Eureka II
Extremely long post
I been writing this and editing with every eureka since pagos. Some of it already has been added with further add ons to eureka. I have edited it down since then.
Sorry if this post is a bit all over the place. I rewrote it multiple times.
Huge Elemental Experience bonus
Elemental Experience bonus has been greatly increased overall until max level of a eureka zone.
Since there's no longer fates to yield exp from the grinding progress to max level has been greatly nerfed.
However the NM content is all at the endgame of a eureka zone.
EXP adjustments
Chain bonus greatly increase you yield you triple the amount of experience points.
Fairy Experience bonus has been doubled.
Elemental EXP Drink bonus has been doubled.
Mutations yield you triple the experience points.
Reflect kills yield you less experience points.
Stronger Enemies added to Eureka
Higher level enemies have been placed in all Eureka areas.
To scale the difficulty of the content for armor bonuses harder enemies will be added.
All NMs are scaled towards the last 5 levels of Eureka zone. Example: In Anemos it be 25cap with level 20-35 NMs.
Level 25-35 NM enemies added to Aneomos.
Level 35-45 NM enemies added to Pagos.
Level 50-60 NM enemies added to Pyros.
Level 60-70 NM enemies added to Hydatos.
Magia Board
Will only be able to upgrade your base Elemental Attack or Elemental Defense here.
Will no longer be able to select single upgrades in any element. This will not change the meta but to streamline it how players are using it now. Will just clean up some of the UI with the removal of numbers from the magia wheel.
Logos Actions Storage
Can be stored on the magia melder to a cap of 99 per logos action.
Magicite Overhaul
Magicite will give base values instead of percent.
Each Magicite will only give a value of 500 points in elemental attack or defense.
Removal of NM Fates
90% of all NM Fates removed from Eureka.
Majority of NMs require spawn items. Muiltple spawn locations for every NMs in the field.
Spawned NMs are claimed by the party once they're spawned.
Some spawned NMs mechanics have been adjusted to be handled with a party of 8.
NMs will disappear if it takes longer then 5 or 10mins to defeat.
Nms will only do damage to a person outside of the party that has enimity.
Nms can only be targetable if the player is within the party list. Attack Logos actions don't work NMs outside of the party.
NMs can mutate. Even Mutate & Grow Big.
Mutates & Growing big casting times are now 4 times as fast and can't be stunned anymore. This will increase the drop rate of items dropped from NMs.
New Lockboxes Loot addictions
Common lockboxes rewards:
Common NM spawn items
Grade 1-3 Eureka Elemental Bonus Materia
New Strong lockboxes rewards:
Grade 5-6 Eureka Elemental Bonus Materia
Bunny Fates
Bunnies fates will only be the public fates in all eureka zones and only limited to 1 fate per zone.
All Bunny Fates now reward EXP.
Golden chests now reward grade 5 Elemental Bonus Materia.
Aetherial Light Adjustments
Aetherial Light is no longer unlocked with Elemental Weapon Trial.
Aetherial Light can be earned in every zone now at max level of that eureka zone.
Aetherial Light bar is shared across all Eureka zones.
After filling up 1 bar you will be rewarded with Eureka Light Crystal which can used in many trade ins.
Light is no longer based on a randomizer. Based on exp % based on that eureka zone.
Can earn light in any Eureka dungeon content.
Elemental Armor
Logos Armor can now be earned in Anemos & Pagos.
Elemental bonus Materia
Can be earned from eureka gathering nodes
Lockboxes
Eureka dungeons
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Survival Perks
These perks are only active once quest objectives are cleared.
These will be required in accessing items to increase a players magicite count and to obtain further eureka gear.
As anyone that played a Zelda game or XI Seekers of Adulin will remember perk keyitems that allow you do explore more of a zone.
Quest in: Anemos: Grabbing Hook
Be able to reach locations on the map for stronger enemies & rewards in every Eureka zone at climbing points.
Be able to climb up mountain sides and up roots. Useful for Anemos, Pagos, Pyros and others.
Quest in: Pagos: Weather Gear
Prevents Elemental Defense down status effect when its the aspected weather of that eureka's zone.
Danger Weather:
Anemos: Umbral Wind
Pagos: Blizzard
Pyros: Heatwave
Hydatos: Rainstorm
Thundros: Thunderstorm
Stonos: Sandstorm
Quest in: Pyros: Protective Boots
Prevents damage when walking in lava in pyros and poison pools in hydatos.
Be able to walk in lava, and pools of acid in Hydatos. Useful bonus for some NMs spawn locations.
Quest in: Hydatos: Lead Weight
Prevents all Knockbacks & access to dive points in Hydatos. (Be able to walk & battle on the bottom of Hydatos Lake.)
Quest in: Thundros: Aetherial Drain - Harvesting tool
Allows DoW/DoM to do quick harvests in Eureka zones for materials in the form of aetherial drains. Gathering nodes will appear on a battle class.
Will be able to go back to old and new zones and gather materials. Aetherial Drains uses same casting animation as obtaining a teleport.
Quest in: Stonos: Air Sail
Be able to sail across at air current points to areas you can't reach in old and current zones. This is basically something like jump pads at given parts of the zone.
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Baldesion Arsenal Redesign
Both a normal & savage mode will be added to each type of Eureka Dungeon. You can raise & esuna debuffs in normal mode only.
Aetheric Stabilizer only required for alliance savage group entry.
BA starting paths being streeched out and 3rd middle path for 3rd party to access. (Redesign for 3 party setup)
New Art boss added to middle path for
It being placed in its own instance outside of Eureka. Being removed from Hydatos.
Being limited to 24man raid in both normal & savage.
Returning not a option/Getting killed without raise gets you kicked out of the instance in savage mode.
Required elemental level and Eureka story requirement for access.
6 Elemental locked room chambers being limited to 3 rooms can only be active at once.
New Shark boss added.
AV Mechanics are harder in both normal and savage.
HP of bosses and adds are scaled for 24man raid.
Loot objectives in savage dungeon content.
Loot objectives added to BA.
Reflect all Sprite Banishes. (Spawns NM) (Puller must have reflect & noone else get hate on it.)
Reach boss chamber with 50+ mins. (Bonus Chest)
Clear all elemental rooms. (Spawns NM)
Kill undead with Banish. (Spawns NM)
Defeat Raiden without any deaths. (Bonus chest)
Defeat Ozma without any deaths. (Bonus chest)
Defeat AV without any deaths. (Bonus chest)
Triggering all traps with Dark Knights/Or with Deaths. (Bonus Chest)
Locate hidden floor triggers with perception (Spawns NM)
Defeat NMs within the dungeon. (Bonus chest)
Aetheric Stabilizer
Players can make them with untradeable materials earned from NMs & Bunny fates.
Aetheric Stabilizer can take the whole alliance into the dungeon. Once used its gone.
Hydatos Clusters will be the main material item for Baldesion Arsenal. Other dungeons will require Anemos Clusters and so on.
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Absolute Virtue Adjustments (Normal)
Eidos will change it weapon & its dark/light element.
Auroal Wind: Tank Buster+Dive bomb+Raid wide radius damage based on location of the tank. (Tank must run away from the boss while it casts Auroal Wind and get hit by it near edge of the arena.)
Lance Mode: Mesuda Javalin: Frontal cone aoe.
Axe Mode: Mesuda Chop: Circle aoe around the boss.
Dagger Mode: Mesuda Stab: Small cone aoe from all sides of boss. (Same type of attack as Omega's Flamethrower in normal.)
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Absolute Virtue Adjustments (Savage)
Meteor casting speed time increased
Players with Dark/Light tethers will be given a Hostile Aspect buff. (Whatever element you got hit with by the tether you need to stand in the opposite pool for Hostile Aspect.)
Eidos will change it weapon & its dark/light element. Eidos will no longer have casting animation.
Eidos changes the clones elementals around the arena.
Auroal Wind: Tank Buster+Dive bomb+Raid wide radius damage based on location of the tank. (Tank must run away from the boss while it casts Auroal Wind and get hit by it near edge of the arena.)
Auroal Wind will always happen right after Mesuda Javalin, Mesuda Chop, Mesuda Stab towards the main tank without warning. (Must run away from the group near edge of the arena during those actions.)
Lance Mode: Mesuda Javalin: Frontal cone aoe. (Targets a random player/Not Main tank.)
Axe Mode: Mesuda Chop: Circle aoe around the boss. (Targets noone)
Dagger Mode: Mesuda Stab: Small cone aoe from all sides of boss. (Targets noone) (Same type of attack as Omega's Flamethrower in normal.)
Wyverns: Can cause Blind & Slow.
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Bonus stats to Eureka Equipment
Speed Belt has Elemental Bonus+10% added to it.
Casie Earring has Elemental Bonus+10% added to it.
Optical Hat has Elemental Bonus+10% & +10% ACC added to it.
Will be able to Augment the NM armor pieces to be on par with Elemental Armor set with +1 upgrades.
Be able to trade 10 Eureka Fragments for tomes.
Eureka Fragments obtainable in Anemos BA.
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Anemos
Anemos Wind Zuzu removed from the open world. (New HNM based enemy added there.)
Zuzu being moved to a Anemos based Baldesion Arsenal.
FFXI Forbidden Seal OST added for Anemos Arsenal.
Single Bunny Fate added to Anemos. Bunny fate gives exp.
Able to walk on top of tree vines.
Bug fixes: Fixing displaced vine fruit model.
Pagos
Pagos Snow Zuzu being removed from the open world.
Snow Zuzu being moved to a Pagos based Baldesion Arsenal.
Snow based section of Pyros being redesigned as Pago's Baldesion Arsenal. Layout will be a bit different.
Single bunny fate added to Pagos. level 35 one removed.
Southern portion of map expanded.
Pyros
Pyros being completely redesigned as a Lava volcano zone. Top cavern parts of Pyros being kept and repurposed as Pyros BA zone.
Yingyang fate removed. Yingyang being a boss within Pyro's BA dungeon content.
Brand new Pyros BA dungeon added. Ash & lava themed.
Lava pools added.
Hydatos
Sprite Reflect Island removed.
BA portals removed.
Ovni & Shark fate removed. NMs versions added.
BA model removed from Hydatos instance.
Less geysers within zone.
Acid pools added.
Undead water part of the zone added to the southern lake.
Air Sail location added to lake island.
Umbreal Weather removed.
Bug fixes: Removal of extra floating bush.
Logos System overhauled
Cure L replaced with Second Wind L
Cure II L replaced with Cure L.
Ablity to level up Logo actions. Most actions can be leveled to level 2 or 3.
Which each level increases the potency, odds of effect, decreased cooldown, increase of the effect.
To level these skills up you must trade Eureka light Crystals. Which can be earned from Aetherial Light.
Each upgrade requires a untradeable NM item. Some of these can come from Eureka Dungeons.
Spirit of the Remembered I, +10%HP +30%Acc 70% of Auto Raise
Spirit of the Remembered II, +15%HP +40%Acc 80% of Auto Raise
Spirit of the Remembered III, +20%HP +50%Acc 80% of Auto Raise, Removal of Weakness.
Wisdom of the Aetherweaver I, Increases magical damage dealt by +60%
Wisdom of the Aetherweaver II, Increases magical damage dealt by +70%, Additional Effect: Increases Banish damage for undead enemies by 30%
Wisdom of the Aetherweaver III, Increases magical damage dealt by +80%, Additional Effect: Increases Banish damage for undead enemies by 60%
Wisdom of the Martialist I, Increases damage dealt by +40%
Wisdom of the Martialist II, Increases damage dealt by +50%, Increased Smite damage by 20%
Wisdom of the Martialist III, Increases damage dealt by +60%, Increased Smite damage by 40%
Wisdom of the Platebearer I, Increases defense by 3000 and maximum HP by 50%
Wisdom of the Platebearer II, Increases defense by 3300 and maximum HP by 55%
Wisdom of the Platebearer III, Increases defense by 3600 and maximum HP by 60%
Wisdom of the Guardian I, Increases defense by 1800 and maximum HP by 10%
Wisdom of the Guardian II, Increases defense by 2000 and maximum HP by 15%,
Wisdom of the Guardian III, Increases defense by 2200 and maximum HP by 15%, Resist all illnesses +10%
Wisdom of the Ordained I, Increases maximum MP by 50% and healing magic potency by 25%
Wisdom of the Ordained II, Increases maximum MP by 70% and healing magic potency by 30%
Wisdom of the Ordained III, Increases maximum MP by 90% and healing magic potency by 30%, Resist all illnesses +10%
Wisdom of the Skirmisher I, Increases damage dealth by 20%
Wisdom of the Skirmisher II, Increases damage dealth by 30%
Wisdom of the Skirmisher III, Increases damage dealth by 40%, Resist all illnesses +10%
Wisdom of the Watcher I, Increases evasion by 25% while reducing damage dealt by 5%
Wisdom of the Watcher II, Increases evasion by 30% while reducing damage dealt by 5%
Wisdom of the Watcher III, Increases evasion by 30%
Wisdom of the Templar I, Increases healing magic potency by 50% and maximum HP by 30%, while reducing damage dealth by 5%
Wisdom of the Templar II, Increases healing magic potency by 60% and maximum HP by 30%, Resist all illnesses +20%
Wisdom of the Templar III, Increases healing magic potency by 60% and maximum HP by 35%, Resist all illnesses +40%
Wisdom of the Irregular I, Increases damage dealt by 30% while reducing magic defense by 60%
Wisdom of the Irregular II, Increases damage dealt by 40% while reducing magic defense by 60%
Wisdom of the Irregular III, Increases damage dealt by 50% while reducing magic defense by 60%
Wisdom of Breathtaker I, Increases poison resistance and movement speed, including mount speed, and evasion by 10%
Wisdom of Breathtaker II, Increases resistance to all illnesses by 20% and movement speed, including mount speed, and evasion by 10%, Prevents Weather debuffs
Wisdom of Breathtaker III, Increases resistance to all illnesses by 40% speed, including mount speed, and evasion by 10%, Prevents Weather debuffs, Prevents survival floor damage
Protect I, Increases physical defense of the target by 1000, Duration 30m.
Protect II, Increases physical defense of the target by 1000, Duration 60m.
Protect III, Increases physical defense of the target by 1000, Duration 60m, HP Boost+1.
Shell I, Increases magic defense of the target by 1000, Duration 30m.
Shell II, Increases magic defense of the target by 1000, Duration 60m.
Shell III, Increases magic defense of the target by 1000, Duration 60m, HP Boost+1.
Death I, KOs target. The less the targets HP, the greater the chance of success. Casting 5s, Recast 300s.
Death II, KOs target. The less the targets HP, the greater the chance of success. Casting 3s, Recast 250s.
Death III, KOs target. The less the targets HP, the greater the chance of success. Casting 1s, Recast 200s.
Focus I, Grants a stack of Boost, up to a maximum of 16. Boost Bonus: Increases potency of next weaponskill by 30% per stack. (Total Potency 480)
Focus II, Grants a stack of Boost, up to a maximum of 8. Boost Bonus: Increases potency of next weaponskill by 60% per stack. (Total Potency 480)
Focus III, Grants a stack of Boost, up to a maximum of 8. Boost Bonus: Increases potency of next weaponskill by 70% per stack. (Total Potency 560)
Paralyze I, Afficts target with Paralysis.
Paralyze II, Afficts target with Paralysis. Deals unaspect damage over time 60s. Potency 100
Paralyze III, Afficts target with Paralysis. Deals unaspect damage over time 60s. Potency 200
Paralyze 3 I, Afficts target and all nearby enemies with Paralysis.
Paralyze 3 II, Afficts target and all nearby enemies with Paralysis. Deals unaspect damage over time 60s. Potency 100
Paralyze 3 III, Afficts target and all nearby enemies with Paralysis. Deals unaspect damage over time 60s. Potency 200
Swift I, Greatly increases movement speed.
Swift II, Greatly increases movement speed for party.
Swift III, Greatly increases movement speed and reduced damage by 5% for the whole party.
Featherfoot I, Increases evasion by 15%.
Featherfoot II, Increases evasion by 20%.
Featherfoot III, Increases evasion by 20%, Resist Death+100%.
Spirit Dart I, Delivers a ranged attack with a potency of 100. Addional Effect: Afficts target with Spirit Dart, increasing damage taken by 8%.
Spirit Dart II, Delivers a ranged attack with a potency of 150. Addional Effect: Afficts target with Spirit Dart, increasing damage taken by 8%.
Spirit Dart III, Delivers a ranged attack with a potency of 150. Addional Effect: Afficts target with Spirit Dart, increasing damage taken by 10%.
Catastrophe I, Deals unaspected damage to all nearby enemies with a potency of 4000, while dealing damage with a potency of 999,999 to self.
Catastrophe II, Deals unaspected damage to all nearby enemies with a potency of 4300, while dealing damage with a potency of 999,999 to self.
Catastrophe III, Deals unaspected damage to all nearby enemies with a potency of 4600, while dealing damage with a potency of 999,999 to self.
Dispel I, Removes one beneficial status from target.
Dispel II, Removes one beneficial status from target. Increases the chance of Dispel.
Dispel III, Removes one beneficial status from target. Further increases the chance of Dispel.
Feint I, Delivers an attack with a potency of 100. Additional Effect: Reduces target's evasion.
Feint II, Delivers an attack with a potency of 150. Additional Effect: Reduces target's evasion.
Feint III, Delivers an attack with a potency of 150. Additional Effect: Reduces target's evasion. Addional Effect: Afficts target with Feint, increasing damage taken by 3%.
Stealth I, Hide from enemies. Reducing movement speed by 50%.
Stealth II, Hide from enemies. Reducing movement speed by 25%.
Stealth III, Hide from enemies.
Aetherial Manipulation I, Rush to targets side. Unable to cast if bound.
Aetherial Manipulation II, Rush to targets side. Unable to cast if bound. Grants a stack of boost, up to the maximum of 1. Increases potency of next damage or healing potency spell by 10% per stack.
Aetherial Manipulation III, Rush to targets side. Unable to cast if bound. Grants a stack of boost, up to the maximum of 1. Increases damage or healing potency of next spell by 20% per stack.
Backstep I, Jump 10 yalms back from from current position. Cannot be executed while bound.
Backstep II, Jump 10 yalms back from from current position. Cannot be executed while bound. Physical Damage reduction during jump 5%.
Backstep III, Jump 10 yalms back from from current position. Cannot be executed while bound. Physical Damage reduction during jump 10%.
Tramquilizer I, Stun target.
Tramquilizer II, Stun target. Increases the chance of Stun.
Tramquilizer III, Stun target. Further increases the chance of Stun.
Bloodbath I, Converts a portion of damage dealt into HP.
Bloodbath II, Converts a larger portion of damage dealt into HP.
Bloodbath III, Converts a even larger portion of damage dealt into HP.
Rejuvenate I, Instantly restores 500TP and 50% maximum MP.
Rejuvenate II, Instantly restores 600TP and 60% maximum MP.
Rejuvenate III, Instantly restores 700TP and 70% maximum MP.
Haymaker I, Delivers an attack with a potency of 300. Can only be executed immediately after evading an attack. Additional Effect: Slow+20%
Haymaker II, Delivers an attack with a potency of 400. Can only be executed immediately after evading an attack. Additional Effect: Slow+20%
Haymaker III, Delivers an attack with a potency of 500. Can only be executed immediately after evading an attack. Additional Effect: Slow+20%
Rapid Recast I, Shortens recast time for next ability used by 50%.
Rapid Recast II, Shortens recast time for next ability used by 55%.
Rapid Recast III, Shortens recast time for next ability used by 60%.
Cure I/Second Wind I, Restores Self's HP. Cure Potency. 9000.
Cure II/Second Wind II, Restores Self's HP. Cure Potency. 9500.
Cure III/Second Wind III, Restores Self's HP. Cure Potency. 10000.
Cure 2 I, Restores Target's HP. Cure Potency. 12000.
Cure 2 II, Restores Target's HP. Cure Potency. 12500.
Cure 2 III, Restores Target's HP. Cure Potency. 13000.
Stoneskin I, Creates a barrier around the target that absorbs damage totaling 10% of the target's maximum HP.
Stoneskin II, Creates a barrier around the target that absorbs damage totaling 20% of the target's maximum HP.
Stoneskin III, Creates a barrier around the target that absorbs damage totaling 30% of the target's maximum HP.
Cure 3 I, Restores HP of target and all party members nearby target. Cure Potency: 9000.
Cure 3 II, Restores HP of target and all party members nearby target. Cure Potency: 9500.
Cure 3 III, Restores HP of target and all party members nearby target. Cure Potency: 10000.
Regen I, Grants healing over time effect to target. Cure Potency: 2500.
Regen I, Grants healing over time effect to target. Cure Potency: 3000.
Regen I, Grants healing over time effect to target. Cure Potency: 3500.
Esuna I, Removes a single detrimental effect from target.
Esuna II, Removes a single detrimental effect from target. Removes active weather debuff.
Esuna III, Removes a single detrimental effect from target. Removes active weather debuff. Removes Trap illness.
Incense I, Gesture threadteningly, placing yourself at the top of the target's enmity list and increasing enmity generation.
Incense II, Gesture threadteningly, placing yourself at the top of the target's enmity list and increasing enmity generation. Increases attack potency by 3% for 15s
Incense III, Gesture threadteningly, placing yourself at the top of the target's enmity list and increasing enmity generation. Increases attack potency by 6% for 15s
Raise I, Resurrects target to a weaken state.
Raise II, Resurrects target to a weaken state.
Raise III, Resurrects target & nearby targets of a 10-yalm radius to a weaken state.
Bravery I, Increases target's damage dealt by 10%.
Bravery II, Increases target's damage dealt by 13%.
Bravery III, Increases target's damage dealt by 16%.
Solid Shield I, Reduces physical damage taken by 99%. Duration 8s
Solid Shield II, Reduces physical damage taken by 99%. Duration 10s
Solid Shield III, Reduces physical damage taken by 99%. Duration 12s
Magic Shield I, Reduces magic damage taken by 99%. Duration 8s
Magic Shield II, Reduces magic damage taken by 99%. Duration 10s
Magic Shield III, Reduces magic damage taken by 99%. Duration 12s
Reflect I, Creates a magic-reflecting barrier around self or party member.
Reflect II, Creates a magic-reflecting barrier around self or party member. Lowers target's magic defense by 1000.
Reflect III, Creates a magic-reflecting barrier around self or party member. Lowers target's magic defense by 2000.
Smite I, Delivers an attack with a potency of 1000. Can only be executed when your HP is below 50%. Additional Effect: Restores an amount of own HP proportional to damage dealt.
Smite II, Delivers an attack with a potency of 1250. Can only be executed when your HP is below 50%. Additional Effect: Restores an amount of own HP proportional to damage dealt.
Smite III, Delivers an attack with a potency of 1500. Can only be executed when your HP is below 50%. Additional Effect: Restores an amount of own HP proportional to damage dealt.
Refresh I, Increases the amount of magia aether regenerated over time by self and nearby party members.
Refresh II, Further increases the amount of magia aether regenerated over time by self and nearby party members.
Refresh III, Fully restores the magia aether of self and nearby party members.
Banish I, Deals unaspected damage with potency of 200. Additional Effect: Afficts undead targets with Banish L increases damage taken by 25%.
Banish II, Deals unaspected damage with potency of 300. Additional Effect: Afficts undead targets with Banish L increases damage taken by 50%.
Banish III, Deals unaspected damage with potency of 400. Additional Effect: Afficts undead targets with Banish L increases damage taken by 50% and KOs target. The less the targets HP, the greater the chance of success.
Banish 3 I, Deals unaspected damage with a potency of 150 to a target and all enemies nearby it. Additional Effect: Afficts undead targets with Banish, increasing damage taken by 25%.
Banish 3 II, Deals unaspected damage with a potency of 200 to a target and all enemies nearby it. Additional Effect: Afficts undead targets with Banish, increasing damage taken by 50%.
Banish 3 III, Deals unaspected damage with a potency of 250 to a target and all enemies nearby it. Additional Effect: Afficts undead targets with Banish, increasing damage taken by 75%.
Magic Burst I, Increases spell damage by 100% while increasing MP cost.
Magic Burst II, Increases spell damage by 125% while increasing MP cost.
Magic Burst III, Increases spell damage by 150% while increasing MP cost.
Double Edge I, Increases physical damage dealt while dealing damage to self over time. Stacks increase every 3 seconds, up to a maximum of 16. For each stack, physical damage dealt is increased by 15%, and potency of damage dealt to self increases by 1200.
Double Edge II, Increases physical damage dealt while dealing damage to self over time. Stacks increase every 3 seconds, up to a maximum of 8. For each stack, physical damage dealt is increased by 30%, and potency of damage dealt to self increases by 2400.
Double Edge III, Increases physical damage dealt while dealing damage to self over time. Stacks increase every 3 seconds, up to a maximum of 8. For each stack, physical damage dealt is increased by 30%, and potency of damage dealt to self increases by 2000.
Eagle Eye Shot I, Delivers a ranged attack with a potency of 80. Potency increases up to 1000% the lower the targets HP. Generates sigmificant enmity upon use.
Eagle Eye Shot II, Delivers a ranged attack with a potency of 90. Potency increases up to 1000% the lower the targets HP. Generates sigmificant enmity upon use.
Eagle Eye Shot III, Delivers a ranged attack with a potency of 100. Potency increases up to 1000% the lower the targets HP. Generates sigmificant enmity upon use.
Perception I, Reveals all traps within 15-yalm radius. If no traps exist with 15 yalms, detects whether any traps are present within a 36-yalm radius. (Only dungeon use.)
Perception II, Reveals all traps & hidden gathering nodes within 15-yalm radius. If no traps exist with 15 yalms, detects whether any traps are present within a 36-yalm radius.
Perception III, Reveals all traps & hidden gahtering nodes & hidden chests within 15-yalm radius. If no traps exist with 15 yalms, detects whether any traps are present within a 36-yalm radius.
Wisdom of the Elder I, Increases magic damage dealt by 35% and magic defense by 1000, while decreasing spell MP cost.
Wisdom of the Elder II, Increases magic damage dealt by 45% and magic defense by 1200, while decreasing spell MP cost.
Wisdom of the Elder III, Increases magic damage dealt by 55% and magic defense by 1400, while decreasing spell MP cost.
Wisdom of the Duelist I, Increases physical damage dealt by 40% and maximum HP by 15%, while decreasing weaponskill TP cost.
Wisdom of the Duelist II, Increases physical damage dealt by 50% and maximum HP by 18%, while decreasing weaponskill TP cost.
Wisdom of the Duelist III, Increases physical damage dealt by 60% and maximum HP by 20%, while decreasing weaponskill TP cost.
Wisdom of the Fiendhunter I, Increases physical damage dealt by 25% and evasion by 25%.
Wisdom of the Fiendhunter II, Increases physical damage dealt by 35% and evasion by 27%.
Wisdom of the Fiendhunter III, Increases physical damage dealt by 45% and evasion by 30%.
Wisdom of the Indomitable I, Increases defense by 2000. Grants one stack of HP boost each time damage equal to or greater than half of maximum HP is taken from a single-target attack.
Wisdom of the Indomitable II, Increases defense by 2200. Grants one stack of HP boost each time damage equal to or greater than half of maximum HP is taken from a single-target attack.
Wisdom of the Indomitable III, Increases defense by 2400. Grants one stack of HP boost each time damage equal to or greater than half of maximum HP is taken from a single-target attack.
Sacrifice I, Restores 100% of target's HP, even if target is KO'd. Additional Effect: Inflicts Doom on self.
Sacrifice II, Restores 100% of target's HP, even if target is KO'd. Small chance of action working on nearby targets 10-yalms away from target. Additional Effect: Inflicts Doom on self.
Sacrifice III, Restores 100% of target's HP, even if target is KO'd. Small Chance of action working on nearby targets 20-yalms away from target. Additional Effect: Inflicts Doom on self.
New Logos spirits added
Spirit of the Serpent I, Resist Poison+30%, Resist Charm+30%
Spirit of the Night I, Resist Sleep+30%, Resist Heavy+30%
Spirit of the Stillness I, Resist Stun+30%, Resist Bind+30%
Spirit of the Sightless I, Resist Blind+30%, Resist Slow+30%
Spirit of the Cold I, Resist Frozen+30%, Resist Paralyze+30%
Spirit of the Leech I, Resist Bleed+30%, Resist Curse+30%
Spirit of the Undead I, Resist Death+10%, Resist Petrify+30%
Spirit of the Serpent II, Resist Poison+60%, Resist Charm+60%
Spirit of the Night II, Resist Sleep+60%, Resist Heavy+60%
Spirit of the Stillness II, Resist Stun+60%, Resist Bind+60%
Spirit of the Sightless II, Resist Blind+60%, Resist Slow+60%
Spirit of the Cold II, Resist Frozen+60%, Resist Paralyze+60%
Spirit of the Leech II, Resist Bleed+60%, Resist Curse+60%
Spirit of the Undead II, Resist Death+20%, Resist Petrify+60%
Spirit of the Serpent III, Resist Poison+90%, Resist Charm+90%
Spirit of the Night III, Resist Sleep+90%, Resist Heavy+90%
Spirit of the Stillness III, Resist Stun+90%, Resist Bind+90%
Spirit of the Sightless III, Resist Blind+90%, Resist Slow+90%
Spirit of the Cold III, Resist Frozen+90%, Resist Paralyze+90%
Spirit of the Leech III, Resist Bleed+90%, Resist Curse+90%
Spirit of the Undead III, Resist Death+30%, Resist Petrify+90%
New Logos Actions
Defuse I, Tank Roles only. 30/30 Take no damage from seen traps. Duration 15s.
Defuse II, Tank Roles only. 30/30 Take no damage from seen traps. Makes enemies take 10% trap damage when on trap. Duration 15s.
Defuse III, Tank Roles only. 30/30 Take no damage from seen traps. Makes enemies take 15% trap damage when on trap. Duration 15s.
Side notes for Eureka
Pop items NMs dropped from trash/mutate enemies. Extra Details: NM claim works the same as treasure map enemy claim. All Nms will be scaled to their level and for a party of 8. Players above elemental level can solo them without a group. Spawning NMs comes with a 5-8min despawn & 5min cooldown.
Merging Pagos & Pyros Aetherial Lights and be able to earn it from any Eureka zone, including Anemos.
Logos system brought over to Pagos & Anemos.
Shop NPC will be next to lock box NPC in Anemos & Pagos for ease of use. (Be able to sell items for gil nearby the lock box npc.)
Anemos enemies can now Mutate now.
Double/Triple Mutations with greater loot rewards. (Mutates will be instant/extremely fast casting time.)
With Logo system being added to Anemos, so will the Elemental Armor sets.
Elemental Armor Sets with custom Eureka Effects: bonuses with light gain. (Elemental EXP bonus, Elemental Attack, Elemental Defense, Elemental accuracy: increased accuracy for enemies above your level.)
Bunny mount reward being added to Anemos.
Bunny mount reward being added to Pagos.
High Tier Spawn items from lock boxes. "Cassie, King Artho, etc."
More then double the amount of NMs added per zone. Around 35-40 per zone.
Aetherial Light added to Anemos & Hydatos.
Aetherial Light values will no longer be random. Based on elemental exp gain growth based for that eureka zone.
Aetherial Light is no longer unlocked & limited in the Elemental Weapon Trial. Option is given to you as soon as you reach max level in a Eureka zone.
Aetherial Light will audio reward you a Eureka Crystal and reset once full.
Eureka Crystals being new exchange item for relic quest and armor purchase. Can be used to buy any protean crystal. (Work around for allowing players to collect 999+ light instead of 9.)
Be able to earn different types of Logos Crystals from other zones and use them to make new traits and skills.
Can no longer stun mutations in progress.
Will not be able to change class, kick, invite other players while items are still in loot.