-Corrected the location of the second quest marker in the quest "Seashells by the Seashore."
-Shortened the output when Targeting Modes are selected.
-Added the output for Targeting Mode C, and modified the help text for the /tmode command.
-Added the output for /directtarget.
-Added the auto-translate for /directtarget.
-Corrected a typo in the HP bar help text. "All" now states it shows for all enemies and players rather than just enemies.
-Corrected a typo in the /erank command. It previously stated it "Displays HP bars for enemies", and now states "Displays rank values for enemies."
-Corrected the french translation for "Fishtack." It was previously "[fr]."
Monday, May 23, 2011
Wednesday, May 18, 2011
Monster Race List
1001,FRはねとかげ (仮)
1002,ラプトル (仮)
1003,ヤックル (仮)
1004,グリフォン (仮)
1005,マンドリル (仮)
1006,ベルゼブブ (仮)
1007,バジリスク (仮)
1008,クジャタ (仮)
1009,サボテンダー (仮)
1010,モルボル (仮)
1011,蜘蛛 (仮)
1012,鳥 (仮)
1013,サンショウウオ (仮)
1014,ウルフ (仮)
1015,イノシシ (仮)
1016,ボム
1017,アーリマン (仮)
1018,リビングデッド (仮)
1019,ワイト
1020,コカトリス
1021,鉱虫 (仮)
1022,サラマンダー
1023,毛長牛 (仮)
1024,魔導アーマー (仮)
1025,オーガ (仮)
1026,ガルキマセラ (仮)
1027,花お化け (仮)
1028,トレント (仮)
1029,アプカル (元アザラシ) (仮)
1030,シロアリ (仮)
1031,ギガントード (仮)
1032,クァール (仮)
1033,グーブー (元ジャイアント) (仮)
1034,プリン (仮)
1035,ガーゴイル (仮)
1038,ワイバーン (仮)
1039,小さい虫 (仮)
1040,レミング (仮)
1041,コウモリ (仮)
1042,ナメクジ (仮)
1043,プチゴースト (仮)
1044,ファーブル
1045,ピラニア (仮)
1046,ファイヤエレメンタル (仮)
1047,アイスエレメンタル (仮)
1048,エアエレメンタル (仮)
1049,アースエレメンタル (仮)
1050,サンダーエレメンタル (仮)
1051,ウォーターエレメンタル (仮)
1052,エレメンタル (汎用) (仮)
1053,飛ぶ虫の群れ (仮)
1054,クラゲ (仮)
1055,ザトウムシ (仮)
1056,チゴー (仮)
1057,ハリモグラ (仮)
1058,蛍 (仮)
1059,キノコ (仮)
1060,シープ (元渡り鳥) (仮)
1062,スプリガン
1063,キキルン
1064,イクサル
1065,アマルジャ
1066,コボルド
1067,シルフ
1068,ドラゴン (仮)
1069,アシエン
1070,帝国兵 (仮)
1071,賊 (仮)
1072,海賊 (仮)
1073,イフリート
1074,タイタン
1076,クラブ (仮)
1081,エリマキトカゲ (仮)
1098,カーシー (仮)
1099,妖火 (仮)
1100,ウィル・オー・ウィスプ (仮)
1101,戦士 (仮)
1102,障害物 (仮)
1103,ゴブリン
1002,ラプトル (仮)
1003,ヤックル (仮)
1004,グリフォン (仮)
1005,マンドリル (仮)
1006,ベルゼブブ (仮)
1007,バジリスク (仮)
1008,クジャタ (仮)
1009,サボテンダー (仮)
1010,モルボル (仮)
1011,蜘蛛 (仮)
1012,鳥 (仮)
1013,サンショウウオ (仮)
1014,ウルフ (仮)
1015,イノシシ (仮)
1016,ボム
1017,アーリマン (仮)
1018,リビングデッド (仮)
1019,ワイト
1020,コカトリス
1021,鉱虫 (仮)
1022,サラマンダー
1023,毛長牛 (仮)
1024,魔導アーマー (仮)
1025,オーガ (仮)
1026,ガルキマセラ (仮)
1027,花お化け (仮)
1028,トレント (仮)
1029,アプカル (元アザラシ) (仮)
1030,シロアリ (仮)
1031,ギガントード (仮)
1032,クァール (仮)
1033,グーブー (元ジャイアント) (仮)
1034,プリン (仮)
1035,ガーゴイル (仮)
1038,ワイバーン (仮)
1039,小さい虫 (仮)
1040,レミング (仮)
1041,コウモリ (仮)
1042,ナメクジ (仮)
1043,プチゴースト (仮)
1044,ファーブル
1045,ピラニア (仮)
1046,ファイヤエレメンタル (仮)
1047,アイスエレメンタル (仮)
1048,エアエレメンタル (仮)
1049,アースエレメンタル (仮)
1050,サンダーエレメンタル (仮)
1051,ウォーターエレメンタル (仮)
1052,エレメンタル (汎用) (仮)
1053,飛ぶ虫の群れ (仮)
1054,クラゲ (仮)
1055,ザトウムシ (仮)
1056,チゴー (仮)
1057,ハリモグラ (仮)
1058,蛍 (仮)
1059,キノコ (仮)
1060,シープ (元渡り鳥) (仮)
1062,スプリガン
1063,キキルン
1064,イクサル
1065,アマルジャ
1066,コボルド
1067,シルフ
1068,ドラゴン (仮)
1069,アシエン
1070,帝国兵 (仮)
1071,賊 (仮)
1072,海賊 (仮)
1073,イフリート
1074,タイタン
1076,クラブ (仮)
1081,エリマキトカゲ (仮)
1098,カーシー (仮)
1099,妖火 (仮)
1100,ウィル・オー・ウィスプ (仮)
1101,戦士 (仮)
1102,障害物 (仮)
1103,ゴブリン
Saturday, April 30, 2011
FFXIV Event - Rebirth of the Grand Companies
NPCs are going to appear in each capital and offer new quests. These new quests are summarized below.
Limsa Lominsa
- The knights of barracuda are gathering intel on new activities by the garlean empire.
- The admiral (Merlwyb) is gathering information to ensure they are not caught offguard. She is trying to get all the pirates to set aside differences and work together to stand against the threat. You are asked to help coax them into helping, being sent to informants on the pirates to learn what they want most.
- Merlwyb used to forgive and forget the crimes of any who would join the Maelstrom (the grand company), as long as they helped save the nation from utter destruction. The Holy See of Ishgard grants the same absolution to those who take up arms against The Wyrmking's Horde.
- The Maelstrom is a "grand fleet."
- Merlwyb faces many challenges, but her leadership is the only one that can lead all the pirates through it. The pirates need direction.
- The cloaked individuals are "imperial operatives." Garlean agents.
- You are asked to deliver 5 letters (orders with the admiral's seal) by the guard to fellow knights; it is imperative they are delivered.
- A strange band of brigands are taking up residence in a cave near Bearded Rock. They are wanting to invade the city-state in order to locate someone.
- Fifteen summers ago, the Empire razed Ala Mhigo, and since, no airships have been spotted past Mor Dhona. Whole fleets of garleans are going across the sky very often.
- You are sent to the cave, as it was seen that the garlean agents are meeting there. Knights are sent there as well.
- When you arrive, you save Kopel Yorpel's life, who is an inventor and engineer of Garlond Ironworks. He was heading to Merlwyb and ambushed by imperial agents. He fled to the cave, and is carrying an important message for her.
- "What is the Garlond Ironworks, you ask? I am surprised you have yet to hear of them. The Garlond Ironworks comprises one of the largest collectives of scholars and engineers in the whole realm. It is they who work to uncover the secrets of the Empire's machina, and it is their findings that will help us to destroy them."
Gridania
- The Lotus Stand is where the three Seedseers hold counsel. They are rarely seen, as they spend their days in the forest.
- Many garleans are showing up in the forest.
- You are sent to meet five forestborn, those who wander the Twelveswood. You want to find out if they have seen the seers.
- The seers are asking to "bolster Gridania's vigil." The seers worry that the large number of adventurers leaving and entering Gridania may "... present an open invitation to imperial agents to slip through our borders."
- The sixth Umbral Era nearly brought about the end of all things.
- A great seedseer banded the seers together, and rallied many souls from across the realm, and saved Eorzea.
- The earth and trees are shaking violently from all the Garlean's mechanics and airships. There are many of them, and it seems they might set upon Gridania "with all their might."
- Many people want the reformation of the Grand Companies.
- If the Garleans ever attack, the seedseers will take refuge in the city, for they are the forest, and the forest is where they belong.
- The Gridanias are very defensive, even getting angry at Uldahn's simply setting up shop.
- Gridania may not have the materials of war to hold back an invasion.
- The Garleans do not care about the elementals, and they are angering them. They are not caring about the wood, destroying things and having no regard for life.
- They are planning to hold a Rite of Cleansing, to remove the greenwrath and bring harmony to the wood. You are asked to assist in this by going to all the guilds as a messenger, telling them of the rite, and that "the time of offerings has come."
- A terrible darkness is descending over Eorzea, and the rite is not only for Gridania.
- The archery guild is giving escorts to botanists that are gathering materials for Gridania.
- A great tree south of Bentbranch has been profaned. The wounds give great cause for concern, as they are great beast claws or a very large blade. You are sent to this tree.
- Garleans attack, and you save people named Bardo and Yayatu. Both are of the Garlond Ironworks. They were on their way to Gridania when they were blocked by imperials and they hid.
- A very large, very bright (bright as the sun) creature "...went for them Garlean bastards like a bloody fury." A Garlean stabbed it, and the light went away, and the creature disappeared. The whole forest went cold, very cold.
- Gridania is very mad and furious that Garleans attacked the tree. The head of the Garlond Ironworks informs Gridania of the situation. "If the wounds on that tree were made by someone or some thing from outside the Twelveswood... Gods help us all."
- Many Garlond Ironworks people were born north in Garlemaid, and "...flee by way of Ala Mhigo to Eorzea, seeking asylum."
- You are given a reward.
Ul'dah
- It is believed that the garleans will assault Gridania.
- The three nations are moving to resurrect the Grand Companies. The Immortal Flames of Ul'dah is also forming, and they are gathering people from all over (and many from the coliseum).
- You are asked to roam the city and find word of warriors. You are sent to specific places in Ul'dah to gather information.
- Lineage and land means nothing to the Immortal Flames, simply any and all proven warriors are welcomed into the ranks. The people of Ul'dah support this ideal.
- Sightings of Garlean airships is increasing each day.
- If the Grand Companies are reborn, the Ul'dah will require vast restructuring. "The great bonds between each nation will be reforged!"
- A man speaks of someone named "Raubahn Aldynn" as a great warrior and former owner and champion of the coliseum. This man will eventually be known as the leader of the Immortal Flames. He has never seen anyone else with his prowess in battle. He is planned to be enlisted immediately.
- An Ul'dahn airship was shot down by Garleans. No one wants to use the airships anymore for fear of safety.
- Brother Peneli Zuneli asks you to deliver five talismans on behalf of "Milvaneth Sacrarium" to charitable people for peace, and to hasten their return to "more profitable endeavors."
- The alchemists are battling disease and illness. The talisman has renewed their urge to cure patients, and given new hope.
- When you return, you are sent to the wreckage of the airship due to a sighting of bandits rifling through the remains of the vessel.
- At the airship, Garlean agents attack two members of the Garlond Ironworks, sent to survey the wreckage of the airship. You save them, and it turns out that they were not bandits, but agents.
- Donations have begun to be accepted to build a building to inspire people to oppose the empire and instill morale. It is called the " Sepulchre of Garlem."
Limsa Lominsa
- The knights of barracuda are gathering intel on new activities by the garlean empire.
- The admiral (Merlwyb) is gathering information to ensure they are not caught offguard. She is trying to get all the pirates to set aside differences and work together to stand against the threat. You are asked to help coax them into helping, being sent to informants on the pirates to learn what they want most.
- Merlwyb used to forgive and forget the crimes of any who would join the Maelstrom (the grand company), as long as they helped save the nation from utter destruction. The Holy See of Ishgard grants the same absolution to those who take up arms against The Wyrmking's Horde.
- The Maelstrom is a "grand fleet."
- Merlwyb faces many challenges, but her leadership is the only one that can lead all the pirates through it. The pirates need direction.
- The cloaked individuals are "imperial operatives." Garlean agents.
- You are asked to deliver 5 letters (orders with the admiral's seal) by the guard to fellow knights; it is imperative they are delivered.
- A strange band of brigands are taking up residence in a cave near Bearded Rock. They are wanting to invade the city-state in order to locate someone.
- Fifteen summers ago, the Empire razed Ala Mhigo, and since, no airships have been spotted past Mor Dhona. Whole fleets of garleans are going across the sky very often.
- You are sent to the cave, as it was seen that the garlean agents are meeting there. Knights are sent there as well.
- When you arrive, you save Kopel Yorpel's life, who is an inventor and engineer of Garlond Ironworks. He was heading to Merlwyb and ambushed by imperial agents. He fled to the cave, and is carrying an important message for her.
- "What is the Garlond Ironworks, you ask? I am surprised you have yet to hear of them. The Garlond Ironworks comprises one of the largest collectives of scholars and engineers in the whole realm. It is they who work to uncover the secrets of the Empire's machina, and it is their findings that will help us to destroy them."
Gridania
- The Lotus Stand is where the three Seedseers hold counsel. They are rarely seen, as they spend their days in the forest.
- Many garleans are showing up in the forest.
- You are sent to meet five forestborn, those who wander the Twelveswood. You want to find out if they have seen the seers.
- The seers are asking to "bolster Gridania's vigil." The seers worry that the large number of adventurers leaving and entering Gridania may "... present an open invitation to imperial agents to slip through our borders."
- The sixth Umbral Era nearly brought about the end of all things.
- A great seedseer banded the seers together, and rallied many souls from across the realm, and saved Eorzea.
- The earth and trees are shaking violently from all the Garlean's mechanics and airships. There are many of them, and it seems they might set upon Gridania "with all their might."
- Many people want the reformation of the Grand Companies.
- If the Garleans ever attack, the seedseers will take refuge in the city, for they are the forest, and the forest is where they belong.
- The Gridanias are very defensive, even getting angry at Uldahn's simply setting up shop.
- Gridania may not have the materials of war to hold back an invasion.
- The Garleans do not care about the elementals, and they are angering them. They are not caring about the wood, destroying things and having no regard for life.
- They are planning to hold a Rite of Cleansing, to remove the greenwrath and bring harmony to the wood. You are asked to assist in this by going to all the guilds as a messenger, telling them of the rite, and that "the time of offerings has come."
- A terrible darkness is descending over Eorzea, and the rite is not only for Gridania.
- The archery guild is giving escorts to botanists that are gathering materials for Gridania.
- A great tree south of Bentbranch has been profaned. The wounds give great cause for concern, as they are great beast claws or a very large blade. You are sent to this tree.
- Garleans attack, and you save people named Bardo and Yayatu. Both are of the Garlond Ironworks. They were on their way to Gridania when they were blocked by imperials and they hid.
- A very large, very bright (bright as the sun) creature "...went for them Garlean bastards like a bloody fury." A Garlean stabbed it, and the light went away, and the creature disappeared. The whole forest went cold, very cold.
- Gridania is very mad and furious that Garleans attacked the tree. The head of the Garlond Ironworks informs Gridania of the situation. "If the wounds on that tree were made by someone or some thing from outside the Twelveswood... Gods help us all."
- Many Garlond Ironworks people were born north in Garlemaid, and "...flee by way of Ala Mhigo to Eorzea, seeking asylum."
- You are given a reward.
Ul'dah
- It is believed that the garleans will assault Gridania.
- The three nations are moving to resurrect the Grand Companies. The Immortal Flames of Ul'dah is also forming, and they are gathering people from all over (and many from the coliseum).
- You are asked to roam the city and find word of warriors. You are sent to specific places in Ul'dah to gather information.
- Lineage and land means nothing to the Immortal Flames, simply any and all proven warriors are welcomed into the ranks. The people of Ul'dah support this ideal.
- Sightings of Garlean airships is increasing each day.
- If the Grand Companies are reborn, the Ul'dah will require vast restructuring. "The great bonds between each nation will be reforged!"
- A man speaks of someone named "Raubahn Aldynn" as a great warrior and former owner and champion of the coliseum. This man will eventually be known as the leader of the Immortal Flames. He has never seen anyone else with his prowess in battle. He is planned to be enlisted immediately.
- An Ul'dahn airship was shot down by Garleans. No one wants to use the airships anymore for fear of safety.
- Brother Peneli Zuneli asks you to deliver five talismans on behalf of "Milvaneth Sacrarium" to charitable people for peace, and to hasten their return to "more profitable endeavors."
- The alchemists are battling disease and illness. The talisman has renewed their urge to cure patients, and given new hope.
- When you return, you are sent to the wreckage of the airship due to a sighting of bandits rifling through the remains of the vessel.
- At the airship, Garlean agents attack two members of the Garlond Ironworks, sent to survey the wreckage of the airship. You save them, and it turns out that they were not bandits, but agents.
- Donations have begun to be accepted to build a building to inspire people to oppose the empire and instill morale. It is called the " Sepulchre of Garlem."
Saturday, February 5, 2011
Enemy Body Part List
All possible hittable/possibly breakable enemy body parts.
body
right arm
right humerus
right claws
left arm
left humerus
left claws
legs
femur
roots
feet
head
horns
eye
skull
maw
mandibles
eyes
horns
right horn
right vines
right wart cluster
right leg
right whisker
right wing
left horn
left vines
left wart cluster
left leg
left whisker
left wing
shell
stinger
tail
ore cluster
abdomen
branch
body
right arm
right humerus
right claws
left arm
left humerus
left claws
legs
femur
roots
feet
head
horns
eye
skull
maw
mandibles
eyes
horns
right horn
right vines
right wart cluster
right leg
right whisker
right wing
left horn
left vines
left wart cluster
left leg
left whisker
left wing
shell
stinger
tail
ore cluster
abdomen
branch
Unimplemented Status Effects
All of these status effects aren't in the game for some reason or another. There are a few more, but they're dummies and boring and lame.
For the unimplemented class skills, I recommend checking out my other post.
Jump
Chatlog message: Jump
Status description: Impervious to all attacks.
Note: Unimplemented Lancer skill.
Couerl Step
Chatlog message: name gains the effect of Coeurl Step.Status description: Chance to be detected by enemies is reduced.
Note: This might be the unimplemented stealth mechanic.
Master of Arms
Chatlog message: name gains the effect of Master of Arms.Status description: Affinity is enhanced.
Note: Unimplemented Gladiator skill.
Note: Unimplemented Gladiator skill.
Status description: Attack power is enhanced in proportion to the amount of damage sustained.
Note: Unimplemented Gladiator Skill.
Battle Calm
Chatlog message: name gains the effect of Battle Calm.
Chatlog message: name gains the effect of Battle Calm.
Status description: Ensuring success and increasing power of next attack.
Note: Unimplemented Gladiator skill.
Rampage
Chatlog message: name gains the effect of Rampage.
Status description: Attack power is increasing with each successful attack.
Note: Unimplemented Marauder skill.
Outlast
Chatlog message: name gains the effect of Outlast.
Chatlog message: name gains the effect of Outlast.
Status description: Physical defense and evasion are enhanced.
Steadfast
Chatlog message: name gains the effect of Steadfast.
Chatlog message: name gains the effect of Steadfast.
Status description: Steadfast. Parry rate is increased while standing still.
Reraise
Chatlog message: name gains the effect of Reraise.
Chatlog message: name gains the effect of Reraise.
Status description: Enveloped by revitalizing magic which ensures resurrection upon being KO'd.
Note: Unimplemented Conjurer skill (Rank 38).
Soul Ward
Chatlog message: name gains the effect of Soul Ward.
Chatlog message: name gains the effect of Soul Ward.
Status description: Capable of resurrection upon being KO'd.
Note: Unimplemented Thaumaturge skill (Rank 38).
Haste
Chatlog message: name is hastened.Status description: The charge rate of the main hand stamina gauge is increased.
Chatlog message: name is doomed.
Status description: Will be KO'd when the doom counter reaches 0.
Flee
Chatlog message: name is fleeing.
Status description: Fleeing in terror.
Note: Inflicted by an unimplemented Thaumaturge ability, Mass Fear.
Chatlog message: name is charmed.
Status description: Enemy charms are preventing the execution of actions.
Note: Inflicted by an unimplemented Archer ability, Smite.
Chatlog message: name is fixated.
Status description: Unable to change directions.
Chatlog message: name is transfixed.
Status description: Unable to flee from the enemy.
Chatlog message: name is envenomed.
Status description: Sustaining envenom damage over time.
Chatlog message: name gains the effect of Refresh.
Status description: Regenerating MP over time.
Chatlog message: name is empowered.
Status description: All attributes are temporarily increased.
Note: This is the opposite of Imperiled, a debuff enemies already use (which lowers stats).
Chatlog message: name gains the effect of Adept.
Status description: Primary skill is temporarily increased.
Note: Used by high level wisps, such as Plasmoids.
Unimplemented Game Mechanics
Other stuff I'm not sure where to put.
- See DoT damage within your chat log.
"name suffers x points of damage from Poison."
- A new equip slot, Amulet? Localized as "Periapt."
- The ability to change party loot configuration, including the assigning of a "loot master."
- The ability to use an action called "Inscribe" on finished items when crafting. The JP description says it is carved into the item, so it's probably your name. Description of action:
"Inscribe your finished product."
- Battle regimens will state in the chat log the amount of increased damage of actions when used.
Battle Regimen bonus! Damage increased by x%.
- Some kind of counter? Message:
Counter! Name hits enemy. Damage increased by x%. Accuracy increased by x%.
Along with this, messages stating that "counter" and "counter support" for "name" is no longer valid. Counter seems to be an ability to counter, and an action called cover (which already exists?) allows you to counter for someone else. I know there's an action called Cover already, but this is something different. Could be old and scrapped.
- An action called "Expedite." It requires 50% of cast completion, and can't be performed on certain actions. Could be a new class skill, an unimplemented existing class skill, or scrapped.
- Magical shields. Also, glowing shields.
"name is enveloped in a magic shield."
"You are already using a magical shield."
"name's magical shield effect wears off."
"name's shield begins to glow."
"name's shield ceases to glow."
- The ability to "go all out?" Chat log message:
"name goes all out!"
- Stealth. Pugilist's unimplemented "Steal" skill references this:
"Rifle through an enemy's belongings, stealing a random item. Chance of success increases when stealthed."
There's an unimplemented skill called "Coeurl Step" that may actually be stealth. In addition to this, there are three types of "stealth attacks." Message:
"Name's stealth/overt/subtle attack hits name for x points of damage."
- Envenom, a damage over time.
"name suffers x points of damage from Envenom."
- Unknown stuff:
"Your destructive urges swell within you!"
"Your begin to anticipate your enemy's actions!"
"Your body courses with energy!"
"You are storing energy..."
- See DoT damage within your chat log.
"name suffers x points of damage from Poison."
- A new equip slot, Amulet? Localized as "Periapt."
- The ability to change party loot configuration, including the assigning of a "loot master."
- The ability to use an action called "Inscribe" on finished items when crafting. The JP description says it is carved into the item, so it's probably your name. Description of action:
"Inscribe your finished product."
- Battle regimens will state in the chat log the amount of increased damage of actions when used.
Battle Regimen bonus! Damage increased by x%.
- Some kind of counter? Message:
Counter! Name hits enemy. Damage increased by x%. Accuracy increased by x%.
Along with this, messages stating that "counter" and "counter support" for "name" is no longer valid. Counter seems to be an ability to counter, and an action called cover (which already exists?) allows you to counter for someone else. I know there's an action called Cover already, but this is something different. Could be old and scrapped.
- An action called "Expedite." It requires 50% of cast completion, and can't be performed on certain actions. Could be a new class skill, an unimplemented existing class skill, or scrapped.
- Magical shields. Also, glowing shields.
"name is enveloped in a magic shield."
"You are already using a magical shield."
"name's magical shield effect wears off."
"name's shield begins to glow."
"name's shield ceases to glow."
- The ability to "go all out?" Chat log message:
"name goes all out!"
- Stealth. Pugilist's unimplemented "Steal" skill references this:
"Rifle through an enemy's belongings, stealing a random item. Chance of success increases when stealthed."
There's an unimplemented skill called "Coeurl Step" that may actually be stealth. In addition to this, there are three types of "stealth attacks." Message:
"Name's stealth/overt/subtle attack hits name for x points of damage."
- Envenom, a damage over time.
"name suffers x points of damage from Envenom."
- Unknown stuff:
"Your destructive urges swell within you!"
"Your begin to anticipate your enemy's actions!"
"Your body courses with energy!"
"You are storing energy..."
Unimplemented Class Stuff
Classes: Arcanist (Arcanima), Assassin (Dark Arts), Bard (Musical), Enforcer (Club), Fencer (Fencing), Flayer (Whip), Musketeer (Gunnery), Mystic (Mysticism), Samurai (Great Katana), Shepherd (Herding), and Stavesman (Staff).
Most likely to be first are the ones below.
[Fencer]
- A Disciple of War.
- Their skill is called "Fencing."
- Their normal attack is called "Pierce." Deals piercing damage.
- Skilled at parrying (higher parry chance).
- Their weapon deals Piercing damage.
[Enforcer]
- A Disciple of War.
- Their skill is called "Club."
- Their normal attack is called "Bludgeon." Deals blunt damage.
- Their weapon deals Blunt damage.
[Musketeer]
- A Disciple of War.
- Their guild is currently located in Limsa Lominsa.
- Their skill is called "Gunnery."
- They fill their ammunition in something called a "bandolier."
- Their normal attack is called "Discharge," which states it inflicts blunt damage.
- Their weapon deals Projectile damage.
[Mystic]
- A Disciple of Magic class.
- Their skill is called "Mysticism."
- Their weapon deals various element damage similar to other magic users. Their primary elements are Fire, Wind, and Lightning (identical to Conjurer), which is actually Astral damage.
[Arcanist]
- A Disciple of Magic that makes use of magic along with mechanics.
- Their guild is currently located in Limsa Lominsa.
- Their magic skill is called "Arcanima."
- Their normal attack is called "Magic Missle", which uses "arcance" magic. Damage type varies with equipped item.
- They can use "Create Distaff" to create Arcane Distaffs and use "Animate Distaff" to animate them, placing them down and activating them. Distaffs are items imbued with power by the arcanist. They can be placed down as traps, arcanima fields, and more. There is a limit number of distaffs that can be placed down per party, and they have a set duration.
- Their actions "Create Distaff" and "Animate Distaff" are similar to "Refill" as Archer or normal attacks as classes. They cost no action points, MP, or TP.
- Their weapon is a combination of a staff and mechanics.
- Their weapon deals various element damage similar to other magic users. Their primary elements are Ice, Earth, and Water (identical to Thaumaturge), which is actually Umbral damage.
- There are currently two types of arcanima items, fields and traps. The arcanist imbues items with power to create these. There is a limit of arcanima items you can imbue at a time. Arcanima items expire. There is a limit of how many can be active in a party at once. Each arcanima item has a set function (trap or field). You may be able to interchange some, but maybe they each only have one function. Arcanima fields "complete" in some way. They could do something after a set time of being set down, or simply be on a time limit. It could also just be a message for a successful imbue.
[Shepherd]
- A Disciple of the Land class.
- They use an action called "Herd."
- The description of herd states that it "Opens negotiations."
Current Classes
[Gladiator]
- Unimplemented skills
* Stroke of Time: "Althyk blesses your sword, dealing fourfold slashing damage to the target. Increases attack power for each enfeebling effect on you. Removes enfeebling effects after execution."
* Inferno Edge: "Create a burst of heat and flame, dealing fire damage to nearby targets."
* Master of Arms: "Apply all you have learned, increasing the affinity of your next action by 25, up to a maximum of 100."
* Battle Calm: "Maintain your composure, increasing attack power and ensuring the success of your next attack."
* Void Rend: "Become one with your weapon, dealing neutral damage. Increases attack power in relation to HP when below 50%."
[Marauder]
- Unimplemented skills
* Godsbane: "Undo what the gods have done, dealing threefold slashing damage and reducing target's resistance to critical hits. Reduces your maximum HP by 2%."
* Whirlwind: "Whirl your axe fiercely, dealing slashing damage to nearby enemies. Consumes TP to increase attack power when below 50% HP."
* Rampage: "Control the momentum of battle, increasing attack power with each successful attack. Ends when an attack is missed."
* Entrench: "Plant your feet firmly, gaining immunity from knock back effects. Inflicts the user with Heavy."
* Retaliation: "Punish oncoming enemies, increasing the chance to counter frontal attacks."
[Archer]
- Unimplemented skills
* Mindscatter: "Aim for the source of the enemy's voice, dealing projectile damage and reducing magic potency."
* Smite: "Aim for the heart, dealing projectile damage and charming the target. Increases attack when attacking from the front."
* Swarmsting: "Loose a hail of arrows, dealing projectile damage. Requires three nocked arrows."
[Pugilist]
- Unimplemented skills
* Steal: "Rifle through an enemy's belongings, stealing an item at random. Chance of success increases when stealthed."
* Shoulder Tackle: "Charge at an enemy with devastating force, dealing blunt damage."
* Asuran Fists: "Throw a flurry of traumitizing blows, dealing eightfold blunt damage. Can only be used while in optimal offensive stance."
* Coeurl Step: No description, but grants a status that says: "Chance to be detected by enemies is reduced."
* Hide: No description.
[Lancer]
- Unimplemented skills
* Overrun: "Close in on an enemy, increasing TP and dealing piercing damage. Can only be executed when the target is unaware of your presence."
* Ring of Thorns: "Thrust your polearm in all directions, increasing attack power and dealing piercing damage to nearby targets."
* Onslaught: "Unleash a calculated attack, dealing piercing damage. Amount of TP consumed is dependent on distance to the target."
* Righteousness: "Show an enemy the path to righteousness, dealing piercing damage. Consumes TP to increase attack power."
* Jump: "Leap high into the air, gaining temporary immunity to all attacks."
[Conjurer]
- Unimplemented skills
* Level 38 Reraise: "Revives target upon being KO'd."
* Level 42 Tractor: "Pulls the body of a KO'd target towards the caster."
- Higher ranked elemental skills (levels could be placeholders):
* Level 54 Fire/Aero/Thunder/Water/Stone/Blizzard III.
* Level 62 Burn/Frost/Choke/Rasp/Shock/Drown III.
* Level 72 Fire/Aero/Thunder/Water/Stone/Blizzard IV.
* Level 80 Flare/Freeze/Tornado/Quake/Burst/Flood II.
[Thaumaturge]
- Many more two handed weapons are planned to be implemented.
- Unimplemented skills
* Respiratory 1: No description. May not be proper translation, has no localized English name, but the german name is "Atem 1" and Japanese is "ブレス系1." Deals "Breath" type damage, which is an actual damage type that is only used by monsters. Cast time 1s, Recast 5s, MP 65, costs 6 stamina.
* Respiratory 2: No description. Not just a higher ranked of the other skill, because there is Respiratory 1 II. Also deals "Breath" type damage. Simply costs more MP than the above.
* Aspir: replaced with Siphon MP, same description/icon/effect.
* Level 32 Mass Fear: "Causes enemies within area of effect to flee in terror."
* Absorb TP: "Transfers a portion of the target's TP to you."
* Level 38 Soul Ward: "Allows target to to instantaneously revive upon being KO'd."
* Onus of Might: "Turn an enemy's strengths to your advantage, reducing the target's attack power and defense for each enhancing effect it has."
Most likely to be first are the ones below.
[Fencer]
- A Disciple of War.
- Their skill is called "Fencing."
- Their normal attack is called "Pierce." Deals piercing damage.
- Skilled at parrying (higher parry chance).
- Their weapon deals Piercing damage.
[Enforcer]
- A Disciple of War.
- Their skill is called "Club."
- Their normal attack is called "Bludgeon." Deals blunt damage.
- Their weapon deals Blunt damage.
[Musketeer]
- A Disciple of War.
- Their guild is currently located in Limsa Lominsa.
- Their skill is called "Gunnery."
- They fill their ammunition in something called a "bandolier."
- Their normal attack is called "Discharge," which states it inflicts blunt damage.
- Their weapon deals Projectile damage.
[Mystic]
- A Disciple of Magic class.
- Their skill is called "Mysticism."
- Their weapon deals various element damage similar to other magic users. Their primary elements are Fire, Wind, and Lightning (identical to Conjurer), which is actually Astral damage.
[Arcanist]
- A Disciple of Magic that makes use of magic along with mechanics.
- Their guild is currently located in Limsa Lominsa.
- Their magic skill is called "Arcanima."
- Their normal attack is called "Magic Missle", which uses "arcance" magic. Damage type varies with equipped item.
- They can use "Create Distaff" to create Arcane Distaffs and use "Animate Distaff" to animate them, placing them down and activating them. Distaffs are items imbued with power by the arcanist. They can be placed down as traps, arcanima fields, and more. There is a limit number of distaffs that can be placed down per party, and they have a set duration.
- Their actions "Create Distaff" and "Animate Distaff" are similar to "Refill" as Archer or normal attacks as classes. They cost no action points, MP, or TP.
- Their weapon is a combination of a staff and mechanics.
- Their weapon deals various element damage similar to other magic users. Their primary elements are Ice, Earth, and Water (identical to Thaumaturge), which is actually Umbral damage.
- There are currently two types of arcanima items, fields and traps. The arcanist imbues items with power to create these. There is a limit of arcanima items you can imbue at a time. Arcanima items expire. There is a limit of how many can be active in a party at once. Each arcanima item has a set function (trap or field). You may be able to interchange some, but maybe they each only have one function. Arcanima fields "complete" in some way. They could do something after a set time of being set down, or simply be on a time limit. It could also just be a message for a successful imbue.
[Shepherd]
- A Disciple of the Land class.
- They use an action called "Herd."
- The description of herd states that it "Opens negotiations."
Current Classes
[Gladiator]
- Unimplemented skills
* Stroke of Time: "Althyk blesses your sword, dealing fourfold slashing damage to the target. Increases attack power for each enfeebling effect on you. Removes enfeebling effects after execution."
* Inferno Edge: "Create a burst of heat and flame, dealing fire damage to nearby targets."
* Master of Arms: "Apply all you have learned, increasing the affinity of your next action by 25, up to a maximum of 100."
* Battle Calm: "Maintain your composure, increasing attack power and ensuring the success of your next attack."
* Void Rend: "Become one with your weapon, dealing neutral damage. Increases attack power in relation to HP when below 50%."
[Marauder]
- Unimplemented skills
* Godsbane: "Undo what the gods have done, dealing threefold slashing damage and reducing target's resistance to critical hits. Reduces your maximum HP by 2%."
* Whirlwind: "Whirl your axe fiercely, dealing slashing damage to nearby enemies. Consumes TP to increase attack power when below 50% HP."
* Rampage: "Control the momentum of battle, increasing attack power with each successful attack. Ends when an attack is missed."
* Entrench: "Plant your feet firmly, gaining immunity from knock back effects. Inflicts the user with Heavy."
* Retaliation: "Punish oncoming enemies, increasing the chance to counter frontal attacks."
[Archer]
- Unimplemented skills
* Mindscatter: "Aim for the source of the enemy's voice, dealing projectile damage and reducing magic potency."
* Smite: "Aim for the heart, dealing projectile damage and charming the target. Increases attack when attacking from the front."
* Swarmsting: "Loose a hail of arrows, dealing projectile damage. Requires three nocked arrows."
[Pugilist]
- Unimplemented skills
* Steal: "Rifle through an enemy's belongings, stealing an item at random. Chance of success increases when stealthed."
* Shoulder Tackle: "Charge at an enemy with devastating force, dealing blunt damage."
* Asuran Fists: "Throw a flurry of traumitizing blows, dealing eightfold blunt damage. Can only be used while in optimal offensive stance."
* Coeurl Step: No description, but grants a status that says: "Chance to be detected by enemies is reduced."
* Hide: No description.
[Lancer]
- Unimplemented skills
* Overrun: "Close in on an enemy, increasing TP and dealing piercing damage. Can only be executed when the target is unaware of your presence."
* Ring of Thorns: "Thrust your polearm in all directions, increasing attack power and dealing piercing damage to nearby targets."
* Onslaught: "Unleash a calculated attack, dealing piercing damage. Amount of TP consumed is dependent on distance to the target."
* Righteousness: "Show an enemy the path to righteousness, dealing piercing damage. Consumes TP to increase attack power."
* Jump: "Leap high into the air, gaining temporary immunity to all attacks."
[Conjurer]
- Unimplemented skills
* Level 38 Reraise: "Revives target upon being KO'd."
* Level 42 Tractor: "Pulls the body of a KO'd target towards the caster."
- Higher ranked elemental skills (levels could be placeholders):
* Level 54 Fire/Aero/Thunder/Water/Stone/Blizzard III.
* Level 62 Burn/Frost/Choke/Rasp/Shock/Drown III.
* Level 72 Fire/Aero/Thunder/Water/Stone/Blizzard IV.
* Level 80 Flare/Freeze/Tornado/Quake/Burst/Flood II.
[Thaumaturge]
- Many more two handed weapons are planned to be implemented.
- Unimplemented skills
* Respiratory 1: No description. May not be proper translation, has no localized English name, but the german name is "Atem 1" and Japanese is "ブレス系1." Deals "Breath" type damage, which is an actual damage type that is only used by monsters. Cast time 1s, Recast 5s, MP 65, costs 6 stamina.
* Respiratory 2: No description. Not just a higher ranked of the other skill, because there is Respiratory 1 II. Also deals "Breath" type damage. Simply costs more MP than the above.
* Aspir: replaced with Siphon MP, same description/icon/effect.
* Level 32 Mass Fear: "Causes enemies within area of effect to flee in terror."
* Absorb TP: "Transfers a portion of the target's TP to you."
* Level 38 Soul Ward: "Allows target to to instantaneously revive upon being KO'd."
* Onus of Might: "Turn an enemy's strengths to your advantage, reducing the target's attack power and defense for each enhancing effect it has."
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