There is still a lot we don’t know about how battle will go down in FFXIV, so we asked the developers about it. From left to right: Battle director Atsushi Okada, planners Sei Sato and Kenichi Iwao.
MP doesn’t recover on its own
Famitsu (F): Give us your general idea of what battle is like.
Okada (O): You can party or solo, but the enemies will also form parties, so the main idea is “party versus party.” This time, the idea won’t be to pull monsters to your camp, but to fight while moving.
F: So the general idea would be to travel around to where the enemies appear, taking breaks to rest along the way?
O: Yes, but MP will not restore itself through rest. However, there will be some abilities that characters will earn as they level up to restore MP, and HP and MP can be restored at Aetherite.
Iwao (I): The idea is not to focus on one fight at a time, but plan beforehand on how many battles you will probably fight and ration your MP to fit that.
Sato (S): The party will all move together to where they need to go to achieve their goal, but it will be important to watch their MP. There is a class whose concept is “MP cost controller,” and that member will often be charged with helping the other party members conserve MP.
[Image Can Not Be Found]
The keys to battle are distance, direction, and range
F: According to this picture, each class has a certain distance they are suited for. Is this correct?
S: Yes. In FFXIV, your position in relation to the where the monster is facing and how far you are from the monster have a big effect on the battle, so, by extension, each class will have a position in battle that is best suited for them.
I: Enemies will also have classes, so we are expecting that both sides will have to maneuver to get the best position in the fight, and there may be a lot of moving during battles. We hope this makes the party vs. party battles more exciting. We want people to take enemy position into consideration instead of standing in one place and attacking the enemy.
S: FFXIV isn’t an action game, but this is sort of an action game twist.
F: Does that mean melee classes will have an easier time with movement in battle, compared to classes with set ranged skills?
I: Melee classes have to worry more about which direction they attack the enemy from, and ranged classes have to focus on distance.
F: The concept of “elemental properties” exists in FFXIV. Can you tell us more about this?
O: In FFXIV, there are six elements: fire, ice, wind, earth, lightning, and water. There is a balance-of-power relationship between them, such as water being strong against fire but weak against lightning.
I: Elements affect a lot of things in the game. If balance of the elements tips a certain way, a “star pole” and a “spirit pole” are created, and these work similar to the concept of magnetism on Earth.
F: How will these things affect players in the game?
O: Players can control their elemental properties. For example, a player can decide that they want to be strong to fire.
F: Do they decide that when they make their character?
S: No, this is a stat, like HP, that increases with the growth of the character. It’s like becoming a specialist in that element.
O: If you level up your water element, enemies’ water attacks won’t hurt you as much.
I: Conjurers will have completely different roles for different elemental specialists, like ice and fire users.
F: So each player will have more individuality.
I: If a player raises each of their elemental stats, they will be able to take on a lot of different situations, but they won’t be able to specialize in anything.
F: It’d be funny if we saw communities pop up based on the elemental property they choose.
S: Like a Pyro Club (He laughs). Yeah, we may actually see things like that.
S: The effects of direct melee attacks also change depending on where they hit the enemy, so both types of classes have their work cut out for them.
I: There’s also the factor of “range.” It’s most obvious for the disciplines of magic, but in fact there are a lot of area-of-effect moves for classes other than mages.
S: Our aim is to get players to view the area they are fighting in is a “share space between party members.” To do that, we’d like to focus on fleshing out area-of-effect attacks.
I: There will be attacks with areas focused around oneself or around a selected point, and even more. We think this will add another level of depth to these tactical battles.
[Image Can Not Be Found]
[Image Can Not Be Found]
Conjurer is a discipline of magic that controls strong, elemental sorcery through a power called “conjuring.” By examining their surroundings, they can see the flow of elements around them. Made from all-natural wood and materials, they use their “staff of conjuring” (?) to change the elements around them into powerful magic. Their headquarters is in the Cave of the Tree of Meditation in Gridania.
Tools of the trade: Conjuring wands and staves
Conjurers use wands and other magic items to control the elements. Many of them are made from natural wood, but the “twig wand” is the best example of this. The “Radical root staff,” on the other hand, has a strange structure fixed to the end of it, which looks like it may have something to do with conjuring..
[Image Can Not Be Found]
[Image Can Not Be Found]
Picture caption: Conjurers and the Elements
[Image Can Not Be Found]
“Make allies of the elements of nature!”
Elements: Lightning, Fire, Earth, Ice, Water, Wind
Deepness: Chant spells fully and clearly (Casting takes longer but spells are stronger)
Trance chant: Chant spells with fervor (Nothing can interrupt casting)
Spirit bind: Cast spells in a hushed voice (Conjurer restricts himself, but MP use drops)
Roaming soul: Cast spells by humming (Can cast spells while walking)
Purge: Can see all elements infinitely and clearly (Equalize the elements of enemies and allies)
Fire: Fire damage to all enemies in range
Cure: Restores the HP of all party members in range
Protect: Raises the physical defense of all party members in range
Shock spike: Lighting damage to enemies that attack the Conjurer by a shield of lighting that surrounds him
Frost: Ice damage over time to enemies in range
Almighty support role
I: Conjurers are elemental sorcerers.
O: This class must be aware of the elemental properties of their allies, enemies, and even the land around them during battle.
I: Conjurers can use all kinds of magic, like attack, defense, and healing spells. They are a good class to have around in any situation, be it a supporting or attacking role. They also have area-of-effect spells that center around themselves.
O: By the way, all actions taken in battle raise TP (technique points), and this also includes magic casting.
S: Conjurers have very powerful moves that use TP!
[Image Can Not Be Found]
Controllers of the destructive magic of “Thaumaturgy.” Through the introspection of their true nature, they can call upon the power hidden deep in their heart. They call upon spiritual magic using wands and other tools fixed with decorations similar to rosaries seen in the Buddhist cultures. Their headquarters is a place of worship in Ul’dah.
Tools of the trade: Thaumaturgy
These are the magical tools of the thaumaturge. They’re a bit darker than the conjurer’s…
[Image Can Not Be Found]
[Image Can Not Be Found]
Picture caption: Thaumaturge range
Draw your enemies close, decimate them in one mighty, magic blow!
[Image Can Not Be Found]
Blood offering: Increases the power of their magic by giving your own blood (Stronger magic at the cost of your own HP)
Thorns: Share your pain with the enemy (All damage done to you is also done to the enemy)
Dark seal: Focus your spirit (Increases magic accuracy)
Initiation: Share your will with your allies (Shares magic effects on you with your allies)
Paradigm shift: Cast spells as if talking to someone (Lowers distance of the spell but widens range)
Drain: Absorb HP from enemies in range
Gravity: Slows movement speed of enemies in range
Sacrifice: Heal others at the cost of your own HP
Syphomage: Take MP from defeated enemies
Absorb-accuracy: Take your enemy’s accuracy and make it your own
The most powerful disciple of magic also specializes is status changes
I: Thaumaturges have a lot of status effect spells for allies and enemies alike. Since they have many attack spells that range outward from them in a fan-shape, there may be times when it is actually better for them to draw enemies closer to them, unlike other mage classes, like conjurer.
S: Most of the Thaumaturge’s spells are powerful, damaging spells. This can be very risky for the mage. Of course, we’re still working on balancing this, and will alter things according to player feedback.
I: Thaumaturges also boast a range of damage- and effect-over-time spells that can even deplete or absorb an enemy’s strengths and make it their own. The key to this class will be to read the flow of the battle and cast more powerful spells accordingly.
Crafts metal into weapons and armor with the use of their tools, including the cross pen hammer. They shape swords in their forges and sharpen daggers in camps; they can work their craft at any time, in any place. Their arts have been passed down through a long history through an apprentice system. There are many styles, even such advanced ones as guncrafting.
[Image Can Not Be Found][Image Can Not Be Found]
Iron ingot: Make an iron ingot
Sword guard: Makes a hand-guard for a sword. Uses iron ingot.
Spata: Crafts a spata sword. Uses spata blade, sword grip, sword guard, and pommel
Pick: Makes a pick. Uses pick blade, pick pole, and grip strap.
Spiked Cuirass: An altered version of a labrys. Uses labrys and bronze ingot.
Unfortunately, that's all the time I have for now. Keep your eyes pasted to this spot, we're expecting a main FFXIV site update any minute!
Here's a quick update between classes:
A discipline of land who specializes in drawing ore from the earth. Their main tool is the pick, and their most common customers are MOOGLEel crafters and blacksmiths. Well versed in the mining techniques of Ul’dah, miners can perform jobs from studying ore veins to construction and more. There are many miners that worship Oshuon, the wanderer, because of the way the land wanders in accordance with the tectonic theory.
[Image Can Not Be Found][Image Can Not Be Found][Image Can Not Be Found][Image Can Not Be Found][Image Can Not Be Found]
Saltpeter, used in things like gunpowder
Discipline of hand, blacksmith, and discipline of land, miner.
I: The blacksmith, who works metal into weapons and armor and repairs items, is the poster-boy for hand disciples. The miner, digger of ore, is also a very representative member of the disciples of land. Don’t expect them to be too strong in a battle, but they have other abilities for the battlefield. For example, a blacksmith may be able to weaken a metal enemy or more easily find the spoils of war. With customization, a battle-blacksmith may eventually become possible!
New Screen Shot
[Image Can Not Be Found]
This hand-to-hand fighter is a master in traditional arts of self-defense. Although her fists alone could be considered weapons, the pugilist specializes is using hand-to-hand weapons to increase their power in battle. The pugilist must stay in close to make sure she lands her blows aimed at her opponent’s vitals, and some pugilists use chakrams to gain their opponents’ attention.
Tools of the trade: Fists
The pugilist’s hand-to-hand weapons protect her hands while giving more punch to her punches. Both of these weapons are “knuckle” weapons, but it’s already been confirmed that claw weapons are also available.
Whistle- Whistle and gain the enemy’s attention
Blindside- Hit the enemy from behind (When the attack from behind is successful, the pugilist does a great deal of damage
Chakra- focuses power into the chakra point below the stomach (heals HP by using TP)
Steal- Take something the enemy is holding
Feather-step- Float like a butterfly, sting like a bee. (Significantly raises evasiveness, but only once)
Jarring strike- An attack aimed at the joints during an enemy’s attack (Angers and stops an opponent’s movement if used right after evading an attack)
Piercing hand- Pierce an enemy’s weak point (A piercing-based attack. Critical rate raises if used in succession)
Haymaker- Dodge an enemy’s attack and land a heavy one of your own (A powerful attack if used immediately after dodging)
Tackle- Tackle. (Close the distance between you and an enemy quickly and attack)
Chiretsuzan- Sends shockwaves through the earth at an enemy (Long-distance earth-based attack that does not work on flying enemies)
Picture caption: Choose your stance wisely throughout the heat of battle!
The left stance is an offensive stance, and the fight stance is defensive (for evasiveness).
Taking the fight to the enemy while dodging his blows
I: Her reach is short and her defense is low, but on the other hand, she sports great evasiveness and tricky maneuvers and attacks to bring enemies to their knees. The pugilist also has stances to adjust to the needs of the battle.
S: Her stances can really change a battle. The player must watch the flow of battle carefully to decide which stance is appropriate for the situation.
I: The longer she stays in one stance, that stance becomes stronger and the number of things she can do in that stance increases. A pugilist can change her stance anytime she wants, but if she does that, it goes back to its weakest state. A pugilist must choose wisely whether to deepen her stance or change when the time comes, as this could decide the battles.
This discipline of war specializes in long range attacks with a bow. A good archer will need to bring along many different kinds of arrows and know how to choose the best position to give herself the advantage in a fight. Eorzean archers use long bows, favored by the Elezen rangers, and short bows, used traditionally for hunting by the Miqo’te. If an archer runs out of arrows, they are also skilled at rock-throwing.
Tools of the trade: Bows
Elezen rangers used the long bow quite well. The “composite bow” is made of materials like wood, bone, and other materials from animals.
Picture caption: Enemy type, enemy number, landscape… Choose your arrow type and number wisely based on the situation!
Iron arrows, for regular battles
Silver arrows, for undead
Obsidian arrows, to pierce magic barriers
Swallowtail arrows, for giant beasts
Poison arrows, for long battles
Triple arrow, for battles against multiple foes
Replenish- Nock as many arrows as you can hold (Fire many arrows at once)
Chameleon- Take a deep breath and hold it… (Hide your presence)
Stride- Walk briskly in long strides (Increases movement speed for a short time)
Retrieval- Pick up arrows (At the cost of your own HP, retrieve fallen arrows)
Hawk eye- Focus eyes as well as a hawk’s (Next attack’s accuracy is increased)
Kagenui (The name of a sewing technique where the thread is not seen from the outside)- Fire at an enemy’s silhouette and cease their movement (Stop an enemy in their tracks)
Wide volley- Make it rain arrows (Rain arrows upon one enemy and all the enemies within a certain distance of him)
Quick nock- Fire a number of arrows in quick succession (Fire a number of arrows at all enemies in a cone-shaped area ahead of you)
Feather arrow- Clear your mind and fire an arrow (Attack removes magic-based buffs)
Shrieker- Fire a shrieking arrow (Causes the enemy to run)
Developers’ comments: The technical “shortstop”
I: The archer’s most important role is the get the first shot in on enemies from a distance. How the archer approaches the battle after that is left to the archer’s technique. If the archer pulls the enemy’s attention, it could mean trouble for her and her low defenses. To avoid the eyes and ears of the enemy, the archer must balance effective attacks with repositioning. Archer is a class that must understand everything about their surroundings.
S: I want archers to think up strategies using all their methods to keep distance between themselves and the enemies.
I: Arrow selection is also key. The archer can be useful to the party not just through direct attacks, but also by using arrows that can affect an enemy’s status.
New Screen Shot
- How long is the beta test set to last?
A: That has not been determined yet. It will be adjusted as we go along.
- How much of the game can players enjoy during the beta test?
A: Our goal is to start out with the bare essentials and maintain game balance as we build, so less than half of what you'll find in the final game will be available. Starting with the alpha version, which is the very first step, it's safe to say almost no content will be in the game yet. Starting there, we are hoping it will be easier to take in and apply user feedback and suggestions.
- Can you tell us the recommended specs for the alpha/beta and Windows versions?
A: At this stage, we are still optimizing everything, so the alpha test may actually require a more powerful CPU than the final version. The graphics card must support DirectX9, so even cards that are a few years old should be alright. If you have over 512MB of VRAM, you'll be OK. We will give you more details regarding this on the beta tester site.
- Will the beta test begin on PS3 and Windows simultaneously?
A: First, the alpha test will be Windows only. The time period for the beta test hasn't been set yet.
電Editor: It's starting soon!
電Writer: I wonder if the alpha will be done in a month.
電Editor: If the alpha test finishes in a month, then I predict the beta will last about half a year. I wonder if the Windows version will be easy to play with a controller?
- How exactly will FFXI players be able to transfer their Friend Lists and other aspects of their community to FFXIV?
A: We have no details on that at this time. We want to make it so friends from FFXI can move to the same world/server and adventure together.
- Will we be able to play as the 9 classes that were presented this week? When starting the beta test, will we be able to choose from a set of different classes?
A: Yes, that's right. While all the aspects of each class may not be available at first, you will be able to play as them.
- Will there be classes in the beta that have not been announced yet?
A: As of right now, that is undetermined.
- What type of players are these 9 classes geared towards?
A: The basic ideas each class encompasses are as follows:
Gladiator: The hero who wants to protect the weak. The party's great protector. The all-purpose melee.
Pugilist: The fighter on the front lines. The thrill of thinking on your feet and switching stances. The vanguard attacker. For players who love paying attention to the details of battle.
Lancer: Using range to your advantage. Requires good judgment of battle conditions. The party's last resort in a pinch. For people who enjoy the tactical side of battles.
Marauder: A macho attacker with massive power. The party's trump card. For people who love waiting for the perfect opening to strike.
Archer: A sniper who plays it cool, aiming for the perfect shot. The party's shortstop. The lone wolf.
Conjurer: Party support that can change between attack, defense and healing based on the situation. For players who want to do it all.
Thaumaturge: The party strategist, who controls the battlefield through manipulation of status effects. For people who enjoy deep strategy.
Miner: A Disciple of the Land, who deals in metals but cannot wear most equipment. For those who want to get rich quick, and enjoy the labor it takes to do so.
Blacksmith: Uses metals to craft weapons and armor. Requires training. For those who enjoy doing business and dealing with customers.
電Writer: I'll be so happy if you can choose between those 9 classes from the beginning!
電Editor: The Disciples of War have close combat and ranged attackers. Think the starting weapon will just be a short sword?
電Writer: I think they'll sell weapons for other classes at stores!
電Editor: I bet you'll see different weapons sold in different city-states.
- Will players be able to choose between different tribes, such at the Miq'ote with Sunseekers and Moonseekers?
A: In the beta test, you will be able to choose between a limited number of tribes.
- What kind of characteristics will different tribes have? Will it be something like Sunseekers having brownish skin, but Moonseekers, being nocturnal, having whiter skin tones to select from?
A: Yes, like that. But more than just skin tones, there will be a theme or style distinct to each tribe, and from within that you will also have a wide variety of skin tones to select from.
- Will that level of customization in character creation be available in the beta test?
A: There will be a limited number of faces and hair styles to choose and beyond that, only hair, skin and eye colors will be selectable. More detailed changes to the face will not be available yet.
- Are there bonuses based on one's selected race and city-state? And if so, will tribe selection also affect them in any way?
A: At this stage, we haven't planned any such bonuses, but we will consider it if the many players ask for them.
電Writer: He said only a limited amount of tribes, but I'd be thrilled if they got them all in. We know we'll be able to select our tribe, at least.
電Editor: As someone who likes character creation, I'm hung up on the "limited amount" for customization. The final version could take me 2 hours just to get my character the way I want. I hope my name isn't taken in the meantime…
電Writer: You probably can't use a name if someone on the same world/server has it. Why not just slap together a character to hold it for you while you make your main one?
- Out of the weapons and classes presented so far, there are still some weapons from FFXI (great sword, scythe, staff) which we haven not seen yet. Will they appear in FFXIV? If so, what classes might they be added to (e.g. great sword on Gladiator?) Will all weapons be on separate classes?
A: I cannot tell you when, but those weapons will definitely appear in FFXIV. As for which classes they will be associated with, I'll have to ask you to wait and see.
- Before heading out on an adventure, you can change your class at whim, but are there any limitations to this? For example, only being able to carry 3 weapons, and thus change between 3 classes, at once.
A: At this stage, there are no limitations in place. However, there is the possibility we may adjust this as we go forward.
- Can you change classes in battle? If it's only possible when not in "battle mode," could one just sheathe their weapon and then change classes?
A: In FFXIV, there is a Passive Mode, wherein you recover HP as you move, and Active Mode, which is when your weapon is in-hand and you are poised to fight. Players can only switch classes while they are in Passive Mode.
電Writer: So, you can recover HP while moving, huh.
電Editor: I wonder if the recovery rate improves in you are standing still, sitting or otherwise relaxing?
- Generally, how many members should a party consist of? Will there be Alliances?
A: Basically, we're thinking 6-8 people. However, we also plan to make the game flexible, so you could have a little more, a little less, or even go solo and still be able to adventure when you like. Of course, we are also planning challenges that will require the strength of an Alliance, as well as party vs. party elements. Essentially, we're look to add aspects to battle beyond simply the exchange of damage.
First, you secure a distance from the enemy based on your method of attack; maintaining this is an important element of battle. Its effect on damage and accuracy are a given, but there will also be additional effects that have a chance of going off at the proper distance (for example, with a lance, stopping the enemy's movements temporarily). For Disciples of Magic especially, there are areas of effect to consider with their magic. Conjurers have a circle shape and Thaumaturges have a cone shape. You always have to consider where you are focusing your attack. In addition to all this, you are keeping track of the enemy's movements and where they are facing.
In other words, the 3 main factors in battle for FFXIV are distance, area of effect and orientation. An expert player must always consider these things during a fight.
電Writer: FFXI was mainly just one monster versus a party, but for FFXIV, it sounds like the basic structure is party vs. party.
電Editor: I wonder if having a Disciple of the Hand, or other non-battle focused class, still increases your party count?
電Writer: With all the focus on positioning and maneuvering, it almost feels like a real-time simulation game.
- One of the Gladiator's abilities says it "gets the enemy's attention." Is this similar to instantly generating enmity?
A: In FFXIV, we call it the "hostility factor" and the ability you mentioned raises this value. [Elmer Point: I'm sure they'll have a nice term for this. It's 敵視率 (teki-shi-ritsu), lit. viewing as hostile (敵視) + ratio/factor (率)]
- Do the Gladiator's Roaring Sword and Pugilist's Whistle generate different amounts of this?
A: Similar techniques may have different ways of working. For example, even the same technique may generate different amounts of hostility depending on a variety of factors. Effectively controlling hostility is an aspect of the game all players need to think about. We hope you enjoy testing out these abilities in and figuring out what works the best in which situations.
電Editor: Ah, could it be provoking from a higher elevation could generate more hostility?! It sounds like provoking right after a weapon skill could heighten the effect as well.
電Writer: Sounds like a fighting game (laughs)
- Can players use Guard or some other defensive command? Or will this activate randomly?
A: Actually, both are true. There will be a Defend command that lets you actively defend yourself, and also players with a shield equipped will automatically block some attacks provided they have improved their skill with a shield to an extent. [Elmer Point: The command is called 防盾 (bou-jun), which is defense(防) + shield(盾). Will non-shield carrying classes get something else?]
電Writer: There will be a Defend command! I can't wait!
電Editor: Sounds pretty effective to be able to manually guard yourself right before an enemy weaponskill goes off.
- What's the difference between Hand-to-hand range and Extra close Range?
A: They are largely the same. We more wanted to show the difference in style between the two classes. For example, consider defense. Extra close range is about protecting yourself with a shield, heavy armor and maxing out physical defense. Hand-to-hand range focuses more on parrying and evading attacks. Offensively, they have different styles as well.
- Do enemies have TP?
A: They do. Enemies have various different ways of building TP, and there will be types that if you cannot put them down quick, will become very dangerous.
電Editor: Ooh… I wonder what those different ways of building TP could be. What is there besides hitting or being hit?
電Writer: It could mean enemies will have abilities to instantly gain or lower TP.
- Do you still have to remain still while casting spells?
A: We are planning to include a number of spells that can be cast while moving.
電Editor: In FFXI you couldn't move an inch while casting, but now there will be spells that let you move and cast! Beautiful!
電Writer: Hmm, I bet it will be impossible with some of the more powerful spells, though. Sounds like it will be possible with stuff that enhances movement or other lighter cantrips.
- How does a Gladiator differ between when they have a shield equipped and when they do not?
A: When a Gladiator does not have a shield equipped, they forgo their defensive power in exchange for a better offense. Also, there are certain abilities and weaponskills that require a shield to be equipped.
- Please tell us the difference between slashing and piercing.
A: Depending on the enemy type, different attacks will be more effective. We are still adjusting this aspect of the game but generally, big, muscle-bound enemies are weak to slashing, and enemies equipped with armor or a shell are weak to piercing. Also, slashing does better damage while piercing has better accuracy.
- Gladitors have three options: piercing, slashing and guarding. Does this mean there will be something like a piercing button, slashing button and defense button that you select each turn?
A: You can select a new command each time.
- It seems most classes have some kind of ranged attack, but will Gladiators get one?
A: We're considering a way for Gladiators to throw their sword.
- Lancers have piercing, slashing and blunt attacks, but does this depend on the weapon they are using? Will it be a command you can freely select like with Gladiator?
A: The idea is that at first, you can only do piercing attacks. As you grow and improve, techniques that allow for slashing and blunt attack will become available.
- You say by "bringing the enemy close" a Lancer can strike both at once. Is there some way to physically bring the enemies together in such a way.
A: We just mean that if two enemies happen to be close enough together, a Lancer can use that to their advantage and strike them both with the same thrust.
- The weaponskill Overrun says if you don't incur any enmity, you get extra high-speed strikes added to the attack. Does this mean you can always attain the added effect by attacking from behind the enemy?
A: It's more like a Sneak Attack that procs when the enemy is not in battle mode.
- With Offensive Stance and Defensive Stance, does the stance change based on the abilities you use?
A: When you select a command, you can decide upon either one based on the position of the Effect Gauge. Moving it towards Offensive is good for attacks and moving it towards Defensive is good for defending. Once a stance is deepened to its maximum point, there will be other abilities that become available.
- Chakra says it consumes TP to heal one's HP, but can the effect be changed by the amount of TP it consumes?
A: The effect does change based on the amount of TP it uses. You cannot choose the amount yourself, but there will be levels to its effectiveness.
- Why does Pugilist have Steal?
A: We wanted to prepare several different avenues for each class to grow. Think of it as a way to put one's skills to a more sinister use.
- Will the damage from Tackle improve the farther away from the enemy you start?
A: Yes, having a running start increases the damage.
- Marauders can store up power to unleash an AoE attack. Can they do this with regular melee attacks, or is it only reserved for weaponskills?
A: Basically, storing up power will make regular melee attacks into AoE attacks. Storing up power will have other special effects on weaponskills.
- While storing up power, is it impossible to perform any actions that require movement?
A: Moving cancels the act of storing power.
- The ability Disorient uses the axe to stir up dust or sand to lower enemy evasion. Can this be used in places with no sand, like on a boat?
A: You can still use the ability, but the effect may be altered.
- The weaponskill Fracture makes an enemy weaponskill unusable. Is this a continuous effect or is it more like Stun?
A: It's a continuous effect.
- Brandish and Iron Tempest (both are circular AoE weaponskills) seem to have similar effects, but are the damage types different?
A: The type of damage they do is different, as well as the shape and size of their areas of effect.
- There's a shortbow and longbow, but will there be a crossbow?
A: There currently isn't one, and if it's added, it may actually be given to a different class.
- How many arrows can one carry around on their character?
A: We're still adjusting that, but there will be measures to help you deal with running out of arrows.
- Can Archers make arrows by themselves?
A: Only Disciples of the Hand will be able to make arrows. However, in the future, by putting abilities from a Disciple of the Hand on an Archer, they could attain some limited crafting ability.
- Do abilities like Replenish (fires multiple arrows at once) actually consume multiple arrows?
A: Yes, it consumes multiple arrows. For example, Quick Draw shoots multiple arrows amongst the enemies. If there are three enemies, and you use 10 arrows, the enemies take 3, 3 and 4 hits, respectively.
- Does the weaponskill Shrieker cause any enemy to run away? Or is this only possible during battle?
A: Of course it won't be completely effective against every enemy, but it will work against enemies in Passive Mode.
- Conjurers are able to produce magical effects for the area around their person, but how exactly does this work? To what extent can they boost party members? Are there detrimental effects they can put on enemies?
A: We're still adjusting this currently.
- Besides Shock Spikes, most of the spells have an area of effect. Can these spells hit multiple enemies at once?
A: Most spells do have an area of effect, and they can hit multiple enemies at once. Generally, this makes it very effective to gather all the enemies together within the area. That's how this class was designed.
- So in the same vein, can Protect be cast on all party members at once?
A: Yes, it can be cast upon everyone inside the area of effect.
- Are monsters are associated with different elements?
A: Monsters will again be associated with different elements. So this will certainly play a role in the effects spells have on them.
- The Thaumaturge is said to boast the highest attack power of all classes. What kind of spells will have this power?
A: I'm going to have to keep that under my hat for now. I will tell you that spells are not only based on MP, but there are some that consume TP.
- Does the ability Initiation (shares magical effects on yourself with party) affect all party members?
A: No, only one member whom you select.
- Does the spell Gravity lower evasion?
A: We're still putting it together, but we do plan to have it lower evasion.
- The spell Siphon Magic (absorbs MP from enemies) says it only works on enemies that are unable to take an action. What exactly does this mean?
A: This means their HP has been depleted, and they are defeated.
- Will the spell Siphon Magic work against enemies with no TP?
A: No, it will not have an effect on enemies with no MP.
- Can you keep an eye on the status of party members' weapons during battle?
A: The current plan is only between battles.
- Will a Blacksmith be able to check the status of an ally's weapon whenever they want, or will they need the other player's approval?
A: Requiring the player to confirm every single time the Blacksmith needs to check would be too much, but we can't overlook the importance of player privacy either. We think the best way is to require initial approval from the player, which then allows the Blacksmith to examine them whenever they need to.
- In a party, a Miner can "let fly some pebbles." Does this mean that pebbles will be their only weapon?
A: Currently, that is the case, but we may prepare something else for them to use as well.
- Can they only use pebbles to weaken ore-based enemies?
A: We are investigating ways for them to use items instead of weapons -- for example, using aqua regia (a corrosive compound that dissolves gold) on a gold-based enemy to weaken it.
- You say a Miner can bring "additional income" to the party. Does this mean a single Miner will benefit all members?
A: Yes, that's right. It will add to the treasure pool, and we are still discussing this, but we want to make it so more Miners increases the benefits. However, the trade-off is that battles will be more difficult.
- Can only Miners see mining points?
A: The current plan is to make it that way.
Most Users Ever Online: 349
Currently Browsing this Page:
Guest Posters: 189
Newest Members: solariz