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Thread: D: Updates - Job information and changes to the game!

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    Default D: Updates - Job information and changes to the game!

    ≪The new jobs Apr. 18, 2006 (JST)≫
    *Japan Standard Time
    [Blue Mage]

    Blue Mage Job Abilities

    image - 2-hour ability: Azure Lore (Level 1)
    Enhances the effect of blue magic spells.
    - Chain Affinity (Level 40)
    Makes it possible for your next "physical" blue magic spell to be used in a skillchain. Effect varies with TP.
    - Burst Affinity (Level 40)
    Makes it possible for your next "magical" blue magic spell to be used in a Magic Burst.

    Acquiring Blue Magic
    Blue magic is acquired by “learning” the special abilities of monsters.
    image



    - You can only learn the special abilities of monsters when blue mage is set as your main job.
    - You have a chance to acquire blue magic when defeating a monster that has used a learnable special ability.
    - It is not possible to learn blue magic that is too far above your level.
    - You will not acquire blue magic if you are KO'd when a monster is defeated, or the defeated monster does not yield experience points.

    *Some monster abilities cannot be learned as blue magic.
    *It is not necessary to be the target of a monster's special ability in order to learn blue magic.

    Using Blue Magic
    Unlike other magic spells, it is not possible to use blue magic as soon as it is acquired. First, the spells you wish to use must be “set.”
    Using the system described below, you can freely assign the spells you wish to use.

    1. Point Total/Maximum
    Each blue magic spell is assigned a point value (blue magic points). The level of the blue mage determines the maximum number of points available for setting spells.



    2. Maximum Number of Set Spells
    The maximum number of blue magic spells that can be set at one time is also determined by the blue mage's level. This maximum number may decrease when the blue mage is under a level restriction and so the set numbers are assigned a color for easy reference.

    Blue Magic Points and Max. Number of Set Spells Per Level


    Level Blue Magic Points Set Max.
    1-10 10 6
    11-20 15 8
    21-30 20 10
    31-40 25 12
    41-50 30 14
    51-60 35 16
    61-70 40 18
    71-75 45 20

    Blue magic spells can be set by selecting the “Set Spells” option after choosing “Blue Magic” under “Magic” in the main menu. Please be aware that any time blue magic spells are set, the blue mage will be unable to cast any spells for 1 minute.

    Regarding Blue Magic
    The help text for blue magic contains various types of information.


    1. Blue magic spell
    The name of the blue magic spell.

    2. Spell effect
    The TP information included in "physical" blue magic spells is applicable when using the job ability "Chain Affinity."

    3. Blue magic type (Physical/Magical)
    There are two types of blue magic spells--physical and magical.
    The accuracy for "physical" blue magic is affected by the accuracy of the equipped main weapon.

    4. Monster family
    This refers to the monster family from which the blue magic spell was learned.
    The accuracy and damage of blue magic spells are affected by the relation between different monster families.

    5. Status bonus
    This bonus is applied to the caster when the applicable blue magic spell is set.
    Not all blue magic spells include a status bonus.

    6. Usable level
    The minimum level required to cast the spell.

    7. MP cost
    The amount of MP required to cast the spell.

    8. Blue magic points
    The number of points required to set the spell.
    The total number of points used to set blue magic spells cannot exceed the maximum point value.

    Corsair Job Traits

    image - Resist Paralyze (Level 5)
    Gives you a slight resistance against paralysis.

    Corsair Job Abilities

    - 2-hour ability: Wild Card (Level 1)
    Has a random effect on all party members within area of effect.
    *The Wild Card ability is not affected by the Wild Card effect.
    - Phantom Roll (Level 5)
    Grants a beneficial effect to party members within area of effect.
    - Double-Up (Level 5)
    Enhances an active Phantom Roll effect that is eligible for Double-Up.
    - Quick Draw (Level 40)
    Shoot a bullet charged with the magical energy of an elemental card. Special items required.
    *The effects of enfeebling magic that match the element of the card may be enhanced.
    *The corsair must equip a gun and ammunition, and be in possession of the appropriate elemental card in order to use this ability e.g. Fire Shot requires a fire card. One card is consumed with each use of the ability.
    - Random Deal (Level 50)
    Has the possibility of resetting the recast time of a random ability for party members within area of effect.
    *The Random Deal ability is not affected by the Random Deal effect.

    Acquiring Phantom Rolls
    The Phantom Roll ability is learned at level 5. However, in order to use this ability, corsairs must use “dice“ to learn various rolls, in much the same way scrolls are used to learn spells. Acquired rolls will appear in a sub-menu after selecting Phantom Roll.




    Using Phantom Roll
    When the Phantom Roll ability is used, a number (in roman numerals) from “I” to “VI” is generated and party members within range gain the effect of the roll. The number displayed affects the degree of the roll's effect.

    - Double-Up
    For 45 seconds after using a Phantom Roll, the corsair will have the option of using the Double-Up ability. This period of time is represented by the “Double-Up Chance” icon.
    Using Double-Up will once again generate a number from “I” to “VI,” which is then added to the total of the previous roll.

    *Corsairs can continue to use the Double-Up ability as long as the Double-Up Chance icon remains.

    - Phantom Roll totals
    The effect of a roll will continue to increase as the total rises from “I” to “XI.” However, if the total reaches “XII” or more, the roll will “Bust.”
    Each Phantom Roll has a lucky and unlucky number. Obtaining a total equal to a roll’s lucky number will produce an effect second only to a total of “XI.” A total equal to the unlucky number will produce an effect weaker than a total of “I.”
    If the roll becomes a “Bust,” party members will lose the effect of the roll and the corsair will experience an additional penalty.
    *A “Bust” will reduce the number of possible active Phantom Rolls by one, as well as inflict a detrimental effect corresponding to a “Bust” roll.

    - Special effects of Phantom Roll
    The effect of a Phantom Roll will be enhanced depending on the type of roll and the main jobs of party members. For example, when a Fighter’s Roll is used, the effect of the roll will be greater if a warrior is in the party.

    - Things to consider when using Phantom Roll
    Characters with corsair set as a main job can have a maximum of two active Phantom Rolls, while those with corsair as a support job are limited to one active Phantom Roll effect.
    The Phantom Roll effects of a character with corsair set as a support job are weaker, and do not gain the bonus effect from the presence of the applicable main job in the party.
    A character with the ability to use both Phantom Roll and bard songs is restricted to a maximum combination of two effects per party member.
    A Phantom Roll effect cannot be reapplied until after it has worn off or been removed.
    [Puppetmaster]

    Puppetmaster Job Traits

    image - Resist Slow (Level 10)
    Gives you a slight resistance against slow.
    - Evasion Bonus (Level 20)
    Improves evasion against physical attacks.
    - Martial Arts (Level 25)
    Increases speed of hand-to-hand attacks.

    Puppetmaster Job Abilities

    - 2-hour ability: Overdrive (Level 1)
    Augments the fighting ability of your automaton to its maximum level.
    - Activate (Level 1)
    Calls forth your automaton.
    Activate has a 20 minute recast time. Also, your automaton will disappear when you are affected by a level restriction, and must be recalled using the Activate ability.
    - Repair (Level 15)
    Gradually restores your automaton's HP. Special items required.
    *The Repair ability requires the puppetmaster to equip an item called “automaton oil” that can be made with the alchemy skill, or purchased at shops.

    Puppetmaster Pet Commands

    - Deploy (Level 1)
    Orders your automaton to attack.
    - Deactivate (Level 1)
    Deactivates your automaton.
    - Retrieve (Level 10)
    Orders your automaton to return to your side.
    - Fire Maneuver (Level 1)
    Enhances the effect of fire attachments.
    - Ice Maneuver (Level 1)
    Enhances the effect of ice attachments.
    - Wind Maneuver (Level 1)
    Enhances the effect of wind attachments.
    - Earth Maneuver (Level 1)
    Enhances the effect of earth attachments.
    - Thunder Maneuver (Level 1)
    Enhances the effect of thunder attachments.
    - Water Maneuver (Level 1)
    Enhances the effect of water attachments.
    - Light Maneuver (Level 1)
    Enhances the effect of light attachments.
    - Dark Maneuver (Level 1)
    Enhances the effect of dark attachments.

    Automatons
    Automatons are constructed from three types of components--a head, a frame, and various types of attachments. Your automaton will start out with the standard head and frame parts, but there are also parts available specifically for melee, magical, and ranged combat.
    There are also numerous types of available attachments that allow you to customize your automaton with a range of abilities.

    Customizing Your Automaton
    You can customize your automaton from the “Automaton” sub-menu found under “Equipment” in the main menu.


    [/img]http://www.playonline.com/pcd/update/ff11us/20060418lfQ7d3/21-2_us.jpg[/img]

    1. Head
    The head equipment slot.
    The type of head you select will affect the automaton's positioning in battle, as well as direct its basic behavior patterns.
    2. Frame
    The frame equipment slot.
    The type of frame will affect the abilities and magic available to the automaton.
    3. Attachments
    The attachment equipment slots.
    A maximum of 12 attachments can be equipped on your automaton, regardless of the selected head or frame.
    4. Maximum capacity
    This value represents the automaton's maximum capacity for equipping attachments.
    The combined values of the head and frame parts set the limit for each elemental capacity.
    5. Attachment functions
    The functions or abilities provided by each individual attachment.
    6. Required capacity
    These values represent the elemental capacity required to equip the attachment.
    Attachments with requirements that exceed the maximum capacity cannot be equipped.
    7. Skill
    The various skill values of your automaton.


    *An activated automaton cannot be customized. You must first deactivate your automaton in order to change its equipped parts.

    *Any combination of head and frame parts can be equipped; however, not all combinations are equally functional.

    *When a puppetmaster has equipped attachments that can only be used with a certain type of head or frame, it is not possible to equip other head or frame parts that do not support those attachments. You must remove those attachments first before attempting to equip a different head or frame.

    Controlling Your Automaton
    An automaton will act automatically in relation to its equipped attachments.
    It is possible to give simple commands such as attack and retreat, but you cannot command your automaton to use specific spells or abilities.



    Effects of Maneuvers
    Using a maneuver command will cause the automaton to give priority to actions that correspond to that maneuver's element.
    Maneuver commands will also activate the abilities of corresponding attachments.

    Fire Maneuver: STR/Attack/Increase enmity
    Ice Maneuver: INT/Elemental magic/Magic attack
    Wind Maneuver: AGI/Evasion/Ranged accuracy
    Earth Maneuver: VIT/Defense
    Thunder Maneuver: DEX/Accuracy
    Water Maneuver: MND/Magic defense/Curing
    Light Maneuver: CHR/HP recovery
    Dark Maneuver: MP/MP recovery

    *In order to use the Maneuver commands, the puppetmaster must equip a special item called an “animator.”
    An animator is obtained along with the puppetmaster job. If you throw away the animator by accident, you must pay an expensive sum to obtain another one.

    Overload

    Using a maneuver will increase the burden associated with that maneuver's element. When that burden exceeds a certain amount, the automaton will become overloaded.
    An overloaded automaton will be temporarily unresponsive to maneuver commands, and will experience a reduction in combat ability.

    *The burden associated with maneuver commands will gradually decrease over time.
    *Activating an automaton will also increase an automaton’s burden.
    OMFG MORE!

    [Event-Related]

    In accordance with the Treasures of Aht Urhgan expansion content, the following additions have been made to the main menu:

    image -Missions:
    Treasures of Aht Urhgan
    Assault
    -Quests:
    Aht Urhgan
    -Region Info:
    Besieged

    In accordance with the Treasures of Aht Urhgan expansion content, the following regions have been added:
    West Aht Urhgan, Mamool Ja Savagelands, Halvung Territory, Arrapago Islands

    A new type of defensive battle called "Besieged" has been introduced to the Empire of Aht Urhgan.
    Related Information>>

    A new type of battle called "Assault" has been added to the Empire of Aht Urhgan.
    Adventurers who are level 50 or higher and have become a mercenary can participate in Assault, starting from an early stage in the Aht Urhgan storyline. You will earn Assault points for each area where you clear an Assault mission. Like Conquest points, you can trade your Assault points for various items. In addition, repeat success in Assault will make you eligible for a mercenary rank evaluation. Clear the rank evaluation and your mercenary rank will rise, resulting in a greater variety of available Assault missions and other benefits.
    You can find out more information by speaking to an NPC at the Commissions Agency in Aht Urhgan.

    Unlike Dynamis and Limbus, multiple parties can enter separate instances of an Assault area at the same time. However, if there are too many parties using an area for Assault, you may be unable to enter for a time.

    You will receive a “homing fireflies” temporary item when entering an Assault area. The homing fireflies cannot be discarded during the mission.

    A new ship route has been added from Mhaura to Al Zahbi. You must fulfill certain requirements before you can board the ship to Al Zahbi.

    The new storage feature "Mog Locker" has been added. You will be able to lease a Mog Locker after completing one of the first Aht Urhgan missions. Initially, you will be able to store up to 30 items in your Mog Locker, but it can be expanded to hold a maximum of 50.

    You can use your Mog Locker in an Al Zahbi Rent-a-Room.
    A fee in Aht Urhgan currency is required to lease a Mog Locker.
    Once your lease has expired, you will be unable to access your Mog Locker until choosing to extend the lease. Your items will still remain in the locker until you extend your lease, and will not disappear.
    You can confirm the status of your lease by speaking to the moogle in your Rent-a-Room. You can extend your lease or confirm its status by speaking to the NPC "Fubruhn" in Al Zahbi.

    A new feature called the "Kokba Hostel" has been added. You can reserve the facility for a certain amount of time to use for private functions. Players are provided with a variety of temporary party items and food upon entering the hostel. Attendants and a special hostel chat channel also come with the reservation.

    Reservations can be made for one-hour slots (Earth time).
    During the hostel reception period, you will be asked to set a password. Only players who enter this password will be able to enter the hostel during your reservation time.
    Each person who enters the hostel will be required to pay a fee.
    NPC "Attendants" provide additional services in the hostel, such as offering goods for sale and removing meal effects. You can select four attendants during the hostel reception period.
    You can receive temporary party items even if you do not have any free space in your inventory. The temporary party items and their effects will disappear when you leave the hostel or when your reservation period ends.

    You can now lease a Rent-a-Room in the new towns of Al Zahbi and Aht Urhgan Whitegate. In the event that you change jobs and leave the Rent-a-Room in the new areas, please note that there will be no option asking you to set your home point.

    Several new quests have been added.

    The following changes have been made to Ballista:

    Previously, you could use a Pursuivant's teleportation service to travel to a match site from the beginning of the entry period to the beginning of the match. The availability of this service has been extended to last from the beginning of the entry period until the end of the match.

    You can now speak to a Herald to receive teleportation service to or from a match site for 100 Ballista points, even if you do not possess a Ballista Instawarp or Instaport.

    The following changes have been made to Brenner:

    You can now speak to a Pursuivant in Bastok, San d'Oria, or Windurst to participate in an official match.
    Additional ways to earn points have been added.
    The Flammen-Brenner can now recover from damage.
    The behavior pattern of Posten has been altered.
    The prerequisites for achieving Complete status in an official match can no longer be changed.
    After altering certain rules in an official match, the changes will be announced to everyone in the area.
    In the event of a called game 10 minutes or less into an official match, the losing team will now earn a reduced amount of experience points.
    Some of the temporary items earned by "quarry" have been changed.
    Related Information>>
    [Battle-Related]

    The advanced jobs "blue mage," "corsair," and "puppetmaster" are now available. You must clear certain quests in order to acquire the new jobs.
    Related Information>>

    The final limit break quests for the new jobs are scheduled to be added in the next version update. For the time being, you must clear the "Shattering Stars" quest with another job in order to reach level 71-75.

    Several new monsters have been added to the Treasures of Aht Urhgan areas, some of which attack in response to certain actions, such as the use of job abilities or weapon skills.

    The amount of TP accumulated when attacking a monster has changed for both the player and the monster.

    The chance of blocking with a shield in battle has been increased.
    Shields now block more damage.

    Shields have been altered in the following ways:

    The white mage 2-hour ability “Benediction” now cures status ailments.

    The following features have been added to the paladin job:

    Shield Mastery: Grants bonus TP when blocking an attack with a shield.
    Auto Refresh: Gradually restores MP.

    Ranged accuracy will no longer be determined by the distance from the target when using the ranger ability“Sharpshot.”

    Monster behavior has been altered in the following ways to counter MPK issues:

    The conditions for claiming monsters has been changed in the following ways. Accordingly, players will no longer be attacked by monsters that they themselves are unable to attack.







    Monsters' area attacks have been altered to affect the players who have incurred the notorious monster's enmity and their party or alliance members, rather than all players in the area of effect. Certain monsters will be exempt from this change.

    The conditions under which the following notorious monsters appear have been altered:
    ・Castle Oztroja: Mee Deggi the Punisher, Quu Domi the Gallant
    ・Sea Serpent Grotto: Pahh the Gullcaller, Worr the Clawfisted, Novv the Whitehearted, Zuug the Shoreleaper

    In accordance with the addition of blue magic, several monster techniques have been altered.

    The conditions under which the following notorious monsters appear have been altered:
    Castle Oztroja: Mee Deggi the Punisher, Quu Domi the Gallant
    Sea Serpent Grotto: Pahh the Gullcaller, Worr the Clawfisted, Novv the Whitehearted, Zuug the Shoreleaper

    The techniques used by Rocs to increase evasion have been unified under the name “Feather Barrier.”
    [Item-Related]

    Appraiser NPCs and a new type of mysterious item have been added.

    Mysterious Items
    There are several varieties of mysterious items, such as "??? swords," "??? gloves," and "??? rings." These items cannot be used or equipped until they have been appraised.



    Appraisers
    Appraisers may be found in towns such as Al Zahbi. Trade a mysterious item to an appraiser to learn its true name and features. After your find has been appraised, you will be able to equip or use it as a regular item. When you are in a party, the appraised item will be placed into your treasure pool. When you are solo, the item will be placed directly into your inventory.

    Please note that you may be unable to receive an appraised item if it is Rare and you already possess one in your inventory.

    Equipment sets are now available.
    The wearer can receive a special effect only if the pieces of the set are equipped together.



    For example, you can equip the following pieces of armor together to receive a "Refresh" effect:
    Head: Yigit Turban
    Body: Yigit Gomlek
    Hands: Yigit Gages
    Legs: Yigit Seraweels
    Feet: Yigit Crackows

    The status effects of each individual piece of armor will still function when worn separately.

    The following key items are now available in exchange for certain goods during a quest:
    Blacksmithing/Goldsmithing: Clockmaking
    Alchemy: Iatrochemistry

    New synthesis recipes have been added.

    The following items can now be bundled into a quiver or pouch:
    iron bullets/kabura arrows/silver bullets/acid bolts/sleep bolts/blind bolts/bloody bolts/venom bolts/holy bolts/scorpion arrows/sleep arrows/demon arrows/spartan bullets

    The temporary item “Qiqirn mine” has been added for use in Assault missions. You must be engaged in battle mode against the target you wish to use the Qiqirn mine on. If you are not engaged in battle at the time the mine would normally explode, it will be ineffective.

    The following items' stack number has been changed from 12 to 99:
    Hume mochi/Elvaan mochi/Tarutaru mochi/Galka mochi/Hume rice cake/Elvaan rice cake/Tarutaru rice cake/Mithran rice cake

    The item "miniature airship" has been added as a special item available 365 days after participating in the "Return Home to Vana'diel Campaign."



    [System-Related]

    The option "View Safe" on the main menu has been changed to "View House." Now you can check the contents of your Mog Safe, Storage, and Mog Locker using this feature.

    The category "Dice" is now available under "Scrolls" at the auction house.

    The search function can now be used to locate blue mages, corsairs, and puppetmasters.

    The following adjustments and additions have been made to fishing:

    There are new places to fish in the Treasures of Aht Urhgan areas.
    The effect of fatigue that occasionally occurs after fishing with the Ebisu fishing rod has been slightly reduced.
    Players who cancel fishing after hooking a fish will now accumulate fatigue.
    Players will now occasionally accumulate fatigue after fishing up an item rather than a fish. Fatigue will be most noticeable after fishing up the following:
    coral fragment/rusty cap/rusty pick/devil manta
    An issue regarding devil mantas on Cape Teriggan has been fixed.

    The "PlayOnline" option used for pausing the game or reading the Vana'diel Tribune has been removed, but the following features have been added in its place:

    The "PlayOnline" option on the main menu has changed to "Shutdown," which has the same effect as the /shutdown text command.
    The Start button on the DUALSHOCK®2 analog controller and the Pause/Break key on the keyboard no longer pause the game, but can now be used to log out of FINAL FANTASY XI.

    -The following text commands have been removed and deleted from the auto-translate function:
    /pol
    /tribune

    The following text commands have been added:

    /locker - View the contents of your Mog Locker.
    /besiegemap - Accesses the "Besieged" map. Can also be viewed using the "Region Info" option on the main menu.

    Several new phrases have been added to the auto-translate function:
    Category Term
    Greetings Welcome back.
    Greetings You're welcome.
    Game Terms Front line job
    Game Terms Support role job
    Game Terms Back line job
    Game Terms Detects by sound
    Game Terms Detects by sight
    Game Terms Detects by smell
    Game Terms Detects spellcasting
    Game Terms Detects low HP
    Game Terms Please follow.
    Game Terms Brenner
    Game Terms Besieged
    Game Terms Assault
    Game Terms Rank Evaluation
    Game Terms Mercenary Assessment
    Game Terms Mercenary Rank
    Game Terms Assault Points
    Game Terms Imperial Standing
    Game Terms Runic Seal
    Game Terms Runic Portal
    Game Terms Astral Candescence
    Game Terms Mamool Ja Savages
    Game Terms Troll Mercenaries
    Game Terms Undead Swarm
    Game Terms Immortals
    Game Terms Gordeus
    Text Commands /locker
    Text Commands /besiegemap
    Jobs Blue Mage
    Jobs Corsair
    Jobs Puppetmaster
    Time Second
    Time Minute
    Time Hour
    Time Time remaining
    Trade Reward:
    Organize Please assist.
    Place Names Open sea route to Al Zahbi
    Place Names Open sea route to Mhaura
    Place Names Al Zahbi
    Place Names Aht Urhgan Whitegate
    Place Names Wajaom Woodlands
    Place Names Bhaflau Thickets
    Place Names Nashmau
    Place Names Arrapago Reef
    Place Names Ilrusi Atoll
    Place Names Periqia
    Place Names Talacca Cove
    Place Names Silver Sea route to Nashmau
    Place Names Silver Sea route to Al Zahbi
    Place Names The Ashu Talif
    Place Names Mount Zhayolm
    Place Names Halvung
    Place Names Lebros Cavern
    Place Names Navukgo Execution Chamber
    Place Names Mamook
    Place Names Mamool Ja Training Grounds
    Place Names Jade Sepulcher
    Place Names Aydeewa Subterrane
    Place Names Leujaoam Sanctum
    Place Names Caedarva Mire
    Place Names Mamool Ja staging point
    Place Names Halvung staging point
    Place Names Azouph Isle staging point
    Place Names Dvucca Isle staging point
    Place Names Ilrusi Atoll staging point
    Place Names Chamber of Passage
    Place Names Commissions Agency
    Place Names Hall of Binding
    Place Names Walahra Temple
    Place Names Hazhalm Testing Grounds
    Place Names Aht Urhgan
    Place Names Azure Lore
    Job Abilities Chain Affinity
    Job Abilities Burst Affinity
    Job Abilities Wild Card
    Job Abilities Phantom Roll
    Job Abilities Double-Up
    Job Abilities Quick Draw
    Job Abilities Random Deal
    Job Abilities Fighter's Roll
    Job Abilities Monk's Roll
    Job Abilities Healer's Roll
    Job Abilities Wizard's Roll
    Job Abilities Warlock's Roll
    Job Abilities Rogue's Roll
    Job Abilities Gallant's Roll
    Job Abilities Chaos Roll
    Job Abilities Beast Roll
    Job Abilities Choral Roll
    Job Abilities Hunter's Roll
    Job Abilities Samurai Roll
    Job Abilities Ninja Roll
    Job Abilities Drachen Roll
    Job Abilities Evoker's Roll
    Job Abilities Magus's Roll
    Job Abilities Corsair's Roll
    Job Abilities Puppet Roll
    Job Abilities Fire Shot
    Job Abilities Ice Shot
    Job Abilities Wind Shot
    Job Abilities Earth Shot
    Job Abilities Thunder Shot
    Job Abilities Water Shot
    Job Abilities Light Shot
    Job Abilities Dark Shot
    Job Abilities Overdrive
    Job Abilities Activate
    Job Abilities Repair
    Job Abilities Fire Maneuver
    Job Abilities Ice Maneuver
    Job Abilities Wind Maneuver
    Job Abilities Earth Maneuver
    Job Abilities Thunder Maneuver
    Job Abilities Water Maneuver
    Job Abilities Light Maneuver
    Job Abilities Dark Maneuver
    Job Traits Shield Mastery
    [Windows Version Only]

    The "PlayOnline" setting on the FINAL FANTASY XI GAMEPAD Config menu has been changed to "Log Out."
    [Current Known Issue]

    Since the implementation of the latest version update on Apr. 17, 2006, the following issue has been discovered.

    - Players who form an alliance will remain in the state of being in an alliance even after it has broken up.

    *This issue can be resolved by replacing the party leader, breaking up the party, having all party members move to another zone or log out.

    The recipe change for "Tavnazian Tacos" that was postponed in the February 21st version update has been cancelled after a thorough consideration of possible effects on the in-game economy.
    Too big.

  2. #2
    Zachie Chan Recognized Member Ouch!'s Avatar
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    Swygwyrd Eryistyrmstn (Sargatanas)
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    Yeah, Grand Lethal linked me to that earlier today. I have to say, it's stuff like that that makes me wish I hadn't quit FFXI. =/

  3. #3
    word chionos's Avatar
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    Kaladin Cho'Sinn (Sargatanas)

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    yeah, i'm freakin stoked, i don't even know where to begin, it's just incredible the extent to which SE has gone for this expansion, and this is just the beginning of treasures, we'll get even more cool stuff as it moves along. can't wait to fight lamia btw^^

  4. #4

    Default

    Woooo! Open house party at my mog house!

    123 Fake Street, Windurst.


    "... and so I close, realizing that perhaps the ending has not yet been written."


  5. #5
    Markusdot Markus. D's Avatar
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    Umami Spitebreath (Kujata)

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    wow

    This is amazing.

    I am going to buy this as soon as I can get a hand on a copy.

    I like the blue magic system, it is very balanced as other classes, I never thought they would implement a level restriction for learning spells, which is awesomawesomeawesome.

    and, I wanna be a Corsair. guns, card and dice using sounds really fun , sorta like a Lady Luck-esc type class, with a sort of essense of D&D.

    this game will be so much funner <3

  6. #6

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    Quote Originally Posted by Tsukasa
    wow

    This is amazing.

    I am going to buy this as soon as I can get a hand on a copy.

    I like the blue magic system, it is very balanced as other classes, I never thought they would implement a level restriction for learning spells, which is awesomawesomeawesome.

    and, I wanna be a Corsair. guns, card and dice using sounds really fun , sorta like a Lady Luck-esc type class, with a sort of essense of D&D.

    this game will be so much funner <3
    Only problem is that if you keep deleting your character you'll never get to try any of these out.


  7. #7
    cyka blyat escobert's Avatar
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    I can't wait to have a bluemage ^_^.

  8. #8
    Old school, like an old fool. Flying Mullet's Avatar
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    Quote Originally Posted by eternalshiva
    - You will not acquire blue magic if you are KO'd when a monster is defeated, or the defeated monster does not yield experience points.
    Does this mean that you only have a certain "level window" to learn the abilities in? Granted, if you're level 40 a monster with a level 5 ability wouldn't be very useful, but if someone's a completist nut then they're out of luck it seems like.
    Figaro Castle

  9. #9

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    Quote Originally Posted by Flying Mullet
    Does this mean that you only have a certain "level window" to learn the abilities in? Granted, if you're level 40 a monster with a level 5 ability wouldn't be very useful, but if someone's a completist nut then they're out of luck it seems like.
    Yes and this is only an issue with a very very very small number of monsters. Considering how slow levels are gained in FFXI if you pay attention you should not miss any.

    Among the very very few in the game you'd have to have missed something like Sheep Song at level 16 and your last chance to get it is level 50ish. Unless you are totally oblivious you can't really miss them. Additionally I have the feeling SE will put higher level versions of these mobs in some of the new areas to curb this potential issue.


  10. #10
    permanently mitten
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    Someone posted this on the FFXI Livejournal Community and I found the predictions to be pretty spot on.

    T-Day (whatever time that is, I dunno. I might recieve my Expansion from Japan by this weekend.)
    -Within 3 hours of launch time, someone will have completed one of the new job quests.
    -Within 6 hours, /sea all Pup, Cor, Blu will show someone at least lv10
    -Within 12 hours, at least one Pup/Cor/Blu will be in Jeuno at lv19-20.

    T-Day -1
    -All related areas to the new job quests will have lines forming if it involves a NM battle.
    -Emergency maintenance on some zone XD

    T-Day -2
    -Valkurm will have more Pup/Cor/Blu looking for PT than all other jobs combined.

    T-Day -3 and -4 (weekend)
    -Someone will have Pup/Cor/Blu at lv35+

    T-Day -5
    -Pup/Cor/Blu at lv40, then realizing AF quests aren't unlocked yet.

    T-Day -7
    -Some nut will be at or close to lv60 with Pup/Blu/Cor

    -Within 3 weeks after Expansion launch : Lv75 Pup/Blu/Cor
    -3 Months after Expansion launch : AF quests unlocked
    -3 days after AF quests unlocked, partial AF shows up in Jeuno.
    -5 days after AF quests unlocked, full AF

  11. #11
    Markusdot Markus. D's Avatar
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    Quote Originally Posted by Yeargdribble
    Only problem is that if you keep deleting your character you'll never get to try any of these out.
    ...

  12. #12

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    The sheep thing won't be a problem... there are DC to 75 Sheep in Caedarva.


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