The July Version Update Has Arrived!

The July version update for Final Fantasy XI has arrived, and has brought something for just about everyone! For those seeking new storylines and new areas to explore, new Seekers of Adoulin missions, new quests for Geomancer and Rune Fencer, and a number of new zones have been added!

Looking for more battle oriented changes? That's been taken care of too! With these new zones, two new Naakuals have been introduced, and a myriad of new equipment has been added. In addition, Geomancer, Rune Fencer, Blue Mage, Thief, Summoner, Dragoon, and Beastmaster are all seeing various changes to improve their battle prowess. Lastly, major revamps to weapon types and elemental magic have been implemented!

To round out these changes, new synthesis recipes have been added, and a number of new graphical changes have been made to further streamline the game!

Let us know what you think of these major changes over on the ZAM forums!

From the official Final Fantasy XI forums:

Event-related

New Seekers of Adoulin missions have been added.


The following areas are now available.

 

Celennia Memorial Library / Yorcia Weald / Marjami Ravine / Dho Gates
  • New coalition assignments have been implemented for the new areas added in this version update.
  • One new quest has been added to new Ulbukan areas.

The follows quests have been added for geomancers and rune fencers to undertake.

 

  • Limit Break quests (from level seventy to seventy-one)
    Completing this quest will raise your maximum level in these jobs to 75.

Mog Gardens have been added.


Read on for details.

Celennia Memorial Library is now available for experienced pioneers.


At Celennia Memorial Library, players are able to view information gathered by the Scout’s Coalition and can receive items, key items, bayld, and other rewards by completing coalition assignments, defeating Naakuals, and engaging in other heroic deeds.
* Viewing the information contained in the library requires possession of the key item Celennia Memorial Library Card.

The following adjustments have been made to coalitions.

  • The maximum coalition rank has been increase to four. Accordingly, each coalition will offer new services when they increase to the fourth rank.
  • Traditional Armor, Traditional Weaponry, and Traditional Armor II equipment sold by the Peacekeeper’s Coalition have had their bayld cost lowered.
  • New items are now purchasable from Vesca at the Peacekeeper’s Coalition:
    Forefront Cesti / Forefront Dagger / Forefront Blade / Forefront Claymore / Forefront Axe / Forefront Labrys / Forefront Scythe / Ichijintanto / Ichijinto / Forefront Wand / Forefront Staff / Forefront Scepter / Forefront Bow / Forefront Gun / Forefront Bowgun / Forefront Flute / Huactzin Shield / Forefront Animator / Convocaller / Repulse Mantle
    * The Peacekeepers' Coalition's Traditional Weaponry II service must be available to purchase this equipment.

The following adjustments have been made to frontier bivouacs.

  • The rate at which frontier bivouacs lose durability over time has been decreased.
  • The rates of construction progression and durability increase for the Couriers' Coalition's "Provide Support" assignment have been increased.
  • The administrator residing at each frontier bivouac will now let players see the construction progress or durability of the corresponding bivouac in numerical form depending on whether or not the bivouac has been completed.

 

  • The following adjustments have been made to ergon loci.
    • The extent to which a particular locus has been surveyed will now decrease more slowly over time.
    • The Scout’s Coalition’s "Land Surveys" coalition assignment has been adjusted, and the extent to which a particular locus has been surveyed per assignment has been increased.
  • The following adjustments have been made to the reive evaluation system.
  • The difficulty of lair and colonization reives in the following areas have been adjusted.
    The detection radii, spawning numbers, HP, attack, and other attributes of monsters appearing in reives have been decreased to better accommodate solo players and small parties.
    • Lair Reives
      Yahse Hunting Grounds / Ceizak Battlegrounds
       
    • Colonization Reives
      Yahse Hunting Grounds / Ceizak Battlegrounds / Sih Gates / Moh Gates
  • The following adjustments have been made to Wildskeeper Reives.
    • Additional key items are available for purchase from Dimmian in Eastern Adoulin (E-6).
      Resurrection Retardant Axe / Insulator Tablet
    • The cost for purchasing the following key items has been decreased from 100,000 bayld to 50,000 bayld.
      Brier-proof Net / Compass of Transference / Magma Mitigation Set
      * The bayld cost for these items will further decrease based on the fame earned from completing coalition assignments and quests in Adoulin.
  • The following adjustments have been made to Delve.
    • Additional items have been made available for Mweya Plasm.
      • Ceizak Battlegrounds
        • Dashavatara Sash
          The key item semi-pure celadon yggzi is required to purchase this item.
      • Foret de Hennetiel
        • Adlivun Arrow / Jug of Translucent Broth
          The key item semi-pure zaffre yggzi is required to purchase these items.
        • Achiyalabopa Arrow / Achiyalabopa Bullet / Achiyalabopa Bolt
          The designation Dakuwaqa Trawler is required to purchase these items.
      • Morimar Basalt Fields
        • Adlivun Bullet / Adlivun Bolt
          The key item semi-pure alizarin yggzi is required to purchase these items.

Battle-related

New monsters have been added to Seekers of Adoulin areas.




  • The minimum amount of enmity generated from job abilities, such as pet commands, and spells has been adjusted as given below.
      Pre-
    adjustment
      Post-
    adjustment
    Damage-volatile enmity 1 0
    Time-volatile enmity 1 1
 
  • Status modifiers for hand-to-hand, one-handed, and ranged weapons have been adjusted as given below.
    * As a result of this adjustment, the status modifiers for one-handed weapons used in the main weapon slot are now the same as those for two-handed weapons.
    • One-handed Weapons
      Main Weapons Pre-
      adjustment
        Post-
      adjustment
      Attack (STR) 50% 75%
      Accuracy (DEX) 50% 75%


      Sub Weapons Pre-
      adjustment
        Post-
      adjustment
      Accuracy (DEX) 50% 75%
    • Ranged Weapons
      Ranged Weapons Pre-
      adjustment
        Post-
      adjustment
      Attack (STR) 50% 75%
      Accuracy (AGI) 50% 75%
    • Hand-to-hand
        Pre-
      adjustment
        Post-
      adjustment
      Attack (STR) 50% 62.50%
      Accuracy (DEX) 50% 75%
      The attack and accuracy modifiers for hand-to-hand weapons will be applied to both hands.
 
  • The damage, MP cost, casting time, and recasting time for elemental magic spells have been adjusted.
    • The damage of elemental magic spells will be adjusted as shown below.
      * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
      * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

      Tier I INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 10 10 42 160
      Water 16 25 66 165
      Wind 25 40 92 170
      Fire 35 55 108 175
      Ice 46 70 126 180
      Lightning 60 85 149 185
      Tier II INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 78 100 175 350
      Water 95 120 195 355
      Wind 113 140 213 360
      Fire 133 160 233 365
      Ice 155 180 255 370
      Lightning 178 200 278 375
      Tier III INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 210 200 360 550
      Water 236 230 386 560
      Wind 265 260 415 570
      Fire 295 290 445 580
      Ice 320 320 470 590
      Lightning 345 350 495 600
      Tier IV INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 381 400 581 850
      Water 410 440 610 870
      Wind 440 480 640 890
      Fire 472 520 672 915
      Ice 506 560 706 935
      Lightning 541 600 741 955
      Tier V INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 626 650 855 1200
      Water 680 700 909 1217
      Wind 734 750 967 1235
      Fire 785 800 1014 1252
      Ice 829 850 1058 1270
      Lightning 874 900 1103 1287


      The MP cost, casting times, and recast times of elemental magic spells will be adjusted.
      Tier I MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 9 4 1.5 0.5 6.5 2
      Water 13 10 1.75 0.5 7.75 2
      Wind 18 16 2 0.5 9 2
      Fire 24 22 2.25 0.5 10.25 2
      Ice 30 28 2.5 0.5 11.5 2
      Lightning 37 34 3 0.5 13 2
      Tier II MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 43 36 3.25 1.5 14.5 6
      Water 51 43 3.5 1.5 15.75 6
      Wind 59 51 3.75 1.5 17 6
      Fire 68 60 4.25 1.5 18.5 6
      Ice 77 68 4.5 1.5 19.75 6
      Lightning 86 77 4.75 1.5 21 6
      Tier III MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 92 64 5.25 3 22.5 15
      Water 98 75 5.5 3 24 15
      Wind 106 88 5.75 3 25.25 15
      Fire 113 101 6 3 26.5 15
      Ice 120 115 6.25 3 27.75 15
      Lightning 128 129 6.75 3 29.25 15
      Tier IV MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 138 112 7 6 30.75 30
      Water 144 129 7.25 6 32 30
      Wind 150 148 7.5 6 33.25 30
      Fire 157 169 8 6 34.75 30
      Ice 164 190 8.25 6 36 30
      Lightning 171 213 8.5 6 37.25 30
      Tier V MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 222 156 8.75 10 39 45
      Water 239 182 9.25 10 40.25 45
      Wind 255 210 9.5 10 41.5 45
      Fire 270 240 9.75 10 42.75 45
      Ice 282 272 10 10 44 45
      Lightning 294 306 10.25 10 45.5 45
     
    • -ga Spells
      The damage of these elemental magic spells will be adjusted as shown below.
      * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
      * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

      -ga Tier I INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 56 60 123 310
      Water 74 80 146 315
      Wind 96 100 155 320
      Fire 120 120 208 325
      Ice 145 160 241 350
      Lightning 172 200 271 375
      -ga Tier II INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 201 250 300 600
      Water 232 280 331 610
      Wind 266 310 365 620
      Fire 312 340 411 630
      Ice 350 370 450 640
      Lightning 392 400 541 650
      -ga Tier III INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 434 500 525 950
      Water 480 540 630 970
      Wind 527 580 676 990
      Fire 589 620 738 1015
      Ice 642 660 791 1035
      Lightning 697 700 846 1055


      The MP cost, casting times, and recast times of these spells will be adjusted.
      -ga Tier I MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 37 24 2.5 2 11 5
      Water 47 34 2.75 2 12.25 5
      Wind 57 45 3 2 13.5 5
      Fire 71 57 3.5 2 15.25 5
      Ice 82 80 3.75 2 16.5 5
      Lightning 95 105 4 2 17.75 5

      -ga Tier II MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 109 93 4.25 4 19 10
      Water 123 112 4.5 4 20.25 10
      Wind 138 131 5 4 21.75 10
      Fire 158 153 5.25 4 23.25 10
      Ice 175 175 5.5 4 24.5 10
      Lightning 193 200 6 4 26 10

      -ga Tier III MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 211 175 6.25 7 27.25 25
      Water 231 202 6.5 7 28.5 25
      Wind 252 232 6.75 7 29.75 25
      Fire 277 263 7.25 7 31.5 25
      Ice 299 297 7.5 7 32.75 25
      Lightning 322 332 7.75 7 34 25
     
    • -ja Spells
      The damage of these elemental magic spells will be adjusted as shown below.
      * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
      * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

      -ja Spells INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 719 750 947 1300
      Water 782 800 1010 1317
      Wind 844 850 1076 1335
      Fire 902 900 1130 1352
      Ice 953 950 1181 1370
      Lightning 1005 1000 1233 1387


      The MP cost, casting times, and recast times of these spells will be adjusted.
      -ja Spells MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 299 298 7 7 45 45
      Water 322 318 7.25 7 46.25 45
      Wind 344 338 7.5 7 47.5 45
      Fire 364 358 7.75 7 48.75 45
      Ice 380 378 8 7 50 45
      Lightning 396 398 8.25 7 51.25 45
     
    • -ra Spells
      The damage of these spells will be adjusted as shown below.
      * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
      * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

      -ra Tier I INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 128 150 217 400
      Water 153 180 250 415
      Wind 179 210 279 430
      Fire 216 240 316 445
      Ice 247 270 347 460
      Lightning 282 300 382 475
      -ra Tier II INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 317 350 417 700
      Water 356 390 456 720
      Wind 396 430 496 740
      Fire 450 470 600 760
      Ice 496 510 646 780
      Lightning 544 550 694 800


      The MP cost, casting times, and recast times of these spells will be adjusted.
      -ra Tier I MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 73 57 3.25 1.5 15 5
      Water 85 68 3.5 1.5 16.5 5
      Wind 97 80 4 1.5 18 5
      Fire 115 97 4.25 1.5 19.5 5
      Ice 129 111 4.5 1.5 21 5
      Lightning 144 126 5 1.5 22.5 5
      -ra Tier II MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 160 150 5.25 3 23 15
      Water 177 169 5.5 3 24.5 15
      Wind 195 188 6 3 26 15
      Fire 218 213 6.25 3 27.5 15
      Ice 237 235 6.5 3 29 15
      Lightning 258 258 7 3 30.5 15
     
    • Ancient Magic
      The amount of enmity accrued from these spells will be reduced and treated as static enmity in the future.

      The MP cost, casting times, and recast times of these spells will be adjusted as shown below.
      Ancient Magic I MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 337 315 18.25 12 42.75 60
      Water 368 315 18.75 12 43.75 60
      Wind 322 315 18 12 42.25 60
      Fire 383 315 19 12 44.5 60
      Ice 307 315 17.75 12 41.5 60
      Lightning 352 315 18.5 12 43.25 60
      Ancient Magic II MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Earth 287 280 10 10 90 60
      Water 287 280 10 10 90 60
      Wind 287 280 10 10 90 60
      Fire 287 280 10 10 90 60
      Ice 287 280 10 10 90 60
      Lightning 287 280 10 10 90 60
     
    • Comet
      The damage of Comet will be adjusted as shown below.
      * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
      * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

        INT+0 INT+100
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Comet 964 1000 1193 1387

      The MP cost, casting times, and recast times of elemental magic spells will be adjusted.
        MP Cost Casting Time Recast Time
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Pre-
      adjustment
      Post-
      adjustment
      Comet 367 350 11 10 60 45

The following job-related adjustments have been made.

Thief



  • The job abilities Steal and Despoil have been adjusted to no longer share reactivation timers.
Beastmaster



New pets that can be summoned via the Call Beast job ability have been added.
  • Reference attributes when calling pets over level 99 have been changed.
    If at or below level 99: PC’s Level + the pet’s maximum level
    If over level 99: Main weapon item level + the pet’s maximum level
     
    * The internal level will still be level 99, but the pet's stats will be raised.
    * If the main weapon is switched out when a pet is active, the increased stats will change based on the new main weapon.
  • The effects of the “Beast Affinity” job trait earned through merit points will now apply even above level 99. The following pets have the possibility of being greater than level 99.
    Slippery Silas / Turbid Toloi / Crafty Clyvonne / Dipper Yuly /
    Flowerpot Merle / Luckly Lulush / Nursery Nazuna / Dapper Mac / Discreet Louise / Fatso Fargann / Presto Julio / Malibuster Cetas / Audacious Anna / Swift Sieghard / Faithful Falcorr / Bloodclaw Shasra / Bugeyed Broncha / Gorefang Hobs / Gooey Gerard / Crude Raphie
Dragoon



  • A dragoon’s wyvern’s attributes will now increase in line with the item level of the weapon equipped in the main weapon slot.
    * This change only affects weapons that have their item levels displayed.
    * If the main weapon is switched out when the wyvern is active, the increased stats will change based on the new main weapon.
Summoner



  • A summoner’s avatar’s attributes will now increase in line with the item level of the item equipped in the ammo slot.
    * Equipment that increases the attributes of avatars has been added.
    * If the item equipped in the ammo slot is switched out when the avatar is active, the increased stats will change based on the new ammo.
Blue Mage



  • The damage of physical blue magic spells will now increase depending on the item equipped in the main weapon slot.
    * This change applies to weapons equipped in the main weapon slot for which their item levels are displayed and have an attribute modified by a weapon skill.
Geomancer



  • The casting speed and recast timers for the following geomancy spells have been changed.
    • Indicolures
      Recast time: Twelve seconds (no change)
      Casting time: Decreased from four seconds to two.
    • Geocolures
      Recast time: Decreased from twenty-four seconds to twelve seconds
      Casting time: Decreased from eight seconds to two.
  • The levels at which the job trait “Conserve MP” is learned have been adjusted.
    Pre-adjustment: 10/30/50/70/90
    Post-adjustment: 10/25/40/55/70/85/99
  • The following job traits have been added.
    Job Trait Level Acquired
    Clear Mind 20
    Maximum MP Increase 30
    * The levels listed are the levels when the corresponding traits are first learned, but the effect will increase in stages at higher levels.
  • The following spells have been added
    Spell Level Acquired
    Sleep 35
    Sleep II 70
    * Due to the addition of Sleep / Sleep II to their spell repertoire, geomancers will now receive the enfeebling magic skill.
  • A category for geomancers has been added to the list of job-based merit points.
    • Group 1
      • Full Circle Effect
        Increases the amount of MP returned by 5%.
         
      • Ecliptic Attrition Recast
        Shortens the recast time of Ecliptic Attrition and Lasting Emanation by ten seconds.
         
      • Life Cycle Recast
        Shortens recast time by twenty seconds.
         
      • Blaze of Glory Recast
        Shortens recast time by twenty seconds.
         
      • Dematerialize Recast
        Shortens recast time by twenty seconds.
    • Group 2
      • Mending Halation (Recast time: five minutes)
        Causes your luopan to vanish and restores HP of party members within area of effect. Increases amount of HP restored by five percent.
         
      • Radial Arcana (Recast time: five minutes)
        Causes your luopan to vanish and restores MP of party members within area of effect. Increases amount of MP restored by three percent.
         
      • Curative Recantation
        Grants a healing effect to Full Circle. Increases amount of HP healed by five percent.
         
      • Primordial Zeal
        Shortens casting times of elemental magic spells while under the effects of Collimated Fervor. Shortens casting time by ten percent.
Rune Fencer



A category for rune fencers has been added to the list of job-based merit points.
  • Group 1
    • Rune Enchantment Effect
      Increases potency of runes harbored by two points.
       
    • Vallation Effect
      Adds an elemental damage reduction to Vallation and an elemental damage reduction to Valiance of one point per harbored rune.
       
    • Lunge Effect
      Increases the accuracy of Lunge by three points per harbored rune.
       
    • Pflug Effect
      Enhances the likelihood of resistance activating by one point per harbored rune.
       
    • Gambit Recast
      Shortens recast time by ten seconds.
     
  • Group 2
    • Battuta (Recast time: five minutes; Effect duration: ninety seconds)
      Increases the likelihood or parrying and deals counter damage after parrying dependent on harbored runes. Increases chance of parrying by four percent and increases counter damage by four points per rune harbored.
       
    • Rayke (Recast time: five minutes; Effect duration: thirty seconds)
      Expends runes to reduce elemental resistance of the target. Increases duration of the effect by three seconds.
       
    • Inspiration
      Grants a “Fast Cast” effect to Vallation and Valiance. Increases casting speed by ten percent.
       
    • Sleight of Sword
      Grants a “Subtle Blow” effect during Swordplay. Increases the maximum value of Subtle Blow by five points.

Item-related

New synthesis recipes have been introduced.


New items have been introduced.



  • The amount of bayld needed to receive the following pieces of equipment has been lowered:
    Karieyh Morion / Karieyh Haubert / Karieyh Sollerets / Karieyh Brayettes / Karieyh Moufles
    Thurandaut Chapeau / Thurandaut Tabard / Thurandaut Boots / Thurandaut Tights / Thurandaut Gloves
    Orvail Corona / Orvail Robe / Orvail Souliers / Orvail Pants / Orvail Cuffs
    Coalition Shield / Orvail Gloves / Vineslash Cesti / Coalition Dirk / Coalition Blade
    Coalition Sword / Coalition Axe / Trunkcleaver / Fieldrazer Scythe / Coalition Lance / Kotekirigo
    Kashiwadachi / Coalition Rod / Sortilevel Staff / Avitap Pole / Coalition Bow / Shadeshot Gun
  • The following items may now be sold at the auction house:
    Ghastly Stone / Ghastly Stone +1 / Ghastly Stone +2
  • The following items may now be held more than one per character:
    Bonanza Kupon L/Bonanza Kupon B/Bonanza Kupon X/Bonanza Kupon P/
    Bonanza Kupon A/Bonanza Kupon E/Bonanza Kupon J/Bonanza Kupon RW/
    Bonanza Kupon MW/Bonanza Kupon EW/Bonanza Kupon EA/Bonanza Kupon S/
    Bonanza Kupon D/Bonanza Kupon De/Bonanza Kupon Sa/Bonanza Kupon Ny/
    Bonanza Kupon S5/Bonanza Kupon S2/Bonanza Kupon O
New items are now storable via the Porter Moogle service.



  • Moogle Storage Slip 11
    Rustic Maillot / Rustic Trunks / Shoal Maillot / Shoal Trunks / Rustic Maillot +1
    Rustic Trunks +1 / Shoal Maillot +1 / Shoal Trunks +1 / Chocobo Masque / Chocobo Suit
    Chocobo Masque +1 / Chocobo Suit +1 / Korrigan Berret
New synergy recipes have been introduced.

Item Required Craft Materials
Chocobo Masque +1 - Chocobo Masque x2
Chocobo Suit +1 - Chocobo Suit x2

Item Required Craft Materials
Tulfaire Arrow Woodworking Chapuli Arrowheads, Guatambu Lumber, Tulfaire Fletchings
Bonecraft

Item Required Craft Materials
Titanium Bolt Woodworking Titanium Bolt Heads, Guatambu Lumber
Smithing
Titanium Bullet Alchemy Titanium Ingot, Firesand
Smithing

Item Required Craft Materials
Memorial Cake Cooking San d'Orian Flour, Selbina Butter, Maple Sugar, Beeswax, Rolanberry, Thundermelon, Selbina Milk, Bird Egg

System-related

  • Yell functionality has been added to the chocobo circuit.
  • Party invite range has been increased from the region level to worldwide.
    * This change means that the range for “Party” and “Autogroup” are also now worldwide.

The color of the icon depicting autoattack, spell, abilities, ranged attack, pet command, and trading subtargets now changes depending on the distance between the PC and the main target.

The icon depicting subtargets will be blue when the main target resides within the area of effect.

The icon depicting subtargets will be red when the main target resides outside the area of effect.
The icon depicting subtargets will be yellow when the main target resides near the border of the area of effect.
* There may be instances where commands cannot be executed even when the subtarget icon is yellow.



Item levels are now displayed in equipment help text.
Read on for details.
* The above applies to items introduced in the March 27, 2013 version update.
  • The following changes have been made to the auto-translate function.
    • Several new terms have been added.
      Category Term
      Place Names 2 Celennia Memorial Library
      Place Names 2 Dho Gates
      Place Names 2 Marjami Ravine
      Place Names 2 Mog Garden
      Place Names 2 Yorcia Weald
  • The eleventh anniversary logo had been added to the FINAL FANTASY XI main screen.

Playstation 2 Only
  • The maximum number of players and NPCs displayed in the following areas has been set to thirty-five in order to avoid blackout issues in certain locations.
    Yahse Hunting Grounds / Foret de Hennetiel / Morimar Basalt Fields / Cirdas Caverns [U]

Resolved Issues

  • The following issues have been rectified:
    • The issue wherein a Fire Elemental would appear in the Konschtat Highlands with 0 HP.
    • The issue with trying to eat the following fish raw wherein the message telling players they could not eat it would not display:
      Bloodblotch / Malicious Perch / Shen
    • The issue with the NPC Benjamien wherein the amount of bayld needed to undergo mezzotinting would not display.
    • The issue with Salvage wherein geomancy spells could be cast even when magic use was restricted.
    • The issue wherein the Abyssea – Attohwa NM Tunga could occasionally cast spells without triggering a recast timer.
    • The issue wherein dragoon wyverns would occasionally use Healing Breath on themselves.
    • The issue wherein the monster Volatile Matamata would solely use the skill Counterstance under certain conditions.
    • The issue with the Rise of the Zilart mission "Headstone Pilgrimage" wherein the Sanctuary of Zi'Tah NM Doomed Pilgrim would deal unintentionally severe damage.
    • The issue with the Inventors' Coalition assignment "Gather: Cirdas Caverns" wherein the amount of umbril ooze needed to complete the assignment was incorrect.
    • The issue wherein the effect of Dematerialize on a luopan would be negated by Dispel and other such spells.
    • The issue wherein various unnatural expressions and incorrect text was used in missions, quests, and item help text.
    • The issue wherein the graphics for Bokwus Gloves would not display correctly when equipped by Mithra and Hume female characters.
    • The issue with the quest "Keep Your Bloomers On, Erisa" wherein Erisa wears different clothes in the Rala Waterways from when she appears in Eastern Adoulin.
    • The issue wherein titles gained from defeating the Naakuals would not change after defeating them multiple times.
    • The issue with the Chains of Promathia mission "Dawn" wherein skipping the battlefield entry cutscene in Empyreal Paradox would cause the screen to go black.
    • The issue wherein disconnecting while trading mezzotinted equipment and materials to the Western Adoulin NPC Benjamien would result in the loss of materials and bayld.
    • The issue wherein talking to the NPC Bastingart under certain conditions would cause him to face in an unnatural direction.
    • The issue wherein using Addle would not count toward the objectives of magian trials that require monsters to be defeated while afflicted with a fire-based status ailment.
    • The issue wherein it was possible to cancel arcane glyptic augmentations with the NPC Forri-Porri even after confirming which items would be exchanged.
    • The issue with the Assault quest "Forging a New Myth" wherein party members would also be able to enter the battlefield.
    • The issue wherein using the black magic spell Tractor under certain circumstances would cause the caster to disconnect.
    • The issue wherein players' radar would glow red when moving to specific positions in a specific order in Western Adoulin.
    • The issue wherein players could complete the quest "Hunger Strikes" under certain conditions without having to trade the necessary item.
    • The issue wherein an error message would display when using the command "/pcmd add" under certain conditions.
    • Windows and Xbox 360 Versions Only
      • The issue wherein the graphics for Eald'narche's clothes would display improperly.
Known Issues
  • The coastal fishing net in Mog Gardens cannot be targeted under certain conditions, but the issue can be remedied by zoning out and returning.
  • The order in which merit point categories displayed under Categories in the Merit Points menu is incorrect, but Weapon Skill is scheduled to be moved under the Others category after the August version update.
  • The help text for the Vallation Effect merit point category is missing the word "reduction" after "elemental damage."
  • The incorrect names of certain ergon loci may display when examined.
  • The names of the key items for the quest "Vegetable Vegetable Evolution" overflow the text box.
  • One of the attributes for the weapon Xbalanque erroneously reads "Axe Skill" instead of "Scythe Skill"

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