Events
Battle
- [dev1084] The rank required to partake in several of the main scenario quests has been lowered.
Quest NameBefore
AfterNever the Twain Shall Meet15→13Beckon of the Elementals15→13Calamity Cometh15→13Fade to White20→18Together We Stand26→22 - [dev1085] Main scenario and class quests will now reward skill points upon completion.
NPCs offering quests which grant skill points as a reward can be identified by the blue exclamation marks over their heads.
* Completing a quest using a class ranked lower than the one recommended will result in a smaller skill point reward. - [dev1001][dev1002] Several new sidequests have been implemented.
- [dev1003] Grand Company quests for all three city-states have been implemented.Grand Company headquarters for each city-state can be accessed via the same entrances used to enter market areas.* The first Grand Company quests for each city-state require adventurers to have achieved rank 22 in any Discipline of War or Magic.Completing a company quest will earn you an amount in Grand Company Seals commensurate with the difficulty of your assigned task.
Each organization issues its own unique type of seal (see below), which serves as a currency of sorts and can be used to redeem myriad useful items.
  The Maelstrom: Storm Seals
  The Order of the Twin Adder: Serpent Seals
  The Immortal Flames: Flame Seals- Maelstrom Command (Limsa Lominsa)
Storm Sergeant Second Class Grizzly Gnat
- The Adders' Nest (Gridania)
Serpent Sergeant Second Class Sorainne Haurtelle
- The Hall of Flames (Ul'dah)
Flame Sergeant Second Class U'sanzi Rahz
- Maelstrom Command (Limsa Lominsa)
- [dev1010][dev1011] The following adjustments have been made to guildleves:
≪All Leves≫- Levequests yielding guild marks will be limited to city-states hosting the corresponding guild only. For example, Blacksmiths' Guild marks can only be earned in Limsa Lominsa, while Conjurers' Guild marks will be exclusive to Gridania. Guild marks earned when meeting class recommendations will be yielded at a higher rate.
- Gil rewards for guildleves have been reduced.
≪Regional & Faction Leves≫- Skill points are now awarded upon levequest completion.
Additional points will be awarded for early completion of quest objectives.* Skill point rewards will be reduced by changing classes during a levequest or completing a levequest as a class 10 or more ranks above the recommended level.
* Completing a regional levequest as any class other than those recommended will yield no skill points.
* The amount of skill points rewarded will differ between leve owner, and those leve sharing. - The skill point bonus for defeating levequest targets has been abolished.
- Players must now be within 5 levels of the recommended class rank for a guildleve to become available.
- Class-specific guildleves will only be made available to players who have met the rank requirements of the corresponding class.
- Guildleve rewards have been adjusted to better reflect the characteristics of their city-state of issue.* Rewards for levequests accepted before patch 1.18 will not change.
- Changing levequest difficulty will now have a more profound effect on levequest target ranks.
- The following changes have been made to select levequests:
- Adjustments to levequest target types
- Adjustments to levequest target spawn areas
- Adjustments to levequest item drop rates
- Adjustments to several guildleve-related system messages
- Adjustments to the content of treasure chests that appear during levequests
- Guardian's Aspect is now available for use during select faction levequests.
- The following changes have been made to leve linking and leve sharing:
- Skill point bonuses for defeating levequest targets have been abolished
- Leve sharing players will receive a small skill point bonus for every player in their party who is leve linking
- The maximum number of guildleves that can be linked has been raised from 3 to 7
- A red seal is now applied to all completed regional leves.
- Icons have been assigned to the three factions.
- The status icon for Guardian's Aspect has been changed.
- Selecting cancel in the guildleve selection window will return you to the previous menu.
- Levequest commencement and completion messages have been adjusted.
- Levequest exchanging and accepting messages have been adjusted.
- Minimap marker position will now update automatically.
≪Local Leves≫- Skill points are now awarded for completing leve objectives.
Skill points will be awarded to the class required to complete the leve, regardless of what a player's class is when the items are delivered. - Bonus skill points granted during synthesis have been abolished.
- Bonus rewards for high evaluation marks on certain items have been adjusted.
- [dev1069] The following changes have been made to behests:
- Skill points are now awarded upon behest completion.
Bonus points will be awarded for early completion. - Gil rewards for behest completion have been reduced.
- Gil/Skill point bonuses will be awarded to those who complete behests in areas where there have been no participants for several cycles, or where operations have repeatedly ended in failure.
- Players who participate in behests will now have to wait a set amount of time before participating again.
A behest timer can be viewed on the Timers tab located under Attributes in the main menu. - The number of enemies that appear during operations has been adjusted.
- Enemy rank will now fluctuate based on the strength of operation participants.
- Enemy variation has been adjusted for several operations.
- Enemy spawn location has been adjusted for several operations.
- Minimap marker position will now update automatically.
- Skill points are now awarded upon behest completion.
- [dev1079] New party-based battle content known as "instanced raids" has been introduced.An array of rich rewards awaits those who would brave these domains, and can be obtained by defeating enemies, fulfilling certain conditions within the area, and, of course, plundering treasure chests. To participate in instanced raids, players must first have accepted a quest to access the areas in question, as well as met several requirements (listed below).
* Once players have completed the aforementioned quest, they will be able to access the instanced raid areas at any time, as long as they meet party and rank requirements.
  
The following instanced raids have been added:
The Thousand Maws of Toto-RakThe Dzemael DarkholdClass/rank requirementsDisciples of War or Magic
rank 25 or higherDisciples of War or Magic
rank 45 or higherParty requirements4 members8 membersTime limit (Earth time)60 minutes60 minutesWaiting time for reentry (timer starts upon entry)5 minutes5 minutesEntrance locationSilent Arbor, the South ShroudDragonhead, Coerthas Central HighlandsRequisite quests for first play-through (one of each)Imperial Devices (Gridania)
Imperial Devices (Limsa Lominsa)
Imperial Devices (Ul'dah)Into the Dark (Gridania)
Into the Dark (Limsa Lominsa)
Into the Dark (Ul'dah) * Only one "Imperial Devices" and "Into the Dark" quest can be accepted at a time. To partake in another city-state's version of the quests, players must first complete or abandon the one currently undertaken.
* Each instanced raid area has a limit on how many parties can enter at once.
* Players who lose their connection or log out while in an instanced raid will be relocated to outside the area entrance when logging back in. - [dev1077] The following mini-settlements have been added to fields around Eorzea:
NameLocationRed Rooster SteadBloodshore, Eastern La Noscea (36,25)The Coffer & CoffinHorizon's Edge, Western Thanalan (9,27)Buscarron's FoldTranquil Paths, South Shroud (35,43)HalfstoneBald Knoll, Western La Noscea (7,20)Mythril Pit T-8Halatali, Eastern Thanalan (40,28)The Hawthorne HutNine Ivies, East Shroud (50,32)Kobold EncampmentIron Lake, Upper La Noscea (30,13)Kobold GarrisonIron Lake, Upper La Noscea (18,13)Amalj'aan EncampmentHalatali, Eastern Thanalan (47,27)Amalj'aan AltarHalatali, Eastern Thanalan (41,33)Ixali ClearingEmerald Moss, North Shroud (23,14)Ixali EncampmentFields of Glory, Coerthas Eastern Lowlands (48,32) - [dev1086] A New NPC, Ronan Kognan, can be found in Gridania at (5,5).
- [dev1022] Auto-attack has been implemented.Whereas players used to have to execute normal attacks via the action bar, with auto-attack, players need to merely enter active mode, target an enemy, and approach the foe to begin their assault.* Auto-attack will be implemented for Disciples of War and Magic only, and will take the form of a melee attack for all applicable classes. For instance, archers will strike with their bare fists, while conjurers and thaumaturges will deliver a blow with their equipped weapon.The speed of normal auto-attacks is determined by an attack delay value given to weapons, while manual actions are regulated by recast timers.
* Disciples of the Land and the Hand will still require entering active mode and selecting Stone Throw from the action bar to perform an attack.
* Players must be facing their targets to auto-attack.
* Auto-attack will stop when a player moves too far from a target, is not facing a target, enters passive mode, or untargets an enemy.* Attack delay for archers is a set value unaffected by the type of bow and arrows equipped. The delay value given to bows indicates the recast time for the action Light Shot. In conjunction with the implementation of auto-attack, the following basic attacks have been removed:- Pugilist: Heavy Strike
- Gladiator: Light Slash
- Marauder: Light Swing
- Lancer: Light Thrust
* Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.Variations to auto attack motions, as well as the ability to cast spells while in passive mode will be implemented in a later patch. - [dev1022] The stamina gauge has been abolished.Consequently, certain actions that were dependent upon the stamina gauge have either had their effects revised, or have been made to affect attack delay. All weapons have been given a "delay" value which indicates the number of seconds in between auto attacks.
* The casting gauge for spells has not been moved or adjusted.
- [dev1065] The action bar, by default, will now remain on-screen at all times.
* This setting can be switched off in the Configuration menu. - [dev1065] Recast timers for actions are now visible on the action bar.
- [dev1088] Toggling between active and passive modes can now be done while moving.
- [dev1023] The enmity algorithm has been adjusted.Enmity is now a culmination of all actions taken in battle with one point of damage equalling one point of enmity.
Actions that contribute to enmity can be divided into two distinct groups:
1. damage and enfeeblement inflicted on the target
2. enhancement and healing granted to party members
Not only does the amount enmity garnered differ between the two aforementioned groups, but varies based on the amount of damage dealt/HP restored. Enmity is reset when a player cannot participate in battle for an extended period of time (is KO'd, etc). - [dev1023] In conjunction with the enmity algorithm change, the amount of enmity earned by certain actions has been adjusted.
- [dev1023] An icon displaying enmity has been introduced.This icon is located to the left of an enemy's HP bar.
Not only does the icon indicate that a player has garnered enmity, but approximately how much enmity, and whether or not the player is the enemy's current target.
No iconYou have garnered no enmity.Solid green/orange/red iconYou have garnered some enmity, the amount indicated by one of three colors: Green (low), Orange (mid), Red (high).
The higher your enmity level, the greater the chance that you will be targeted by the enemy.Flashing red iconYou have garnered the most enmity in your party and the enemy is now targeting you.* The enmity icon can be turned on/off in the Configuration menu. - [dev1032] The following conjurer-specific spells have been introduced:
- Raise IIRestore the breath of life, reviving a KO’d target.
Weakness and Brink of Death effects last for 1 minute.
Learned: Conjurer, Rank 38
Cast Time: 10 sec. Recast Time: 2.5 min. / MP Cost: 186 / Action Bar Cost: 2 - RebirthRestore the breath of life, reviving a KO’d target.
Target suffers no Weakness or Brink of Death effects.
Learned: Conjurer, Rank 50
Cast Time: 10 sec. Recast Time: 30 min. / MP Cost: 231 / Action Bar Cost: 2 - CuregaGrant succor and ease suffering, restoring HP of the target and nearby party members.
Learned: Conjurer, Rank 16
Cast Time: 2 sec. Recast Time: 10 sec. / MP Cost: 112 / Action Bar Cost: 2 - Curega IIGrant succor and ease suffering, restoring HP of the target and nearby party members.* Those players who achieved the aforementioned ranks before patch 1.18 must switch their class to conjurer once before the spells will appear in the Actions & Traits menu.
Learned: Conjurer, Rank 30
Cast Time: 2 sec. Recast Time: 10 sec. / MP Cost: 187 / Action Bar Cost: 2
- Raise II
- [dev1032] The follow actions have been adjusted:
- Pugilist
ActionAdjustmentConcussive BlowObtainable rank lowered from 2 to 1Second Wind, Second Wind IIRecast time lowered from 60 to 45 secondsHaymakerPotency increasedTauntRecast time raised from 20 to 60 secondsTaunt IIRecast time raised from 20 to 50 secondsVictimize, Victimize IIBonus changed from critical hit rate to attack powerSimian ThrashPotency increasedLight Strike30 second recast timer implemented
Now requires 10 MP to use
Physical defense and evasion bonus increasedPummel30 second recast timer implemented
Now requires 20 MP to useFlurry60 second recast timer implemented
The conditions required for execution have been removed
Attack power bonus increased - Gladiator
ActionAdjustmentRed LotusObtainable rank lowered from 2 to 1Provoke, Provoke IINo longer automatically forces the enemy to temporarily target the casterOnion CutRecast time lowered from 40 to 10 secondsAmbidexterityNow increases chance of blocks while guardingSentinelNo longer increases enmity generation rateRiot BladeRestricted to use by gladiators
Potency increasedLight Stab30 second recast timer implemented
Accuracy bonus increasedRage of HaloneRestricted to use by gladiators
Now delivers a five-fold attack dealing piercing damage
PC motion changedHeavy Slash60 second recast timer implemented
Attack power bonus increasedHeavy Stab60 second recast timer implemented
Accuracy bonus increased
Attack power bonus increased - Marauder
ActionAdjustmentTrunksplitterObtainable rank lowered from 2 to 1Bloodbath, Bloodbath IIRecast time lowered from 60 to 45 secondsStorm's PathRestricted to use by marauders
TP cost raised from 1000 to 1500
Potency increased
PC motion changedBroad Swing30 second recast timer implementedHeavy Swing60 second recast timer implemented
Attack power bonus increasedFull Swing60 second recast timer implemented
Attack power bonus increased - Archer
ActionAdjustmentLight ShotA bow's delay value directly influences this action's recast time.
 I.e., a delay rating of 3.5 would equal a 3.5 second recast timePunctureObtainable rank lowered from 2 to 1Puncture IIWill now deal damage to the enemy body part "other - right" (see Play Guide - Battle)QuickstrideNo longer switches player to active mode when executedBarrageNow deals fourfold damage when used by classes other than archerFoeseekerAccuracy increased
A bonus to attack power has been added
Multishot is now removed when Foeseeker is activatedBloodletterRestricted to use by archers
Potency increased
PC motion changedMultishot15 second recast timer implementedHeavy Shot30 second recast timer implemented
Now reduces the target's TP (as opposed to the TP dealt by the blow) - Lancer
ActionAdjustmentSkewerObtainable rank lowered from 2 to 1Speed Surge, Speed Surge IINow affects attack delayLeg SweepPC motion changedDoomspike IIRestricted to use by lancers
PC motion changedTwisting ViceNo longer reduces a target's TP to 0Chaos ThrustPotency increased
PC motion changedHeavy Thrust60 second recast timer implementedPierce30 second recast timer implemented
Attack power bonus raisedFull Thrust60 second recast timer implemented
TP increase improved - Conjurer
ActionAdjustmentSpirit Dart10 second recast timer implementedCureEffects only a single target
MP cost raised from 12 to 45Cure IIEffects only a single target
MP cost raised from 20 to 75Cure IIIEffects only a single target
MP cost raised from 36 to 135RaiseObtainable rank lowered from 38 to 14
Recast time raised from 60 to 300 seconds
MP cost raised from 0 to 101ChainspellEffect on stamina removedFlareCast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 secondsFreezeCast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 secondsTornadoCast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 secondsQuakeCast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 secondsBurstCast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 secondsFloodCast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 secondsElemental Shroud30 second recast timer implementedNature's Fury30 second recast timer implemented - Thaumaturge
ActionAdjustmentPhantom Dart10 second recast timer implementedScourgePotency increased
MP cost raised from 11 to 22Scourge IIPotency increased
MP cost raised from 22 to 44BanishPotency increased
MP cost raised from 11 to 22Banish IIPotency increased
MP cost raised from 22 to 44SacrificeEffects only a single target
MP cost raised from 10 to 35Sacrifice IIEffects only a single target
MP cost raised from 18 to 68Sacrifice IIIEffects only a single target
MP cost raised from 32 to 120Siphon MP
Siphon MP IIEffects only a single targetDrainPotency increased
MP cost raised from 30 to 60Drain IIPotency increased
MP cost raised from 45 to 90Siphon TPEffects only a single target
Siphon amount reducedResurrectObtainable rank lowered from 38 to 14
Recast timer raised from 60 to 300 seconds
MP cost raised from 0 to 101EmulateEffect duration lowered from 60 to 30 secondsShadowsearDamage dealt now determined by player's magic attack rating
Elemental aspect changed from none to umbral
MP cost raised from 88 to 176Silhouette30 second recast timer implementedShadowfall30 second recast timer implemented - Other
ActionAdjustmentThrow5 second recast timer implementedStone Throw5 second recast timer implemented
- Pugilist
- [dev1032] Overall action accuracy has been increased.
- [dev1032] To coincide with adjustments to actions, the strength of several enemies has been adjusted.
- [dev1032] Recast timers will now be displayed for all actions.
- [dev1089] Enemy distribution has been tweaked.
- [dev1118] The behavior of several enemies has been adjusted.Some monsters that would sense a nearby adventurer, move to investigate, then attack, will now attack immediately upon sensing.
- [dev1119] The drop rate for items carried by select NMs has been lowered.
- [dev1090] The amount of gil dropped by the following enemies has been reduced:Plains Footpads / Westroad Footpads / Plains Highwaymen / Westroad Highwaymen / Plains Raiders /Westroad Raiders / Dodo Poachers / Eft Poachers / Bandit Spearmen / Nightblade Assassins / Venomtongue Assassins / Deathstroke Assassins / Vulture Poachers / Rhotano Buccaneers / Stormcry Quartermasters / Stormcry Boatswains / Stormcry Powder Monkeys / Serpent Reaver Claws / Serpent Reaver Fins / Serpent Reaver Eyes / Amateur Footpads / Amateur Highwaymen / Amateur Raiders / Xha Viqqoh the Nibbler / Palemoon Parazuzu / Ser Aucheforne of the High Tide / Godwin Goodgoat / Mathistien of the Cloven Hoof / B'khenna the Phoenixfire / Wolf Poachers / Raptor Poachers / Boar Poachers / Rorogun the Tailtamer / Coiled Adder / Alvara Sourkiss / Toadsquatter Femomo / Unsavory Characters / Bloodied Buccaneers / Windborn Buccaneers / Bilge-soaked Buccaneers
- [dev1120] The fatigue system and surplus points have been abolished.
Any surplus points accumulated before the patch will be lost. - [dev1091] KO penalties have been adjusted.
- WeaknessPlayers who are raised will be afflicted with the Weakness status, which has the following negative effects:
- 25% HP reduction
- 25% MP reduction
- Brink of DeathPlayers who are KO’d when under the effect of Weakness and are subsequently raised will be subjected to the Brink of Death status, which inflicts the following negative effects:
- 50% HP reduction
- 50% MP reduction
- 50% attack power reduction
- 50% magic potency reduction
- 50% defense reduction
- 50% magic defense reduction
- ReturnA further penalty will apply to equipment durability for players who revive themselves via the Return command.
- Weakness
- [dev1065] The HP bar of invincible targets will now be displayed in grey.
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