Battle
  • [dev1206] Class reforms have commenced, ushering in the following changes:
    * To review the impetus behind the reforms and peruse the comprehensive list of changes to actions, please refer to [dev1206] Class Reforms and [dev1206] Class Reforms & Action Lists.

    ≪Revision of Class-specific Actions≫
    Actions learnable by each class have undergone comprehensive review and revision. Previously, only executable actions such as abilities, spells, and weaponskills could be learned by gaining in level. This has been revised to include traits.

    Based on the above change, the system wherein traits are obtained in exchange for guild marks has been abolished. The selfsame NPCs from whom you purchased your traits will reimburse you for the guild marks you spent.

    Discussion is ongoing whether to devise alternate uses for guild marks or do away with them completely. In the case of the latter, we will provide players with a means to exchange their marks for gil, company seals, and items. In the meantime, guild marks will not be issued as rewards for guildleves, quests, and so forth. Details will be announced pending finalization.

    Upper tiers of an action (such as Fire II and Fire III) have been abolished in favor of a system wherein potency and MP cost are scaled based on the player’s level.

    ≪Abolition of the Shield Skill≫
    The shield skill has been abolished and reborn as actions and traits learnable by gladiators. As such, all gains associated with the shield skill (levels and EXP) have been rendered invalid.

    ≪Setting Actions and Traits≫
    The following reforms have been made to the conditions for setting actions and traits:
    • Upon learning an action for your current class, that action will automatically be set to the action bar and cannot be voluntarily removed. It is possible, however, to move the action to another slot.
      * All placement data for actions will be reset the first time you log in following the release of patch 1.20. Actions for a particular class will be set automatically upon switching to that class.
    • Action cost has been abolished. Instead, a cap will be imposed upon the number of actions from other classes that can be set. The cap is determined by the level of your current class.
    • Players are no longer bound by level restrictions when setting actions from other classes. For instance, a level 1 pugilist will be able to set a level 30 gladiator action. However, the effectiveness of that action will be scaled down accordingly.
    • All traits have been made class-exclusive. Adjustments have been made so that certain actions will only unleash their full potential when paired with traits belonging to the same class.
    The levels at which actions and traits are learned, along with the cap for setting actions from other classes, are as follows:

    LevelActionsTraitsActions permitted from other classes
    11st1
    22nd
    3
    43rd
    5
    64th
    7
    81st
    9
    105th2
    11
    122nd
    13
    146th
    153
    163rd
    17
    187th
    19
    204th4
    21
    228th
    23
    245th
    255
    269th
    27
    286th
    29
    3010th6
    31
    327th
    33
    3411th
    357
    368th
    37
    3812th
    39
    409th8
    41
    4213th
    43
    4410th
    459
    4614th
    47
    4811th
    49
    5015th10
    ≪Individual Combos≫
    A system has been implemented wherein the majority of weaponskills and spells receive a bonus if certain conditions are met. Conditions fall into the categories listed below, the third of which pertains to combos.
    1. Position: Striking the enemy from the direction specified, e.g., the flank.
    2. Status: Avoiding or incurring enmity from the enemy in question and so forth.
    3. Sequence: Landing the specified weaponskill or spell on the enemy immediately beforehand.
    Not only will a successful combo grant you the bonus indicated; TP cost will also be waived for the weaponskill used to execute it. For a combo to be valid, however, the weaponskill in question must be used with the class or job to which it belongs.

    Examples of weaponskills and their bonus conditions:

    WS1
    Weaponskill 1
    Deal physical damage to a single target. Damage increases by 20% when executed from the front.
    WS2
    Weaponskill 2
    Deal physical damage to a single target, increasing enmity.
    Combo Action: Weaponskill 1
    Combo Bonus: Enmity+50%
    WS3
    Weaponskill 3
    Deal physical damage to a single target.
    Combo Action: Weaponskill 1
    Combo Bonus: Damage+20%
    WS4
    Weaponskill 4
    Deal physical damage to a single target. Inflicts gradual HP reduction when executed from behind.
    Combo Action: Weaponskill 3
    Combo Bonus: HP reduction +25%
    Individually executed, the above weaponskills will deal out only what is indicated in the first line of their descriptions. The bonuses granted by weaponskills 1 and 4 (Damage+20% and Gradually reduces HP, respectively) are dependent on positioning.

    Weaponskills 2 through 4 each offer a combo bonus. For instance, performing 2 immediately after landing 1 will grant you Enmity+50%. Furthermore, the TP cost for performing 2 will be waived. In the case of the above weaponskills, the following two combinations can be identified:
    1) 1 → 2
    2) 1 → 3 → 4
    Please note that all bonus conditions must be fulfilled for a weaponskill to be considered valid in a combo. For this reason, 3 → 4 alone do not form a combo, as 1 is a requirement for 3.


    ≪List of Actions and Traits≫
    Peruse the details.

    * While there exist certain actions whose names are unchanged due to changes to internal data, macros created prior to patch 1.19 that utilized the Auto-translation Dictionary to input action names will no longer function. Players will need to delete and reregister these macros. We apologize for any inconvenience caused.

    * No changes have been made to actions used by enemies. As such, discrepancies in effect may exist between the actions used by players and enemies, even if they share the same name.


  • [dev1228] Attribute points have been reintroduced with overhauled mechanics.

    Disciples of War & Magic will be able to allot points starting from level 10, at which time they will receive five attribute points to spend. Each subsequent gain in level will earn you one additional point. Attribute points can be allotted to your character’s basic parameters, namely Strength, Vitality, Dexterity, Intelligence, Mind, and Piety. Points are spent at a one-to-one ratio, and their issuance and allotment are handled by class.
    * Disciples of the Hand & Land are not awarded attribute points.


    Please note that a level-determined cap is imposed upon the number of points you can allot to each parameter.

    LevelAllotment Cap
    103
    11
    124
    13
    145
    15
    166
    17
    187
    19
    208
    21
    229
    23
    2410
    25
    2611
    27
    2812
    29
    3013
    31
    3214
    33
    3415
    35
    3616
    37
    3817
    39
    4018
    41
    4219
    43
    4420
    45
    4621
    47
    4822
    49
    5023
    Please be warned that it will not be possible to undo point allotment for the duration of patch 1.20. For your reference, the following is a list of the six basic parameters and the various attributes they affect.

    ≪Parameters and Their Effects≫

    Strength
    • Attack Power
    • Damage dealt by puglist, gladiator, marauder, and lancer arms
    Vitality
    • Damage taken
    • Enhancement Magic Potency
    • Maximum HP
    • Damage dealt by marauder arms
    Dexterity
    • Accuracy
    • Block Rate
    • Parry
    • Damage dealt by archer arms
    Intelligence
    • Attack Magic Potency
    • Damage dealt by pugilist arms
    Mind
    • Healing Magic Potency
    • Magic Accuracy
    • Damage dealt by gladiator, thaumaturge, and conjurer arms
    Piety
    • Magic Evasion
    • Enfeebling Magic Potency
    • Maximum MP
    • Damage dealt by archer, lancer, thaumaturge, and conjurer arms
    ≪Auto-attack Damage Bonus≫

    ClassBonus 1Bonus 2
    PugilistIntelligenceStrength
    GladiatorMindStrength
    MarauderVitalityStrength
    ArcherDexterityPiety
    LancerPietyStrength
    ConjurerMindPiety
    ThaumaturgeMindPiety
    * The above damage bonus also applies to “Shot” attacks by archers.

    Planning is underway to give players the option to undo point allotment in a future patch.

  • [dev1206] In accordance with class action reforms, the arsenal of actions that inflict incapacitation has been changed:

    HeadRight ArmLeft ArmLegsSpecial (Right)Special (Left)Special (Rear)
    PGLConcussive BlowDemolish
    GLASavage BladeFlat Blade
    MRDSkull SunderStorm's PathGodsbaneMaim
    ARCBloodletterLeaden ArrowGloom Arrow
    LNCHeavy ThrustImpulse Drive
  • [dev1206] Magic spells have been unified to strike either a single target or, in the case of AoE, a circular area. Attack range has also been increased, and area of effect broadened.
    * Discrepancies between thaumaturges and conjurers no longer exist in the above areas.

  • [dev1206] Throwing weapon range has been increased.

  • [dev1206] The accuracy bonus granted to bow attacks based on distance has been abolished.

  • [dev1206] Due to the revisions made to the elemental alignment of attacks, players are now able to block, parry, or evade the attacks and weaponskills of certain enemies.

  • [dev1206] Abilities that affect your next offensive ability will now benefit only the first stage of multistage weaponskills.

  • [dev1206] The rate of TP accumulation from auto-attacks has been reduced to coincide with the implementation of individual combos.

  • [dev1206] The base value used to calculate the maximum HP of gladiators and marauders has been adjusted. Based on this change, marauders will now have higher maximum HP than gladiators.

  • [dev1206] The growth curve for maximum MP has been adjusted. At lower levels, players will find themselves with far less MP than previously; however, gains in MP will be more noticeable from level 35 and beyond.
    * The Materia System, introduced in patch 1.19, was implemented with the above adjustment taken into account. As such, no revisions have been made to the bonuses granted by materia.

  • [dev1206] The effects of Protect and Shell have been made mutually exclusive, and one now overwrites the other.

  • [dev1256] Character movement speed during active mode is now the same as passive mode.

  • [dev1206] Graphical effects during spellcasting have been revised for thaumaturge and conjurer.

  • [dev1227] A text command has been added for toggling the queuing of actions.
    /actionqueue, /aq
    USAGE: /actionqueue [subcommand]
    →Toggle the priority input feature for actions.
     >>Subcommands:
     on Enable priority input.
     off Disable priority input.
     Display whether priority input is enabled or disabled when no subcommand is specified.
     * The default setting is off
  • [dev1257] New enemies have been added.


  • [dev1258] Certain instances of the following enemy have been renamed:

    BeforeAfter
    War WolfBattle Wolf
  • [dev1259] The following enemies now drop boar hides:
    Wild Hog / Buata / Hog / Tusked Hog / Swinging Swine / Truffle Hog
  • [dev1030] Enemy distribution has been adjusted in certain areas.
    Those found in Crimson Bark in the North Shroud in particular have undergone major redistribution to accommodate the addition of treants.

    In addition, enemy population has been increased in the following areas so as to have them serve as hunting grounds for players:
    • Humblehearth, Central Shroud
    • Tranquil Paths, South Shroud
    • Cedarwood, Lower La Noscea
    • Bloodshore, Eastern La Noscea
    • Nophica’s Wells, Western Thanalan
    • Dragonhead, Coerthas Central Highlands
    • Riversmeet, Coerthas Western Highlands
    Certain enemies that rendered guildleve completion problematic will no longer appear in the following areas:
    • Cassiopeia Hollow, Eastern La Noscea
    • Nanawa Mines, Central Thanalan
    • Mun-Tuy Cellars, North Shroud
  • [dev1260] Most enemies will no longer perform ranged attacks.
    The exceptions to the above are as follows:
    Pyrausta / Sirocco / Hippocerf / Cloud Hippocerf / Hippogryph Pup / Hippogryph / Recluse Hippogryph / Young Galago / Canopy Galago / Opo-opo / Popo-Opoto / Jackanapes / Sotted Simian / Lemur / Ringtail / Queen Gougou / Territorial Galago / Lunging Lemur / Giant Gnat / Pus Gnat / Gall Gnat / Gnawing Gnat / Prince of Pestilence / Guano Gnat / Ked / Redwing Ked / Dung Gnat / Alpha Gnat / Territorial Gnat / Uraeus / Great Bufflalo / Tarbh Uisge / Cactuar Jack / Capricious Cassie / Old Six-arms / Shearing Sheridan / Antares / Sargas / Widow's Suitor / Shaula / Bastard Mite / Horde Mite / Nestling Buzzard / Buzzard / Vulture / Scout Vulture / Lammergeyer / Condor / Chasm Condor / Highland Condor / Cinderwing / Voracious Vulture / Bardi / Phaia / Buata / Bomb Baron / Floating Eye / Floating Eye / Evil Eye / Cursed Eye / Bloodshot Eye / Ahriman / Smolenkos / Dodore's Minion / Dodore / Rotting Corpse / Rotting Corpse / Fallen Mage / Fallen Wizard / Fallen Archmage / Dapper Cadaver / Zombie Mage / Gluttonous Gertrude / Sundrake / Draught Drake / Flamedrake / Inferno Drake / Ashdrake / Firedrake / Biast / Storm Biast / Tempest Biast / Guivre / Banescale Guivre / Doomvoid Guivre / Zanig'oh / Branded Drake / Lava Drake / Drake Familiar / Battle Drake / Ranig'oh / Mosshorn Billygoat / Mosshorn Nannygoat / Elder Mosshorn / Deepvoid Slave / Imp / Herald Imp / Dusty Devilet / Devilet / Dastardly Devilet / Alux / Alpha Imp / Roseling / Thorned Roseling / Roselet / Prickly Roselet / Mirror Roselet / Pruned Roselet / Musk Roseling / Barometz / Mun-Tuy Sapling / Sourleaf Roselet / Flytrap / Battrap / Gnattrap / Kedtrap / Vulturetrap / Pteroctrap / Imptrap / Eyetrap / Toad Trap / Morning Creeper / Mitetrap / Alpha Roseling / Midnight Creeper / Deadly Nightshade / Territorial Roselet / Guardian of the Grove / Great Oak / Nest Commander / Toxic Toad / Gigantoad / Lumber Toad / Trancetoad / Alpha Toad / Nix / Vodyanoi / Bone Nix / Lone Coeurl / Plain Pudding / Prison Pudding / Figgy Pudding / Number 128 / Number 126 / Clay Golem / Batraal / Slippery Sykes / Errant Soul / Bogy / Bloated Bogy / Errant Spirit / Phantasma / Woodsin Thrall / Vengeful Soul / Revenant / Bloody Revenant / Thordan's Bannerman / Thordan's Outrider / Weeping Witch / Unchosen Soul / Unknown Soldier / Wicked Soul / Forsaken Soul / Chain Bearer / Purgatory Mage / Territorial Revenant / Phurble / Snurble / Burble / Bloated Burble / Remora / Giant Remora / Fire Elemental / Fire Homunculus / Ice Elemental / Wind Elemental / Earth Elemental / Earth Homunculus / Lightning Elemental / Water Elemental / Spirit of the Wood / Woodsent Elemental / Daddy Longlegs / Will-o'-the-Wisp / Marshlight / Will-o'-the-Wykes / Friar's Lantern / Mummer's Lantern / Gaoler's Lantern / Alchemist's Tinder / Plasmoid / Pure Energy / Queen Bolete / Downy Dunstan / Spriggan Collector / Spriggan Collector / Sabletooth Spriggan / Coerthas Spriggan / Golem Tender / Spriggan Bezzler / Spitfire / Spiteful / Spindiggle / Kokoroon Quickfingers / Lozol Totoloq the Decapitator / Ixali Fearcaller / Iaxli Fogcaller / Ixali Fatecaller / Natalan Boneknitter / Natalan Gatekeeper / Natalan Sentry / Headsman's Hex / Ixali Soilseer / Flamefist Alygg Roh / Amalj'aa Bowyer / Amalj'aa Archer / Amalj'aa Marksman / Amalj'aa Hunter / Amalj'aa Ranger / Zahar'ak Sniper / Burned Sister / Amalj'aa Shaman / Amalj'aa Mesmerizer / Amalj'aa Augur / Goldfang Adebb Chah / Amalj'aa Stargazer / Amalj'aa Seer / Amalj'aa Divinator / Zahar'ak Feretrar / Zahar'ak Chandler / Zahar'ak Scriniary / Zahar'ak Illuminator / Zahar'ak Ostiary / Burned Scrivner / Voidtongue Azabb Chah / Amalj'aa High Divinator / Kobold Acolyte / Kobold Mendicant / Kobold Priest / Kobold Prelate / Kobold Supplicant / Kobold Discalceate / Third Order Patriarch Zu Ga / Kobold Almsman / Kobold Kirkman / Kobold Vestryman / U'Ghamaro Gurneyman / U'Ghamaro Underman / U'Ghamaro Potman / Zu Ga's Cup Bearer / Kobold Bedesman / Sylph Whisper / Sylph Echo / Sylph Susurrus / Sylvan Guardian / Imperial Centurion / Imperial Primus Ordinarius / Imperial Pilus Prior / Haughtpox Bloatbelly / Goblin Braggadocio / Imperial Speculator / Imperial Funditor / Imperial Sagittarius / Imperial Signifer / Imperial Imaginifer / Elite Funditor / Elite Speculator / Imperial Medicus / Plains Footpad / Westroad Footpad / Amateur Raider / Palemoon Parazuzu / Mathistien of the Cloven Hoof / Venomtongue Assassin / Vulture Poacher / Boar Poacher / Alvara Sourkiss / Hooknosed Wylla / Bandit Archer / Bandit Marksman / Bandit Mage / Bandit Sorceror / Bandit Bowman / Bandit Caster / Toadsquatter Femomo / Hexing Harrier / Apostate Harrier / Witching Harrier / Furline Mosstrooper / Bandit Scout / Bandit Pathfinder / / Roadside Archer / Roadside Bewitcher / Roadside Tracker / Wayside Archer / Wayside Bewitcher / Lunatic Priest / Rhotano Buccaneer / Mistbeard Buccaneer / Stormcry Powder Monkey / Tar-stained Buccaneer / Bilge-soaked Buccaneer / Wayside Sniper / Serpent Reaver Eye / Tempered Captive / Overweening Thaumaturge / Siward / Hellbringer C'kepaga / Maelstrom Archer / Immortal Lightspinner / Immortal Shadowspinner

* Moving will be made to interrupt spellcasting at a point in time between patch 1.20 and 1.21.