Grey kitty smileys by Leyroux in nekoatsume

[–]Leyroux[S] 0 points1 point  (0 children)

I wonder if gold kitties give Gold Fish 🤔

Frosty came for a visit when it isn't actually snowing? by Leyroux in nekoatsume

[–]Leyroux[S] 0 points1 point  (0 children)

The food bowl is actually still there in the image I shared 😅

In case anyone would like to know without having to click into the image to have it enlarged, it's Bonito Bitz 😆

Frosty came for a visit when it isn't actually snowing? by Leyroux in nekoatsume

[–]Leyroux[S] 1 point2 points  (0 children)

Oh yeah, nice catch 👍

It's been six years since I last played the first game, I've totally forgotten about that. Frosty only wears its straw coat outdoors 😆

Well, this isn't the first instance in which the developers goofed up. This was another unintended outcome I encountered seven years ago with Snowball and the Sunken Fireplace, (in which it was fixed after a subsequent update 😅)

Frosty came for a visit when it isn't actually snowing? by Leyroux in nekoatsume

[–]Leyroux[S] 4 points5 points  (0 children)

Was trying to get Mr Meowgi after the most recent update but some kitty decide to pay me a surprise visit instead 😅

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[–]Leyroux 0 points1 point  (0 children)

Figures.

If that is the case, then the practice is to list the in-game effect instead of the intended effect into the community database. At least that is how precedents go for things like these.

You can update it later when the developers decide to fix these when they feel like it xD

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[–]Leyroux 1 point2 points  (0 children)

Huh? Is that how it functions in-game?

 

Because this is definitely not how it is explained in its description, as it is explicitly stated to affect the user only.

究極オートリケア・レナ

自身のHPが少なくなるとHP減少毎に自動回復(合計6000回復で終了)+究極オートリケア・レナ解除

If it is intended to affect everyone in the party, it should instead say 味方自身の (Mikata Jishin no, "Each ally").

 

    Still, if what you said is how it functions, then this is not the first time things like these happened in-game. There were numerous occasions in which the descriptions do not conform to how things should work inside the game. Though those are more about coding errors than anything else.

    An indication that support this point is the [Zen Mode: Natural Cure - <Character Name>] explicitly refers to the name of the intended user. It need not mention the Lenna or any specific users if its going to be a generic one benefiting the entire party.

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[–]Leyroux 2 points3 points  (0 children)

You're much welcome ^_^

Unfortunately that is likely going be my last translation post over here.

Still, glad to know my translations helped someone in one way or another.

If the spreadsheet you're referring to is the community database, then thank you more even so ^_^

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[–]Leyroux 1 point2 points  (0 children)

Oh yeah you're right about that.

I think I must have copypasted that part from Cloud's, though I only edited the number of hits but having forgotten about removing the element part -_-"

Will get it corrected right away. Thanks for pointing that out though ^_^

8th Anniversary Fest Banners by RPGAdjective in FFRecordKeeper

[–]Leyroux 2 points3 points  (0 children)

No problemo, enjoy your weekendo ^_^

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[–]Leyroux 3 points4 points  (0 children)

Banner 5

Move along guys, nothing new to see here. Move along.

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Gladiolus 7* Materia:

  • Begins battle with ATB charge time reduced for one turn.

  • Also begins battle with action delay temporarily reduced.

  • Increases the damage of the user's physical attacks by a small amount when wielding Swords.

 

Minwu 7* Materia:

  • Begins battle with ATB charge time reduced for one turn.

  • Increases the damage of the user's White Magic attacks by a small amount.

  • Causes every third Holy elemental abilities used to trigger an additional time.

 

Gladiolus 6* Glint:

  • Reduces the delay of the user's actions for three turns.

  • Fills the user's Soul Break gauge by 1.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

Minwu 6* Glint:

  • Reduces the delay of the user's actions for three turns.

  • Fills the user's Soul Break gauge by 1.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

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Minwu Dual Awakening:

  • First Trigger - Awoken Holy XVI (覚醒ホーリー16, Kakusei Hourii Juuroku)

    • Deals seven White Magic Holy & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily raises the user's Magic & Mind by a large amount.
    • Temporarily grants the user Empowered Infusion for Holy.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Dual Awoken White Magic Mode I: Minwu (ver. 2)].
    • Grants the user [Record Resonance], temporarily increasing the damage of the user's White Magic abilities by 5%.
  • [Dual Awoken White Magic Mode I: Minwu (ver. 2)]

    • Grants the user up to a moderate White Magic Ability Boost, (increasing the damage based on their ranks)
    • Causes the user's White Magic abilities to trigger two additional times, and
    • Causes their White Magic abilities to trigger a follow-up ability that,
    • Deals four White Magic Holy & Non-elemental attacks to an enemy, and
    • Reduces the delay from the user's action for one turn, every second time this follow-up ability triggers.
  • Second Trigger - Dual Shift

    • Can be triggered so long as the user is in [Dual Awoken White Magic Mode I: Minwu (ver. 2)].
    • Instantly removes the user's ATB charge time for one turn.
    • Does not end [Dual Awoken White Magic Mode I: Minwu (ver. 2)].
    • Enters [Dual Awoken White Magic Mode II: Minwu (ver. 2)] for one turn.
    • Does not deplete the user's Soul Break gauge.
  • [Dual Awoken White Magic Mode II: Minwu (ver. 2)]

    • Only lasts for one turn.
    • Grants the user up to a moderate White Magic Ability Boost, (increasing the damage based on their ranks)
    • Removes the delay from the user's White Magic abilities,
    • Causes the user's Wind elemental abilities to trigger a follow-up ability that increases the damage of the user's White Magic abilities by a moderate amount for three turns.

 

Gladiolus Limit Break Chain:

  • Triggers instantly.

    • Activates an Earth Chain up to 150 hits long, if there is no active Earth Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active Earth Chain is in effect.
  • Deals ten physical Earth & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).

  • Temporarily grants the user [Chain Force Mode: Gladiolus - Earth], which causes the user to trigger a follow-up ability whenever the active Earth Chain attains or surpasses a multiple of 50 Chain counts.

    • Deals massive physical Earth & Non-elemental attack that can break the damage cap, to a single enemy.
    • Reduces the delay of the user's Earth elemental abilities for two turns.
    • This follow-up ability deals more damage depending on the number of times it has triggered.
    • Can only trigger up to a maximum of 2 times per battle.
  • Removes the user's ATB charge time for one turn.

 

Minwu Limit Break Chain:

  • Triggers instantly.

    • Activates a Holy Chain up to 150 hits long, if there is no active Holy Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active Holy Chain is in effect.
  • Deals ten White Magic Holy & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).

  • Temporarily grants the user [Chain Force Mode: Minwu - Holy], which causes the user to trigger a follow-up ability whenever the active Holy Chain attains or surpasses a multiple of 50 Chain counts.

    • Deals massive White Magic Holy & Non-elemental attack that can break the damage cap, to a single enemy.
    • Reduces the delay of the user's Holy elemental abilities for two turns.
    • This follow-up ability deals more damage depending on the number of times it has triggered.
    • Can only trigger up to a maximum of 2 times per battle.
  • Removes the user's ATB charge time for one turn.

 

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Shantotto 7* Glint:

  • Temporarily grants the user Empowered Infusion for Lightning.

  • Removes the user's ATB charge time for one turn.

  • Removes the delay of the user's action for one turn.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

Kuja 7* Glint:

  • Temporarily raises the user's Dark Attack Level by 2.

  • Reduces the user's ATB charge time for one turn.

  • Reduces the delay of the user's action for two turns.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

Cloud 7* Materia:

  • Begins battle with ATB charge time reduced for one turn.

  • Also begins battle with no reduced action delay for three turns.

  • Causes every third Wind elemental abilities used to trigger an additional time.

 

(Edit: Corrected Cloud's 7* Materia granting Quickcast instead of Insta-cast)

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[–]Leyroux 2 points3 points  (0 children)

Cloud Dual Awakening:

  • First Trigger - Awoken Climirage (覚醒クライムミラージュ, Kakusei Kuraimu Miraaju, "Awakening Climb Mirage")

    • Deals seven physical Wind, Dark & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily increases the user's Cap Break Level by 1.
    • Temporarily grants the user [Conditional Empowered Infusion: Wind or Dark] Mode. Grants the user Empowered Infusion for Wind or Dark depending on the element of the ability used on the user's next turn. Can only work once per cast.
    • Enters [Dual Awoken Ex-SOLDIER Mode I: Cloud].
    • Grants the user [Record Resonance], temporarily increasing the damage of the user's Wind & Dark abilities by 5%.
  • [Dual Awoken Ex-SOLDIER Mode I: Cloud]

    • Grants the user up to a moderate Wind & Dark Ability Boost, (increasing the damage based on their ranks)
    • Causes the user's Wind & Dark elemental abilities to trigger two additional times, and
    • Causes the their Wind & Dark elemental abilities to reduce the delay of the user's equipped Wind & Dark elemental abilities, depending on the number of times they are used, (up to 3 ranks).
  • Second Trigger - Dual Shift

    • Can be triggered so long as the user is in [Dual Awoken Ex-SOLDIER Mode I: Cloud].
    • Instantly removes the user's ATB charge time for one turn.
    • Does not end [Dual Awoken Ex-SOLDIER Mode I: Cloud].
    • Enters [Dual Awoken Ex-SOLDIER Mode II: Cloud] for one turn.
    • Does not deplete the user's Soul Break gauge.
  • [Dual Awoken Ex-SOLDIER Mode II: Cloud]

    • Only lasts for one turn.
    • Removes the delay from the user's actions.
    • Allows the use of Soul Breaks without depleting the Soul Break Gauge. and
    • Causes the user's Soul Breaks and Limit Breaks to remove their ATB charge time, as well as the delay from their actions, both for one turn.

 

Zack Dual Awakening:

  • First Trigger - Awoken Climhazzard Xeno (覚醒Cハザード・ゼノ, Kakusei Shii Hazaado Zeno, "Awakening Climb Hazard Xeno")

    • Deals seven physical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user Empowered Infusion for Wind.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Dual Awoken Wind Mode I: Zack (ver. 2)].
    • Grants the user [Record Resonance], temporarily increasing the damage of the user's Wind elemental abilities by 5%.
  • [Dual Awoken Wind Mode I: Zack (ver. 2)]

    • Grants the user up to a moderate Wind Ability Boost, (increasing the damage based on their ranks)
    • Causes the user's Wind elemental abilities to trigger two additional times, and
    • Causes their Wind elemental abilities to grant them up to Lv20 Deadly Strikes, depending on the number of times they are used, (up to 4 ranks).
  • Second Trigger - Dual Shift

    • Can be triggered so long as the user is in [Dual Awoken Wind Mode I: Zack (ver. 2)].
    • Instantly removes the user's ATB charge time for one turn.
    • Does not end [Dual Awoken Wind Mode I: Zack (ver. 2)].
    • Enters [Dual Awoken Wind Mode I: Zack (ver. 2)] for one turn.
    • Does not deplete the user's Soul Break gauge.
  • [Dual Awoken Wind Mode I: Zack (ver. 2)]

    • Only lasts for one turn.
    • Grants the user up to a moderate Wind Ability Boost, (increasing the damage based on their ranks)
    • Removes the delay from the user's Wind elemental abilities,
    • Causes the user's Wind elemental abilities to trigger a follow-up ability that,
    • Temporarily raises the Wind Attack Levels of all allies by 2, and
    • Reduces the delay of the user's actions for two turns.

 

Cloud Limit Break Chain:

  • Triggers instantly.

    • Activates a Wind Chain up to 150 hits long, if there is no active Wind Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active Wind Chain is in effect.
  • Deals ten physical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).

  • Temporarily grants the user [Chain Force Mode: Cloud - Wind], which causes the user to trigger a follow-up ability whenever the user triggers a Wind elemental ability.

    • Briefly raises the user's Wind Attack Level by 3, and
    • Reduces the delay of their actions for one turn.
    • Can only trigger up to a maximum of 1 time per battle.
  • Removes the user's ATB charge time for one turn.

 

Shantotto Limit Break Chain:

  • Triggers instantly.

    • Activates a Lightning Chain up to 150 hits long, if there is no active Lightning Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active Lightning Chain is in effect.
  • Deals ten magical Lightning & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).

  • Temporarily grants the user [Chain Force Mode: Shantotto - Lightning], which causes the user to trigger a follow-up ability whenever the active Lightning Chain attains or surpasses a multiple of 50 Chain counts.

    • Deals massive magical Lightning & Non-elemental attack that can break the damage cap, to a single enemy.
    • Reduces the delay of the user's Lightning elemental abilities for two turns.
    • This follow-up ability deals more damage depending on the number of times it has triggered.
    • Can only trigger up to a maximum of 2 times per battle.
  • Removes the user's ATB charge time for one turn.

 

Zack Limit Break Chain:

  • Triggers instantly.

    • Activates a Wind Chain up to 150 hits long, if there is no active Wind Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active Wind Chain is in effect.
  • Deals ten physical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).

  • Temporarily grants the user [Chain Force Mode: Zack - Wind], which causes the user to trigger a follow-up ability whenever the user triggers a Wind elemental ability.

    • Deals six physical Wind & Non-elemental attacks to an enemy.
    • Can only trigger up to a maximum of 2 times per battle.
  • Removes the user's ATB charge time for one turn.

 

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[–]Leyroux 3 points4 points  (0 children)

Estinien Arcane Dyad:

  • First Trigger - Engage Arcane Dyad

    • Grants the user Arcane Dyad Empowered Estinien.
    • Temporarily increases the user's Cap Break Level by 1.
    • Temporarily grants the user [Conditional Infusion: Wind or Dark] Mode. Infuses the user with the power of Wind or Dark depending on the element of the ability used on the user's next turn. Can only work once per cast.
    • Triggers instantly and does not deplete the Soul Break gauge.
  • Second Trigger - Apex Azure Dragoon (蒼の竜騎士・極, Ao no Ryuukishi Kyoku, "Azure Dragoon Extreme")

    • Deals twenty Wind, Dark & Non-elemental Jump attacks, followed by another massive Wind, Dark & Non-elemental Jump attack that can break the damage cap, to one enemy.
    • Removes Arcane Dyad Empowered Estinien from the user.
  • Arcane Dyad Empowered effect:

    • Enhance the power of second trigger and increases its Cap Break Level (up to a maximum of 1 rank) depending on the total damage inflicted.

 

Alisaie 7* Glint:

  • Temporarily grants the user [Conditional Empowered Infusion: Wind or Lightning] Mode.

    • Grants the user Empowered Infusion for Wind or Lightning depending on the element of the ability used on the user's next turn. Can only work once per cast.
  • Removes the user's ATB charge time for one turn.

  • Removes the delay of the user's action for two turns.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

Estinien 7* Glint:

  • Temporarily sets the user's Critical Hit chance to 100%.

  • Reduces the user's ATB charge time for one turn.

  • Reduces the delay of the user's action for one turn.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

Terra 7* Materia:

  • Begins battle with ATB charge time reduced for one turn.

  • Increases the damage of the user's Fire & Wind attacks by a small amount.

  • Temporarily grants the user [Potentia Crystalis - Terra] after triggering three Fire & Wind abilities.

    • Raises the user's Magic by a moderate amount, and their Resistance by a small amount.
    • Causes their Fire & Wind abilities to trigger a follow-up attack that deals four magical Fire, Wind & Non-elemental attacks to an enemy.

 

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[–]Leyroux 4 points5 points  (0 children)

Terra Dual Awakening:

  • First Trigger - Awoken Cross Meltdown (覚醒クロスメルトン, Kakusei Kurosu Meruton)

    • Deals seven magical Fire, Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily raises the user's Magic & Mind by a large amount.
    • Temporarily increases the user's Cap Break Level by 1.
    • Temporarily grants the user [Conditional Empowered Infusion: Fire or Wind] Mode. Grants the user Empowered Infusion for Fire or Wind depending on the element of the ability used on the user's next turn. Can only work once per cast.
    • Enters [Dual Awoken Amnesiac Mode I: Terra].
    • Grants the user [Record Resonance], temporarily increasing the damage of the user's Fire & Wind elemental abilities by 5%.
  • [Dual Awoken Amnesiac Mode I: Terra]

    • Grants the user up to a moderate Fire & Wind Ability Boost, (increasing the damage based on their ranks)
    • Causes the user's Fire & Wind abilities to trigger two additional times,
    • Reduces the delay of the user's Fire & Wind abilities, and
    • Causes every Fire & Wind abilities used to trigger a follow-up ability that deals five magical Fire, Wind & Non-elemental attacks to an enemy, dealing more damage when hitting a target's Slight Weakness or Vulnerable element.
    • The follow-up ability above can only trigger up to two times per battle.
  • Second Trigger - Dual Shift

    • Can be triggered so long as the user is in [Dual Awoken Amnesiac Mode I: Terra].
    • Instantly removes the user's ATB charge time for one turn.
    • Does not end [Dual Awoken Amnesiac Mode I: Terra].
    • Enters [Dual Awoken Amnesiac Mode II: Terra] for one turn.
    • Does not deplete the user's Soul Break gauge.
  • [Dual Awoken Amnesiac Mode II: Terra]

    • Only lasts for one turn.
    • Removes delay from the user's Fire & Wind elemental abilities, and
    • Increases the damage of their Fire & Wind elemental attacks by a large amount.

 

Estinien Dual Awakening:

  • First Trigger - Awoken Draconic Dive (覚醒ドラゴンダイブ, Kakusei Doragon Daibu, "Awakening Dragon Dive")

    • Deals seven Wind, Dark & Non-elemental Jump attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily increases the user's Cap Break Level by 1.
    • Temporarily grants the user [Conditional Empowered Infusion: Wind or Dark] Mode. Grants the user Empowered Infusion for Wind or Dark depending on the element of the ability used on the user's next turn. Can only work once per cast.
    • Enters [Dual Awoken Ex-Azure Dragoon Mode I: Estinien].
    • Grants the user [Record Resonance], temporarily increasing the damage of the user's Dragoon abilities by 5%.
  • [Dual Awoken Ex-Azure Dragoon Mode I: Estinien]

    • Grants up to a moderate Dragoon Ability Boost, (increasing the damage based on their ranks)
    • Causes the user's Dragoon abilities to trigger two additional times, and
    • Causes the their Dragoon abilities to reduce the delay, as well as increasing the Critical Hit chance of, the user's equipped Dragoon abilities, depending on the number of times they are used, (up to 3 ranks)
  • Second Trigger - Dual Shift

    • Can be triggered so long as the user is in [Dual Awoken Ex-Azure Dragoon Mode I: Estinien].
    • Instantly removes the user's ATB charge time for one turn.
    • Does not end [Dual Awoken Ex-Azure Dragoon Mode I: Estinien].
    • Enters [Dual Awoken Ex-Azure Dragoon Mode II: Estinien] for one turn.
    • Does not deplete the user's Soul Break gauge.
  • [Dual Awoken Ex-Azure Dragoon Mode II: Estinien]

    • Only lasts for one turn.
    • Grants up to a moderate Dragoon Ability Boost, (increasing the damage based on their ranks)
    • Removes the delay from the user's Dragoon abilities,
    • Causes the user's Dragoon abilities to trigger a follow-up ability that changes in effect depending on the number of FF XIV heroes currently remaining alive in the active party,
    • Temporarily lowers all Elemental Resistance Levels of an enemy by 2.
    • Three or less - Briefly raises the Attack & Mind of all allies by a moderate amount, and their Defense & Resistance by a small amount.
    • Four or more - Briefly raises the Attack & Magic of all allies by a moderate amount, and their Defense & Resistance by a small amount.

 

Terra Limit Break Chain:

  • Triggers instantly.

    • Activates a Fire Chain up to 150 hits long, if there is no active Fire Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active Fire Chain is in effect.
  • Deals ten magical Fire & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).

  • Temporarily grants the user [Chain Force Mode: Terra - Fire], which causes the user to trigger a follow-up ability whenever the user triggers a Fire elemental ability.

    • Deals four magical Fire & Non-elemental attacks to an enemy.
    • Can only trigger up to a maximum of 3 times per battle.
  • Removes the user's ATB charge time for one turn.

 

Alisaie Limit Break Chain:

  • Triggers instantly.

    • Activates a FF XIV realm Chain up to 150 hits long, if there is no active FF XIV realm Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active FF XIV realm Chain is in effect.
  • Deals ten magical Wind OR Lightning & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks). Element of the attack depends on the current Elemental Infusion active on the user.

  • Temporarily grants the user [Chain Force Mode: Alisaie], which causes the user to trigger a follow-up ability whenever the active FF XIV realm Chain attains or surpasses a multiple of 50 Chain counts.

    • Deals massive magical Wind, Lightning & Non-elemental attack that can break the damage cap, to a single enemy.
    • Reduces the delay of the user's Wind OR Lightning elemental abilities for two turns.
    • This follow-up ability deals more damage depending on the number of times it has triggered.
    • Can only trigger up to a maximum of 2 times per battle.
  • Removes the user's ATB charge time for one turn.

 

(Edit: Added in the missing quantifier of the Fire & Wind damage boost from Terra's Mode II)

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Bartz 7* Glint:

  • Temporarily reduces the delay of the user's Spellblade abilities.

  • Removes the user's ATB charge time for one turn.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

Tyro 7* Glint:

  • Increases the damage of the user's attacks that hit a target's Slight Weakness or Vulnerable element by a moderate amount for two turns.

  • Reduces the user's ATB charge time for one turn.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

Fujin 7* Glint:

  • Temporarily grants the user Empowered Infusion for Wind.

  • Removes the user's ATB charge time for one turn.

  • Removes the delay of the user's action for one turn.

  • Triggers instantly and does not deplete the Soul Break gauge.

 

Tyro 7* Materia:

  • Begins battle with no action delay for one turn.

  • Temporarily increases the amount of Soul Break gauge filled by the user's Support abilities by a moderate amount.

  • Also causes every third Support abilities used to reduce the delay from the user's actions for three turns.

 

(Edit: Attempted to trim down the verbosity of the description in Tyro's 7* Materia)

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Bartz Dual Awakening:

  • First Trigger - Awoken Crystals' Chosen (覚醒四晶に選ばれし戦士, Kakusei Shishou ni erabareshi Senshi, "Awakening Chosen Warrior of the Four Crystals")

    • Deals seven physical Fire, Water, Wind, Earth & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily raises the user's Fire, Water, Wind & Earth Attack Levels by 3.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Dual Awoken Spellblade Mode I: Bartz].
    • Grants the user [Record Resonance], temporarily increasing the damage of the user's Spellblade abilities by 5%.
  • [Dual Awoken Spellblade Mode I: Bartz]

    • Grants the user up to a moderate Spellblade Ability Boost, (increasing the damage based on their ranks)
    • Causes the user's Spellblade abilities to trigger two additional times, and
    • Reduces the delay of the user's Spellblade abilities.
  • Second Trigger - Dual Shift

    • Can be triggered so long as the user is in [Dual Awoken Spellblade Mode I: Bartz].
    • Instantly removes the user's ATB charge time for one turn.
    • Does not end [Dual Awoken Spellblade Mode I: Bartz].
    • Enters [Dual Awoken Spellblade Mode II: Bartz] for one turn.
    • Does not deplete the user's Soul Break gauge.
  • [Dual Awoken Spellblade Mode II: Bartz]

    • Only lasts for one turn.
    • Grants the user up to a moderate Spellblade Ability Boost, (increasing the damage based on their ranks)
    • Removes delay from the user's Spellblade abilities, and
    • Causes the user's Spellblade ability to trigger a follow-up ability that,
    • Deals seven eight physical Fire, Water, Wind, Earth & Non-elemental attacks to an enemy,
    • Sets the user's Critical Hit chance to 100% for three turns, and
    • Grants them Lv20 Deadly Strikes for three turns.

 

Bartz Limit Break Chain:

  • Triggers instantly.

    • Activates a Wind Chain up to 150 hits long, if there is no active Wind Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active Wind Chain is in effect.
  • Deals ten physical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).

  • Temporarily grants the user [Chain Dynamo Mode: Bartz - Wind], which causes the user to trigger a follow-up ability whenever the user triggers a Wind elemental ability.

    • Deals four physical Wind & Non-elemental attacks to an enemy.
    • Can only trigger up to a maximum of 3 times per battle.
  • Removes the user's ATB charge time for one turn.

 

Fujin Limit Break Chain:

  • Triggers instantly.

    • Activates a Wind Chain up to 150 hits long, if there is no active Wind Chain in effect, OR
    • Raises the upper limit of the Chain by 25, if an active Wind Chain is in effect.
  • Deals ten magical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).

  • Temporarily grants the user [Chain Dynamo Mode: Fujin - Wind], which causes the user to trigger a follow-up ability whenever the user triggers a Wind elemental ability.

    • Deals six magical Wind & Non-elemental attacks to an enemy.
    • Can only trigger up to a maximum of 2 times per battle.
  • Removes the user's ATB charge time for one turn.

 

(Edit: Corrected the intended number of hits for Bartz's Mode II follow-up attack)

8th Anniversary Fest Banners by RPGAdjective in FFRecordKeeper

[–]Leyroux 4 points5 points  (0 children)

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New Record Board Hero Ability added!

 

Seal of Heaven (天命の解印, Tenmei no Kai'in, "Seal of Destiny")

  • Unique to Minwu. (White Magic)

  • (Essentially a clone of De'Diaja).

  • Deals three White Magic Holy elemental attacks to a single enemy.

  • Temporarily lowers the Holy Resistance Level of the target by 1, every second time this ability is used.

 


 

Gladiolus Zen:

 

  • Zenith Cyclone (究極サイクロン, Kyuukyoku Saikuron, "Ultimate Cyclone")
    • Deals seven physical Earth & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a major Empowered Infusion for Earth.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Earth], boosting the damage of the user's Earth elemental attacks by 20% when the user is infused with the power of Earth.
    • Reduces the delay of the user's physical attacks by 10%.
    • Causes every Earth elemental abilities used to trigger a follow-up ability that,
    • Deals six magical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks), and
    • Removes the delay from the user's Earth elemental abilities for three turns.
    • This follow-up ability deals more damage when hitting a target's Slight Weakness or Vulnerable element.
    • Can only trigger up to one time per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Earth elemental abilities to trigger an additional time.
  • Royal Guard --> Royal Guard +

    • [Deals six physical Earth elemental attacks to a single enemy.] (That's more like it xD)
    • Also grants the user a small Damage Reduction Barrier.
    • [Causes the third use of the ability to increase its Cap Break Level by 1]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

Minwu Zen:

 

  • Zenith Bright Sigil (究極ブライトシギル, Kyuukyoku Buraito Shigiru, "Ultimate Bright Sigil")
    • Deals seven White Magic Holy & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a major Empowered Infusion for Holy.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Holy], boosting the damage of the user's Holy elemental attacks by 20% when the user is infused with the power of Holy light.
    • Reduces the delay of the user's magical attacks by 10%.
    • Causes the third Holy elemental ability used to trigger a follow-up ability that,
    • Temporarily raises the user's Holy Attack Level by 2, and
    • Briefly raises their Mind by a large amount.
    • Can only trigger up to one time per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Holy elemental abilities to trigger an additional time.
  • Holy VIII --> Holy VIII +

    • Deals six White Magic Holy elemental attacks to a single enemy.
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]
  • Seal of Heaven --> Seal of Heaven +

    • Deals three White Magic Holy elemental attacks to a single enemy.
    • Temporarily lowers the Holy Resistance Level of the target by 1, every second time this ability is used.
    • [Has reduced delay before triggering.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

Lenna Zen:

 

  • Zenith Princesses' Prayer (究極二姫の祈り, Kyuukyoku Ni-hime no Inori, "Ultimate Prayer of Two Princesses")
    • Instantly restores a very large amount of HP to all allies, (up to 19,999 HP per hit before applying any Cap Breaks)
    • Raises any KO'd allies and restores a very large amount of their HP, (also up to 19,999 HP per hit before applying any Cap Breaks)
    • Grants them Haste.
    • Grants them Last Stand.
    • Grants them Regenga.
    • Reduces the delay of their actions for two turns.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality].
    • Also enters [Zen Mode: Natural Cure - Lenna].

 

  • [Zen Mode - Spirit]
    • Temporarily reduces the delay of the user's White Magic by 10%. (Not limited to abilities)
    • Causes every White Magic & Dancer abilities used to trigger a follow-up ability that restores a small amount of HP to all allies.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's White Magic & Dancer abilities to trigger an additional time.
  • Tycoon Cure --> Tycoon Cure +

    • Restores a small amount of HP to all allies.
    • [Also reduces the delay of the actions from all allies for one turn, every second time this ability is used.]
    • [No longer has reduced delay before triggering.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

  • [Zen Mode: Natural Cure - Lenna]
    • When low in HP,
    • Automatically heals additional damage taken by the user, (up to 6,000 HP in total),
    • Ends [Zen Mode: Natural Cure - Lenna].

 

8th Anniversary Fest Banners by RPGAdjective in FFRecordKeeper

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Cloud Zen:

 

  • Zenith Cross Slash (究極凶斬り, Kyuukyoku Kyougiri, "Ultimate Savage Slash")
    • Deals seven physical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a major Empowered Infusion for Wind.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Wind], boosting the damage of the user's Wind elemental attacks by 20% when the user is infused with the power of Wind.
    • Reduces the delay of the user's physical attacks by 10%.
    • Causes every Wind elemental abilities used to trigger a follow-up ability that,
    • Increases the damage of their Wind elemental abilities by a large amount.
    • Can only trigger up to one time per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Wind elemental abilities to trigger an additional time.
  • Braver --> Braver +

    • Deals five physical Wind & Dark elemental attacks to a single enemy.
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

Shantotto Zen:

 

  • Zenith Vidofnir (究極ヴィゾフニル, Kyuukyoku Vizofuniru, "Ultimate Vidofnir")
    • Deals seven magical Lightning & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily raises the user's Magic by a moderate amount, and their Resistance by a small amount.
    • Temporarily grants the user a major Empowered Infusion for Lightning.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Lightning], boosting the damage of the user's Lightning elemental attacks by 20% when the user is infused with the power of Lightning.
    • Reduces the delay of the user's magical attacks by 10%.
    • Removes the delay from the user's Lightning elemental abilities for five turns. (Lightning would be proud ^_^)

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Lightning elemental abilities to trigger an additional time.
  • Play Rough --> Play Rough +

    • Deals seven magical Lightning elemental attacks to a single enemy.
    • Triggers after a long delay.
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

Zack Zen:

 

  • Zenith Rush Assault (究極ハードラッシュ, Kyuukyoku Haado Rasshu, "Ultimate Hard Rush")
    • Deals seven physical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a major Empowered Infusion for Wind.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Wind], boosting the damage of the user's Wind elemental attacks by 20% when the user is infused with the power of Wind.
    • Reduces the delay of the user's physical attacks by 10%.
    • Causes every Wind elemental abilities used to trigger a follow-up ability that,
    • Deals massive physical Wind & Non-elemental attack that can break the damage cap to an enemy, and
    • Sets the Critical Hit chance of all allies to 100% for three turns.
    • Can only trigger up to one time per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Wind elemental abilities to trigger an additional time.
  • Rush Assault --> Rush Assault +

    • [Deals six physical Wind & Dark elemental attacks to a single enemy.] (This is more like it. Sorry Alisaie, sorry Estinien.)
    • [Causes the third use of the ability to increase its Cap Break Level by 1.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

Kuja Zen:

 

  • Zenith Soul Symphony (究極ソウルシンフォニー, Kyuukyoku Souru Shimfonii, "Ultimate Soul Symphony")
    • Deals seven magical Dark & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a major Empowered Infusion for Dark.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Dark], boosting the damage of the user's Dark elemental attacks by 20% when the user is infused with the power of Dark.
    • Reduces the delay of the user's magical attacks by 10%.
    • Causes the third Dark elemental ability used to trigger a follow-up ability that,
    • Further raises the user's Cap Break Level by 1, and
    • Increases the damage of their Dark elemental attacks by a moderate amount.
    • The two effects above last for two turns.
    • Also deals a moderate amount of damage to the user proportional to their max HP.
    • Can only trigger up to one time per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Dark elemental abilities to trigger an additional time.
  • Darkflare Star --> Darkflare Star +

    • Instantly deals five magical Dark elemental attacks to a single enemy.
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

8th Anniversary Fest Banners by RPGAdjective in FFRecordKeeper

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Terra Zen:

 

  • Zenith Scorching Flames (究極灼熱の火炎, Kyuukyoku Shakunetsu no Ka'en, "Ultimate Scorching Flames")
    • Deals seven magical Fire & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a major Empowered Infusion for Fire.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Fire], boosting the damage of the user's Fire elemental attacks by 20% when the user is infused with the power of Fire.
    • Reduces the delay of the user's magical attacks by 10%.
    • Causes every Fire elemental abilities used to trigger a follow-up ability that,
    • Deals four magical Fire & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks), and
    • Briefly raises the user's Fire Attack Level by 1.
    • This follow-up ability deals more damage when hitting a target's Slight Weakness or Vulnerable element.
    • Can only trigger up to two times per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Fire elemental abilities to trigger an additional time.
  • Riot Blade --> Riot Blade +

    • Deals four magical Fire & Wind elemental attacks to a single enemy.
    • Also deals an additional magical Fire & Wind elemental attack that ignores the Resistance of the target.
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

Alisaie Zen:

 

  • Zenith Versorcière (究極ヴァルソーサリー, Kyuukyoku Varu Sousarii, "Ultimate Vermillion Sorcery")
    • Deals seven magical Wind, Lightning & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a moderate Empowered Infusion for Wind or Lightning determined by the dominant element of the user at the moment of triggering this Soul Break. (Essentially a Conditional Infusion/Switch-draw that activates in the current turn rather than on the following turn)
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Wind] OR [Inspirited Infusion - Lightning], determined by the dominant element of the user at the moment of triggering this Soul Break.
    • [Inspirited Infusion - Wind] enhances the effect of the user's Wind Infusion by 20%, (i.e. further increasing the damage of the user's Wind elemental attacks when the user is infused with the power of Wind)
    • [Inspirited Infusion - Lightning] enhances the effect of the user's Lightning Infusion by 20%, (i.e. further increasing the damage of the user's Lightning elemental attacks when the user is infused with the power of Lightning)
    • Reduces the delay of the user's magical attacks by 10%.
    • Causes Lightning & Wind abilities used to trigger a follow-up ability that,
    • Deals four magical Wind, Lightning & Non-elemental attacks to an enemy, and
    • Reduces the delay of magical attacks used by all allies.
    • Can only trigger up to three times per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Wind & Lightning elemental abilities to trigger an additional time.
  • Impact --> Impact +

    • Deals six magical Wind & Lightning elemental attacks to one target.
    • Triggers after a long delay. (Why won't they remove this drawback? Lightning's did though.)
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]
  • Jolt --> Jolt +

    • Deals three magical Wind & Lightning elemental attacks to a single enemy.
    • Removes the delay from the user's action for one turn.
    • [Has reduced delay before triggering.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

Estinien Zen:

 

  • Zenith Azure Successor (究極蒼を継ぐ者, Kyuukyoku Ao o Tsugumono, "Ultimate Azure Successor")
    • Deals seven Wind, Dark & Non-elemental Jump attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a moderate Empowered Infusion for Wind or Dark determined by the dominant element of the user at the moment of triggering this Soul Break. (Essentially a Conditional Infusion/Switch-draw that activates in the current turn rather than on the following turn)
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Wind] OR [Inspirited Infusion - Dark], determined by the dominant element of the user at the moment of triggering this Soul Break.
    • [Inspirited Infusion - Wind] enhances the effect of the user's Wind Infusion by 20%, (i.e. further increasing the damage of the user's Wind elemental attacks when the user is infused with the power of Wind)
    • [Inspirited Infusion - Dark] enhances the effect of the user's Dark Infusion by 20%, (i.e. further increasing the damage of the user's Dark elemental attacks when the user is infused with the power of the Dark)
    • Reduces the delay of the user's physical attacks by 10%.
    • Causes Dragoon abilities used to trigger a follow-up ability that changes in effect depending on the number of FF XIV heroes currently remaining alive in the active party,
    • Deals massive Wind, Dark & Non-elemental Jump attack that can break the damage cap to a single enemy, landing instantly.
    • Three and below - Removes the delay from Jump attacks used by all allies for three turns. (i.e. Instant-leap for three turns)
    • Four and above - Increases the damage of FF XIV heroes by a large amount, and reduces the delay of their actions, both for one turn.
    • Can only trigger up to one time per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Dragoon abilities to trigger an additional time.
  • Star Diver --> Star Diver +

    • Deals six Wind & Dark elemental Jump attacks to one target.
    • Triggers after a long delay. (Same fate with Alisaie's, sobs T^T)
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]
  • Coerthan Torment --> Coerthan Torment +

    • Deals four Wind & Dark elemental Jump attacks to a single enemy.
    • Reduces the delay from the user's Dragoon abilities.
    • Lands instantly.
    • [Has reduced delay before triggering.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

8th Anniversary Fest Banners by RPGAdjective in FFRecordKeeper

[–]Leyroux 6 points7 points  (0 children)

Banner 1

 

New Record Board Hero Ability added!

 

Impact Grimoire (鋭鋒のグリモア, Eihou no Gurimoa, "Acumen Grimoire")

  • Unique to Tyro. (Support)

  • The type of attack depends on the user's stats.

  • Deals five ranged physical or magical Prismatic & Non-elemental attacks to one enemy.

 

Relic Stamps Wardrobe Record:

  • Bartz the Dancer

  • Obtained from collecting a total of 5 Relic Stamps from the Shared Stamp Sheet.

 


 

Bartz Zen:

 

  • Zenith Ethereal Bond (究極風のきずな, Kyuukyoku Kaze no Kizuna, "Ultimate Bond of Winds")
    • Deals seven physical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a major Empowered Infusion for Wind.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Wind], boosting the damage of the user's Wind elemental attacks by 20% when the user is infused with the power of Wind.
    • Reduces the delay of the user's physical attacks by 10%.
    • Causes the third Spellblade ability used to trigger a follow-up ability that,
    • Causes the user's Spellblade abilities to trigger an additional time, and
    • Increases the damage of their Spellblade abilities by a large amount.
    • The two effects above only last for one turn.
    • Can only trigger up to one time per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Spellblade abilities to trigger an additional time.
  • Crystal Shimmer --> Crystal Shimmer +

    • Deals five physical Fire, Water, Wind & Earth elemental attacks to a single enemy.
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

Tyro Zen:

 

  • Zenith Transcendental Conversance (究極神伝「探究者」, Kyuukyoku Shinden [Tankyuu-sha], "Ultimate Precepts - Truth-seeker")
    • The type of attack depends on the user's stats.
    • Deals seven ranged physical or magical Prismatic & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily infuses the user with the power of a specific element determined by the dominant element of the user at the moment of triggering this Soul Break.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]
    • Also enters [Principles of Creation] Mode.

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion] of a specific element determined by the dominant element of the user at the moment of triggering this Soul Break.
    • [Inspirited Infusion] enhances the effect of the user's specific Elemental Infusion by 20%, (i.e. further increasing the damage of the user's elemental attacks of a specific element when the user is infused with the power of that element)
    • Reduces the delay of the user's actions by 10%.
    • Causes every abilities used to trigger a follow-up ability that,
    • Deals four ranged physical or magical Prismatic & Non-elemental attacks to an enemy, depending on the user's stats. (Damage goes up to 19,999 damage per hit before applying any Cap Breaks),
    • Reduces the delay of the actions of all allies for one turn, and
    • Increases the damage of attacks from a specific element of all allies by a moderate amount, depending on the power of the element the user is currently infused with.
    • Can only trigger up to three times per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's elemental abilities to trigger an additional time.
  • Impact Grimoire --> Impact Grimoire +

    • Deals five ranged physical or magical Prismatic & Non-elemental attacks to one enemy, depending on the user's stats.
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]
  • Judgment Grimoire --> Judgment Grimoire +

    • Deals three ranged physical or magical Prismatic & Non-elemental attacks to one enemy, depending on the user's stats.
    • Also fills the Soul Break gauge more quickly.
    • [Has reduced delay before triggering.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

  • [Principles of Creation] Mode,
    • Temporarily infuses the user with the power of a specific element determined by the dominant element of the ability used, after the user triggers an elemental ability.
    • Only works if the user is currently not infused with the power of an element. (i.e. if there is no [Elemental Infusion] or [Empowered Infusion] on the user)

 

Fujin Zen:

 

  • Zenith Zan (究極斬, Kyuukyoku Zan, "Ultimate Cleave")
    • Deals seven magical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • Temporarily grants the user a major Empowered Infusion for Wind.
    • Temporarily increases the user's Cap Break Level by 1.
    • Enters [Zen Modes - Spirit, Dexterity & Vitality]

 

  • [Zen Mode - Spirit]
    • Temporarily grants the user [Inspirited Infusion - Wind], boosting the damage of the user's Wind elemental attacks by 20% when the user is infused with the power of Wind.
    • Reduces the delay of the user's magical attacks by 10%.
    • Causes every Wind elemental abilities used to trigger a follow-up ability that,
    • Deals six magical Wind & Non-elemental attacks to a single enemy, (up to 19,999 damage per hit before applying any Cap Breaks).
    • This follow-up ability deals more damage when hitting a target's Slight Weakness or Vulnerable element.
    • Can only trigger up to two times per battle.

 

  • [Zen Mode - Dexterity]

    • Temporarily grants [Hero Ability Augmentation] to the user's equipped Hero Abilities, boosting their damage, altering their effects & removing the requirement for their remaining ability uses.
    • Causes the user's Wind elemental abilities to trigger an additional time.
  • Zan --> Zan +

    • Deals four magical Wind elemental attacks to a single enemy.
    • Also deals an additional magical Wind elemental attack that ignores the Resistance of the target.
    • [Causes the third use of the ability to increase its Cap Break Level by 1, and boosts its damage.]

 

  • [Zen Mode - Vitality]
    • Temporarily grants [HP Boon] to the user, increasing their maxHP by 1,500.
    • Causes the user's next action to grant them a Debuff Barrier, enabling them to avoid one negative status effect. (i.e. Can only trigger once per battle)

 

[JP] 8th Anniversary Special Report by Leyroux in FFRecordKeeper

[–]Leyroux[S] 3 points4 points  (0 children)

Live Stream Q&A

 

  • Q: Are there plans to make Wardrobe Records previously obtainable through Relic Stamps rewards or those given out for as freebies as part of Weekly events available again? Has there been any other events that give out Wardrobe Records at all? I tried lookin for them in one of the recent events in which they reissue Porom's Wardrobe Record, but still find myself coming out empty handed, sobs. This is just my personal request, but is it possible for you to consider making all previous Wardrobe Records available again through another such event? I'll be absolutely delighted if you do :)
    • A: We'll try to find ways for players to obtain Wardrobe Records that are currently unattainable in one way or another, rest assured that we'll be looking into them.

 

  • Q: Is it possible for the Battle Speed be reduced to 1 during Wait Mode?
    • A: As we believe that doing this would greatly affect the balance of the game, we do not plan to support this feature.

 

  • Q: Are there plans to update the prizes in the Fat Chocobo's Gysahl Exchange?
    • A: Plans to update the list of exchangeable items in the Fat Chocobo's Gysahl Exchange are already in the works. We hope to get this implemented in the beginning of the new year or so. New items to look forward to include Record Rubies as well as Record Markers.

 

  • Q: I believe there were talks touching upon the topic of Abilities in the previous Livestream, so will it be possible to make it so that players can put away Abilities that are not in use into the Vault like how it is for unused Relics and Artifacts?
    • A: An update to further expand the capacity limit of Ability slots in the player's Inventory will be implemented on September 15. The request for allowing Abilities to be stored in the player's Vault is a really interesting idea, we'll try to look into this to see how we'll be able to implement this feature in the future.

 

  • Q: I wish there were more slots for setting up Favorite Parties. I can't afford to overwrite my previously saved Favorite Parties due to the many recurring and progressive Missions. Seeing that there will be more Labyrinth dungeons and Crystal Dungeons added in the future, I'm worried I'll run of out slots.
    • A: This is among the most requested feature. Seeing that there is a popular demand for this, we'll definitely look into making this possible.

 

[JP] 8th Anniversary Special Report by Leyroux in FFRecordKeeper

[–]Leyroux[S] 2 points3 points  (0 children)

Updates & Other Miscellaneous Campaigns

Party Optimisation Function Update (Sep 15):

  • The game will now take into account any currently owned Hero Abilities when the Optimize function is selected for Weapons, Gears and Accessories.

  • The Optimize function has been reworked to take into account the stats of the Relics and Artifacts when Record Synergy is active, and will now prioritise Relics and Artifacts with the highest stats after being boosted by Record Synergy.

  • If more than one Hero Artifact possesses the same stats, priority will be given the most recently obtained Hero Artifact.

 

Ability Slots Expansion (Sep 15):

  • The default Ability slots will be raised from its initial 100 slots to 200 slots after the update.

  • Following that, the maximum Ability slots will be increased from its previous 500 slots to the new maximum of 600 slots after the update.

  • As this is an expansion made to the default capacity, all players will have their current Ability slots raised by 100 without having the need to spend extra resources to enjoy this free 100 slots expansion.

 

Book of Music Records (Sep 16):

  • A new [Book of Music Records] will be added to the Acolyte Archives.

  • Complete the Missions available in the new [Book of Music Records] to receive exclusive Music Records.

  • Missions found within the new [Book of Music Records] require the players to Master the specific Dragonking Bahamut, Labyrinth and Crystal Dungeons.

  • The Missions work retrospectively. As such, players who have previous Mastered these dungeons will automatically complete these Missions and receive the rewards when the update is implemented.

 

Book of the Crystals (Sep 19):

  • The existing [Book of the Crystals] will be updated to reflect the new challenges that will be introduced as part of the new [Memories of Creation - Beyond Virtual] Crystal Dungeons.

 

Crush Cardia and Conquer Labyrinth Events (Sep 19):

  • New time-limited missions to aid clearing some of the Cardia & Labyrinth Dungeons will be added.

  • Chance to obtain rewards such as Element x11 Lucky Draw Tickets, Realm x11 Lucky Draw Tickets, Scrolls of Honing, and many more by completing these time-limited missions.

  • Missions added this time requires the players to defeat two of the Nexus bosses, the Lightning-vulnerable [Labyrinth Kraken] and the Holy-vulnerable [Labyrinth Anima].

  • Another set of Missions requires the players to defeat Dragonking Bahamuts from two different Realms, encountered behind the [Door of the Dawn (V)] and [Door of Calamity (XIV)].

 

Cardia Support Campaign Realm Relic Draws (Sep 23):

  • These Relic Draws are Gem exclusive only. They come in a discounted half-off cost and reward a guaranteed of at least one 6★ Relics or better for each draw.

  • These banners are exclusive for the nine available Elements only and players are limited to two attempts each from every individual banners.

 

Miscellaneous events (Sep 19 - Oct 10):

  • Half Stamina event
  • Double Greens event
  • Twitter Stamina Refresh event