in a restructuring/tabling of all missions, touching nearly 560+ scripts for NPCs, zones, ??? interactions, mobs, and BCNMs.

In addition to those changes, We’ve scanned through most all missions to catch some of our changes:

  • removal of day/“JP midnight” waits and/or changing them to “must zone”

If you find a mission (nation and/or expansion mission) that doesn’t work, please submit a bug report via the Members Portal.

22 April

April 2019 Version Update

The servers have been updated to the April 2019 version. All players will need to update their clients to match to avoid any potential mismatch errors.

The latest version is: 30190328_2

If you’re having trouble getting your version to update, close the PlayOnline Viewer and delete the file at \FINAL FANTASY XI\ROM\0\0.DAT. Relaunch PlayOnline Viewer and Check Files. Deleting this single DAT will force it to scan all of your files for changes.


If you’re using any HD packages, XI Vision (maps), XI View (UI/fonts), or custom textures, be sure to have those backed up as they’ll be overwritten by the update.

Updated Server Message

The server message (the purple popup on login) now includes the link and agreement that players have read, understand, and will follow the server guidelines located here. Ignorance or “I didn’t know there were rules!” is no longer an excuse for activities that are prohibited on Nocturnal Souls.

If these rules do not meet the gaming experience you are looking for then Nocturnal Souls may not be the community for you.

Spring Break Event Updates

  • (hotfix, 19 Apr) Spring Hoppers can no longer be dragged around by players.
  • (hotfix, 19 Apr) Spring Hoppers now check their health more often and reward eggs at more frequent health increments.
  • Spring Hoppers now have new mechanics to greatly discourage players from engaging then AFKing. The rabbits are not meant to sit and mindlessly AFK attacked. Players MUST decrement their health by percentages in order to trigger their egg drops. Fighting a bunny too long could result in something tragic happening–like it stealing all of your eggs and running away.
  • Spring Hoppers will no longer drop eggs to players who are too far away.
  • Spring Hoppers will repsawn faster, to a point, based on how fast they were killed.
  • New known and unknown words have been added to the possible lettered egg turn-in rewards.

Hand-to-Hand Weapons Update

Thanks to the hard work of Webjester and his recent PR into DSP, hand-to-hand weapons now all have their proper damage values. Players can see the full details here.

The gist of it is:

  • All non-ilvl119 h2h weapons were +3 base damage higher than they should be
  • Most/All ilvl119 h2h weapons had incorrect values (in some cases, being 10-30 damage weaker than they should be)

In addition to this, the TP formula calculation for H2H combat has been adjusted to properly match retail (basically including the hit ratio in the calculation). Overall, this should be a slight increase in TP per hit by players.

  • Old: CalculateBaseTP( (delay * 60) / 1000 ) / ratio
  • New: CalculateBaseTP( ( (delay * 60) / 1000 ) / ratio )

Monks and Puppetmasters rejoice!

Guild Shops

Several guild shops that have been notoriously broken in DSP have been fixed. These shop inventories have been adjusted to better match the requirements of the Nocturnal Souls community.

  • Retto Marutto in Windurst Woods (Bonecraft)
  • Kuzah Hpirohpon in Windurst Woods (Clothcraft)
  • Chaupire in Northern San d’Oria (Woodworking)

Many items that were added to the crafting NPCs in !craft have had those items removed now that the guild shops are in place. This frees up adding new items to those NPCs in the future.


  • UPDATE Tier 3 crystals have been removed from !shop 5 to prevent confusion as there is no actual use for them yet.
  • UPDATE San d’Orian Mission 6-2 (Ranperre’s Final Rest) no longer requires a “JP Midnight” wait for the book turn in, simply change zones and return to the gate guard to progress the story.
  • UPDATE Novennial Hose and Novennial Thigh Boots now drop from the Prime Avatars battle in Reisenjima Henge.
  • UPDATE The respawn times of Om’yovra and Ul’yovra have been reduced and the min/max levels sync’d between the two types.
  • BUG (hotfix, 22 April) Fix for Mordant Rime not properly applying its Aftermath effect.
  • BUG Fix for Horde Lullaby II not being castable.
  • BUG The Scholar ability Perpetuance now properly works with Accession.
  • BUG The Waypoints in Eastern Adoulin now work like those in Western Adoulin.
  • BUG Monsters in Escha Zi’Tah now have their proper MND attributes.
  • BUG The Kupo Shield is now properly rare/ex, non vendorable, non sendable for those with #firstvanadielproblems and have multiples.

DSP Core Updates

  • UPDATE San d’Oria Mission 2-1 (The Rescue Drill) no longer requires speaking to all* guards, only thoses that the modern wikis require speaking to (players can still talk to them all for the story/lore).
  • UPDATE Bugard Strap/+1 can now be desynthised.
  • UPDATE Several new NMs are now available.
  • UPDATE Armored Chariots now have their proper skill lists.
  • UPDATE Archaic Ramparts now have their proper doors open/closed animations and phase changes.
  • UPDATE Several monsters now have their proper models and/or sizes.
  • UPDATE Seaboard Vultures in Misearaux Coast no longer link, as per retail.
  • UPDATE The Curaga Earring is now functional.
  • UPDATE The monster abilities Bad Breath, Drain Whip, Impale, and Sweet Breath have been added and/or fixed to work properly.
  • UPDATE Capricious Cassie now properly draws in and uses the correct skills.
  • BUG Remove Quadav Helm drops from monsters in North Gustaberg that should not drop them.
  • BUG Bug fix for Halver that removes the necessary step to speak to him multiple times while working on TOAU missions.
  • BUG Added missing cutscenes for the quest “Northward”.
  • BUG Bug fixed where players didn’t receive a message upon receiving Signet from gate guards.
  • BUG The drop list for Aura Sculptures has been updated to drop their expected items.
  • BUG Bug fixed in mob model sizes that could pull the incorrect sizes (fixes Tzee Xicu the Manifest from being a super tiny yagado).
  • BUG Fix Cactrot Rapido’s family modifiers and double attack rate.

DSP Quests Tabling Update

All quests have been updated DSP’s new tabled format and renamed in the scripts.

This touches every single quest in the game and hundreds of NPCs.

More specifically, this altered how all of the quests that Nocturnal Souls supports, but DSP doesn’t, are wired up. This includes things like:

  • advanced job quests
  • the entire voidwatch campaign

We’ve been working to test and ‘walk’ each of these quests, but, I’m sure some will fall through the cracks. If you find a quest that isn’t working, please create a Bug feedback ticket and a member of the team will investigate and address it as soon as possible. I’m sure there’s something that will be borked out of this change.

15 April

Renamer Update

Updated renamer list for the Spring Break Egg Hunt event. See the details and download the list here.

Spring Break Egg Hunt

Spring Break Egg Hunt

The Spring Break Egg Hunt event is here and it’s egg-cellent! Seek out the Event Moogles in Southern San d’Oria, Bastok Markets, and Windurst Waters to get started.

Duration: April 15 to May 20

See the event page for more details.

Job Update – Dragoon

To balance out the growth of dragoons and wyverns, the following changes have been made:

  • Wyverns now gain a level-based ‘wyvern breath’ bonus that, at 99, is near what the Dragoon Empyrean weapon granted. This update reduces the reliance on dragoon’s completing their Empyrean weapon to be “competitive” and allows for a better growth experience.
  • Instead of “Wyvern Breath +”, Rhongomiant now providers “Critical Hit Damage +50%”.
  • The fTP of the Drakesbane weaponskill has been slightly increased.

Job Update - Scholar

The following abilities have been added, updated, or fixed for Scholar.

  • Players now have access to Perpetuance while using Light Arts.
    • This ability allows players to extend the duration of white magic enhancing spells by 2-2.55x.
    • The Savant’s and Arbatel Bracers provide their bonuses to this ability.
  • Players now have access to Libra.
    • This ability displays the current target’s enmity for the scholar’s party (does not show alliance enmity). Unlike retail, it provides the CE and VE numbers directly, not a percentage of enmity.
  • Firestorm and Sandstorm’s durations have been fixed to match those of the other storm spells.

Job Update - Dancer

The following ability has been added for Dancer.

  • Players now have access to Contradance.
    • This ability allows players to double the potency of their next Curing Waltz or allow Healing Waltz to affect all nearby party members (10’ radius).

Heroics - Peacekeepers in Escha - Zi’Tah

Affi now accepts the key items from the Gaes Fete Tier 3 NMs. Each of these key item turn-ins count as a completed Peacekeeper Coalition mission. These missions do not count towards the bonuses provided by the coalitions, only towards increasing your total mission count for those working to increase their rank.

These include:

  • Fleetstalker
  • Shockmaw
  • Urmahlullu
  • Nosoi
  • Blazewing
  • Pazuzu

Gaes Fete Tier 3 NMs have a 100% chance to drop their key item when defeated.


  • UPDATE Spawned encounters in Escha - Zi’Tah will no longer spawn directly on the player, but close nearby and immediately attack.
  • UPDATE Azi Dahaka no longer attempts to spawn for every party member, just once per NM kill.
  • BUG An issue was fixed in Escha - Zi’Tah where unclaimed spawned encounters would roam too far away from players, making them hard to track down after they regroup.
  • BUG Gracile Grip/+1 now has its proper item modifiers.

8 April

Retail-style Job Enhancements - Ranger (and more)

The April 2019 update modified several of the ranger’s abilities to have shortened recast timers and more potency.

  • Sharpshot now provides a base +60% ranged accuracy gain instead of a flat +40 ranged accuracy (non-percentage); it now caps at a gain of 99%.
  • Velocity Shot’s recast reduced from 300 seconds to 60 seconds.
  • Scavenge’s recast reduced from 300 seconds to 60 seconds and no longer generates enmity on use.
    • We skipped updating Scavenge to track and store up to 3 types of ammo–seriously, everyone should be using REMA ammo at 99.

The additional updates have been pulled from the April 2019 patch as well:

  • The physical defense reduction potency of Dia has been increased.
    • Dia (5->10%), Dia II (10->15%), Dia III (15-20%), Diaga (5->10%), and Diaga III (15->20%)
  • The physical attack reduction potency of Bio has been increased.
    • Bio (5->10%), Bio II (10->15%), and Bio III (15->20%)

Job Abilities Update

  • Dragoon’s Spirit Link now levels up the wyvern to the max of 5 levels, based on the number of merits the player has in Empathy.
    • At this time, Spirit Link does not transfer buffs, just grants the wyvern and player “level up” bonuses.
  • Scholar spell Adloquium is now functional and can be AOE’d by the Accession strategem.
  • Scholar spells Animus Augeo and Animus Minuo are now functional, can be self-cast, and can be AOE’d by the Accession strategem.
  • The following spells now have their proper animations:
    • Adloquium
    • Cura I, II, III
    • Regen IV, V
    • Crusade (now a better guess, since it’s not listed in the Model Viewer and I can’t find a youtube of it)
    • Baramnesia/Baramnesra
    • Enlight
    • Endark
    • Boost-Stat spells
    • Animus Augeo, Animus Minuo
    • Kilmaform
  • Scholars can now use the Accession strategem with the following spells (assuming they gain them either from their main job or sub job):
    • Haste, Haste II
    • Cure V
    • Flurry, Flurry II
    • Animus Augeo, Animus Minuo
  • The following merit abilities are now main job only and have been updated.
    • Dragoon - Angon
      • Angon’s defense down effect has been increased from -20% to -30%.
    • Dancer - Fan Dance
      • Fan Dance’s enmity has been increased from +15 to +25.
    • Dancer - Saber Dance
      • Saber Dance’s double attack increased from 50% decaying to 20% to 75% decaying to 30%.
    • Warrior - Tomahawk
      • Tomahawk is now functional and works similar to Dragoon’s Angon–applying a defense down effect to the target of -30%.
    • Dark Knight - Diabolic Eye
      • Diabolic Eye’s base melee accuracy bonus has been increased from 20 to 50.
    • Ninja - Sange
      • Sange’s duration increased from 60 seconds to 120 seconds.
  • Crusade can no longer be AOE’d by scholars using the Accession strategem (why was this even a thing?)
  • Regen V now properly adds in the bonus effects from the Regen Effect merits.

Heroics - Pioneer Missions QoL

To address the issue that many players would only get chocobo digging missions (and run out of digging chances) before getting a gardening mission, the Pioneer coalition missions have been restructured.

  • Heroics: Pioneer Missions now have more variety. Instead of 4:1 digging/gardening, they are now 3:3 digging gardening.
    • Mog Gardening: Growing, Watery, and Scintillating Essences
    • Chocobo Digging: Sparking, Radiating, and Windy Essences
  • Heroics: Pioneer Missions involving Mog Gardening have had their chance of finding items increased from 70% to 90%.

Voidstone Timer and Storage

Players can now store up to a maximum of 6 voidstones with Voidwatch Officers over a period of 24 hours based on when the player last acquired a voidstone.


Acquiring voidstones ‘clips’ it to that time as the timers are based on pickup, not a running system timer. For example, if your timer was at 19.9999 hours, you’d acquire 4 voidstones (16 hours worth) and your 4 hour timer would restart at zero; you would NOT have your timer start at 3.9999 hours to the next voidstone.


  • UPDATE (hotfix) ZNM: The ZNM spawn locations now remain when a target is spawned–no more 5 minute waits.
  • UPDATE ZNM: Khimaria now drops the Boneworker’s Torque instead of the Weaver’s Torque. Medusa still drops the Weaver’s Torque.
  • UPDATE ZNM: Tinnin’s head growth/regrowth timers have been significantly shortened so it’s less likely to sit at 5, 10, 25% health forever.
  • UPDATE ZNM: Chigre’s gained its HP drain additional effect.
  • UPDATE Players can no longer turn in relic, mythic, or empyrean trial rewards to the Magian moogles or Oboro if they already have the reward item in their inventory.
    • This doesn’t prevent players from DOING the trials, simply prevents the server from attempting to hand you the item and it fall to the ground. Before you start a trial, search your inventory to insure you haven’t already done it!
  • UPDATE Updated the Signet buff to be active in the following regions: Abyssea, Abdhaljs, Adoulin, Reisenjima, and Escha.
    • This will be removed for Abyssea zones once the custom Atma system is activated.
    • This will be removed for the Adoulin, Reisenjima, and Escha zones once the custom Ionis system is activated and integrated into Heroics.
  • BUG (hotfix) Addressed an issue with Carbuncle’s Meteorite doing zero damage.
  • BUG (hotfix) Addressed an issue where Store TP would show as 0 in !stats.
  • BUG Addressed an issue where Exalted Lumber would not properly stack to 12.
  • BUG Addressed an issue allowing players to gain buffs from Sanction and Sigil outside of their appropriate regions.
  • BUG Addressed an issue where the boats between Selbina and Mhaura would lead to a Downloading Data… screen.
    • Again, this SHOULD be fixed, but they’re 2006-era slow (15-20 minutes per trip), so why? If it doesn’t work, take the Explorer Moogle teleports.
  • BUG Addressed an issue with the Atrophy Tabard +1 having incorrect modifiers.
  • BUG Addressed an issue with the Burred Staff/+1 missing the Magic Damage +217 modifier.

DSP Core Updates

  • BUG Additional check added to prevent TOAU’s Puppets in Peril from updating if the player isn’t on that mission.

1 April

Renamer List Update

The renamer list has been updated to include new NPCs. You can download it here.

Daily Login Points and Rewards

Players now receive login points each day that they log in. These points can be used for unique style lock gear, pop items, mounts, rare augments, and more.

Login points become available every midnight server time (US Central Time). Players already logged in during the daily reset will need to log out and back in to receive their points (the awarding happens on first “log in”). Login points do not expire and care over month-to-month allowing players to save up for bigger rewards.

How do I earn points?

Points are earned simply by logging in!

Point Value Event
25 Initial player signup
15 Login on the 1st of the month
15 Login on the 20th of the month (NocSouls Day)
5 Login any other day of the month

We’ll be granting a login point bonus to all characters with existing accounts who created their characters on 31 March 2019 or before. This bonus will be added over the course of the next week.

What can I get?

The Points Coffer is now located at the Celennia Memorial Library (near Andreine). The Points Coffer provides players with their current login point total as the list of items they can acquire using login points.

Items in the Points Coffer, similar to retail, will rotate every month or so (exact schedule TBD). Some items are level locked and cannot be purchased without meeting the level requirements.

This month, the following items are available.

Points Item Min Level
10 Rarab Cap 1
10 Morbol Cap 1
10 Sheep Cap 1
25 Astral Cube 1
150 Red Crab Mount 1
10 Moogle Suit 99
15 Savory Shank 99
15 Sweet Tea 99
15 Red Pondweed 99
50 Deed of Moderation 99
50 Deed of Sensibility 99
50 Deed of Placidity 99

Have an idea for a cool login reward? Pass it along in the suggestions!

Summoner Blood Pact Changes/Fixes

Addressing feedback from community members that summoners were “overpowered” since the avatar level increase, we dug into exactly how summoner blood pacts handled damage and found out quite a bit–some good, some bad.


I can’t emphasize enough that tuning classes is an art, not a science. SquareEnix is still tweaking classes in retail after almost 20 years. We likely won’t get it right the first time; however, we’ll iterate and make changes based on testing and feedback. Please be patient if something doesn’t work how you EXPECT it to work.

What We Learned

  1. Avatars, by design, do not have a level correction when calculating damage like player-based weaponskills do. This makes them extremely powerful against higher level mobs [source].
  2. Avatars do not necessarily gain more physical damage by adding a great deal of attack to them as there’s a hard cap to the pDIF formula for avatars [source].
  3. All physical blood pacts were wired up to also calculate in the magic attack bonus of the avatar. This is systemically wrong [source] and was causing physical blood pacts to receive upwards of 10-20x their attack damage and THEN have the Blood Pact damage increase added to it.
  4. As coded, all physical blood pacts are being passed in as fire damage, not the correct element for the avatar. This is causes unexpected damage results against mobs strong/weak to that element and/or on the elemental day.
  5. As coded, all blood pacts (physical and magical) compare the INT of the avatar to the mob. Most physical blood pacts rely on DEX, VIT, STR, or even CHR [source].
  6. As coded, many of the damage type modifiers no longer exist or are spelled wrong (H2H instead of BLUNT, SLASH instead of SLASHING) causing these physical blood pacts to do less than or incorrect damage against monster families strong/weak to the type.
  7. Several blood pacts were not providing their correct additional effect.
    1. Rock Buster and Mountain Buster inflicting Bind.
    2. Megalith Throw not inflicting Slow.
    3. Geocrush not inflicting Stun.
  8. A couple of blood pacts were wired up as physical, but should have been elemental.
    1. Burning Strike should be fire elemental damage.
    2. Lunar Bay should be dark elemental damage.
  9. As coded, Astral Flow abilities are, overall, useless. The base damage for them is 48-78 damage. πŸ˜•
  10. As coded, the damage multipliers and subsequent hit multipliers (for multihit blood pacts) are significantly lower than they should be [source] and [source].
  11. As coded, the methods that handle elemental resists and damage mitigation for avatar abilities (physical and magical) completely ignores the DMG, DMGMAGIC, DMGPHYS, and the uncapped versions of those mods. This means a monster designed to take -70% magical damage would still be hit for 100% of an avatar’s magical blood pact and, the reverse, that a monster designed to take 130% physical damage would still only take 100%.

What We Changed

Whoo! Wow. Okay, so, in that same order as above, the following updates have been applied to summoner blood pacts.

  1. Nothing to fix regarding Avatars not having a level correction and that’s, honestly, a real benefit to summoners. Having a pet that’s essentially “120+” vs. the target’s level means higher crit changes, higher rates of hit, and higher damage overall.
  2. This has been addressed by better allocating attributes to avatars throughout the leveling process. As fixed in No. 5 below, now that blood pacts are using the correct stats, having those stats increased helps.
  3. This was fixed. Yes, this will greatly reduce the damage of multi-hit physical blood pacts like Rush, but back down to reasonable levels and provide a proper growth gain for players to gear up (no more naked summoners with Nirvana; sorry).
  4. All blood pacts now have their proper element and elemental day bonuses applied. Carby gains bonuses on Lightsday and weakens on Darksday, etc.
  5. All blood pacts have been updated to use their proper attribute comparisons as stated in the source. This means that avatar blood pacts that compare INT are likely stronger against mobs with lower INT (like non-casters) and ones that compare STR are likely stronger against mobs with low STR (like casters).
  6. All blood pacts that had the wrong damage type have been fixed.
  7. Rock Buster, Mountain Buster, Megalith Throw, and Geocrush (poor Titan!) now have their proper additional effects.
  8. Burning Strike and Lunar Bay are now their proper elemental damage, not physical.
  9. Astral Flow abilities have had their base damage formula updated from 48 + (level * 8) + (dINT * 1.5) to 2048 + (level * 8) * (dINT + 1.5).
  10. The damage multipliers provided by the sources have been applied to the physical blood pacts.
  11. The methods for handling blood pact elemental resists and damage mitigations have been fixed to account for a target’s explicit damage resist or weakness modifiers. For example, arcana “weapon” type mobs have an intate family resistance to magic; slimes and oozes have an inate resistance to physical. Blood pacts now properly account for these when calculating damage. Keep this in mind when you’re fighting certain targets and using certain elements and physical vs. magical damage.

What’s Next

We’ll be monitoring and reviewing how these changes alter the leveling curve, main job usage at various gear levels, and end-game usage of summoners.

A few suggestions while you’re out in the field with these new changes:

  • Impact matters. I can’t say that often enough. Summoners, you have Impact for a reason. It will, in some cases, DOUBLE your damage.
  • Blood pacts against targets below your avatar’s current level will still likely be easy to cap damage on.
  • Having along someone who can debuff the mob (or a subjob that can do it) can go a long way. Like Impact, Dia, Distract, Frazzle can go a long way for Summoners. Also, don’t forget weaponskills–Shattersoul inflicts Magic Defense Down +10, Omniscience (if a SCH is around) inflicts Magic Defense Down +100, etc. There’s plenty of weaponskills that reduce physical resistances too!

Weaponskill and Item Levels

A common issue we’ve seen as players gear into the higher levels of endgame is that melee weaponskills simply do not scale. This is a similar issue to retail where it’s hard, if not impossible, for melees to get enough accuracy to counteract the level corrections between players and level 145+ targets.

Most players, fully geared, have around 1600 accuracy on our server. That doesn’t account for the heightened stats that our monsters have in general. With this, there’s some interesting insight as those retail numbers would probably be 400-500 higher on our server.


145 is where accuracy becomes just plain hellish. Neak (Reisenjima T3), for example, requires 1866 accuracy to cap against. Kirin? That’s 1950 accuracy. Most of this content requires everything you’ve got to just hit the mobs. It’s essentially irrelevant to bother trying to melee at this level unless you have VERY solid support. Even then, certain jobs just won’t get enough accuracy to hit this content.

While “just take mages” may work on retail, that’s not in line with the goals of Nocturnal Souls nor do most melee players have an army of support classes behind them.

The problem stems from how weaponskills calculate the cRatio for melee and ranged, hit rate, and pDIF.

Without going too much into the details of the math (the links above can help with that), the following changes have been implemented:

  1. Main-hand weapon item levels are now functional. Weapons without a specified item level defaults to the level of the player.
  2. Monster targets are now capped at level 150 for cRatio and Hit Rate calculations, even if their actual level is higher.

For melee players, this gain, assuming they’re already in the 1500-1600 accuracy range, should put them back in the 95-99% hit rate cap for their weapon types and greatly reduced the crit and damage reduction in their weapon skill attacks. Monster defense, evasion, and passive damage resistances still apply.


Magic-based weaponskill, such as Uriel Blade, Aeolian Edge, Herculean Slash, and Leaden Salute are unaffected by this change as they do not have a level correction on them, similar to magic in general, and work based on stacking Magic Attack Bonus. In addition, Atonement is unaffected by this change as it’s breath damage.

Mythic Aftermath Enhancement

Mythic aftermaths, in general, are difficult to properly use as they provide their bonuses UNIQUELY at each aftermath level and subsequent levels of aftermath overrides the prior.

For example, Yagrush provides magic accuracy at aftermath level 1, melee accuracy at aftermath level 2, and the “occasionally attack twice/thrice” buff at aftermath level 3. Getting aftermath level 2 then removes the buff provided by aftermath level 1.

This leads many players to avoid these weapons as it’s hard get 1000-1999 and 2000-2999 each and every time if players are trying to get a specific buff.

To that end, these aftermaths now work similar to the relic and empyrean aftermaths where each level includes the prior aftermath level’s buffs. Using Yagrush again, at aftermath level 3, players would gain the magic accuracy, melee accuracy, and “occasionally attack twice/thrice” as part of their aftermath.

For many classes, this reopens Mythics as very appealing weapons and not just a stepping stone to Empyrean weapons.


  • BUG (hotfix) An update applied to the Hieroglyphics for Dreamworld Dynamis zones to re-enable players to enter them without having the required COP missions.
  • UPDATE Odin in Reisenjima Henge will now drop Carbuncle’s Ruby used to spawn the Carbuncle/Fenrir encounter.
  • UPDATE The following abilities used by Tchakka, Bismarck, and similar monsters have been updated. In general, the death effects of all of these abilities can now be more easily avoided by moving out of range, stunning it (with the longer casting times), or not standing in front of the monster.
    • Thar She Blows - changed from a 2y pointblank AOE to a 2y conal breath as per retail. Casting time remains 8 seconds.
    • Tidal Guillotine - changed from 1 second cast to 8 second cast. Updated to only apply KO effect if player is below 50% health, else it is a heavy hitting physical attack.
    • Marine Mayhem - changed from 18y pointblank AOE to 2y pointblank AOE and casting time updated from 1 second to 8 seconds.
  • UPDATE Ryo will now teleport players to the ZNMs if you trade her the lure (don’t worry, she won’t keep it). Thanks to Webjester for the idea and gist!
  • UPDATE Korroloka Tunnel has been added to !gotoexp in the for solo/duo 82-92 leveling range.
  • UPDATE Ifrit and Leviathan avatars are now immune to the Amnesia status effect per BG Wiki.
  • UPDATE Bugard Strap/+1 desynth recipes have been added.
  • BUG A fix was applied to Cataclysm and Tartarus Torpor that could cause the weaponskills to do no damage.
  • BUG Poisonaga V has been updated to properly apply its poison effect to players.
  • BUG Fixed Vulpangue’s fire absorb trait based on the Vana’diel day.
  • BUG The Ergon Locus in La Theine Plateau has been updated to remove the ‘???’ from the name so scripts fire properly.
  • BUG Monster abilities that steal status effects have been fixed. This includes Binary Tap, Trinary Tap, Heliovoid, Osmosis, Spirit Tap, and Voracious Trunk.
  • BUG The zonelines between Cirdas Caverns and Woh Gates have been added. (whoops)

March 2019

25 March

Version Update - March 2019

We’ve migrated to the March 2019 version of the game client. Please take a few moments and update your client.

When you type /ver in game, it should match 30190305_0.


Failure to align to the current version could cause some battlefields, cutscenes, and events to fail. In addition, new items, such as the new automaton attachments, will not work without the new client version.

New Traits

The following traits have been added.

  • Dragoon
    • Dragon Killer II @ Level 86
    • Smite I / II @ Levels 40, 80
    • Conserve TP I - V @ Levels 45, 58, 71, 84, 97
  • Dancer
    • Conserve TP I - III @ Levels 77, 87, 97
  • Ranger
    • Conserve TP I - II @ Levels 80, 91

New Ability - Dark Knight’s Consume Mana

Dark Knights now gain their Consume Mana skill. This skill works similar to retail and converts the player’s MP into raw damage for their next attack.
This skill has been updated to provide a 100% MP to damage conversion, instead of a 10%.

Retail-style Job Enhancements - Puppetmaster

The March 2019 update provided many enhancements for Puppetmaster.

Of those, we’ve implemented the following:

  • The automaton’s elemental charge requirements for several attachments has been updated to be in line with the March 2019 retail changes (see the update notes for the actual charge changes).
  • Several new attachments have been added.
    • Tension Spring V
    • Loudspeaker V
    • Tranquilizer IV
    • Stabilizer V
    • Scope IV
    • Magniplug
    • Magniplug II
    • Arcanoclutch
    • Arcanoclutch II
    • Truesights
  • Several attachments no longer consume manuevers, but do increase burden in relation to the number of maneuvers.
    • Heat Capacitor
    • Heat Capacitor II
    • Eraser
  • Heatsink now provides additional reductions in burden (or increase in burden decay) based the number of maneuvers.

Updated NM Respawn Timers

The following NMs have had their respawn timers and/or placeholder windows adjusted to 1 hour to be in line with other similar targets of the Inventors and Peacekeepers coalition tasks. Keep in mind that those NMs with placeholders still require those placeholders to be defeated to have a chance at a mob spawn.

  • Bune
  • Guivre
  • Biast
  • Taxim
  • Triarius X-XV
  • Baobhan Sith

!gotoexp Redesign

The !gotoexp command has been redesigned into a snazzy new menu. Camps are now broken up by solo/duo and group recommendations based on player feedback. We’ll be tweaking these lists over the coming weeks.


In the event something goes awry with the new !gotoexp, the old command still exists as !gotoexp1.


  • UPDATE The automaton valoredge frame weaponskills Cannibal Blade and Bone Crusher have been wired up.
  • UPDATE Several new monsters and drops have been added to the game.
  • UPDATE The Energy Steal and Energy Drain weaponskills have been wired up (didn’t know they weren’t). Since nothing is apparently known about these two skills, the following formulas have been applied.
    • Energy Steal - Attempts to steal up to a maximum of 300 MP (tp / 10) from the target.
    • Energy Drain - Attempts to steal up to a maximum of 600 MP (tp / 5) from the target.
    • These weaponskills do no damage, but can be strategically used against some targets.
  • BUG A potential bug when automatons would perform a weaponskill and send the wrong damage type has been addressed.
  • BUG A potential crash condition fixed when a stormwaker (RDM) puppet would try to cast refresh on a player that was too far out of range.
  • BUG Update the insane formula that automaton’s Shield Bash was using; it now matches player’s shield bash.
  • BUG The +2% Quick Magic mod has been added to the Lebache Ring.
  • BUG Players using avatar level increasing gear can once again receive XP/limit points when defeating mobs that the avatar has engaged with.
  • BUG The system will no longer recognize the “Maximum Merit Points” category; 99 is the max. Put your points somewhere else. πŸ˜„
  • BUG Modifiers have been fixed for Ferrodon, Fleetstalker, Breezy Beetle, and King Behemoth (Henge version) that had typos in them.
  • BUG Address an underflow issue when mobs > level 125 would try to cast certain magic spells that required looking up their magic skill level. This has been clamped, for now, to 125 no matter the monster level.

DSP Core Updates

  • Weaponskill attack bonuses that vary by TP, such as with Strumwind, have been updated to properly provide those bonuses.
  • A potential exploit with Limbus has been fixed that could allow players to retrieve Cosmo Cleansers more often than anticipated.
  • A bug has been addressed where some non-aggro monsters would aggro.
  • Address a potential server crash corruption when using lock styles.
  • Blood Drain, Blood Saber, and Digest have been fixed to both do damage and provide the drain effect.
  • Irza Ima can now properly have its horns broken based on critical hit damage.
  • The Plasms that are part of the Bastok mission “The Salt of the Earth” have been updated to despawn in the event a player leaves combat.
  • The haste ability on the relic weapon Apocalypse has been fixed. It’s now, as per retail, “gear” haste at for tier 1 relics and “ability” haste for tier 2 relics (NOTE: this should provide, in general, more haste for DRKs as it’s fairly easy to cap gear haste).
  • A bug fix has been applied to Mother Globe that was preventing the script from running properly.

Updated Plugins and Automation Rules

The rules and guidelines around allowed addons, plugins, and automation tools can be found on the updated Server Guidelines page. These rules are a bit fluid as there we prohibit certain types of behaivor and new tools are being designed every day.

If you have questions, please reach out to a community team member and ask.

18 March

Updated Renamer List

With the new BCNM, a new Renamer list is available. You can download it here.

New Merit BCNMs!

Two new Merit BCNMs have been added. These BCNMs are targeted at level 99+ players looking for an alternative, solo method to acquire tier 3 and 4 upgrade materials.

Both BCNMs are multi-phase gauntlet-style fights with a single boss at the end. Defeat each wave to spawn the final boss. These fights are designed for characters looking for an alternative to grouped content in Reisenjima Henge. The content assumes players have at least a relic or mythic weapon and are gearing their AF+2 to AF+3 (which, would be why they’re after the Rem’s chapters).

How do I enter?

Players can speak with Mimble-Pimble in Port Windurst (L-5) to exchange merit points for key items. Each key item costs a set amount of merit points and is a single use. The BCNMs do not have lockouts and can be run as often as players can acquire merit points and key items.


The values shown in the dialogs are hard-coded into the client and do not match what costs are. Costs are 30 merits per key item.

In The Breeze

Players with the Moonlit Path Phantom Gem should head to Full Moon Fountain and check the Moon Spiral to enter ⭐ The Moonlit Path for In The Breeze.

Potential Drops

  • Artifact Pages: Rem’s Tales Chapters 1, 3, 5
  • Empyrean Pages: Rem’s Tales Chapters 6 - 10
  • Beastmen’s Medals
  • Alexandrite and Tanzanite Jewels

Arena Champions

Players with the Feared One Phantom Gem should head to Qu’Bia Arena and check the Burning Circle to enter Come Into My Parlor for Arena Champions.

Potential Drops

  • Artifact Pages: Rem’s Tales Chapters 2, 4
  • Empyrean Pages: Rem’s Tales Chapters 6 - 10
  • Kindred’s Medals
  • Alexandrite and Tanzanite Jewels


  • EXPLOIT An exploit was fixed that allowed players to use Atonement’s “breath” damage to bypass Ulr of Dark’s mechanics.
  • BUG An issue was addressed where some monsters under the effect of Impact would have their damaging additional effects (enspells) underflow (doing negative damage) and heal the player.
  • BUG The dialog provided by Ghastad during puppet frame creation has been revamped and should provide the correct materials and currency requirements.
    • NOTE: for players on frames 4 and 5 (the white and black mage frames), be sure you’re feeding him Imperial Coffee every game day! This isn’t optional!
  • BUG Added missing mob skills for several activatable automaton attachments. This should address these abilities not firing off properly when activated.
    • Hammermill (Shield Bash)
    • Strobe (Provoke)
    • Flashbulb (Flash)
    • Mana Converter (Refresh)
    • Eraser (Erase)
    • Reactive Shield (Blaze Spikes)
    • Economizer (Recover MP)
    • Replicator (Blink)
    • Heat Capacitor (Gain TP)
    • Disruptor (Dispel)

13 March

Black Mage Ability : Mana Wall

The Mana Wall ability and modifiers have been wired up and added. Mana Wall is a black mage-only ability that allows the user to shield themselves with their MP at a drastically reduced damage rate.

Mana Wall can be both a blessing and a curse as some abilities that a black mage could normally take in HP damage would quickly deplete their MP reserves.

  • CUSTOM: Due to the drastically increased MP pools, the base damage taken reduction is -25%, not -50%. Players can further increase this rate with equipment that augments Mana Wall (the Ambuscade JSE cape includes this modifier for now, other items will be adjusted as they are identified).
  • Players do not gain TP from taking damage via Mana Wall.
  • Once the player runs out of MP, the effect is lost and cannot be reused until the timer expires.

Mana Wall, overall, is an incredibly powerful ability on retail given the player’s role and the party makeup (e.g. how many buffs can feed them MP). We’ll be watching and evaluating the power of Mana Wall over the next few weeks and make adjustments as necessary.

Merit Weaponskills

The following additional adjustments were made to the merit weaponskills. This change is primarly due to the fact that players cannot assign merits into these weaponskills. If/when those merits become available, the merits will be added as a bonus to further enhance these weaponskills.

The biggest damage change players will notice with these is that most of them pass their fTP along to each hit (since almost all are multi-hit); for many weaponskills, this will be a damage improvement and increase the potency of fTP gear, such as elemental gorgets and belts.


  • Weaponskills that can pass fTP across all WS hits have had that parameter added.
  • All weaponskills now have the attribute WSC bonus equal to 5/5 merits.

Blade: Shun

  • Attack multiplier added for 2000 and 3000 TP set to 2.0 and 3.0 as per wiki.


  • MP recovery fixed to 25% damage dealt by the weaponskill (previously 20%).

Tachi: Shoha

  • Attack multiplier fixed to 1.450, up from 1.350, as per wiki.


  • CUSTOM Player-cast Utsusemi shadows will now nullify a single incoming AOE spell as they are being removed to better facilitate ninja tanking and front-line jobs. Single target magic spells continue to be absorbed by shadows as normal.
  • UPDATE Shield Bash’s stun calculation formula has been updated to better match (aka: work) encounters where mobs are > level 75.
    • Paladin main jobs have a base stun chance of 90%; other jobs a base stun chance of 60%.
    • The chance to stun is floor(job-based chance + ((player level - target level) / 2))
    • For a 99 paladin against a level 138 monster, the chance is 70%.

11 March

Mythic and Empyrean “Occ. Do {x} Damage”

Two fun fixes that should help improve auto attack damage for everyone this week. One fix lead to finding the other, as with most things it seems.

Per the wikis, The “Occ. Do Double/Triple Damage” from Empyrean weapons and the Mythic ranged weapons should proc on multi-strike rounds (double attack, triple attack, quad attack, and zanshin). After some testing and digging, they did not, so that’s been updated.

Second, the script for how aftermaths are handled in DSP was not calculating the bonus correctly for Empyrean weapons. According to the wiki, these should fire at 30%, 40%, and 50% rates depending on TP. However, how the DSP script was written was that they were 3%, 4%, and 5% (it was 30, 40, 50 in the scripts, then divided by 10 at the map server level).

The script has been updated and players should notice a significant increase in proc damage for their empyrean weapons as well as procs on multi-strike attack rounds (including Zanshin). Overall, this should be a large auto attack damage output gain for monks, dancers, thieves, corsairs, rangers, and puppetmasters and a slight auto attack gain for all other classes.

Retail-style Job Enhancements

With retail enhancing various jobs each month, we’re going to be working to mirror certain aspects of those updates as they come out and are appropriate to the server. So far, SquareEnix has updated Dancer, Dragoon, and Red Mage with some nice bonuses.


  • The recast times of the following waltzes have been de-linked (aka: casting one doesn’t put the others on cooldown).
    • Curing Waltz / Curing Waltz II / Curing Waltz III / Curing Waltz IV / Curing Waltz V / Divine Waltz / Divine Waltz II
    • This update also unlocks ‘Waltzes’ so that they can be cast one after another via the menu.
  • Original Update Notes from SquareEnix


Red Mage

  • Composure now provides a scaled physical accuracy bonus.
    • Our customized buff had previously provided a flat gain of +15 accuracy bonus, so this is a significant bonus even over our customization and our customization has been removed.
    • The forumla is floor( (24 * level) + 74) / 49 ) (which is an annoying complicated formula to come up with +50 at 99).
    • Players at level 99 will receive the +20 job point bonus for a max of +70 accuracy.
  • Composure now provides a 200% damage bonus to enspell damage.
    • Our customized buff had previous provided a flat +10 enspell damage, so this is a significant bonus over our customization and our customization has been removed.
  • Saboteur no longer removes when enfeebling magic is cast and provides its bonuses for the full duration.
  • Saboteur now provides a magic accuracy bonus that scales to level for all spells cast during its duration.
    • The formula is ceiling( (1 + level) / 5 ), capping at +20 MACC at 99.
    • Each point of ‘Enhances Saboteur’ bonus provides an additional +2 MACC.
  • Original Update Notes from SquareEnix

Ambuscade Capes are here!

Players can now acquire the JSE Ambuscade Capes through drops found in the Empyrean BCNMs and Synergy crafting. The Synergy recipes are all level 15 and require the same basic materials.

Each recipe requires:


The VWNMs now have a 100% chance to drop their capes.

Job Cape

There are a few snags with some of the capes right now.

  • Artio’s Mantle - “Spur”+10 does not work (as Spur does not work).
  • Andartia’s Mantle - Not a snag, but a client-side translation bug for English clients. It’s Migawari, not Mikage.
  • Rosmerta’s Cape - Sadly, nothing works; ecosystems don’t appear to be wired up in blue magic and Efflux doesn’t work. Sorry, BLUs!
  • Visucius’s Mantle - Automaton: Lv. +1 coming in a future update.

Full recipe details are available on the Members Portal.

Summoner - “Avatar Lv.+” Gear

Several of the summoner “Avatar: i119” and “Avatar: Lv.+#” gear has been wired up and the functionality of scaling avatars beyond level 99 is now available. For many players, this means being more strategic with gear choices and, frankly, actually caring about your gear a bit more.


At this time, these bonuses only apply to Avatars. Automatons have a similar system, but work differently; they will be addressed in future updates.

What does this mean?

This means that avatars can now scale up to a max of level 125 now. This bolsters all of their base attributes (affecting resistability), HP, MP, and their defensive stats, including their base elemental resists and absorbs. With that, as players can get upward of another 20 levels of scaled stats, the following updates were made to the scaled stats:

  • The stat scaling is now based on avatar level, not player level.
  • The “SMN99” bonus has been removed and is now based on the avatar being at least level 100. Between levels 100 and 125, avatars gain a drastically increased attack and magic attack gain similar to the flat gain previously provided at level 99. These bonuses, similar to the prior SMN99 buff, stack with the other scaling bonuses.
    • ATT = 30 * (avatar's level - 99)
    • MAB = 30 * (avatar's level - 99)
    • +Attributes = 5 * (avatar's level - 99)
    • e.g. At level 122 (sancus sachet +1, nirvana i119 III, and campestres’s cape), an avatar would have a level difference bonus of 23 levels, granting them +575 attack and magic attack bonus, 75 more than the previous flat +500 bonuses applied, and +115 to each attribute (STR, VIT, DEX, etc.).

This provides a more scaled leveling experience for summoners rather than hitting 99 and getting “all the bonuses” right out the gate.

What gear works?

Currently, updated avatar level items that have been wired up include:

More gear items will be added to the list in future updates. At this time, there is no plans to add anything BELOW the level i119 items.


  • UPDATE Dragoon’s Spirit Jump and Soul Jump are now functional with the correct animation, damage calc, and wyvern bonus effects.
  • UPDATE Dragoon’s High Jump has had its damage formula fixed to properly match the other Jump abilities. All jumps now have a base damage of 1 + (VIT / 256).
  • UPDATE Ranger’s/Corsair’s Double Shot and Triple Shot are now functional. When these abilites proc, the damage reported back is simply increased (similar to Barrage), rather than it showing multiple auto attacks. TP returns, however, match the number of shots that land.
    • Many gear mods that increases proc chances for these abilities, however, have not been updated, but will be in future updates.
  • UPDATE Over 300 new drops have been added into the mob_droplist table. These include new items, items that were previously scripted and hidden from the portal’s listings, and a great deal of crafting materials, vendor fodder, and appearance items.
  • UPDATE The Thursday daily event for increased elemental stone drops (synergy fuel) now includes elemental -tear stones from VWNMs. VWNMs will now drop two elemental -tear stones when defeated on Thursdays.
  • UPDATE With the addition of avatar level gear, the !petstats command now includes the level of the pet.
  • BUG A bug in the calculation of all forms of Magic Shield’s resist effects have been fixed. This applies to both players and monsters who use any form of Magic Shield, including Promathia, Shadow lord, Aihrman-type monsters, Troll-type monsters, and blue mages. It was reducing the incoming caster’s magic accuracy to zero when calculating spell damage, which blocked both spells and status ailments and caused elemental nukes to be fully resisted while the effect was in place. The magic damage reduction for this effect was already handled in other ways, causing it to be difficult, if not impossible, to manage the resist effect for some monster encounters.
    • Only Rampart and Troll-type monster’s Arcane Stomp provide the full, short-duration “resist against ailments” effect.
    • Magic Barrier’s -MDT and +MEVA values remain the same.
  • BUG Address a bug in Apocalypse’s aftermath randomly crashing the zone server when applying the wrong HASTE modifier to the player.

4 March

Auctioneer - New Items

Several new items have been added to the Auctioneer (AH-Bot) that auto buys and sells.

  • Pinch of Zeruhn Soot - buys singles/stacks
  • Flint stones - buys singles/stacks
  • Bat wings - buys singles/stacks
  • Woozyshroom - buys and sells singles/stacks, 4 stocked
  • Sleepshroom - buys and sells singles/stacks, 4 stocked
  • Danceshroom - no change in price, 4 stocked
  • 100 Byne Bill - buys singles
  • Montiont Silverpiece - buys singles
  • Lungo-Nango Jadepiece - buys singles

Remember, the Auctioneer will not buy items priced over the maximum price its willing to pay; the item will remain on the auction and players can still buy these items. If you’re unsure how much the item will be bought for, you can place the item on the auction house for a gil. The bot will purchase it for the max price it is willing to spend.

This applies to all items, not just those added today. Currently, the AH Bot buys and/or sells almost 4400 items.

Ability Updates

Several abilities have had their animations, display messages, and action types updated to work better.

  • Despoil - updated animation and range (increased)
  • Spontaneity - updated targets (can now target party members with it)
  • Elemental Seal - updated to properly account for the recast reduction merit
  • Light Shot/Dark Shot - updated to properly account for the recast merits, have the correct recast time, and broadcast message
  • Futae - updated animation
  • Saboteur - updated animation
  • Conspirator - updated animation
  • Bully - updated animation and broadcast message
  • Hagakure - updated animation
  • Issekigan - updated animation
  • Tenuto - updated animation
  • Marcato - updated animation
  • Mana Cede - updated animation, updated to provide the modern 1000 TP instead of 100 TP on use
  • Ready - updated to, well, actually work. Updated animation, recast, merits, and target.
    • NOTE: This doesn’t fix the pet abilities that aren’t wired up, but the menus and UI all seem to work now.

Heroics System Changes

Based on feedback and discussion, the following updates have been applied to the Heroics system.

  • Players now gain infamy by assisting others with their Peacekeeper missions. By assisting in the defeat of these HNMs, party members will receive half the value of the mission in infamy. This requires players to already have Heroics and the Peacekeepers coalition unlocked.
  • The cooldown timer for receiving a new heroics mission from has been removed. Players can now accept, complete, and repeat quests without the four hour cooldown timer. As this means that players will be completing the Peacekeepers missions more frequently, it is suggested players coordinate as the respawn times times for many of the open-world HNMs remains one hour.
  • Players now receive an infamy bonus after completing a set amount of missions for each coalition.
    • Peacekeepers: every 5 missions rewards 100 bonus infamy
    • Couriers: every 10 missions rewards 50 bonus infamy
    • Pioneers: every 10 missions rewards 50 bonus infamy
    • Inventors: every 5 missions rewards 75 bonus infamy
    • Scouts: every 5 missions rewards 50 bonus infamy
  • New items are available from the Heroic shop for players with Heroics Rank 1 or higher to aid in the completion of missions.

Automaton Tuneup

We’ve been evaluating for the past few weeks how best to migrate the current pre-December 2006 patch DSP logic to match current retail (or at least our twist on current retail). We’ll be evaluating each of the head/body combos over the coming weeks.

Stormwaker Casting Order

We’ve had an open ticket for a long time regarding the casting priority of the Stormwaker head not matching retail. After research and testing, the Stormwaker Head (RDM) has been updated to provide the following casting priority:

  1. If mob’s health <= 10%, try casting an elemental magic
  2. If light maneuver active, try curative magic
    1. ELSE try enhancing magic
    2. ELSE if ice maneuver active, try elemental magic
  3. Try enfeebling magic
    1. ELSE if light maneuver are not active, try curative magic
    2. ELSE if ice maneuver are not active, try elemental magic

The ELSE assumes that the prior step cannot complete because it’s either:

  • unnecessary
  • the cooldown has not expired for using that type of magic

Head-based Attributes

Previously, scaled attribute bonuses were the same for all automatons. The soulsoother had the same vitality and enmity bonuses as the valoredge. The aim is to balance these heads to reflect closer to the balance on retail and their intended uses.

  • Harlequin - the default head provides even, all around stats, but nothing extraordinary.
  • Valoredge - designed for tanking and melee dps
    • Increased STR, DEX, VIT, and AGI.
    • Highest melee attack, defense, magic defense, and ranged defense of the heads.
      • Largest HP pool of the heads.
    • Provides a slight enmity gain to the automaton.
  • Sharpshot - deisgned for ranged physical damage.
    • Increased STR, DEX, and AGI.
    • Highest ranged attack with slightly increased melee attack, defense, magic defense, and ranged defense.
    • Provides a scaled Snap Shot bonus to the automaton (scaling up to approx. Flurry II levels at 99).
    • Slightly larger health pool.
    • Provides a slight enmity reduction to the automaton.
  • Stormwaker - designed for support and magic damage.
    • Increased DEX, AGI, INT, and MND.
    • Increased magic attack and slightly increased melee attack, defense, magic defense, and ranged defense.
    • Slightly larger HP and MP pools.
    • Provided a scaled Fast Cast bonus to the automaton.
    • Provides a slight enmity reduction to the automaton.
  • Soulsoother - designed for support and healing.
    • Increased MND and INT.
    • Increased magic attack and magic defense.
    • Large MP pool.
    • Provided a scaled Fast Cast bonus to the automaton.
    • Provides a large enmity reduction to the automaton.
  • Spiritreaver - designed for magic damage.
    • Increased INT.
    • Highest magic attack of the heads with increased and magic defense.
    • Largest MP pool of the heads.
    • Provided a scaled Fast Cast bonus to the automaton.
      • Provides a large enmity reduction to the automaton.

All automatons for main job puppetmasters gain a flat +500 attack, +500 magic attack, and +500 ranged attack bonus at level 99.


In addition, the following updates have been applied:

  • Stormwaker: now receives Haste II at skill level 393 (matching what’s on bg-wiki).
  • Stormwaker: CUSTOM receives Protect V when the Soulsoother head does (it didn’t make sense that they got Shell V, but not Protect V like a normal RDM).
  • Stormwaker: CUSTOM now receive Refresh and Refresh II at skill levels 130 and 337.
    • Refresh is only cast on masters or party members that have WHM, BLM, BLU, PLD, or DRK as their main or subjob.
  • Stormwaker: now attempts to cast Phalanx on itself.
  • Soulsoother: Protectra magic is now used if there are two or more party members that need Protect.
  • Soulsoother: Shellra magic is now used if there are two or more party members that need Shell.
  • Soulsoother: The “mob is decent challenge or higher” check has been removed when determining whether or not to use a Regen spell.
  • Soulsoother: now casts Regen III and IV at normal skill levels they gain it.
  • All: The check for “low health” is now a a flat 10% of the mob’s health, not “10% AND <= 300 HP” as it was previously written
  • All: Casting priority for enhancing magic has been altered to be Master > Party Members (if any) > Automaton.
  • All: Casting priority for enfeebling magic has been adjusted to always check if the target has the status effect already to prevent the ‘spam’ condition where they attempt to keep casting an enfeeblment that is already applied. This will NOT prevent them from attempting if the target resists.


  • UPDATE (hotfix, 26 feb) Reja-Ygridhi in the Celennia Memorial Library now provides players who are particpating in Voidwatch Campaigns with their interval voidstones.
  • EXPLOIT (hotfix, 26 feb) Addressed a 50x gil multiplier calculation bug on the “Creepy Crawlers” repeatable quest.
  • BUG Address a server crashing issue where fomor and tonberry hate could not be calculated if a pet engaged and defeated an enemy before it could register the player.
  • UPDATE Scholar’s Helix spells now gain a 150% base damage bonus when Dark Arts or Addendum: Black is active (similar to retail estimates).
  • UPDATE Add Fenrir’s Lunar Roar as a possible ability he can use when a summoner performs a weaponskill.
  • UPDATE Adjust pet avatars’ animation and ‘prepare’ (charging) time for their skills. They were previously… a bit random ranging from 0.52 seconds to 3.5 seconds; they’re all now 1.5 seconds for animation and 2.0 seconds to prepare to align with the animations on retail.
  • UPDATE Adjust pet avatars’ astral flow abilities to no longer have prepare times like retail.
  • BUG Addressed an issue where the Bard songs Foe Sirvente and Adventuer’s Dirge were not properly calculating their merit increases.
  • BUG Addressed an issue where several artifact, relic, and empyrean gears, such as the Evoker Bracers +1 and Wyrm Brais +2, were not providing their Pet/Avatar bonuses.
  • BUG Addressed an issue where the Shock Absorber automaton attachment would not properly apply Stoneskin.
  • BUG Addressed an issue (hopefully) where Myrmecoleon could crash the client when performing various animations. He is no longer hidden below ground; simply wandering around his spawn spot.
  • UPDATE Addressed an issue where dragoon’s wyverns did not have sufficient magic accuracy (aka: they had none). They now have a scaling bonus based on level.
  • UPDATE Addressed an issue where the player’s attribute calculation bonus for magic efficiency was not being calculated correctly for ninjutsu, divine, or automaton-based magic.
  • UPDATE Set a base cooldown for magic casting for the Mammets during Ouryu’s fight in Reisenjima Henge.
  • UPDATE Slightly increase Lady Lilith’s cooldown for using her job special in Reisenjima Henge.
  • UPDATE Players can now acquire Minium (used in automaton attachment crafting) from the Alchemist merchant on rare inventory days (Tuesday and Friday).

Wiki/Portal Updates

  • The New Player Guide, Heroics, and Master Jobs pages have been updated to include more details.

February 2019

25 February

Upcoming Monthly Event - Scavenger Hunts Bonuses

During the months of March and May, the chocobos are primed and ready to find treasure!

Players who have unlocked chocobo scavenger hunts will receive new, rare items and 2-3x more rewards per treasure coffer they find.

Players can participate in Scavenger Hunts every 20 hours.

This event will run all month during March and May.

Puppetmaster Attachment Updates

A new attachment set is available! The Amplifier and Amplifier II attachments can be crafted and applied to automatons now.

These attachments works similar to retail to provide Magic Burst Bonus, a reduction in the cooldowns for casting elemental magic, and force the automaton to attempt to magic burst with the proper timing and element. Unlike retail, the recast time for elemental magic isn’t negated by a successful burst. Unlike retail, the elemental casting cooldown reduction is a flat reduction, not a proc on successful magic burst.

  • Amplifier provides Magic Burst Bonus +5 and reduces the cooldown for elemental magic by 8 seconds.
  • Amplifier II provides Magic Burst Bonus +10 and reduces the cooldown for elemental magic by 12 seconds.

Both of these attachments are affected by Optic Fibers and they can both be equipped and stack their bonuses for a lean, mean, magic casting machine!

Summoner Enhancements

Several quality of life and balance adjustments have been made to summoners and summoner avatars.

  • An overflow issue causing abilities to do > 99999 damage (thus do little to no damage) has been addressed. Similar to magic, all avatar blood pacts now cap at 99999.
  • The base and scaled STR, VIT, DEX, and INT attributes of avatars has been slightly increased to allow better accuracy for physical blood pacts.
  • The base and scaled magic, ranged, and physical accuracy of avatars has been slightly increased to allow better accuracy for physical, magical, and hybrid blood pacts against level 120+ targets.
  • The base and scaled HP and MP of avatars has been slightly increased.
  • A bug with the scaling haste modifier on pets has been addressed; it was using the old DSP formula and has been updated to reflect the newer formula.
  • Self-focused weaponskills, such as Myrkr, now properly trigger Rage-type blood pacts for avatars.
  • Avatars now have traits for +10% skillchain bonus and +10% skillchain damage for an extra bonus when avatars successfully close skillchains.
  • Nirvana’s Garland of Bliss weaponskill now provides a heal to the summoned avatar of 5% of the avatar’s max HP.
  • All avatars merited blood pacts that had a low, hard-coded base damage have had that base damage increased by upwards of 15-20x making these more viable blood pacts.
  • An issue was addressed where an avatar would not spawn with their proper elemental resists.

A reminder: Summoners have Impact. Summoners should love Impact. Attribute comparisons (e.g. avatar DEX - monster DEX) affects hit rate and damage multiplier of many avatar blood pacts.

Empyrean Weapon Bonuses

Based on feedback and testing, the mainhand on-equip bonuses for several empyrean weapons have been updated to be less niche on weapons that can be used by more than one job and provide more general bonuses.

Bolded values are modifiers that have been added or changed.

Weapon Weapon Type Bonus
Verethragna Hand-to-Hand TP Bonus +250, Pet: Store TP +20
Twashtar Dagger WS Accuracy +10%, TP Bonus +150
Caladbolg Great Sword Weaponskill Accuracy +10% TP Bonus +200
Ukonvasara Great Axe Weaponskill Damage +10%, TP Bonus +200
Redemption Scythe Magic Accuracy +50, Fast Cast +20, Magic Attack Bonus +100
Rhongomiant Polearm Jump Critical Hit Rate +100%, Wyvern Breath (base) +1000
Kannagi Katana Enhances Ninjutsu Damage +50, Skillchain Damage Bonus +10%, Fast Cast +20

Moogle Dummy XL - New and Improved

The level 140 training dummy at the !craft zone has been updated to help players prepare for the challenges at Reisenjima Henge and beyond.

The training dummy is located in the same spot, but players can now control its stats and respawn it based on the challenge tier they want to test again.

New Command: !trainer

The !trainer command takes one value: the tier in which you want the training dummy to be at. Current values are 0 (no tier, open world) to 6 (highest tier in Henge).

Example: !trainer 5 would respawn the training dummy with defensive stats similar to a tier 5 encounter in Reisenjima Henge.

Note: This command can only be used within the !craft zone and cannot be used while the training dummy is engaged. Also, if the training dummy has despawned, been defeated, etc., players can instantly respawn it with this command.


Keep in mind that this helps players determine levels of accuracy, attack, and other stats to prepare themselves, but the training dummy does not account for the actual abilities that encounters will have–such as mobs casting buffs on themselves and, well, fighting back.

Reisenjima Henge - Revamps and 2 Hour Updates

While working on Escha - Zi’Tah, we reworked how job special abilities (“2 hours”) are activated and tracked. This lead to their use being more reliable and less “spammy”.

We’ve pushed those enhancements into encounters located at Reisenjima Henge. In addition, as noted in the Miscellaneous section, monsters that have informative ‘conversation’ text now broadcast that “say” to all nearby members rather than just the currently targeted member.


In many cases, this updates mobs to cast job specials based on elapsed time, not always by HP percentage where they would suddently cast all of their two hours at once when hit by a big hit. This should lead many encounters to be less dangerous in groups with large coordinated damage.

  • Overall

    • Encounters with multiple phases should now properly re-target the player who defeated the prior phase rather than randomly flipping through all players.
  • The Land Kings

    • King Behemoth’s job special has changed to Mighty Strikes and has gained his retail “additional effect: stun” on melee attacks.
    • King Behemoth’s spell cooldown of 60 seconds has been removed since he no longer uses Chainspell.
    • King Behemoth still has Meteor that hits in a 10y radius around the targeted player (players can run away from it depending on where he’s tanked)
    • Nidhogg’s job special has changed to Hundred Fists.
    • Aspidochelone’s job special remains Invincible, however, he now has a longer cooldown between when he can use it.
  • Alexander (and Alexander Prime)

    • Now only casts Divine Judgement at 10% health increments; other abilities such as Mega Holy, Divine Sacrament, and Divine Spear are part of the skill list and used randomly rather than spammed all at once at various health increments.
    • Gains a slight stat boosts at 50% and 25% health.
  • Odin (and Odin Prime)

    • Now has a spell cooldown of 15 seconds.
    • Odin Prime’s job special has changed to Mighty Strikes.
    • Odin Prime no longer ‘spams’ random abilities at various health increments; these are now part of his normal skill list.
    • Spikes damage for both encounters has been slightly reduced.
  • Fenrir Prime / Carbuncle Prime

    • Both avatars use their blood pacts at 80/60/40/20/5% HP increments, however, no longer use any sort of job special/“2 hour” abilities.
    • Both avatars have gained a slight resistance and absorb of their element.
    • Fenrir Prime’s “job special” blood pact has been updated from Eclipse Bite to Howling Moon to match other avatar specials.
    • Carbuncle Prime’s “job special” blood pact has been updated from Shining Ruby to Searing Light to match other avatar specials.
  • The Sky Gods

    • Byakko’s job special Perfect Dodge now has a longer cooldown before it can used again.
    • Genbu’s job special Invincible now has a longer cooldown before it can be used again.
    • Suzaku’s job special Chainspell now has a longer cooldown before it can be used again.
    • Seiryu’s job special Hundred Fists now has a longer cooldown before it can be used again.
    • Kirin’s job specials have been updated to Blood Weapon and Mighty Strikes, gaining access to Blood Weapon at 50% health and a longer cooldown before each can be used again.
  • Ouryu

    • The duration of Invincible has been reduced and the the cooldown increased before it can be used again.
    • An additional check has been added to ensure he’s not in “all miss mode” even when on the ground.
  • Promathia

    • Promathia Prime’s Meteor spell has had it’s AOE radius reduced from 30y to 10y to match similar encounters.
    • The chance to remove Promathia Prime’s magic or physical shield has been increased from 10% to 25% on critical hit.
  • The Avatars

    • No fundamental changes; avatars all still use their “job special” blood pacts at 80/60/40/20/5% HP.
  • The Zilarts

    • Elad’narche Empowered’s spike damage has been slightly reduced.
    • Elad’narche Empowered’s spikes type has changed from Shock Spikes to Glint Spikes.
    • Elad’narche Empowered’s physical damage resistance has been slightly reduced.
  • The Ark Angels

    • The Ark Angels, overall, actually have proper scripts now and, because of this, now drop a small amount of medals each time one is killed.
    • As the Ark Angels have their proper scripts now, they now have the proper tiered enhancements to their stats (50% less loot piΓ±ata).
    • Ark Angel EV’s job specials are Benediction and Invincible with a longer cooldown for Invincible and a single-use of Benediction.
    • Ark Angel GK’s job special is Meikyo Shisui with a short cooldown.
    • Ark Angel HM’s job specials are Mighty Strikes and Mijin Gakure which he uses randomly on a short cooldown.
    • Ark Angel MR’s job special is Perfect Dodge with a long cooldown and MR has gained access to their Charm ability at a set HP % level.
    • Ark Angel TT’s job specials are Blood Weapon and Manafont with a short cooldowns. He’s likely to couple Manafont with potent magic.
  • Tenzen & Iroha

    • Tenzen’s job special is Meikyo Shisui on a short cooldown.
    • Tenzen’s base stats and attributes have been reduced by about 15%.
    • The Tarutaru siblings are no longer locked into their spawn locations and can freely move around the arena and attack, making it harder to avoid their mechanics by staying out of their range.
    • The Tarutaru siblings no longer have job specials of their own and rely simply on the script for the fight.
    • The Tarutaru siblings now provide more verbal cues before they use various mechanics.
    • Iroha’s base stats and attributes have been reduced by about 10%.
      • Iroha’s job specials are Meikyo Shisui and Blood Weapon on a short cooldown between each. Iroha’s triggers at various HP% levels have been removed, however, she does gain significant stat buffs at 90%, 50%, and 20% HP. These abilities are no longer coupled with high level black magic casts (at least intentionally).
    • Iroha’s regen effect has been greatly reduced.
  • Shadow Emperor & The Beastmen Leaders

    • Bloodcrown Brradhod’s job specials are Mighty Strikes and Invincible. He gains access to Invincible below 50% HP.
    • Za’Dah Adamantking’s job special is Benediction on a long cooldown between each use.
    • Tzee Xicu the Manifest’s job special is Astral Flow on a long cooldown between each use.
    • Tzee Xicu the Manifest has his proper paralyze additional effect on melee hit.
    • Shadow Emperor’s spikes damage has been slighty reduced.
  • Arch-Ultima & Arch-Omega

    • Arch-Ultima and Arch-Omega’s spikes damage has been slightly reduced.
    • Arch-Omega’s initial form’s physical damage reduction has been slightly reduced.
    • Arch-Ultima and Arch-Omega no longer has any sort of job specials/“2 hour” abilities, only tier scripts and skill lists.
    • Arch-Ultima and Arch-Omega’s base stats and attributes have been reduced by about 5%.
    • Addressed a bug where many of the abilities that this encounter should have been using were not being implemented via their skill lists.
  • Absolute Virtue

    • Absolute Virute now has its ‘bracelets’ mode after a certain amount of health is lost; this grants him a bonus to his offensive and defensive stats.
    • Absolute Virtue’s job specials are Mighty Strikes, Hundred Fists, Benediction, Chainspell, Perfect Dodge, Invincible, Blood Weapon, Soul Voice, Meikyo Shisui, and Mijin Gakure. It can use these in any order, though Benediction and Invincible have an extended cooldown and Mijin Gakure occurs more frequently at lower HP levels. There is a slight cooldown between each.
  • Hades (and Hades Prime)

    • Hades Prime’s job special is Blood Weapon on a short cooldown.
    • Hades Prime’s magic cooldown throttle has been slightly increased.
  • Lady Lilith (and Lilith Ascendant)

    • Address a bug where Lady Lilith’s difficulty was set to tier 3 instead of tier 5.
    • Lady Lilith’s job special is very short duration Chainspell on a short cooldown; she will weave in and out of this state every 60 seconds.
    • Lilith Ascendant’s job specials are Chainspell, Blood Weapon, and Benediction. She will weave Chainspell similar to Lady Lilith and can overlap it with Blood Weapon. Benediction occurs at low HP levels and has a long cooldown between uses.
  • Ulr of Dark

    • Ulr’s taunts and hints for the elemental mechanics are now broadcast to all nearby players to make the encounter far easier for groups.
  • Corrupted Altana

    • Corrupted Altana’s spikes damage has been slightly reduced.
    • Corrupted Altana’s job specials have been removed; her abilities are based on her script now.
    • Corrupted Altana’s Blood Weapon job special has been replaced by a random HP drain additional effect on melee hit.
    • Corrupted Altana’s chance of reflecting spells has been increased by 5% and her chance of responding to casts with her own spells has been reduced by 5%.

Empyrean Weapon BCNMs - Revamps and 2 Hour Updates

Similar to the updates for Reisenjima Henge above, the job specials have been updated in several of the Empyrean Weapon BCNMs.

  • Briareus

    • Briareus’ job specials are Meikyo Shisui and Invincible at set intervals; however, Invincible has a much longer cooldown after each use.
    • Briareus’ magic defense has been slightly lowered.
  • Carabosse

    • Carabosse’s job special is Benediction used at low health.
  • Chloris

    • Chloris’ job specials are Hundred Fists and Benediction. Hundred Fists is used on a long cooldown and Benediction is used at low health.
  • Fistule

    • Fistule’s job special is Mighty Strikes used on a short cooldown thoughtout the fight.
    • The damage from Fistule’s posion additional effect has been slightly decreased.
  • Glavoid

    • Glavoid’s job special is Hundred Fists used on a short cooldown throughout the fight.
  • Ironclad Destroyer

    • Ironclad Destroyer’s job specials are Mighty Strikes and Invincible. Mighty Strikes is used throughout the fight on a short cooldown and Invincible is used at low health.
    • Ironclad Destroyer’s additional effect has been changed from Stun to Enlight.
  • Kukulkan

    • Kukulkan’s job special is Mighty Strikes and it is used throughout the fight.
  • Shinryu

    • Shinryu’s job special is Mighty Strikes and it is used throughout the fight on a short cooldown.
    • Shinryu’s stance change (wings out/wings in) timer has increased to 60 seconds.
    • Shinryu’s fast cast while his wings are extended reduced by 20%.
    • Comet is no longer a forced AOE, only Meteor and Meteor II, which are 30 yalms based on the cast target.


  • BUG: (hotfix, 18 feb) Addressed an issue where Dynamis mobs were “superlinking” across the entire zone. Why pull one when you can pull them all?!
  • EXPLOIT: (hotfix, 19 feb) The Nexus Cape has been fixed to address an exploit that allowed players to teleport to zones they were not allowed to, such as Reisenjima Henge.
  • EXPLOIT: (hotfix, 19 feb) Addressed an issue where old world experience point books, such as those from Dynamis, were rewarding 25x experience rewards instead of the normal 5x server bonus.
  • BUG: (hotfix, 19 feb) Addressed an issue where players under level 30 could not use !telelist to locations they should be able to access.
  • BUG: (hotfix, 19 feb) Updated Tunga’s script to properly notify players when they receive its keyitem.
  • BUG: (hotfix, 23 feb) Fixed a bug with Verethranga i119 III not properly enhancing the damage of Victory Smite.
  • UPDATE: Encounters that have flavor text or interactions, such as Ulr of Dark in Reisenjima Henge, now broadcast that say text to all players withing say range, not just to the monster’s current focus target.
  • UPDATE: Encounters in the Reisenjima Henge now have a lower base regen allowing more classes to solo the entry- and mid-level tiers.
  • BUG: The item modifer “Enhances Ninjutsu Damage” is now properly calculated when casting elemental ninjutsu.
  • BUG: Elemental ninjutsu’s damage bonus from Ninjutsu skill is now properly calculated for damage.
    • These two changes provide a significant increase in the potency of ninjutsu elemental magic.
  • UPDATE: The bonuses for Futae provided by the Iga Tekko and Hattori Tekko are now calculated into the skill.
  • UPDATE: Dragoon’s Call Wyvern ability has had its recast reduced to 45 seconds.
  • UPDATE: Rockmill worms located in Gusgen Mines are no longer aggro/linking to provide a better exp location and match their retail behavior (and two new spawns were added).
  • UPDATE: Kuftal Digger worms located in Kuftal Tunnel are no longer aggro to match their retail behavior (they do link though).
  • UPDATE: Squibs in Abyssea-Misareaux now count toward the aquan daily hunts.
  • BUG: Addressed a potential edge case where players could get stuck not getting voidwatch officer cutscenes after they have collected all three abyssites.
  • BUG: The merit modifiers for Dancer’s Haste Samba and Dark Knight’s Desperate Blows now properly calculates the bonuses when using those abilities.
  • BUG: The TOAU mission Prevalance of Pirates now properly puts you near the Cutter after the cutscene when zoning into Arrapago Reef from Caedarva Mire. No more long walks with the undead!
  • NEW: Vanir Battery has been added as a drop to Aello.
  • NEW: Maliyakaleya coral has been added as a potential find from the flotsam and the coastal dredger.
  • NEW: Bowls of miso ramen +1 are now available in the !shop 1 store.
  • BUG: Yoyoroon’s store inventory now carries the proper item for the Speedloader attachment.
  • UPDATE: The Coiler automaton attachment has been added as a drop to Ob.
  • UPDATE: Updated several 75+ “modern era” automaton attachments to properly take advantage of Optic Fiber bonuses.
  • UPDATE: Updated several automaton attachments to give the proper stats based on bg-wiki’s updated lists.

18 February

Dragoon Enhancements

  • Wyverns now have a slightly higher magic attack bonus and physical attack bonus, scaled by level.
  • Defensive wyverns (subjobs WHM, BLM, RDM, SMN, SCH) now use Healing Breath on weaponskill if no one in the party is suffering from a status effect they can remove. This replaces the current retail functionality of the wyvern simply doing nothing. The threshold for this is 80%.
  • Defensive wyverns, when the subjob is NOT a summoner, now have a higher threshhold on using Healing Breath when the dragoon uses magic (50%, 60% if Wyvern Effective Breath gear mod is active).
  • Multipurpose wyverns (subjobs PLD, DRK, BRD, NIN, BLU) now have a higher threshhold on using Healing Breath when the dragoon casts magic (35%, 45% if Wyvern Effective Breath gear mod is active).
  • Wyverns now properly “level up” as they do in retail (see wiki at These bonuses apply to both the wyvern and the master and are significant–increasing attack and defense upwards of +20%.
    • These bonuses are gained at higher experience point levels due to the higher experience point rates on the server.
    • Wyverns can level up 5 times. At levels <=75, the wyvern levels up every 5500 experience points gained. At levels >=76, the wyvern levels up every 7500 experience points.
    • Wyverns can level up when the player gains experience points or limit points.
    • Wyverns can only level up once per kill, no matter how much experience is gained.
      • These bonuses are reset every time the player zones or the wyvern dies or is dismissed.


  • The Octave Club once again drops from Lord of Onzozo. (good luck, Saix!)
  • The Paladin weaponskill Atonement has been adjusted to prevent the perpetual enmity into damage gain loop. Full details on the new damage formula can be found on the feedback ticket and on the updated wiki page.
  • The Paladin job ability Divine Emblem now properly provides an amnesia effect when Holy II is cast on monsters in the Undead ecosystem while the effect is active.
  • The effect Reraise is no longer dispellable and only wears over time or upon changing jobs, as per the more recent updates to retail.
  • The ability to craft a synthesis recipe now factors in the synthesis skill increase gear the player is wearing. By default, players can craft up to their current skill +15, meaning a max skill crafter can craft skill level 115 recipes. By equipping the Kupo Shield (+3), crafting torques (+2), and synthesis support (+3) from the !craft merchant, players can now craft up to level 123 recipes.
  • (hotfix, 15 february) Absolute Virtue and King Behemoth’s Meteor spells are no longer AOE while they are under the effect of Chainspell. While not under the effect of Chainspell, they are still a short distance AOE focused around the target of the cast (5y for AV, 10y for KB).
  • Cluster ash has been removed from the !craft Alchemy merchant to prevent abuse and been added to additional mobs at a higher drop rate in Chains of Promathia zones.
  • Several repeatable quests that had vendor purchasable items or low requirements have had their gil rewards reduced to prevent gil exploits.
  • Several mobs and NMs with on-hit “additional effects” have had their additional effects added in and/or fixed.

DSP Core Updates

  • Zone script cleanups for Maze of Shakhrami, Middle Delkfutt’s Tower, Meriphataud Mountains, Meriphataud Mountains (S).
  • Bug fix for Cherokih’s shop inventory in Lower Jeuno.

11 February

February 2019 Version Update

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

Renamer Update

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


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

Magic Barrier, Monster Magic Damage, and Survival Enhancements

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

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

So, why is the change needed?

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

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

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

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

The servers values were set to:

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

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

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

So, what can be done?

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

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

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

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

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

What about Magic Barrier?

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

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

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

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

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

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

What are some other means of magic damage reduction?

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

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


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

Wiki Updates

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

DSP Core Updates

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

4 February


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

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

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

  • Chocobo
  • Raptor
  • Tiger
  • Crab
  • Crawler

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

The following mounts are available:

Mount Requirement
Warmachine Rank 10 - San d’Oria
Beetle Rank 10 - Bastok
Bomb Rank 10 - Windurst
Xzomit Completion of Chains of Promathia
Magic Pot Completion of Rise of the Zilart
Hippogryph Completion of Treasures of Aht Urghan
Spectral Chair Defeating Panadomium Warden (ZNM)
Fenrir Defeating Fenrir and Carbuncle Prime in Reisenjima Henge
Omega Defeating Ultima and Omega Prime in Reisenjima Henge
Spheroid Defeating Eladnarche Empowered in Reisenjima Henge
Tulfaire Defeating Corrupted Altana in Reisenjima Henge
Sheep (Ram) Achieve Rank 80/100 in Mog Gardening
Morbol Achieve Rank 100/100 in Mog Gardening

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

Mounts now also operate as per retail:

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


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


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

DSP Core Updates

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

January 2019

28 January


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

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

Relic Weapon Trial - QOL Update

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

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

relic weapon placeholders


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

DSP Core Updates

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

21 January

Winter Celebration is Over

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

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

Heroics - Starter Quest Enhancements

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

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

Auction House Updates - Spell Scrolls

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

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

The following has been updated with the auction house:

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

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

Thank you to the community member who reported this exploit.

Summoner Avatar Tweaks

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

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

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

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

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

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


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

DSP Core Updates

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

14 January

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

Version Update - January 2019

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

Renamer Update

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

Click here to download the latest name listing.

Heroics System

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

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

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

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

To get started, visit Zezarn in Western Adoulin.

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

!craft Shop Updates

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

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

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

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


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

DSP Core Updates

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