- The final chapter in the Treasures of Aht Urhgan missions has been added.
The following adjustments have been made to the chocobo raising and chocobo racing systems:
The following adjustments have been made to the Chocobo Hot and Cold Game:
- New temporary abilities are now gained when fulfilling certain conditions.
"Temporary Treasure Finder"
- It is now possible for chocobos to temporarily gain the Treasure Finder ability. Chocobos that already have "Treasure Finder" will have the effect of the ability temporarily doubled.
- A bonus will be granted to rested chocobos that improves their chances to "hit the jackpot" and also increases the number of times they can dig.
- Treasure chests found during the Chocobo Hot and Cold Game will now also contain “chocobuck slips” that can be exchanged for chocobucks. Trade your chocobuck slips to the VCS Chocobuck Exchange Depot NPC.
- A chocobo’s ability to sense treasure will now also be limited by the relative vertical distance as well as the horizontal distance from a treasure chest, i.e. standing on a hill high above a treasure chest location.
The following adjustments have been made to Besieged:
- If the beastmen forces are not defeated by the Empire or capture the Astral Candesence, they will now automatically retreat one Earth hour after their arrival in Al Zahbi.
- Additional temporary items will now be distributed to players every time a certain number of beastmen and monsters have been defeated.
- The offensive and defensive capabilities of the Serpent Generals have been enhanced.
- The damage caused by monsters using the ninja ability “Mijin Gakure” has been adjusted.
- Players now have the opportunity to attain the new mercenary rank of First Lieutenant and gain access to new items purchasable with Imperial Standing credits.
The difficulty of the following limit break quests has been adjusted:
- Players will now be able to access their Mog Lockers at nomad moogles after selecting the option to increase Mog Locker availability.
- The fee for creating the item in the following quests has been reduced from 20,000 gil to 10,000 gil. In addition, the fee for re-obtaining the item has been reduced from 300,000 gil to 100,000 gil
- Players will now receive a title after defeating the following Salvage monsters:
The following adjustments have been made to Assault:
- Five new missions are now available for players with the rank of First Lieutenant.
- Players who have completed every Assault mission (i.e. the missions appear on the “Complete” list) will be rewarded with an extra Imperial Army I.D. tag to be held in reserve for them at the Commissions Agency.
- The following adjustments have been made to Einherjar:
- The HP of all monsters in the Hazhalm Testing Grounds has been reduced.
- An issue with the monster “Hildesvini” not correctly summoning chigoes has been addressed.
- In exchange for the loss of data after clearing Floor 100 during the Assault mission “Nyzul Isle Investigation”, the chance for obtaining the armor pieces has been increased to 100%.
- The party that defeats the monster required to cause “Despot” to appear will now automatically claim the NM.
The following adjustments have been made to Goblin Bounty Hunters:
The following adjustments have been made to two-handed weapons:
- Two-handed weapons will now receive larger benefits from a character’s attributes, and will also inflict more damage when facing higher-level opponents or enemies with high defense.
- A new type of equipment known as “grips” can now be equipped in the sub-weapon slot while using a two-handed weapon.
- Grips cannot be used without a two-handed weapon equipped in the main weapon slot.
- TP will be reset when changing or removing grips, in the same manner as for main weapon equipment changes.
The following weapon skills have been adjusted:
- Howling Fist/Dragon Kick/Raging Rush/Cross Reaper/Penta Thrust/Skewer/ Yukikaze/Gekko/Kasha/Empyreal Arrow/Detonator
- Several weapon skills have had the effects of TP adjusted in the following manner:
- Raging Rush
- Damage varies with TP >> Chance of critical hit varies with TP
- Penta Thrust
- Damage varies with TP >> Accuracy varies with TP
- Accuracy varies with TP >> Chance of critical hit varies with TP
- The chance for the additional stun effect of the abilities “Shield Bash” and “Weapon Bash” to occur has been greatly increased.
- In addition to this change, the help text for the following pieces of equipment has been changed to “Bash”+(number) to reflect an increase in “Bash“ damage.
The following adjustments have been made to the Beastmaster job:
- Pets summoned with the “Call Beast” ability will now remain for a longer period of time.
- Duration varies for each type of pet.
- Pets not in combat will now gradually regain HP.
- It is possible for a beastmaster to increase the rate at which a pet regains HP by using the “Stay” command.
- Beastmasters will no longer be subject to an experience point penalty while using a charmed monster.
- The job ability “Convergence” will now only affect “magical” blue magic spells.
- The effect of “Convergence” will also no longer lose potency against high-level opponents.
- Another level of the dragoon job trait “Accuracy Bonus” has been added.
The following adjustments have been made to the Corsair job:
- The effect of “Phantom Roll” has been greatly increased.
- The length of time a character remains immobile while using the “Phantom Roll” ability has been reduced.
- The job ability “Fold” will now always remove the “Bust” penalty first.
The following adjustments have been made to the Puppetmaster job:
- Two new varieties of automaton heads have been added.
"Soulsoother C-1000 Head (White Magic)"
- The automaton will perform actions such as restoring HP and removing status ailments for its master, as well as other party members, in response to the situation and the maneuvers used.
"Spiritreaver M-400 head (Black Magic)"
- The automaton will utilize high-level elemental spells, as well as dark magic spells such as Drain and Aspir.
- The maximum limit for the automaton melee skill, ranged skill, and magic skill has been increased. In accordance with this change, the skill limit will now be calculated depending on the combination of an automaton’s frame and head.
- The skill limit will never drop below the current maximum value regardless of the frame and head combination.
- New equipment has been introduced.
- New synthesis recipes have been added.
The following special items can now be stored with the relevant NPC:
The following items can now be stored with the NPC Ghanraam in Aht Urhgan Whitegate:
- New goods have been added to the shops in Nashmau.
- Large quantities of steel bullets can now be bundled into bullet pouches.
- The sub-category “Grips” has been added to the Auction House category “Ammo & Misc.”
- The attributes for corsair bullets have been changed.
- The additional effects granted by attachments will now be displayed within the item help text.
- A change has been made to the types of items obtainable after appraising the “??? Box” (found during Assault missions).
The drop rate for the following items has been adjusted:
The following item name has changed:
The following changes have been made to the FINAL FANTASY XI title screen:
- The FINAL FANTASY 20th Anniversary and FINAL FANTASY XI 5th Anniversary logos have been added.
- Logos will appear translucent if the respective expansion pack has not been installed.
- Extra scenes have been added to the title screen:
"FINAL FANTASY XI"
"Chains of Promathia"
"Treasures of Aht Urhgan"
- A new text command “/translate” has been introduced.
- Using this text command, players will be able to see the translations for item names in Japanese, English, French, and German. *Translated terms will be automatically added to the auto-translate dictionary under the category “Items”.
- The “/translate” command is used in the following manner:
English to Japanese: /translate “Fire Crystal” ej
English to French: /translate “Fire Crystal” ef
English to German: /translate “Fire Crystal” eg
- This text command currently functions for item names only.
- It is also possible to translate from another language into English, provided the term is spelled correctly.
- Example: French to English: /translate “cristal de feu” fe
- The term to be translated can be marked with either single or double quotation marks.
- Mithra and Galka will now close their eyes while in the healing position.
- An issue wherein the screen would turn black and prevent the player from taking actions during event scenes in Aht Urhgan Whitegate has been addressed.
- An issue concerning an incorrect number of victories in the defense of the capital being displayed on the Caitsith World has been corrected.
New terms have been added to the auto-translate dictionary.
- Feral Skill
- Kamp Kweh
- Feral Drain
- First Lieutenant
- Chocobo Circuit
- The Chocobo Circuit is the venue for “Adventurer Races,” which allow players to pit their chocobos against each other in action-packed competition. In addition, apart from breeders eager to get their birds on the track, the circuit can also be enjoyed by spectators wishing to make some fast Gil. The introduction of chocobets allows any visitor to the circuit the opportunity to place a gil wager on the chocobos of his or her choice. Player vs. player racing and chocobetting are the two core features of the Chocobo Circuit, and make a visit to the racetrack an enjoyable day out for any resident of Vana’diel!
For the convenience of its patrons, the Chocobo Circuit provides the following services:
- Image Chocobo Circuit Entry
- The Chocobo Circuit can be entered from any of five entrances, each labeled “Gate: Chocobo Circuit.” These are located near the chocobo stables in San d’Oria, Bastok, and Windurst, as well as two recently constructed gates in Port Jeuno and Aht Urhgan Whitegate. At present, there is no admission fee and entry is open to all.
- Chocobo Circuit warps cannot be used as a means to travel from nation to nation. Exiting the racetrack will return the player to his or her point of entry.
- All bazaars on Chocobo Circuit premises will incur a 10% tax.
- In addition to detailed explanations of all the racetrack facilities, the assistants at the General Information Center can provide players with a wealth of advice on Adventurer Races and chocobetting.
- They are also more than happy to give updates on each racing team’s point tally and the current standings.
- Chocobo Circuit maps are available free of charge at the General Information counter.
- Here players can sign their birds up for entry in Adventurer Races, as well as visit item shops to purchase any of a plethora of race-related goods.
- Promenade assistants are always on hand in groups of four and impossible to miss in their brightly colored uniforms and bright red berets. They are ready and willing to help players with the procedures necessary to register their birds as “racing chocobos,” signup for a race, or transfer racing teams, among other things.
- The two primary functions of the chocobet center are to issue and cash out chocobet tickets.
- The clerks, also appearing in fours and colored suits, are distinguishable by their green berets. *The chocobet centers can be found near the grandstand entrances.
- Possession of a “Chocobo Circuit grandstand pass” or a small admission fee of 50 gil will grant players entry to the grandstand.
- Here patrons can enjoy a front-row view of all the action. They can even visit the paddock to get a closer look at the race participants, and keep an eye on the ever-changing toteboard at the nearby information counter.
- Guides are stationed around the Chocobo Circuit to assist players in reaching any of the racetrack facilities. This service is provided at no cost.
- The guides all wear red berets, and can be found at conveniently located throughout the premises.
- Races held at the Chocobo Circuit will follow virtually the same system as “Official Races” and “Private Races” currently held in the three nations.
- Adventurer Races do stand apart, however, in that players will be racing in direct competition with one another. In addition, and also unique to the Chocobo Circuit, triumphs on the track can net handsome profits and victory points!
- The Chocobo Circuit hosts four consecutive races.
- At relevant racetrack facilities, there are four assistants to aid players, one for each of the four races.
- The race for which an assistant is responsible is determined by the color of their uniform.
- Players who place in the top three of any Adventurer Race will be awarded “Victory Points” for their achievement. There are two types of these points, both of which are awarded simultaneously. *Players receive “Solo Victory Points,” while their team of affiliation receives “Team Victory Points.”
Solo Victory Points
- Amassing Solo Victory Points will permit a player to access more challenging races.
- Races are organized into a hierarchy of “grades,” with a greater number of victory points required to unlock higher-grade races.
- Four grades exist in all, ranging from C1 to C4. The lower the number the more difficult the race--and, consequently, the greater the stakes.
- Should a player not participate in a race for a period of four weeks (Earth time), his or her Solo Victory Points will begin to gradually diminish.
- Transferring racing teams will result in a loss of all Solo Victory Points.
Team Victory Points
- All racing teams obtain Team Victory Points from their members’ wins, which are then tallied once per week in the same manner as Conquest Points to determine standings.
Teams may be subject to the following benefits and restrictions based on their weekly rank:
- Perk #1: More goods and services available for chocobuck purchase.
- Perk #2: Higher-quality saddles available for Adventurer Races.
- Restriction: Less positions available in races compared to other teams.
- The standings of each racing team can be checked at General Information.
- The signup procedure for Adventurer Races is detailed below.
- The below preparations must be completed before signing up for a race.
- These procedures may be carried out either at the Chocobo Circuit promenade or the chocobo stables in any of the three nations.
- 1. Join a racing team (required)
- 2. Complete racing chocobo registration (required)
- 3. Ready race items (optional)
- 4. Give the jockey orders (optional)
Signing Up to Race
- Completing the first steps listed above will enable a player to sign up for a race.
- The signup procedure is detailed below.
1. Pay the racing fees
- In order to enter a racing chocobo in an Adventurer Race, players are required to pay a racing fee. This fee will be requested upon signup.
2. Select a saddle and lane
- Players are able to select the saddle and lane of their choice for races in which their chocobo participates.
- There is a variety of saddles, each with its own benefits and effects. The types available to a player depend upon the current rank of his or her racing team.
- The saddles available are determined by a team’s place in the standings.
- Wooden saddles: Standard models that improve endurance.
- Metal saddles: Improve strength while hampering endurance.
- Cloth saddles: Improve performance through a chocobo’s discernment.
- Leather saddles: improve performance through a chocobo’s receptivity
- Without sufficient discernment and receptivity the benefits of cloth and leather saddles will not be felt.
- The racetrack is comprised of eight lanes, numbered from 1 to 8. All lanes are identical in every respect, and none has any advantage over the other.
3. Race Completion Certificates
- Upon successfully signing up to participate in a race, a player will be given a “race completion certificate.”
- Without this certificate, players cannot obtain purses and their victories will not be recorded. *Please take the utmost care not to lose or discard them.
1. Race grade and title
2. Race ID
- An ID will be assigned to each race. No two race IDs will ever be the same.
4. Watching from the Grandstand
After signing up to race, players will also receive a “Chocobo Circuit grandstand pass,” at no charge.
This pass grants free admission to the grandstand, where the player can watch their bird fly by, so to speak.
- Following participation in any race, players will be prohibited from entering another race for a period of one week (Earth time).
- In the event that eight players do not sign up for any given race, the empty lanes will be filled by NPC chocobos.
Under the following circumstances, signups cannot be processed:
- Another player has already been assigned to the lane a player has chosen.
- Player’s team has reached its limit of positions in the race due to rank.
- Player has not fulfilled the necessary conditions to race (racing fee, victory points).
Collecting a Purse
- Placing in the top three in a race entitles the player to a purse consisting of chocobucks, victory points, and gil.
- Purses can be collected by trading a winning race completion certificate to the proper assistant in the promenade’s signup area.
- Should one week (Earth time) pass after a race, a player forfeits any purse to which he or she may have been entitled.
- Simply put, chocobetting is a form of entertainment that allows players to place a gil wager on two chocobos of their choice in any Adventurer Race.
How Chocobets Work
- Ambitious players wishing to place a bet need only purchase a chocobet ticket from any chocobet center at the fixed rate of 100 gil per quill.
- A single ticket may contain a maximum of 999 quills.
- All bets are quinella bets, meaning that the player chooses the birds he or she believes will finish in the top two. The order in which the two chocobos finish is irrelevant.
For example: A bet on birds #2 and #5 is a winning bet if #2 finishes first and #5 finishes second, or if #5 finishes first and #2 finishes second.
2.Number of quills
3.Race grade and title
- Odds are a numerical value representing the amount of gil a player will receive per quill on a winning bet, and may be different for any chocobo pairing.
- The odds for a chocobo pair will go down as the number of bets on them increases. On the other hand, a coupling with fewer bets riding on it will have comparatively higher odds.
- The actual value of a winning bet is calculated based on the number of quills on the ticket and the odds for that chocobo pairing.
- In the unlucky event that a player’s picks do not win, the chocobet ticket will be worth 0 gil, regardless of any odds.
- Odds are based on the overall placement of bets, and are prone to change (in real time) up until the start of a race. Toteboards are available for viewing at any chocobet center, as well as the information counters found in the grandstand.
- After a race, lucky players can collect their winnings by trading their chocobet ticket to any chocobet center clerk.
- Should a winning chocobet ticket be lost, or one week (Earth time) pass after a race, a player forfeits any winnings to which he or she may have been entitled.
- If a player is unsure of the outcome of a race, he or she may always check to see if their ticket is a winner by trading it to a chocobet center clerk.
"No Contest" Races
- In the event of a missed race(s) due to server outage, the race(s) will be declared a “No Contest.” All racing fees and placed chocobets will be refunded in full.
Racing Fee Refunds
- Players can have their racing fees refunded simply by trading their race completion certificate to the proper assistant.
- Refunds will be conducted by assistants on the promenade.
- Regardless of the chocobos selected or the odds, chocobet tickets will be refunded at a flat rate of 100 gil per quill.
- Refunds can be received at any chocobet center.
- Players should always bear in mind that although chocobetting presents an opportunity to strike it rich quick, it also carries the risk of wiping out your entire bankroll! Under no circumstances will the loss of gil as a result of gambling be reimbursed. For this reason we ask that players enjoy the new chocobet system only after careful consideration, and please act responsibly.
This page last modified 2007-11-20 05:47:19.