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Final Fantasy 14: Online - Page 17

Forum Index > General Games
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drlame
Profile Joined February 2010
Sweden574 Posts
Last Edited: 2010-08-29 18:06:47
August 29 2010 18:02 GMT
#321
On August 30 2010 02:29 Mawi wrote:
the open beta test will begin on Wednesday, September 1, 2010 at 2:00 (GMT).
Preordered Collector edition just in case ( wanna try this fatigue system before i buy it)


Sorry for double post, but it's already been stated that the fatigue system is a false rumor.

http://ffxiv.zam.com/story.html?story=23080

Edit: Apparently the system is in the game, however the function of the system seems to be a mystery even to testers.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
August 29 2010 18:10 GMT
#322
It's probably a system to deter players from killing themselves through sheer game play hours a la Jailer.
Get it by your hands...
Mawi
Profile Joined August 2010
Sweden4365 Posts
August 29 2010 18:16 GMT
#323
Wow tottaly my bad thanks for telling me about this drlame! guess ill enjoy the open beta when its out
Forever Mirin Zyzz Son of Zeus Brother of Hercules Father of the Aesthetics
cAPS
Profile Blog Joined April 2010
United States153 Posts
August 29 2010 20:04 GMT
#324
I played FFXI from the time it came out up to the release of WoW and all I can remember about it is that you definitely need patience.
Erucious
Profile Joined March 2010
Norway393 Posts
August 29 2010 20:46 GMT
#325
Curious how we will obtain a beta key when the beta comes out. If its invite only, or if u can just get them from the site, or limited offer. Really going to have to check all my sites to see if i can get a key somewhere ..
I'm Norwegian/Dutch. Just the awesome parts of them though :D
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
Last Edited: 2010-08-29 21:10:38
August 29 2010 21:08 GMT
#326
On August 30 2010 03:02 drlame wrote:
Show nested quote +
On August 30 2010 02:29 Mawi wrote:
the open beta test will begin on Wednesday, September 1, 2010 at 2:00 (GMT).
Preordered Collector edition just in case ( wanna try this fatigue system before i buy it)


Sorry for double post, but it's already been stated that the fatigue system is a false rumor.

http://ffxiv.zam.com/story.html?story=23080

Edit: Apparently the system is in the game, however the function of the system seems to be a mystery even to testers.


It's not a complete mystery though. The producer of the game posted an explanation a few days ago. It works like this:

The game calculates how much experience and skill points you should be able to gain in an hour of leveling. After gaining 8x that amount, your further xp/sp gains are gradually reduced until you've "earned" 15x that amount, at which point you can no longer advance. You can switch jobs and gain skill points still, but your physical experience won't go up. After hitting the cap, it takes a week since you first gained experience to reset. If you haven't hit the cap, the fatigue slowly decreases so you don't get screwed if you kill 1 mob and then log off.

So pretty much you get to play for ~15 hours to earn 12 "hours" worth of experience a week. If you want to play more than that, you can play other jobs or farm money (but guildleves take 48 hours to reset so good luck with that too).
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Zamiel
Profile Blog Joined August 2008
United States211 Posts
Last Edited: 2010-08-29 21:29:58
August 29 2010 21:24 GMT
#327
That's the lamest shit I've ever heard. I was really looking forward to this game, but that is a big turn off in-of-itself.

Of note to those with interest in FF14, check out the thread over @ the (famous) Fires of Heaven boards, as a lot of the players posting are in the beta:

http://www.fohguild.org/forums/mmorpg-general-discussion/39028-final-fantasy-xiv.html
"Mech is at the store buying groceries and you attack him at home. You burn his house down. And then he comes home and puts out the fire, and then you burn down the grocery store so he can't buy more groceries."
drlame
Profile Joined February 2010
Sweden574 Posts
Last Edited: 2010-08-29 21:41:07
August 29 2010 21:33 GMT
#328
On August 30 2010 06:08 ShadowDrgn wrote:
Show nested quote +
On August 30 2010 03:02 drlame wrote:
On August 30 2010 02:29 Mawi wrote:
the open beta test will begin on Wednesday, September 1, 2010 at 2:00 (GMT).
Preordered Collector edition just in case ( wanna try this fatigue system before i buy it)


Sorry for double post, but it's already been stated that the fatigue system is a false rumor.

http://ffxiv.zam.com/story.html?story=23080

Edit: Apparently the system is in the game, however the function of the system seems to be a mystery even to testers.


It's not a complete mystery though. The producer of the game posted an explanation a few days ago. It works like this:

The game calculates how much experience and skill points you should be able to gain in an hour of leveling. After gaining 8x that amount, your further xp/sp gains are gradually reduced until you've "earned" 15x that amount, at which point you can no longer advance. You can switch jobs and gain skill points still, but your physical experience won't go up. After hitting the cap, it takes a week since you first gained experience to reset. If you haven't hit the cap, the fatigue slowly decreases so you don't get screwed if you kill 1 mob and then log off.

So pretty much you get to play for ~15 hours to earn 12 "hours" worth of experience a week. If you want to play more than that, you can play other jobs or farm money (but guildleves take 48 hours to reset so good luck with that too).


That actually sounds way worse than it is; So you can basically play 8 hours straight before it starts to decrease, and then another 7 with decreased gain. Meaning you can stop grinding after 8 hours (that's still a lot) and let the character "rest", but the recuperation time should be less than a week if you refrain from hitting 15x, amirite? <--- I know this is not true now.

Edit: http://www.ffxivvault.com/viewtopic.php?f=3&t=2106 Very interesting read.

On August 30 2010 05:46 Erucious wrote:
Curious how we will obtain a beta key when the beta comes out. If its invite only, or if u can just get them from the site, or limited offer. Really going to have to check all my sites to see if i can get a key somewhere ..


Open beta starts 1st of September I believe which means you won't have the need of a beta key.
Erucious
Profile Joined March 2010
Norway393 Posts
August 29 2010 21:43 GMT
#329
On August 30 2010 06:33 drlame wrote:
Show nested quote +
On August 30 2010 06:08 ShadowDrgn wrote:
On August 30 2010 03:02 drlame wrote:
On August 30 2010 02:29 Mawi wrote:
the open beta test will begin on Wednesday, September 1, 2010 at 2:00 (GMT).
Preordered Collector edition just in case ( wanna try this fatigue system before i buy it)


Sorry for double post, but it's already been stated that the fatigue system is a false rumor.

http://ffxiv.zam.com/story.html?story=23080

Edit: Apparently the system is in the game, however the function of the system seems to be a mystery even to testers.


It's not a complete mystery though. The producer of the game posted an explanation a few days ago. It works like this:

The game calculates how much experience and skill points you should be able to gain in an hour of leveling. After gaining 8x that amount, your further xp/sp gains are gradually reduced until you've "earned" 15x that amount, at which point you can no longer advance. You can switch jobs and gain skill points still, but your physical experience won't go up. After hitting the cap, it takes a week since you first gained experience to reset. If you haven't hit the cap, the fatigue slowly decreases so you don't get screwed if you kill 1 mob and then log off.

So pretty much you get to play for ~15 hours to earn 12 "hours" worth of experience a week. If you want to play more than that, you can play other jobs or farm money (but guildleves take 48 hours to reset so good luck with that too).


That actually sounds way worse than it is; So you can basically play 8 hours straight before it starts to decrease, and then another 7 with decreased gain. Meaning you can stop grinding after 8 hours (that's still a lot) and let the character "rest", but the recuperation time should be less than a week if you refrain from hitting 15x, amirite? <--- I know this is not true now.

Edit: http://www.ffxivvault.com/viewtopic.php?f=3&t=2106 Very interesting read.

Show nested quote +
On August 30 2010 05:46 Erucious wrote:
Curious how we will obtain a beta key when the beta comes out. If its invite only, or if u can just get them from the site, or limited offer. Really going to have to check all my sites to see if i can get a key somewhere ..


Open beta starts 1st of September I believe which means you won't have the need of a beta key.


Yeah, but you still need to make an account, which you probably need a key for (thats at least with every beta i played). But we will see
I'm Norwegian/Dutch. Just the awesome parts of them though :D
Hynda
Profile Blog Joined June 2010
Sweden2226 Posts
August 29 2010 21:54 GMT
#330
Punishing players for playing alot is such a stupid thing to do, and going for such a ridiculous timer 15 hours? some people do that in 1 day. Most MMO nerds do it in at least 3.

It's so sad to see a high potential MMO go to the grave before it's released.
drlame
Profile Joined February 2010
Sweden574 Posts
August 29 2010 21:57 GMT
#331
On August 30 2010 06:54 Hynda wrote:
Punishing players for playing alot is such a stupid thing to do, and going for such a ridiculous timer 15 hours? some people do that in 1 day. Most MMO nerds do it in at least 3.

It's so sad to see a high potential MMO go to the grave before it's released.


Did you read the link in my post? They are still testing out this threshold and it's not even certain if it will be implemented in the final release.
Mawi
Profile Joined August 2010
Sweden4365 Posts
August 30 2010 17:25 GMT
#332
Yeah, but you still need to make an account, which you probably need a key for (thats at least with every beta i played). But we will see


I have made an account, you make an square enix account and you dont need a key to make it you need to make a username/pass and verify with your hotmail. Closed beta you need key yes But OPEN Beta is open thus no key required (just wanted to tell you incase you didn't know the differance between closed beta and open beta
Forever Mirin Zyzz Son of Zeus Brother of Hercules Father of the Aesthetics
Aurra
Profile Blog Joined March 2008
United States469 Posts
August 30 2010 17:50 GMT
#333
The new files have already been datamined to find all the skills up to level 50.

+ Show Spoiler +

Conjurer
+ Show Spoiler +

1: Spirit Dart
TP Cost: 0
MP Cost: 0
Action Cost: 0
Cooldown: 0
Requires: Conjurer
Magical range attack

1: Tranquility
TP Cost: 0
MP Cost: 0
Action Cost: 0
Cooldown: 30mins
Requires: Conjurer
Replenishes some mp

1: Elemental Nukes - Fire, Stone, Water, Blizzard, Thunder, Aero (6 spells)
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - Elemental Nukes

2: Trance Chant
TP Cost: 0
MP Cost: 0
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic
Increased magic accuracy

4: Cure
TP Cost: 0
MP Cost: 12
Action Cost: 2
Cooldown: 5
Requires: Disciples of War, Disciples of Magic
AOE heal

6: Stoneskin
TP Cost: 0
MP Cost: 12
Action Cost: TBC
Cooldown: 30 seconds
Requires: Disciples of War, Disciples of Magic
AoE Damage shield

8: Shock Spikes
TP Cost: 0
MP Cost: 8
Action Cost: 3
Cooldown: 10 Seconds
Requires: Disciples of War, Disciples of Magic
AoE Spikes that do damage on hit and stun the enemy.

8: Repose
TP Cost: 0
MP Cost: 8
Action Cost: 3
Cooldown: 40 Seconds
Requires: Disciples of War, Disciples of Magic
AoE bind.

10: Profundity
TP Cost: 0
MP Cost: 0
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic
Increases Magic Potency for next cast. Lengthens the cast time and recast time of affected spells.

10: Radiance
TP Cost: 1000
MP Cost: 0
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
High damage + gives back a small proportion of mp.


12: Elemental DoT's - Burn, Frost, Rasp, Drown, Choke, Shock (6 spells)
TP Cost: 0
MP Cost: 16
Action Cost: 3
Cooldown: 12 Seconds
Requires: Disciples of War, Disciples of Magic
Elemental DoT and reduces enemies resistance to that elemental type within area of effect.


14: Sough Speak
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Reduces magic potency and rate of enmity generation.

16: Shell
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AoE Magical Defense buff.

16: Protect
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AoE Physical Defense buff.

18: Spiritbind
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: 1 min
Requires: Disciples of War, Disciples of Magic
30sec duration buff. Binds you to the spot reducing mp cost by half.


20: Cure II
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE heal


22: Purge
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Renders the targets elemental alignment neutral

24: Elemental Nukes II - Fire, Stone, Water, Blizzard, Thunder, Aero (6 spells)
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - Tier II Elemental Nukes

26: Resonance
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Alter your tone, increasing the range and reducing the area of effect of conjury spells.

28: Poisona
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Removes poison from party members within area of effect.

28: Paralyna
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Removes paralysis from party members within area of effect.

28: Silena
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Removes silence from party members within area of effect.

30: Mana bolt
Cast time 0
Recast time 10
Tp cost 1000
Launch a charged bolt, dealing damage and additional damage over time. Damage type varies with equipped arm.

30: Roaming soul
Cast time 0
Recast time 60
Hum your next spell, lengthening its effect once cast.

32: Sleep
Cast time 3
Recast time 30
Mp cost 16
Induces slumber among enemies within area of effect.

34: Profundity II
Cast time 0
Recast time 60
Enunciate and project, increasing the magic potency of your next cast. lengthens cast and recast times.

36: Burn II/Frost II/Shock II/Drown II/Choke II/Rasp II
Cast time 3
Recast time 14
Mp cost 35
Deals fire/ice/lightning/water/wind/earth damage over time and reduces fire/ice/lightning/water/wind/earth magic defense of enemies within area of effect.

38: Raise
Cast time 10
Recast time 60
Revives a KO'd target

38: Reraise
Cast time 10
Recast time 60
allows target to instantaneously revive upon being ko'd.

40: Chainspell
Cast time: 0
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: 300
Repeat your incantation, reducing cast times, recast times, and stamina costs.

Lv42: Shock spikes II
Cast time 3
Recast time 10
Mp cost 24
Armors party members within area of effect with spikes of lightning, granting the ability to stun and deal lightning damage to attacking enemies.

42: Stoneskin II
Cast time 6
Recast time 30
Mp cost 24
hardens the skin of allies within area of effect, absorbing a certain amount of damage.

42: Tractor
Cast time 10
Recast time 10
Pulls the body of a Ko'ed target toward the caster.

44: Flare/Freeze/Burst/Flood/Tornado/Quake
Cast time 3 (Flare has a cast time of 6, also has a higher damage modifier then all other spells)
Recast time 20
Mp cost 100
Deals massive fire/ice/lightning/water/wind/earth damage to enemies within area of effect.

46: Purge II
Cast time 0
Recast time 60
Alter a being's very essence, rendering the target's elemental alignment neutral.

48: Cure III
Cast time 2.5
Recast time 6
Mp cost 46
Restores Hp of allies within area of effect.

48: Protect II
Cast time 3
Recast time 60
Mp cost 28
Enhances the defense of allies within area of effect.

48: Shell II
Cast time 3
Recast time 60
Mp cost 28
Enhances the magic defense of allies within area of effect.

50: Mana bolt II
Cast time 0
Recast time 10
Tp cost 1000
Launch a charged bolt, dealing damage and additional damage over time. Damage type varies with equipped arm.

50: Soughspeak II
Cast time 0
Recast time 60
Speak in a whisper, reducing magic potency and rate of enmity generation.


Skills & Traits you buy with Marks:



Skills

Natures Fury
Launch a elemental attack, dealing damage to the target and nearby enemies. Damage type varies by equipped arm.

Elemental Shroud
Launch a elemental attack, dealing damage to the target and nearby enemies. Damage type varies by equipped arm.

Traits
Fast Cast
Increases your casting speed by 10%

One with Nature
Increases your affinity with conjurer based actions by 10, up to a maximum of 100

Complete Control
Converts MND +5 into DEX +5

Driven by Faith
Converts PIE +5 into VIT +5

Will to Power
Converts INT +5 into STR +5

Complete Control II
Converts MND +10 into DEX +10

Driven by Faith II
Converts PIE +10 into VIT +10

Will to Power II
Converts INT +10 into STR +10



Thaumaturge
+ Show Spoiler +

1: Phantom Dart
TP Cost: 0
MP Cost: 0
Action Cost: 0
Cooldown: 0
Requires: Thaumaturge
Magical range attack

1: Exhaltation
TP Cost: 0
MP Cost: 0
Action Cost: 0
Cooldown: 30mins
Requires: Thaumaturge
Replenishes some mp

2:Scourge
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - small range high Astral dmg + Enfeeble (weakens enemy’s Astral defence)

2: Banish
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - small range high Umbral dmg + Enfeeble (weakens enemy’s Umbral defence)

Banish and Scourge can stack

2: Blood Rite
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Increased magic accuracy


4: Sacrifice
TP Cost: 0
MP Cost: 10
Action Cost: 2
Cooldown: 5
Requires: Disciples of War, Disciples of Magic
AOE heal + 20 sec regen

6: Poison
TP Cost: 0
MP Cost: 10
Action Cost: TBC
Cooldown: 5
Requires: Disciples of War, Disciples of Magic
Inflicts DoT

8: Slow
TP Cost: 0
MP Cost: 7
Action Cost: 3
Cooldown: 60 Seconds
Requires: Disciples of War, Disciples of Magic
Slows down Stamina regeneration of enemies within AOE

8: Gravity
TP Cost: 0
MP Cost: 9
Action Cost: 3
Cooldown: 60 Seconds
Requires: Disciples of War, Disciples of Magic
Slows down enemy movement

10: Punishing Barbs
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Inflicts damage on the mob based on damage you take (1:1 in the beta)

10: Damnation
TP Cost: 1000
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
High Umbral damage + gives back a small proportion of mp.


12: Bio
TP Cost: 0
MP Cost: 14
Action Cost: 3
Cooldown: 30
Requires: Disciples of War, Disciples of Magic
Reduces attack power of enemies – Can stack with Scourge

12: Dia
TP Cost: 0
MP Cost: 14
Action Cost: 3
Cooldown: 30
Requires: Disciples of War, Disciples of Magic
Reduces defense of enemies – Can stack with Banish

14: Dark Seal
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Increases magic accuracy of your next attack

16: Stygian Spikes
TP Cost: 0
MP Cost: 8
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic
AoE Absorb MP – Umbral – Self cast or party member. Absorbs MP from mobs when hit.

18: Absorb – ATT, EVA, ACC and DEF (4 spells)
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Steals Stats from the target

20: Sacrifice II
TP Cost: 0
MP Cost: 18
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE heal + 20 sec regen

20: Siphon
TP Cost: 0
MP Cost: 10
Action Cost: 3
Cooldown: 1 min
Requires: TBC
Steals a portion of enemies MP (about 50-75 MP).


22: Initiate
TP Cost: 0
MP Cost: 60
Action Cost: 3
Cooldown: 1 min
Requires: TBC
Transfers up to four beneficial effects from yourself to target party member. (Unofficial description)

24:Scourge II
TP Cost: 0
MP Cost: 55
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - small range high Astral dmg + Enfeeble (weakens enemy’s Astral defence)

24: Banish II
TP Cost: 0
MP Cost: 55
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - small range high Umbral dmg + Enfeeble (weakens enemy’s Umbral defence)

26: Drain
Cast time 3
recast time 60
MP cost 30
TP cost 0
transfers a portion of HP from enemies within area of effect to you.


28: Bind
cast time 2
recast time 40
mp cost 8
TP cost 0
Renders moving enemies within area of effect immobile. Does not effect non-moving targets.


28: Silence
cast time 1
recast time 40
MP cost 25
tp cost 0
silences enemies within area of effect


28: Paralyze
cast time 2
recast time 60
MP cost 24
tpcost 0
paralyzes enemies with area of effect.


30: Numbing Rime
Cast time 0
recast time 60
Mp cost 0
Tp cost 1500
Launch an icy attack, dealing damage and temporarily incapacitating the target. Damage type varies with equipped arm.


30: Paradigm Shift
Cast time 0
recast time 60
MP cost 0
Tp cost 0
Amplify your voice, increasing area of effect and reducing the range of thaumaturgy spells.


32: Mass fear
cast time 2
recast time 180
Mp cost 26
tp cost 0
causes enemies within area of effect to flee in terror


32: Siphon TP
cast tim 2
recast time 60
MP cost 15
tp cost 0
transfers a portion of the target's tp to you.


34: Blood Rite II
Cast time 0
recast time 60
Mp cost 0
TP cost 0
Spell your own blood in a sacrificial rite, enhancing magic potency.


36: Bio II
Cast time 2
recast time 30
Mp cost 30
TP cost 0
Deals umbral damage over time and reduces the attack power of enemies within area of effect.


36: Dia II
Cast time 2
recast time 30
MP cost 30
TP cost 0
Deals astral damage over time and reduces the defense of enemies within area of effect.


38: Blind
cast time 1
recast time 60
MP cost 15
tp cost 0
reduces the accuracy of enemies within area of effect


38: Resurrect
Cast time 10
Recast time 60
MP cost 0
tp cost 0
Revives a KO'd target


38: Soul Ward
Cast time 10
recast time 60
mp cost 0
TP cost 0
allows target to instantaneously revive upon being ko'd.


40: Emulate
Cast time 0
recast time 60
MP cost 0
TP cost 0
Imitate the very essence of another, assuming the target's elemental resistances.


42: Shadowsear
Cast time 4
Recast time 180
Mp cost 88
Deals umbral damage and increases your magic potency in proportion to the difference in Hp between you and the target.

42: Stygian Spikes II
Cast time 3
Recast time 60
Mp cost 16
Armors party members within area of effect wit umbral spikes, granting the ability to absorb MP from attacking enemies.

44: Poison II
Cast time 1
Recast time 5
Mp cost 25
Poisons enemies within area of effect.

46: Dark Seal II
Cast time 0
Recast time 120
Focus your mental energies, increasing the magic accuracy of your next cast.

48: Drain II
Cast time 3
Recast time 60
MP cost 45
Transfers a portion of HP from enemies within area of effect to you.

48: Sacrifice III
Cast time 2.5
Recast time 6
Mp cost 46
heals a portion of Hp and additional hp over time to party members within area of effect.

50: Contagion
Cast time 0
Recast time 60
Share your anguish, transferring all of your enfeebling effects to the target.

50: Numbing Rime II (think this ones bought with marks?)
Cast time 0
Recast time 60
Tp cost 1500
Launch an icy attack, dealing damage and temporarily incapacitating the target. Damage type varies with equipped arm.

Skills & Traits you buy with Marks:


Skills

Silhouette
Launch a shadowy attack, dealing damage to the target and decreasing emnity. Damage type varies by equipped arm.

Shadowfall
Launch a shadowy attack, dealing damage to the target and nearby enemies. Damage type varies by equipped arm.

Traits
Firm Conviction
Increases your defense while casting

Transendence
Increases your affinity with thaumaturge based actions by 10, up to a maximum of 100

Complete Control
Converts MND +5 into DEX +5

Driven by Faith
Converts PIE +5 into VIT +5

Will to Power
Converts INT +5 into STR +5

Complete Control II
Converts MND +10 into DEX +10

Driven by Faith II
Converts PIE +10 into VIT +10

Will to Power II
Converts INT +10 into STR +10



Marauder
+ Show Spoiler +

1: Light Swing
TP Cost: 0
Action Cost: 0
Cooldown: 0
Requires: Marauder
Attack with your axe, dealing slashing damage.

1: Broad Swing
TP Cost: 0
Action Cost: 0
Cooldown: 0
Requires: Marauder
Attack with your axe, dealing slashing damage to enemies in a cone before you.

2: Trunksplitter
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Deliver a fierce upward swing, dealing slashing damage. Increases attack power against Seedkin.

4: Brandish
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Swing your weapon in a sweeping motion, dealing slashing damage to nearby enemies.

6: Bloodbath
TP Cost: 0
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic
Revel in the blood of an enemy, converting a percentage of the damage dealt by your next successful attack into HP.

8: Skull Sunder
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Strike an enemy in the head, dealing slashing damage and additional damage over time.
Attacks enemies in a cone before you while under the effect of Steadfast.

10: Defender
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Tighten your guard, increasing defense and reducing attack power. Increases enmity
generation while under the effect of Steadfast.

12: Foresight
TP Cost: 0
Action Cost: 3
Cooldown: 25 seconds
Requires: Disciples of War, Disciples of Magic
Anticipate an enemy's actions, increasing your parry rate. Ends after parrying an attack.

14: Fracture
TP Cost: 250
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Deliver a devastating blow, increasing attack power and dealing blunt damage. Renders the target incapable of using weaponskills. Can only be executed following a parry.

16: Brutal Swing
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Strike with the flat of your weapon, increasing attack power and dealing blunt damage. Attacks enemies in a cone before you while in steadfast stance.

18: Disorient
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Flick dust, sand, or soil at an enemy, reducing the target's evasion. Effect may stack up to three times.

20: Enduring March
TP Cost: 0
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic

Take strong and sure steps, enabling movement at a reduced speed while bound. Also maintains Steadfast effect while moving.


22: Iron Tempest
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Spin your axe with storm-like fury, dealing wind damage to nearby enemies.


24: Trunksplitter II
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: TBC
Deliver a strong chop, increasing attack power and dealing slashing damage. Attack power is increased further against Seedkin.

26: Murderous intent
cast time 0
recast time 60
MP cost 0
TP cost 0
Throw yourself into your attacks, increasing critical hit rate and reducing tp generation.

28: Skull Sunder II
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Strike an enemy in the head, dealing slashing damage and additional damage over time. Attacks enemies in a cone before you while under the effect of steadfast.

30: Warmonger
Cast time 0
recast time 120
MP cost 0
TP cost 0
Put on a threatening display, increasing enmity generation and drawing the attacks of the target and nearby enemies.

32: Brandish II
Cast Time 0
recast time 10
Mp cost 0
TP cost 1000
Swing your weapon in a sweeping motion, dealing slashing damage to nearby enemies.

34: Barbaric Yawp
Cast time 0
recast time 120
Mp cost 0
Tp cost 0
Sound a booming cry, interrupting the cast of nearby enemies.

36: Maim
Cast time 0
recast time 10
Mp cost 0
TP cost 2000
Render an enemy defenseless, dealing slashing damage and exposing the target in the direction of the attack

38: Fracture II
cast time 0
recast time 5
MP cost 0
Tp cost 250
Deliver a devastating blow, dealing blunt damage and rendering the target incapable of using weapon skills. Can only be executed following a parry.

40: Disorient II
Cast Time 0
recast time 15
Mpo cost 0
TP cost 0
Flick dust sand or soil at the enemy, reducing the target's evasion and increasing enmity. Effect may stack up to three times.



42: Foresight II
Cast time 0
Recast time 30
Anticipate an enemy's actions, increasing your chance to parry. Ends after parrying an attack.

44: Brutal Swing II
Cast time 0
Recast time 10
Tp cost 1000
Strike with the flat of your weapon, dealing blunt damage. Deals damage to enemies in a cone before you while under the effect of steadfast.

46: Storm's path
Cast time 0
Recast time 10
Tp cost 1000
Attack with a storm's fury, dealing slashing damage to nearby targets. Increases enmity.

48: Defender II
Cast time 0
Recast time 30
Tighten your guard, increasing defense and reducing attack power. Increases enmity generation while under the effect of steadfast.

50: Bloodbath II
Cast time 0
Recast time 60
Revel in the blood of an enemy, converting a percentage of the damage dealt by your next successful attack into HP.

Skills & Traits you buy with Marks:

Skills

Heavy Swing
Attack with your axe, dealing slashing damage .

Full Swing
Attack with your axe, dealing slashing damage to enemies in a cone before you and increasing enmity.

Traits
Intimidation
Increases the enmity generated by your actions by 10

Axemanship
Increases your affinity with marauder based actions by 10, up to a maximum of 100

Mind over Matter
Converts DEX +5 into MND +5

Asceticism
Converts VIT +5 into PIE +5

Muscle Memory
Converts STR +5 into INT +5

Mind over Matter II
Converts DEX +10 into MND +10

Asceticism II
Converts VIT +10 into PIE +10

Muscle Memory II
Converts STR +10 into INT +10


Lancer
+ Show Spoiler +

1: Light Thrust
TP Cost: 0
Action Cost: 0
Requires: Lancer
Attack with your polearm.

1: Heavy Thrust
TP Cost: 0
Action Cost: 0
Requires: Lancer
Attack with your polearm, binding the target.

2: Skewer
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Run your enemies through, dealing piercing damage to the target and all enemies between. Increases attack power in proportion to the number of enemies affected.

4: Ferocity
TP Cost: 0
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic
Trigger an adrenaline rush, consuming HP to increase the attack power of your next attack.

6: Trammel
TP Cost: 500
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Deliver a crippling stab, rendering the target immobile.

8: Moonrise
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Frustrate an enemy's tactics, increasing attack power and dealing slashing damage. Inhibits TP generation of the target.

10: Speed Surge
TP Cost: 0
Action Cost: 3
Cooldown: 30 seconds
Requires: Lancer
Wield your weapon with blinding speed, increasing action gauge regeneration. Hitting the target causes an enfeebling effect which grants attacking party members the ability to absorb HP.

12: Doomspike
TP Cost: 2000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Stab with great force, increasing attack power and dealing piercing damage to all enemies between you and the target. Reduces the evasion of flying targets.

14: Invigorate
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Channel your physical energies, consuming HP to gain TP.

16: Leg Sweep
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Strike low, dealing blunt damage to all enemies in a cone before you. Does not affect flying targets.

18: Comrade in Arms
TP Cost: 500
Action Cost: 0
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Bolster morale, inflicting the target with an enfeebling effect which grants attacking party members increased TP generation.

20: Feint
TP Cost: 250
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Stab with precision and timing, ensuring the success of your next attack. Increases attack power and deals piercing damage. Can only be executed after target evades an attack.

22: Life Surge
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: TBC
Make sport of an enemy, granting yourself an enhancing status which grants the ability to absorb HP. While active, successful attacks reduce the targets evasion.


24: Skewer II
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Run your enemies through, dealing piercing damage to the target and all enemies between. Increases attack power in proportion to the number of enemies affected.

26: Keen Flurry
TP Cost: 0
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic
Use the power of positive thinking, increasing accuracy while in Battle Regimen mode.


28: Heavy Trammel
TP Cost: 500
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Deliver a severely crippling attack, rendering the target immobile.


30: Collusion
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Employ deception, transferring the enmity generated by your next successful attack to an ally positioned between you and the target.


32: Doomspike II
Cast time 0
Recast time 10
Tp cost 2000
Stab with great force, dealing piercing damage to the target and all enemies between.

34: Ferocity II
Cast time 0
Recast time 60
Trigger an adrenaline rush, increasing the power of your next attack.

36: Diversion
Cast time 0
Recast time 90
Tp cost 250
Create a diversion capable of absorbing close-range attacks.

38: Moonrise II
Cast time 0
Recast time 10
Tp cost 1000
Frustrate an enemy's tactics, dealing slashing damage and reducing the target's Tp generation.

40: Speed Surge II
Cast time 0
Recast time 30
Wield your weapon deftly, increasing stamina regeneration. Hitting the target inflicts an enfeebling status which grants attacking party members the ability to absorb Hp.

42: Twisting Vise
Cast time 0
Recast time 10
Tp cost 1000
Stab and twist, dealing piercing damage and wiping out the target's Tp.

44: Invigorate II
Cast time 0
Recast time 60
Channel your physical energies, increasing Tp generation.

46: Line of Fire
Cast time 0
Recast time 60
maneuver strategically, redirecting a portion of damage dealt to you to an enemy positioned between you and the source of damage.

48: Comrade in arms II
Cast time 0
Recast time 30
Tp cost 500
Bolster morale, inflecting the target with an enfeebling effect which grants party members enhanced Tp generation.

50: Chaos thrust
Cast time 0
Recast time 30
Tp cost 2000
Stab an enemy wildly, dealing sixfold piercing damage. Damage is increased additionally in proportion to your Tp when the target is below 20% life.


Extra:

?: Jump
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Leap high into the air, gaining temporary immunity to all attacks.

?: Overrun
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Close in on an enemy, increasing TP and dealing piercing damage. Can only be executed when the target is unaware of your presence.

Skills & Traits you buy with Marks:


Skills

Pierce
Attack with your polearm, dealing piercing damage to the target and all enemies in between.

Full Thrust
Attack with your polearm, dealing piercing damage to the target and increasing TP

Traits
Fleet of Foot
Increases your movement speed by 20% while in active mode

Pikemanship
Increases your affinity with lancer based actions by 10, up to a maximum of 100

Mind over Matter
Converts DEX +5 into MND +5

Asceticism
Converts VIT +5 into PIE +5

Muscle Memory
Converts STR +5 into INT +5

Mind over Matter II
Converts DEX +10 into MND +10

Asceticism II
Converts VIT +10 into PIE +10

Muscle Memory II
Converts STR +10 into INT +10



Pugilist
+ Show Spoiler +

Pugilist



1: Heavy Strike
TP Cost: 0
Action Cost: 0
Cooldown: 0 seconds
Requires: Pugilist
Attack with your hand-to-hand weapon, dealing blunt damage.


1: Light Strike
TP Cost: 0
Action Cost: 0
Cooldown: 0
Requires: Pugilist
Attack with your hand-to-hand weapon, dealing blunt damage. Increases physical defense and evasion.


2: Concussive Blow
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Beat an enemy about the head and face, dealing blunt damage and reducing the target's
accuraccy. Effect may stack up to three times.


4: Haymaker
TP Cost: 250
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Strong attack, increasing attack power and dealing blunt damage. Can only be used after evading an enemy attack.


6: Second Wind
TP Cost: 250
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic
Restore HP at the cost of TP.

8:Seismic Shock
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Increase attack power and deal earth damage to all enemies between you and the target, including the target. Flying monsters unaffected.

10: Taunt
TP Cost: 0
Action Cost: 3
Cooldown: 20 seconds
Requires: Disciples of War, Disciples of Magic
Whistle to increase enmity.


12: Featherfoot
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Increase evasion. Effect wears after off after evading an attack.


14: Jarring Strike
TP Cost: 250
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Deal blunt damage, stun the target, and increase enmity. Can only be executed after evading an attack.


16: Blindside
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Strike from an enemies rear, increasing attack by half your Dexterity.


18: Victimize
TP Cost: 2000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Exploit an enemy's weakness, dealing slashing damage and increasing your critical hit rate for each enfeebling effect on the target.


20: Presence of Mind
TP Cost: 0
Action Cost: 3
Cooldown: 60 Seconds
Requires: TBC
Spiritually enhance your powers of perception, increasing evasion against non-frontal attacks.

22: Concussive Blow II
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Strong attack, dealing blunt damage and lowering monsters accuracy. Stacks up to three times.

24: Aura Pulse
TP Cost: 1000
Action Cost: 3
Cooldown: TBC
Requires: TBC
AoE that only hit ground units despite it's tool tip saying it raises attack power against flying stuff. Slightly confused on that one

26: Discerning Eye
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Supposedly it raises your attack power when you take damage, scales with how much you take.

28: Seismic Shock II
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Increase attack power and deal earth damage to all enemies between you and the target, including the target. Flying monsters unaffected.

30: Accomplice
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Conspire with an ally, reducing their enmity and increasing your own.

These are from the dats (taken from BG)

Lv32 Pug - Hay maker II
Cast time 0
Recast time 5
Mp cost 0
TP cost 250
Create an opening and deliver a massive blow, dealing blunt damage. Can only be executed after evading an attack.

Lv34 Pug - Pounce
Cast time 0
Recast time 60
Mp cost 0
Tp cost 500
Lunge at an unsuspecting enemy, dealing blunt damage. Renders the target unconscious when executed from behind.

Lv36 Pug - Second Wind II
Cast time 0
Recast time 60
Mp cost 0
TP cost 250
The thrill of battle exhilarates you, restoring HP.

Lv38 Pug - Jarring Strike II
Cast time 0
Recast time 5
MP cost 0
Tp cost 250
Strike an enemy's joints, dealing blunt damage and stunning the target. Increases enmity. Can only be executed after evading an attack.

Lv40 Pug - Taunt II
Cast time 0
Recast time 20
Mp cost 0
TPcost 0
Whistle jeeringly, increasing enmity and temporarily focusing the target's attacks on you.

Lv40 Pug - Flurry (Bought for 500 marks.)
Cast time 0
Recast time 0
MP cost 0
TP cost 0
Deliver a threefold attack with your hand-to-hand weapon, dealing blunt damage. Can only be executed after landing heavy Strike or Flurry.


42: Featherfoot II
Cast Time 0
Recast time 30
Tread lightly, increasing evasion. Effect fades after evading an attack.


44: Follow Through
Cast time 0
Recast time 10
Tp cost 1000
Deliver a unconventional blow, increasing attack power by ??? and dealing damage from the opposite direction.

46: Blindside II
Cast time 0
Recast time 60
Flank an enemy, increasing the power of your next attack from behind.

48: Victimize II
Cast time 0
Recast time 10
Tp cost 2000
Exploit an enemy's weakness, dealing piercing damage and increasing your critical hit rate for each enfeebling effect on the target.


50: Asuran Fists
Cast time 0
Recast time 30
Tp cost 1500
Requires - Light punch buff
Strike at an enemy's very core, delivering eightfold blunt damage. Target's defense is reduced by ??% when executed from the front, and only be executed while in optimal defensive stance.



(trained or gotten from some quest probably?)

Lv99 Pug - Shoulder Tackle
Cast time 0
Recast time 10
Mp cost 0
Tp cost 1000
Charge at an enemy with devastating force, dealing blunt damage.

Lv99 Pug - Steal
Cast time 0
Recast time 60
MP cost 0
TP cost 0
Rifle through an enemy's belongings, stealing an item at random. Chance of success increased when stealthed.

Lv99 Pug - Jarring Strike III
Cast time 0
Recast time 5
Mp cost 0
Tp cost 0
Strike an enemy's joints, dealing blunt damage and stunning the target. Increases enmity. Can only be executed after evading an attack.

Lv99 Pug - Aura Pulse III
Cast time - 0
Recast time 10
MP cost 0
TP cost 1000
Emit a burst of energy, dealing blunt damage to nearby enemies. Attack power increased against flying targets. (basically 2X damage)

Lv99 Pug - Pounce II
Cast time 0
Recast time 60
Mp cost 0
Tp cost 500
Lunge at an unsuspecting enemy, dealing blunt damage. Renders the target unconscious when executed from behind.

Lv99 Pug - Follow through
Cast time 0
recast time 10
Mp cost 0
TP cost 1000
Deliver an unconventional blow, increasing attack power by ??? and dealing damage from the opposite direction.

Lv99 Pug - Asuran Fists
Cast time 0
Recast time 30
MP cost 0
Tp cost 2000
Throw a flurry of traumatizing blows, dealing eightfold blunt damage. Can only be used while in optimal offensive stance.

Skills & Traits you buy with Marks:


Skills

Pummel
Attack with your hand to hand weapon, dealing blunt damage and increasing TP

Flurry
Deliver a threefold attack with your hand to hand weapon, dealing blunt damage. Can only be excecuted after landig Heavy Strike or Flurry.

Traits
Prime Conditioning
Increases healing effects on you 10%

Seasoned Veteran
Increases your affinity with pugilist based actions by 10, up to a maximum of 100

Mind over Matter
Converts DEX +5 into MND +5

Asceticism
Converts VIT +5 into PIE +5

Muscle Memory
Converts STR +5 into INT +5

Mind over Matter II
Converts DEX +10 into MND +10

Asceticism II
Converts VIT +10 into PIE +10

Muscle Memory II
Converts STR +10 into INT +10


Gladiator
+ Show Spoiler +

1: Light Slash
TP Cost: 0
Action Cost: 0
Cooldown: TBC
Requires: Gladiator
Attack with your sword, dealing slashing damage.

1: Light Stab
TP Cost: 0
Action Cost: 0
Cooldown: TBC
Requires: Gladiator
Attack with your sword, dealing piercing damage.

2: Red Lotus
TP Cost: 1000
MP Cost: 10
Action Cost: 1
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Invoke the power of the flame and strike, dealing fire damage.

4: Rampart
TP Cost: 1000
Action Cost: 3
Cooldown: 5mins
Requires: Disciples of War, Disciples of Magic
Protect yourself, increasing defense and magical defense.

6: Circle Slash
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Spin your weapon fiercely, increasing attack power and dealing slashing damage to nearby targets.

8: Phalanx
TP Cost: 250
Action Cost: 3
Cooldown: TBC
Requires: TBC
Move deftly from defense to offense, increasing attack power and dealing slashing damage. Increases enmity. Can only be executed following a block.

10rovoke
TP Cost: 0
Action Cost: 3
Cooldown 20secs
Requires: Disciples of War, Disciples of Magic
Use a threatening gesture to increase enmity.

12: Spinstroke
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Feint before attacking, dealing slashing damage to the target. Increases attack power when the target is not engaging you.

14: Still Precision
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Steady yourself, increasing accuracy and reducing evasion.

16: Howling Vortex
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Sound a haunting howl with your weapon, increasing attack power and dealing slashing damage. Lengthens the target's cast times.

18: Obsess
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Focus on a single enemy, increasing defense against the target while reducing defense against all other targets.

20: Onion Cut
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Feign weakness and then attack, dealing slashing damage.

TBC?: Red Lotus II
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Call upon the power of the flame, increasing attack power and dealing fire damage.

22: Cover
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Come to the aid of another, positioning yourself between the target and an enemy to redirect damage to yourself instead.


24: Luminous Spire
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Imbue your blade with brilliance, dealing astral damage and reducing the targets magic defense, blinds other nearby enemies.

Note: You can keep using this weapon skill 3 times in a row and deal more damage each time because its reducing magic defense while dealing astral damage.

26: Cadence
TP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: TBC
Controls the pace of combat, increasing the power of your next attack while in battle regimen mode.

28: Red Lotus II
Cast time 0
Recast time 10
Mp cost 10
Tp cost 1000
Invoke the power of flame and strike, dealing fire damage.

30: Ambidexterity (Bought with 500 marks?)
Cast time 0
Recast time 300
Focus on your off hand, halving stamina cost of your next action.

30: Rage of Halone
Cast time 5
Recast time 10
Tp cost 1000
Halone guides your weapon, dealing piercing damage. Increases attack power in the proportion to the amount of damage sustained while readying.

32: Circle slash II
Cast time 0
Recast time 10
Tp cost 1000
Spin your weapon fiercely, dealing damage to nearby enemies.

34: Rampart II
Cast time 0
Recast time 300
Fight to protect yourself, increasing defense and magical defense.

36: Sentinel
Cast time 0
Recast time 60
Thwart attacks to fluster your enemies, reducing damage dealt to you and slowing loss of enmity.

38: Phalanx II
Cast time 0
Recast time 5
Tp cost 250
Strike from behind the safety of your shield, dealing slashing damage and increasing enmity. Can only be executed following a block.

40: Provoke II
Cast time 0
Recast time 20
Gesture threateningly, increasing enmity and temporarily focusing the target's attacks on you.

42: Spinstroke II
Cast time 0
Recast time 10
Tp cost 1000
Feint and then strike, dealing slashing damage to the target. Increases attack power when the target is not engaging you.

44: Still Precision II
Cast time 0
Recast time 90
Steady yourself, increasing accuracy and reducing evasion.

46: Tempered Will
Cast time 0
Recast time 90
Harden your resolve, increasing magic resistance and removing bind and heavy effects.

48: Obsess II
Cast time 0
Recast time 45
Focus on a single enemy, increasing defense against the target while reducing defense against all other targets.

50: Riot Blade
Cast time 0
Recast time 10
Tp cost 2000
Unleash a shockwave, increasing attack power and dealing slashing damage at range. Increases enmity and renders the target incapable of using weapon skills for a short time.

Skills & Traits you buy with Marks:

Skills

Heavy Slash
Attack with your sword, dealing slashing damage and increasing enmity

Heavy Stab
Attack with your sword, dealing piercing damage and increasing enmity

Traits
Self Preservation
Increases the lenght of the guard ability by 50%

Swordsmanship
Increases your affinity with gladiator based actions by 10, up to a maximum of 100

Mind over Matter
Converts DEX +5 into MND +5

Asceticism
Converts VIT +5 into PIE +5

Muscle Memory
Converts STR +5 into INT +5

Mind over Matter II
Converts DEX +10 into MND +10

Asceticism II
Converts VIT +10 into PIE +10

Muscle Memory II
Converts STR +10 into INT +10



Archer
+ Show Spoiler +

1: Light Shot
TP Cost: 0
Action Cost: 0
Requires: Archer
Attack with your bow, dealing projectile damage.

1: Close Shot
TP Cost: 0
Action Cost: 0
Requires: Archer
Attack with your bow, dealing projectile damage and rendering the target immobile. Short Range Attack.

1: Refill
TP Cost: 0
Action Cost: 0
Requires: Archer
Refill your quiver with arrows. (Takes arrows from your inventory and tops up your currently equipped arrows)

2: Puncture
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Apply full force to your attack, dealing projectile damage to all enemies between you and the target.

4: Raging Strike
TP Cost: 0
Action Cost: 3
Cooldown: 45 seconds
Requires: Disciples of War, Disciples of Magic
Strengthen your grip, increasing the attack power of your next attack.

6: Shadow Bind
TP Cost: 250
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Fetter an enemy's shadow, rendering the target immobile.

8: Wide Volley
TP Cost: 1000
Action Cost: 3
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of Magic
Launch a wide-ranged assault, dealing projectile damage to the target and nearby enemies.

10: Quelling Strike
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Stifle the noise made by your weapon, reducing enmity generated by your next attack.


12: Scouring Strike
TP Cost: 500
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Deliver a debilitating attack, dealing projectile damage and removing an enhancement effect from the target.


14: Hawks Eye
TP Cost: 0
Action Cost: 3
Cooldown: 1min
Requires: Disciples of War, Disciples of Magic
Your eyes gain hawk like precision, increasing the accuracy of your next attack.

16: Arrow Helix
TP Cost: 1000
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Loose arrows in all directions, dealing projectile damage to nearby enemies.

18: Scavenge
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Gather a stray arrow for your next attack. Can only be executed when no arrows are equipped.

20: Quick Nock
TP Cost: 2000
Action Cost: 3
Cooldown: TBC
Requires: Archer
Nock and release repeatedly with blinding speed, dealing projectile damage to enemies in a cone before you.

22: Quick Stride
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Quick your stride, increase movement speed.

24: Shrieker
TP Cost: 500
Action Cost: 3
Cooldown: TBC
Requires: TBC
Loose a shrilling arrow, dealing projectile damage.

26: Chameleon:
TP Cost: 250
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Blend in with your surroundings, reducing enmity.

28: Puncture II
TP Cost: 1000
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Apply full force to your attack, dealing projectile damage to all enemies between you and the target.

30: Trifurcate
TP Cost: TBC
MP Cost: 30
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Seek to inflict massive damage, nocking up to a maximum of three arrows.



32: Shadowbind II
Cast time 0
Recast time 40
Tp cost 250
Fetter an enemy's shadow, rendering the target immobile.

34: Barrage
Cast time 0
Recast time 30
Tp cost 1500
Get the most out of your weapon, dealing up to fourfold damage and increasing enmity.

36: Decoy
Cast time 0
Recast time 90
Tp cost 250
Deploy a decoy capable of absorbing ranged and magic attacks.

38: Forseeker
Cast time 0
Recast time 10
Tp cost 1000
Deliver a deadly precise shot, dealing projectile damage. Increases accuracy for each arrow loosed.

40: Raging strike II
Cast time 0
Recast time 30
Strengthen your grip, increasing the attack power of your next attack.

42: Quelling strike II
Cast time 0
Recast time 30
Stifle the noise made by your weapon, reducing the enmity generated by your next attack.

44: Wide Volley II
Cast time 0
Recast time 10
Tp cost 1000
Launch a wide-ranged assault, dealing projectile damage to the target and nearby enemies.

46: Farshot
Cast time 0
Recast time 40
Heighten the angle of your attack, increasing range and reducing attack power by ??

48: Bloodletter
Cast time 0
Recast time 10
Tp cost 1000
Snipe a vital area to cause excruciating pain, dealing projectile damage and additional damage over time. Deals further damage when the effect fades.

50: Subtle release
Cast time 0
Recast time 180
Carefully place your attack, reducing the chance for changes in the targets enmity.

Skills & Traits you buy with Marks:

Skills

Multishot
Nock an additional arrow for your next attack, up to a maximum of 3.

Heavy Shot
Attack with your bow, dealing projectile damage and reducing the targets TP

Traits
Out of Sight
Reduces the enmity generated by your actions by 10

Bowmanship
Increases your affinity with archer based actions by 10, up to a maximum of 100

Mind over Matter
Converts DEX +5 into MND +5

Asceticism
Converts VIT +5 into PIE +5

Muscle Memory
Converts STR +5 into INT +5

Mind over Matter II
Converts DEX +10 into MND +10

Asceticism II
Converts VIT +10 into PIE +10

Muscle Memory II
Converts STR +10 into INT +10


Shield
+ Show Spoiler +

10: Aegis Boon
TP Cost: 0
Action Cost: 3
Cooldown: TBC
Requires: TBC
Cost is 75% of your Stamina Bar. Works in the same manner as Guard, however you absorb a % of each attack you block as HP.

14: Sheild bash
Cast time 0
recast time 30
MP cost 0
Tp cost 500
Slam an enemy with your shield, dealing blunt damage. May interrupt casts and temporary render the target unable to cast again for several seconds.

20: Outmaneuver
Cast time 0
Recast time 60
Mp cost 0
TP cost 0
Strategize for survival, increasing defense against frontal attacks increasing TP generated by blocks.

30: War Drum
Cast time 0
recast time 40
mp cost 0
TP cost 0
Create a clamor, increasing enmity.


40: Aegis Boon II
Cast time 0
Recast time 60
Recover behind the safety of your shield, increasing defense against frontal attacks and converting blocked damage into HP.

50: Deflection
Cast time 0
Recast time 60
Focus on your shield arm, increasing defense against frontal attacks and negating a portion of blocked damage.

Erucious
Profile Joined March 2010
Norway393 Posts
Last Edited: 2010-08-30 20:58:35
August 30 2010 20:47 GMT
#334
On August 31 2010 02:25 Mawi wrote:
Show nested quote +
Yeah, but you still need to make an account, which you probably need a key for (thats at least with every beta i played). But we will see


I have made an account, you make an square enix account and you dont need a key to make it you need to make a username/pass and verify with your hotmail. Closed beta you need key yes But OPEN Beta is open thus no key required (just wanted to tell you incase you didn't know the differance between closed beta and open beta


i know the difference with a closed and open beta. But more often than not, you still need to add the open beta key to your Master account (Plaync / battlenet / square). So the system (when you log into the game) checks if you have that game signed up on your account, and then access your information.

Just like battle net... You got a key for SC2 beta as well - and that was open beta for a long time. Ah well... i guess we will have to wait and see until someone confirms i guess.


edit:

Awesome skill tree list!!
I'm Norwegian/Dutch. Just the awesome parts of them though :D
drlame
Profile Joined February 2010
Sweden574 Posts
August 30 2010 21:04 GMT
#335
On August 31 2010 05:47 Erucious wrote:
Show nested quote +
On August 31 2010 02:25 Mawi wrote:
Yeah, but you still need to make an account, which you probably need a key for (thats at least with every beta i played). But we will see


I have made an account, you make an square enix account and you dont need a key to make it you need to make a username/pass and verify with your hotmail. Closed beta you need key yes But OPEN Beta is open thus no key required (just wanted to tell you incase you didn't know the differance between closed beta and open beta


i know the difference with a closed and open beta. But more often than not, you still need to add the open beta key to your Master account (Plaync / battlenet / square). So the system (when you log into the game) checks if you have that game signed up on your account, and then access your information.

Just like battle net... You got a key for SC2 beta as well - and that was open beta for a long time. Ah well... i guess we will have to wait and see until someone confirms i guess.


edit:

Awesome skill tree list!!



Yes you are quite right, if you had taken the time and read the link in my post you would've gotten an answer to your question. There are two possible forms of this "open beta", either everyone who wants gets to play, or they start inviting players in waves, much like the closed beta for SC2. So if you're not registered I suggest you get.
keeblur
Profile Joined April 2010
United States826 Posts
Last Edited: 2010-08-30 21:14:28
August 30 2010 21:13 GMT
#336
You'll probably go to Add Service in your Account Management then add the Open Beta, which won't require a code typed in. But that's just an assumption, not sure exactly.
Isn't it ironic and selfish to say that God made man in his image, when God was made in man's image?
alypse
Profile Joined May 2010
2771 Posts
August 31 2010 04:10 GMT
#337
Has anyone seen the recommended system specs for this game? I think that most of you guys should abandon the hope of playing this game, because:
[image loading]


[image loading]
KT Violet 1988 - 2012
Agro_Z
Profile Joined April 2008
United States138 Posts
August 31 2010 05:25 GMT
#338
If you plan on playing the FFXIV beta at some point in the next 3 weeks, you can start the download of the beta client ahead of time. FilePlanet has posted the installer for you to download. This 118MB installer will let you start downloading the open beta client, which is around 4.5GB in total. Installing this does not mean you’ll be able to play, you will still need to have an open beta key attached to your Square Enix account to be able to log in.

From:http://www.ff14news.com/

Open beta...is not really open? =[

@alypse those are the recommended system requirements for running the game on high. You can still run the game with a much less powerful machine but on lower settings.
"Don't put things off, put them over" - fortune cookie
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
August 31 2010 07:58 GMT
#339
In preparation for the official release of FINAL FANTASY XIV on September 30, 2010 and the early release on September 22, we will be starting an open beta test to help put the finishing touches on the game. We ask that all users who can participate in the open beta test apply from the following website.

1.Access the following URL.
http://entry.ffxiv.com/
* The page will become accessible starting at 19:00 on Aug. 31, 2010.

2.Log in with your Square Enix account and have a registration code issued.
* Depending on the access status, we may temporarily suspend the issuance of registration code. If you cannot have registration code issued, we ask that you please wait a little while before trying again.

3.Register the registration code you received by e-mail on the Square Enix Account Management System.
Click "Select Service" from "Services and Options" on the left menu. Select "FINAL FANTASY XIV" from the services available and then "Add a service account." Enter the registration code you've been issued and proceed to the end of registration.

The Square Enix Account Management System: https://secure.square-enix.com/account/


As stated above, Open Beta Test requires a dedicated registration code and the login to Beta Test Site will become unavailable starting at 0:00 on Aug. 31, 2010 (PDT).
* Once the registration code is registered, you will be able to log in to Beta Test Site once again.


- Transferring your Character Name from the Open Beta Test to the Commercial Release
As long as the World you choose in the commercial release is the same as the World you chose in the open beta test, you will be able to transfer your character name. If you choose a different World for the commercial release, your character name will not be transferrable. For details, please refer to the beta test site.

- To PlayStation 3 Version Applicants:
This test phase will deal only with the Windows version of the software. Details regarding the test schedule for the PlayStation 3 version will be released by e-mail at a later date. If possible, we still ask and encourage you to take part in the testing on a Windows PC.

- Note:
・The open beta test is being conducted on the Windows version of the game only.
・Latest news and notifications will be periodically posted on the forums of the tester site.
・The game to be tested is under development, and may differ from the commercial release.
・Please direct all inquiries regarding FINAL FANTASY XIV to the Square Enix Support Center ( http://support.na.square-enix.com/ffxiv/ ).
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Hynda
Profile Blog Joined June 2010
Sweden2226 Posts
August 31 2010 08:24 GMT
#340
On August 30 2010 06:57 drlame wrote:
Show nested quote +
On August 30 2010 06:54 Hynda wrote:
Punishing players for playing alot is such a stupid thing to do, and going for such a ridiculous timer 15 hours? some people do that in 1 day. Most MMO nerds do it in at least 3.

It's so sad to see a high potential MMO go to the grave before it's released.


Did you read the link in my post? They are still testing out this threshold and it's not even certain if it will be implemented in the final release.

The fact that the threshold didn't get laughed at and the guy that came up with it didn't instantly get fired shows how little in touch with reality they are.
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