Posts Tagged ‘ FFXIV ’

Letter from the Producer, XIII (07/08/2011)

From the Lodestone:


Hello everyone! Yoshi-P here with
another post for all you FFXIV-ers.

I apologize in advance for the
brevity of this letter, but wanted to inform you all right away that we are
planning to release patch 1.18 on July 21 (PST).

All that’s left is the
balancing and debugging of the two instanced raids. (There’s no guarantee all
future instances will fit the definition of “dungeon,” and it’d just be
ridiculous and flat out wrong to call something that isn’t a dungeon a dungeon,
right? But even a small party of people can raid a given location, dungeon or
otherwise. Just sayin’.) But things are preeetty tight, so there may be a 1- or
2-day delay.

Sorry to all of you who are waiting, but
we want to make sure the debugging is done right before releasing this content,
so bear with us just a bit longer. That’s it for now. Time to get back to

See you soon!  ‘


It seems we have another 2 weeks ahead of us.  Hopefully 1.18 will be ready for us by then.


[patch1.17c] Patch 1.17c Notes

From by NOC_EU 6/15/2011


‘ [patch1.17c] Patch 1.17c Notes

Fixed Bugs

  • Measures have been implemented to address the recurring server failure issue
    occurring in market areas.
  • Measures have been implemented to address the issue wherein viewing the
    linkshell member list may cause the client to crash.
  • The following bugs have been addressed:
    • A bug wherein the enemies “Prince of Pestilence” and “Unknown Soldier” may
      neither be seen nor targeted despite appearing on the minimap.
    • A bug wherein the location of one’s retainer may change following server
    • A bug wherein the journal entry may not be updated for the quest “A Piece of
      History.” ‘

[patch1.17b] Patch 1.17b Notes (from the lodestone)

posted by NOC_EU at 05-23-2011 06:43 PM


  • [dev1035] Target filter cycling has been removed from targeting mode A, and
    targeting mode C adde.

    /targetmode (/tmode) [subcommand]
    Activate targeting mode A
    b Activate targeting mode B
    c Activate
    targeting mode C
    * Activating targeting mode C will set the
    target filter to ALL.
    * The default targeting mode is

  • [dev1083] A new text command has been added which allows players to specify
    targeting behavior when pressing confirm without a target selected.

    /directtarget (/dtar) [subcommand]
    Toggle direct targeting on.
    (Overrides active targeting mode to render
    all characters selectable.)
    off Toggle direct targeting
    (Determines selectable targets based on current targeting
    Toggle between on and off when no subcommand is specified.
    * The default setting is


  • The following bugs have been addressed:
    • A bug wherein a party currently engaging a notorious monster could receive
      the benefits of items from other parties.
    • A bug wherein gnats did not link under certain circumstances.
    • A bug wherein players could not undertake certain duties in the sidequest
      “Seashells by the Seashore.”
    • A bug wherein pressing Ctrl + T to scroll through the /tell history
      would skip the most recent recipient.  ‘

Battle reform blueprint by Akihiko_Matsui on 5/19/2011:

Battle Reform Blueprint

Dear fans,

It is with pleasure
that I announce the release of the battle reform blueprint. My apologies to have
kept you waiting for so long, but due to my primary patch commitments, this
document has been longer in the making than intended.
But without further
ado, please allow me to take you through the blueprint and explain in detail the
planned changes and the driving force behind each of them.

Lead Battle Planner

Reform Concept

  • Fostering Skillful Play

    Creating a battle system that fosters skillful play.
    above is, in a sentence, the rationale behind the coming battle changes. Not
    exactly the punchiest catchphrase around, but perhaps there’s kindly a soul out
    there who could word it better. */poke Yoshi-P*

    To elaborate, we are
    aiming to address issues such as the following:

    • Victories coming with little reliance on skillful play.
    • Lack of information needed for skillful play.
    • No sense of accomplishment even with skillful play.

    light of the above, our objective is to implement a battle system that rewards
    player effort and innovation in such areas as equipment, hunting grounds, and
    party structure.

    Lastly, in conceiving these changes, we have kept one
    fact close to heart: simply making enemies stronger does not equate to an
    environment that fosters and rewards skillful


  • Dungeons

    Dungeons, the proving grounds for parties, will be released in 1.18.
    We will be implementing two types to begin with, with future updates to usher in
    additional maps and battle concepts.
    This content takes the form of raid
    missions in which players slash and burn their way through a labyrinthine area
    before finally squaring off against a formidable final foe. Dungeons are
    intended to push teamwork to the limit, and players can expect a level of
    satisfaction (and spoils!) befitting the challenge.

    To coincide with the
    addition of dungeons, a number of actions and skills will receive tweaks ahead
    of time, the details of which will be released at a later

  • Notorious Monsters

    We will continue to introduce new NMs on a regular basis, although
    numbers may be modest for patches boasting large-scale features such as
    dungeons. Players can look forward to engaging in more epic struggles and
    acquiring spectacular


  • Skillful Partying

    Alongside our ongoing endeavors to make solo adventuring ever more
    rewarding, we are also injecting effort into making full-fledged partying more
    enjoyable. At the heart of this undertaking is a series of plans to draw out the
    uniqueness of each class (details in the Armoury System section below).
    goes without saying to those familiar with MMORPGs, but the masterful
    manipulation of the following facets of battle is the cornerstone of effective

    • Enmity (hate) control, which governs the enemy’s attack target.
    • Crowd control (CC), the act of rendering enemy groups incapable of
  • Enmity (Hate) Control

    Following review, we have deemed the current algorithm unnecessarily
    complicated, and as such have decided to simplify the system as follows:

    • Damage will convert to enmity at a one-to-one ratio (in most cases)
    • Players will have the means to examine their own current hate

    A hate conversion formula will be applied to
    actions that target friendlies or do not inflict damage.

    Furthermore, a
    player’s enmity will be made constantly visible as a percentage of that of the
    party member being attacked. A feature whereby players may examine hate values
    for all party members is also under consideration for a future

  • Crowd Control (CC)

    As crowd control tactics are expected to gain in prominence with the
    introduction of dungeons, a host of adjustments is being planned centered around
    the following:

    • The reforming of crowd control methods
    • Tweaks to crowd control actions and their distribution among
  • Solo Play

    Solo play is the preferred choice of those short on time, and we
    intend to preserve the balance wherein adventurers can take on foes of the same
    rank unaided. Even as we work to further accentuate the uniqueness of each
    class, we will make it so that all classes are capable of ranking up via solo

Auto-attack and
Other Systems

  • Auto-attack

    We will be implementing auto-attack. As the workload for this is
    expected to be considerable, however, the feature will be introduced in stages
    alongside revisions for other systems.

    For the first stage, we will
    implement the core mechanics of auto-attack and perform provisional adjustments
    to the accompanying damage algorithm. The next stage, planned to take place
    after the aforementioned crowd control and action/skill revisions, will involve
    a fine-tuning of the auto-attack algorithm. Other algorithms will also undergo
    revisions, which will be explained further below. In so doing, we hope to
    further draw out the unique flavor of each weapon. At this same time, we will
    also carry out motion and other graphical revisions to accommodate

  • Action Bar

    We realize that having to reequip gear and reset actions every time
    you change class is a source of chagrin. Although we are unable to indicate a
    timeframe, discussions are underway with the UI team on ways for players to
    retain equipment and action data for each class.
    As battle revisions
    encompass not only tweaks to areas such as classes, items, and monsters, but
    also entail improvements to user interface, we wanted to share with you this
    aspect of our plans as well.

  • Battle Regimens

    We are afraid to inform you that work on the Battle Regimen system
    has been postponed, as adjustments and additions alone will not suffice to
    address problems. There is a need to rework the system from the ground up, and
    we will lay the foundation stones after other changes have been seen to


  • Battle Attribute Allotment

    When it comes to battle, class rank should, by logic, be more
    important than physical level. The reality of the situation, however, is that
    attribute point allotment is dependent upon physical level, something that is
    causing complications in our endeavor to improve the battle system.

    the recent battle poll (thanks to all who participated), we learned that a
    considerable number of players would be willing to forgo physical levels, but
    wanted to retain the ability to customize characters through attribute
    allotment. Armed with this knowledge, we proceeded to formulate the optimal

    The decision: attribute point allotment will no longer
    accompany gains in physical level, and will instead occur when characters rise
    in class rank. Although the amount in frequency of points awarded will be lower
    than previously, players will find that each point will have a more profound

  • Algorithms

    In light of changes planned for the Armoury System, the need to
    revise algorithms has arisen. At the same time, we will also carry out the
    changes below in order to streamline areas made overly complicated.

    • Abolishing the rounding formula based on standard rank values *1
    • Optimizing the value ranges for the influence of attributes *2

    Many in-game elements are known to
    influence algorithms, and we are working on identifying them all regardless of
    the extent of their impact.

    We believe that the above changes will allow
    players to more keenly feel and appreciate the myriad benefits offered by magic
    and equipment, which will lead to a new depth of enjoyment in

    *1 The algorithm whereby values associated
    with rank are rounded up or down to be as close to the standard as

    *2 The system whereby enhancing statuses
    (whether obtained through attribute allotment, equipment, or magic) are
    influenced by incremental sets of


  • Classes

    Actions will undergo major revisions, along with both the underlying
    mechanics and conditions.

    By major revisions, not only do we mean the
    tweaking of effects and potency of existing actions – we will work from the
    ground up to redesign and reassign actions based on clearly identified class

    We will also make a number of changes as part of our reexamination
    of how actions are equipped and the character requirements for doing so. First,
    actions learned by each class will be set to the action bar by default when
    playing as that class. Also, we will be making some actions settable on any
    class, while other “class-defining” actions obtained at higher ranks will be
    usable only by that class.

  • Jobs

    The job system – that series-defining trademark – will be
    implemented in FINAL FANTASY XIV (details such as specific jobs TBA). Quests to
    unlock each job will become available once you have reached a certain rank in
    the corresponding class.
    Rather than being advanced versions of classes, we
    would like players to think of jobs as specialized playing styles optimized for
    partying. While playing as a particular job will render you unable to equip
    certain actions of other classes, you will be compensated with access to
    exclusive actions, which can be acquired through quests.

    In practice,
    players will find the existing classes effective when playing solo or in certain
    party setups. Jobs, however, will shine in party situations where specific skill
    sets are demanded. Now, you didn’t hear this from me, but there are also rumors
    circulating that quests for obtaining job-exclusive equipment are also in the
    We at the development team are currently hard at work on the job
    system, and expect to have details to share with you


  • Fighting the Good Fight

    Thank you for taking the time to pore over these words. Having read
    the blueprint, there is bound to be more than a few players who feel that we’ve
    only recited a handful of things common to all MMORPGs. There may be others
    still who are saddened – perhaps even piqued – that elements they felt made
    FINAL FANTASY XIV unique will be going to the cutting block.

    I would like
    to clarify here that the battle team’s overarching objective is to lay a solid
    foundation upon which to build new elements – elements that will bring out the
    best in FINAL FANTASY XIV. The marriage of classes and jobs is representative of
    this endeavor. Whereas the ease of play classes offer will find favor with solo
    and casual party players, jobs will add a new depth of enjoyment for those
    wishing to take on high-level, strategy-rich content.

    A period of great
    change is underway, and we ask you to bear with us. FINAL FANTASY XIV is dear to
    us as it is to our fans, and there is simply nothing we would love more than to
    see it flourish into everything it can be. And to see this wish become reality,
    we promise to spare no effort in delivering the ultimate battle experience to

    On behalf of the team, thank you always for your encouragement
    and support.

Square Enix’s Holdings (SE is reporting losses) Will FFXIV be affected?

It seems that SE may be chopping off wayard projects and possibly some future game content for certain titles.

Could FFXIV be on the chopping block? Is it possible that SE would cut FFXIV after already using so many resources (and a lot of time) to revamped the game?

Most people don’t think so and I’m one of them. As much as SE seems to do odd things at times, I’m sure SE wouldn’t do something that drastic.

The report from SE can be found at:

Letter from the Producer, IX (05/02/2011)

From the Lodestone  at by Naoki Yoshida on 5/2/2011

“Well, we are creeping up on Golden Week here in Japan—a weeklong vacation packed with some of Japan’s finest holiday offerings. But for now it’s still business as usual in the office for Yoshida and crew.

Patches 1.17 and 1.17a are good and done, and we’ve started work on the next patch—appropriately named 1.18.

1.18 is going to be relatively bigger than previous patches. This means that balancing is going to take more time than usual, and so we’re anticipating a somewhat longer period between patches. Even if we break off some of the content and release it ahead of time in a 1.17b patch (which me might!), 1.18 will still go live sometime in mid-June at the earliest. Sorry for that.

But good things come to those who wait! Dungeons designed for ranks 30 and 50 are on their way, and 1.18 will see the start of our reworking of the battle system, as we bring in some changes to that area.

Also, we’re planning to introduce various new encampments that will serve as quest hubs. We’re in the process of testing these now on our development servers, and I strong-armed one of the designers in charge into handing over some screenshots for me to post here.

From top to bottom, those are encampments in the Ul’dah, Limsa Lominsa, and Gridania regions. In this way, we’re going to gradually increase the number of public areas with quest hubs. We also have some beast tribe versions in the works, but it’s looking like those will have to wait until 1.19.

By the by, this is still under development, but here’s what the beast tribe equivalent is looking like.

I’ll continue to drop more details on future patch content on the Lodestone forums, and in these letters as well. Akihiko Matsui, our lead battle planner, will also be posting on the forums in the near future regarding some of the new battle concepts we have planned.

Come mid-May, the vanguards of the Grand Companies will be the first to brave Eorzea’s newly discovered dungeons. Their preliminary reports will be made available on the Grand Companies page on the Lodestone, so be sure to check it out!

Instanced dungeons will provide a means to further solidify the bonds of the Maelstrom, the Immortal Flames, and the Order of the Twin Adder. The Grand Companies are large-scale organizations that will play an active role in the events going on in Eorzea as they happen, so be on the lookout!

In my next letter, I’ll be sure to update the list of game changes. (Sorry it’s been so long…)

Until then! And for players in Japan, I hope you enjoy Eorzea over your Golden Week!

Oh, and one more thing, I’ve seen some auto-translations of some of my posts going up on the forums. A recent one concerning synthesis actually starting spreading some misinformation before our official translation came out. I know I post at crazy hours sometimes, and that there are time lags, but ask that you please refrain from posting these translations in the forums. Thanks, and talk to you again soon!”

Patch 1.17 Notes from the Lodestone

From the Lodestone:

‘ [patch1.17] Patch 1.17 Notes


•[dev1004] Upon meeting the objectives of a main scenario or class quest, an exclamation point (!) icon will appear over the NPC offering the quest. An exclamation point icon will also appear over the heads of NPCs with whom a player must speak to advance a quest.

•[dev1004] Objectives for several quests have been adjusted.
Party members who are KO’d now receive credit for defeated enemies.
Party members KO’d in battle while on a quest are now automatically revived after the battle is won.

•[dev1004] Distinguishing icons are now displayed next to the names of quest-related NPCs. Target enemies of quests are now represented on the minimap by red dots.

•[dev1002][dev1003] New sidequests have been added.

•[dev1051] Class requirements for undertaking the following sidequests have been adjusted:

Sidequest Before After

Proceed with Caution Disciplines of War and Magic → All classes
Playing with Fire Disciplines of War and Magic → All classes

•[dev1011] The rate and amount of guild tokens that can be obtained on local levequests have been adjusted.

•[dev1021] The following changes have been made to behests.

•The maximum number of participants has been reduced from 15 to 8.

•The behest reset timer has been reduced from 1 hour to 30 minutes.

•The period during which behests may be undertaken has been reduced from 5 minutes to 3 minutes.

•The period during which behests must be completed has been reduced from 30 minutes to 20 minutes.

•The period during which rewards can be claimed upon completion of a behest has been reduced from 10 minutes to 5 minutes.

•The number of behest enemies has been adjusted.


•[dev1031] New notorious monsters have been added.

•[dev1030] Enemy distribuion has been adjusted in the following areas:
•Lower La Noscea
•Western La Noscea
•Eastern La Noscea
•Central Thanalan
•Eastern Thanalan
•Western Thanalan
•Central Shroud
•North Shroud
•South Shroud

•[dev1049] Several of the actions and motions of the following enemies have been adjusted:
Magicked Bones, Skeleton Soldier, Skeleton Swordbearer, Wandering Wight, Wendigo, Wight, Wight Warrior

•[dev1050] The Misdirection ability of the following enemies now deals no damage to players:
Kokoroon Quickfingers, Longnose Gnognoroon, Qiqirn Beater, Qiqirn Egg Hunter, Qiqirn Eggnapper, Qiqirn Goon, Qiqirn Mercenary, Qiqirn Poacher, Qiqirn Scrambler

•[dev1020] The maximum number of party members has been reduced from 15 to 8.
The strength of several notorious monsters has been adjusted to coincide with this.

•[dev1020] Players now receive enhancing status effects when in a light party (4–7 members) or full party (8 members).

•Comradery (light party)
Maximum HP and MP increased by 5%
Physical and magic accuracy increased by 5%

•Strength in Numbers (full party)
Maximum HP and MP increased by 10%
Physical and magic accuracy increased by 10%

•[dev1037] Graphic effects of actions and spells have been enlarged by a factor of between 1.5 to 2 times their original size.


•[dev1038] New items have been added.
Several new pieces of class-specific gear have been added.
* Classes capable of equipping these items are listed after a Requires: prefix in the item text.

•[dev1041] The rate at which the condition of accessories degrades has been reduced depending on the amount of other gear equipped.

•[dev1042] Messages informing players of items obtained through gathering now display the item’s icon next to its name.

•[dev1039] When the three below conditions are met in regards to the grade and difficulty of a gathering attempt, the “sweet spot” of the approach phase will be in a fixed location.
1. Class rank
2. Values of VIT for miners, STR for botanists, and DEX for fishers
3. Bait and lures (for fishing only)
ex.) At a certain grade and difficulty, having the appropriate rank, DEX value, and bait/lure will ensure that jigging the rod precisely in the middle will result in a black eel hit.


•[dev1043] The following UI features have been enlarged:
•Player HP/MP/TP gauges
•Target HP gauges
•Party member HP/MP gauges

•[dev1052] The text designations through can now be used to select targets.

•[dev1044] The text command /hpbar has been added, and can be used to toggle the display of HP bars on and off for all targets capable of engaging in combat.
USAGE: /hpbar [subcommand]
 all  Display HP bars for all enemies and players.
 off  Hide HP bars for enemies and players.
 * This option is set to off by default.

•[dev1045] The text command /enemyrank (/erank) has been added, and can be used to toggle display names on and off for enemies.
As part of this new feature, the icons previously used to display an enemy’s strength have been removed from the game.
USAGE: /enemyrank [subcommand]
 on  Display enemy ranks.
 off  Hide enemy ranks.
 Toggle between on and off when no subcommand is specified.
 * This option is set to off by default.

•[dev1040] The text command /enemyicon (/eicon) has been added, and can be used to toggle the display of active and non-active icons for enemies.
USAGE: /enemyicon [subcommand]
 on  Display active (red) and non-active (green) icons.
 off  Hide active (red) and non-active (green) icons.
 Toggle between on and off when no subcommand is specified.
 * This option is set to off by default.

•[dev1020] Party Member 5–7 options have been added to the Keyboard section under main menu » Configuration.

•[dev1020] The following features have been removed to coincide with the new maximum party size:
•Party recruitment settings for 9 or more members
•Text macros through

•[dev1053] The following items now display on both the world map and minimap.
•Guildleve Counter
•Linkshell Manager
•Retainer Counter
•Summoning Bell
•Guild Mark Exchange

•[dev1046] Retainer locations are now saved even following server maintenance.

•[dev1029] Character collision with relatively low-lying outdoor elements has been removed.

•[dev1054] Rocks in front of the Adventurers’ Guild in Gridania and next to the NPC Maisenta have been removed from the game.

•[dev1047] Battle music now cuts in and out, rather than fading in and out.

•[dev1048] Current patch version information is now displayed on the title screen.

Fixed Bugs
•The following bugs have been addressed.
•A bug wherein the target popoto-opotos on the sidequest “A Well-Balanced Diet” were appearing in an incorrect location.
•A bug wherein the enmity generated when using healing, enhancing, or enfeebling actions against an enemy of a rank different than your own was incorrect.
•A bug wherein characters were sometimes too easily resisting the status ailments caused by enemy spells.
•A bug wherein the condition of Pugilist Arms was degrading at an incorrect rate under certain circumstances.
•A bug wherein characters were getting stuck among the thick trees and dense vegetation of certain areas, making further adventuring impossible.
•A bug wherein the icons next to player names were displaying incorrectly.
•A bug wherein the teleport offer prompt that appears when other party members teleport would not disappear, even after accepting or refusing.
•A bug wherein discarding a stack of items numbering between 201 and 230 caused the game client to crash.
•A bug wherein a player’s current gil was not displayed when leasing a market stand.
•A bug wherein blacklists were sometimes displaying incorrectly.
•A bug wherein negative stats of gear were not functioning correctly.
•A bug wherein mashing the Accept/Confirm button on a gamepad while crafting for a local levequest would forgo the synthesis details interface, and prevent all game commands other than chat.

Known Bugs
•A bug wherein party member markers on the world map and minimap sometimes shift abruptly to the lower right portion of said map. ‘

A plethora of much needed updates and fixes! If the FFXIV teams keep this up while constantly adding content then I might actually stop playing Ogre Tactics on PSP and start playing this longer than doing the daily levequest grind and logging off!

The introduction to the Grand Companies of Eorzea

From the lodestone:

In all honesty I’m not a fan of any introduction of ‘companies’ into Eorzea. I feel that it takes away from the lore since one of the main elements that draw fans to FFXIV is being able to play as you want, how you want without worry of structured hierarchies such as a private ‘business.’ It only reminds people like me of FFVII’s Shinra Inc. and how they leeched resources from the peoples of the world and ended up nearly destroying it with mindless research headed by a mad scientist (which is very close to what is happening in reality but that’s another topic).

I’d prefer, for the sake of lore, that these type of fantasy games stick to ‘guilds’ or something of that sort but I won’t make too much of a fuss over this. For now. If this element of FFXIV becomes too much like the real world (and inevitably boring) then away I will wander from this title.

Notorious Monsters (04/13/2011)

From the lodestone:

‘ Though these creatures can appear hauntingly similar to existing monsters, their ferocious nature sets them apart from their weaker cousins. Many an adventurer has met an untimely demise by failing to recognize risks that come with engaging these deadly adversaries. To ensure you fare better, this post not only includes in-depth views of three select notorious monsters, but provides screenshots for all twenty being introduced. It will also take a first-time look at three pieces of epic gear obtainable by slaying the beasts.

Notorious Monsters

Only when a creature grows more cunning, more aggressive, more deadly than its brethren is it worthy of a name.
—Frandelont Raimdelle

Bomb Baron

Feared around the realm for reducing all it touches to ash, the Bomb Baron pursues its prey with a passion hotter than the whitest forge. Legend says this abomination was once an adventurer who made his name culling thousands upon thousands of bombs across Eorzea, until one day a stray bomb caught him unawares and he died of burns rendered by the voidsent’s timely explosion. Upon hearing of the soul’s arrival in the fiery depths of the sixth hell, the Bomb King snatched it up and used ash from his own body to resurrect the adventurer as a bomb. He dubbed the creation the “Bomb Baron” and sent him back to Eorzea, telling him that his soul would suffer eternal torment until he had taken the lives of as many adventurers as he had bombs.


Until recently, the sylphs celebrated a traditional springtime festival known as the Dance of the Tusks, in which tribe elders would enter a ring armed only with a spear and a cape, and test their mettle against ferocious wild boars. When a tragic accident led to one of the elders being gored and eaten, however, the tribe was left with little choice but to abandon their heritage. Fearing the wrath of the elementals, the sylphs canceled all future Dances and set the remaining boars free, including the fattened male champion, Phaia, who still roams the Black Shroud, his bloodlust as intense as the day he gained his freedom.

Kokoroon Quickfingers

A multi-talented qiqirn thief, it is said that Kokoroon Quickfingers is so nimble that he can empty a man’s purse and have the pouch back on his belt quicker than the blink of an eye. Originally from La Noscea, Kokoroon earned fame in the Sailors Ward of Limsa Lominsa where he would use his deft digits to strum jolly tunes on his lute, luring audiences into absent-minded revelry. Then, during intermissions, he would mingle with crowds, laughing and sharing tales, all the while snatching coins from the pockets of his unsuspecting victims. Needless to say, it was not long before Kokoroon had a bounty placed on his head by the Knights of the Barracuda, and was forced to flee across the Strait of Merlthor to the parched deserts of Thanalan where it is said he still wanders today, lute in hand, ever in search of his next victim.

Lost Treasures

Kple Kple

• Two-handed Conjurer’s Arm

• Requires: Conjurer
• Optimal Rank: 30

• Magic Potency: 112
• Magic Accuracy: 126
• Critical Hit Rate: 136
• Earth: 50%
• Wind: 50%
• Dexterity: +2
• Intelligence: +2
• Piety: +2
• Number of Attacks: +1

This staff is said to have been created by a powerful conjurer who took the taproot of an ancient rosewood tree burned to the ground by a levinbolt, and fixed to it a ceremonial sun mask used by the primitive tribes on the distant southern continent of Meracydia. The magicked weapon is said to grant its wielder the ability to hear the whispers of the elementals.

Shield of the Savage

• Shield

• Requires: Gladiator, Conjurer, Thaumaturge
• Optimal Rank: 30

• Defense: 11
• Attack: 21
• Blocking: 85
• Wield Rate: 13
• HP: +12
• Strength: +1
• Vitality: +1

This massive shield carved from maple and draped in thick sheep leather is presented by Ixali tribal elders to warriors who have shown exceptional bravery in battle. Once received, its owner will use the shield until it literally falls to pieces; the damage it bears proof of the battles the shield has seen. The twin spikes protruding from the lower section of the frame can be used as hooks to rip an opponent’s shield from his hands or destroy it altogether.

Loyalist’s Bliaud

• Attire

• Requires: Conjurer, Thaumaturge
• Optimal Rank: 30

• Defense: 58
• Magic Defense: 72
• Evasion: 33
• Resilience: 42
• Wind: 3%
• Intelligence: +3
• Mind: +3
• Piety: +3
• Magic Accuracy: +2
• Elemental Resistences: +35

The Loyalist’s Bilaud is a thick coat of indigo velveteen that was once awarded by the Pontifex to musketeers who performed exemplary deeds in service of the Holy See of Ishgard. The grossly oversized shoulder pads and billowing drapery about the hem make for a stunning silhouette, and the look was considered à la mode for many decades. The garment was far from practical for use on the battlefield, however, as the gaudy design proved an easy target for enemy archers.
* Patch 1.17 will also see the introduction of class-specific equipment. If an item’s help text states that it “requires” a certain class, only adventurers of that class will be able to equip the item. ‘

Not much to say about this besides the obvious; The more content I see being implemented, the more I like FFXIV.

Patch 1.17 Outline (04/12/2011)

As promised in the seventh Letter from the Producer, we are happy to announce that patch 1.17 is on schedule for release in a matter of days.

◆ Patch 1.17 Release Date Thursday, April 14, 2011 (following server maintenance)

◆ Patch 1.17 Maintenance Time 2:00 p.m. to 4:00 p.m. (PDT)

The following is a brief outline of the planned changes:

◆ Patch Outline

•[dev1002] [dev1003] The implementation of new sidequests
•[dev1011] The balancing of guildleve rewards
•[dev1020] Adjustments and additions to the party system Maximum party size has been reduced to 8 members. Parties with 4 to 7 members are now called “light parties.” Parties with 8 members are called “full parties.” Special status enhancements will be granted to light and full parties. (Changes to party member display UI still under consideration.)
•[dev1021] Adjustments to battle content in conjunction with the new party system Adjustments to behest difficulty and bonuses to accommodate new full party size of 8 members. Adjustments to the behest schedule.
•[dev1029] Adjustments to environment collision detection
•[dev1030] Adjustments to enemy distribution
•[dev1031] The addition of new notorious monsters
•[dev1038] The implementation of new equipment and items
•[dev1039] The reduction of randomness affecting the approach phase in gathering
•[dev1040] Adjustments and additions to active icons

A more detailed report can be found in the 1.17 patch notes, scheduled for release on April 14.