Regarding “Wings of the Goddess”-Original Forum Post
Translated by: Elmer the Pointy
- A “Cavernous Maw” (禁断の口) exists in every region of Vana’diel. These are used to travel from present-day Vana’diel into the past. There is no cost to use this service.
- While currency may not be completely uniform across time periods, players will not be able to use Dynamis Currency in the past. Gil will be usable.
- Due to the time period, there will not be regular stores or Auction Houses in the past. You can still get a rental house and delivery service though.
- Campaign is the “conquest” of the past, a large scale system that governs the two continents. When asked if more people could participate than Besieged, they said the concept was like Conquest in the sense that each individual event had an overall impact on Vana’diel.
- Field Areas in the past are called “Campaign Areas,” and their control changes as the war between the Forces of Altana and the Beastman Confederate plays out according to each area’s battle. Over the course of a week, results are totaled from who controls what area and the overall victor gains an advantage for the following week, while the loser will face an uphill battle.
- As a part of the Allied Forces of Altana, players can participate in four different events to improve the status of their affiliated nation.
Campaign Battle, Campaign Mission, Scout, and Survey
- Campaign Battles will spring up unexpectedly in various regions. As information comes in, you will learn about the particular area that is under attack. The ultimate objective is to control the area in question by forcing out the Beastmen. There are a number of benefits to this, most notably being Experience Points and earning Alliance Points (連合軍戦績 lit. Allied Forces Military Acheivement Score.)
- Countries that control more land get more missions and such to go on, and the chance to get even more experience and Alliance Points. Campaign Battles occur frequently, and through the use of special magic, you won’t lose experience points for participating. There is no time restriction, and you receive experience and points based on your participation, so it’s meant to be a light activity where you can come and go as you please.
- Campaign Missions are issued by your nation and are intended to earn an advantage in Campaign. Missions are the foundation of Campaign and are unlocked depending on rank, which is a total derived from the war situation, military operations, domestic affairs, controlled areas, and Scout among other factors. (These all appear to be aspects of Campaign that will get official names). Missions are issued similar to Assault, with the use of tickets, but differs in that only the player issued the mission orders has their ticket used. In other words, you aren’t restricted by rank as to what missions you can participate in, leaving you able to party with whomever you wish.
- There are more combinations of level/party choices this time as well. Assault generally bottomed out at 3 members and level 50+. Campaign Missions will allow you to go solo, go as low levels, play for short periods of time, and generally customize the event to fit your particular style of play.
- In Field Areas and Dungeons, there are various NPC wandering about that are not affiliated with the Allied Forces of Altana. Finding these NPCs can produce a variety of beneficial effects for the Allied Forces and also your own nation. You can also unlock new Campaign Missions or quests and perhaps meet a familiar face or two…
- In the past, surveys were conducted regarding the military policies of each nation. Questions such as, “Which area should we attack?” or “What tactics should we employ?” or “What special techniques should we develop?” were explored via weekly questionnaires. Now, you will be able to give your own opinion, and the results will be compiled each week and applied to the following week’s military action. Campaign Battles and Campaign Missions will be given out based on this data.
- Dancers will have a variety of uses, such as “Dance” to heal party members, “Step” to enfeeble enemies and “Flourish” to utilize Additional Effects. A Dancer’s abilities require TP to function, so they will inevitably need to engage the enemy.
- “Dance” will heal party members through unique status effects. For instance, giving the party Additional Effect: Drain to their attacks.
- “Step” will place enfeebling effects on the enemy while placing a “Finishing Move” status on the Dancer. “Flourish” is an ability that consumes this status when activated.
- Let’s say you are using “Quick Step,” a Step that carries the effect of Evasion Down. When this attack hits, the enemy will receive the effect of Evasion Down for a period of time, while the Dancer receives Finishing Move. “Flourish” then has a number of effects, such as Provoke, WS enhancements, exchanging Finishing Move for TP, and opening skillchains.
- A Dancer needs TP to use their abilities, so they will need to fight normally to build up TP for either Dance or Step. Their role appears to be between healer and general support.
- Scholars have knowledge of both White and Black magic, as well their own exclusive set of spells. They are not exceptional mages, but rather combine abilities from various schools. Scholars also appear to have some use as a support job to other magic-using classes.
- By the way, Scholars will not be hitting anything with books. Their basic abilities are “White Grimoire” and “Black Grimoire.” They function similar to a Samurai’s Hasso and Seigan, in that the Scholar chooses between wielding White Magic and Black Magic, but not both at once. There is no time limit on this ability, so technically you could remain on one set of magic forever.
- “White Grimoire” lets one specialize in White Magic by lowering cast times and reducing MP cost. In addition, Healing, Divine, and Enhancing skills are all raised, and unique abilities are unlocked. Conversely, Black Magic spells have their MP cost increased and casting time lengthened. However, you are free to switch back and forth at any time.
- With Scholar as a support job, using the Black Grimoire will boost those respective skills, perhaps allowing White Mages to net better results with Drain and Aspir, or land the oft-resisted Paralyze on an enemy.
- Scholar brings with it a number of abilities to help one skillfully manipulate magic. There are a set of abilities that can only be used with either the White or Black Grimoire. Similar to a Summoner's Blood Pacts, these abilities are tied to the same recast timer. However, a Scholar has the ability to store up uses of these abilities. For example, say you have an ability with a recast timer of 4 minutes. Normally you would activate it and then have to wait 4 minutes to use it once again. However, a Scholar is able to store up these recasts to a maximum of 3 consecutive activations.
- There are also various spells that come unique to Scholar. One allows you to change the designated weather for a target party member. Another causes a great amount of DoT damage. Weather changing magic may not seem like much, but it is great for accommodating preferred spells in battle. Not only does it enhance magic accuracy and damage, but can activate certain pieces of armor.
- Macro Palette increased to 4000 entries. I’ve been hearing that each job will get their own set of macros to use, 10 rows of 20 entries unique to 20 jobs = 4000
- Personal inventory increased to 70
- Ability to invite players into your Mog House
- As for avoiding that technique used by that last guy you fight in Einherjar… use the pose as if you were paying respect or praying and… Does this mean bowing or kneeling to Odin has some special effect?/list /list
This page last modified 2007-11-03 21:50:39.