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Ara's almostly-wostly complete guide to Latent and Hidd... - 6/9/2005 9:44:00 PM 1 votes
Aralays

 

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You found an item which has an Latent Effect on it? Or did you get an item and while you used it something strange happened? Well, then it may be an Hidden Effect.
Here you find all information about latent and hidden effects you need to know
 
Latent Effects:
Latent effects are listed on the description of an item, but are not active all the time. They have to be triggered to activate and then stay active for a certain amount of time or until the trigger disappears.

Hidden Effects:
Hidden effects are not listed on the description of an item, so this effect is hidden from the players.
A Hidden effect may be permanent active or it may be necessary to trigger it like a latent effect.
 

 
Note: I will not list HQ-items seperately in my guide. They have most of the time the same latent/hidden effect as the NQ-items but the effect is stronger (normally by +1 point of whatever).
In one case - the Rasetsu Armour Set - the HQ-version turns the latent effect in a normal permanent effect and in the case of the elemental staves the hidden effect is 50% stronger and not just 1 point.
 
Subjob-triggered effects:
 
These latent effect-items are always active as long as you have a certain subjob activated:
The effect is permanently active until the subjob is changed. All items are equipable by every job and every race.
For each subjob there are an earring, a mantle, a shield and a belt, except for BLU/COR/PUP which just gives a mantle and an earring (and they are Lv.60 instead of Lv.30) and DNC/SCG which don't have these items.
 
BLMWizard's Earring (Elemental Skill +5)Wizard's Mantle (MP-Recovery +1)Wizard's Shield (STR +2)Staff Belt (Staff Skill +5)
BLUImmortal's Earring (Blue Magic Skill +5)Immortal's Cape ("Resist Sleep" up)------
BRDSinger's Earring (Evasion +5)Singer's Mantle (“Resist Silence” up)Singer's Shield (Parrying Skill +5)Song Belt (Singing Skill +5)
BSTTrimmer's Earring (Accuracy +5)Trimmer's Mantle (“Resist Slow” up)Trimmer's Aspis (MND +2)Pick Belt (Axe Skill +5)
CORPirate's Earring (Ranged Attack +5)Pirate's Cape ("Resist Paralyze" up)------
DRGWyvern Earring (Haste +5%)Wyvern Mantle (Attack +6)Wyvern Targe (Haste +1%)Lance Belt (Polearm Skill +5)
DRKKiller's Earring ( Attack +5)Killer's Mantle (Dark Magic +5)Killer's Targe (MP +5, CHR +2)Scythe Belt (Scythe Skill +5)
MNKWrestler's Earring (HP +30)Wrestler's Mantle (“Martial Arts” up)Wrestler's Shield (INT +2)Cestus Belt (Hand-to-Hand Skill +5)
NINGenin Earring (Agility +4)Genin Mantle (“Resist Blind” up)Genin Aspis (Attack +5)Sarashi (“Dual Wield” up)
PLDEsquire Earring ( Def +5)Esquire Mantle (“Undead Killer” up)Varlet Targe (Agility+2)Shield Belt (Shield Skill +5)
PUPBusker's Earring (Guarding Skill +5)Busker's Cape (Enmity -2)------
RDMWarlock's Earring (MP-Recovery +1)Warlock's Mantle (“Fast Cast” up)Warlock's Shield (HP / MP +7)Rapier Belt (Sword Skill +5)
RNGBeater's Earring (Ranged Accuracy +3)Beater's Mantle (“Rapid Shot” up)Beater's Aspis (Evasion +2)Gun Belt (Marksmannship +5)
SAMAshigaru Earring (Parry +5)Ashigaru Mantle (“Resist Blind” up)Ashigaru Targe (Throwing Skill +5)Katana Belt (“Store TP” +5)
SMNMagician's Earring (MP +30)Magician's Mantle (Summoning Skill +5)Magician's Shield (HP +10, MP +5)Avatar Belt (Perpetuation Cost -2)
THFPilferer's Earring (DEX +2)Pilferer's Mantle (Evasion +4)Pilferer's Aspis (Shield Skill +5)Dagger Belt (Dagger Skill +5)
WARMercenary's Earring (VIT +2)Mercenary's Mantle (Enmity -1)Mercenary's Targe (HP +5, MP +10)Axe Belt (Great Axe Skill +5)
WHMHealer's Earring (Enmity -1)Healer's Mantle (“Magic Def Bonus” up)Healer's Shield (DEX +2)Mace Belt (Club Skill +5)
 
 
HP-triggered effects:
 
These effects are triggered by having ones HP above/equal or under/equal a certain percentage.
  • Weapons
Amanojaku (Katana)HE: damage +1triggered for every full 9% HP missingthe maximum bonus is dmg+11 at 1% HP left
Avengers (Hand-to-Hand)HE: Accuracy uptriggered by decreasing HPthe effect scales with the amount of missing HP
Horrent Mace (Club)LE: Att/Acc +10triggered by red HP (≤ 25%)---
Valiant Knife (Dagger)HE: damage +1triggered for every full 9% HP missingthe maximum bonus is dmg+11 at 1% HP left
  • Armors
Berserker's TorqueLE: Regain (1 tp%/Tick)triggered by auto-attackdrains 50 HP/Tick, can be prevented by Stoneskin
Carapace BreastplateLE: Att +12, Def +44triggered by red HP (≤ 25%)---
Carapace GauntletsLE: Att +8, Def +16triggered by yellow HP (≤ 75%)---
Carapace HelmLE: Att +10, Def +23triggered by orange HP (≤ 50%)---
Hercules RingLE: Regen (3 HP/Tick), Refresh (1 HP/Tick)triggered by orange HP (≤ 50%)---
Muscle BeltLE: Regen (1 HP/Tick), Counter +1triggered by orange HP (≤ 50%)---
Parade GorgetLE: Refresh (1 MP/Tick)triggered by HP > 85%---
Rasetsu HakamaLE: Counter +1???possible trigger: red HP (≤ 25%) and tp% under 100%
Rasetsu JinpachiLE: Counter +1???possible trigger: red HP (≤ 25%) and tp% under 100%
Rasetsu SamueLE: Counter +1???possible trigger: red HP (≤ 25%) and tp% under 100%
Rasetsu Sune-AteLE: Counter +1???possible trigger: red HP (≤ 25%) and tp% under 100%
Rasetsu TekkoLE: Counter +1???possible trigger: red HP (≤ 25%) and tp% under 100%
Unicorn CapLE: STR +4HP > 70%---
Unicorn HarnessLE: VIT +6HP > 71%---
Unicorn LegginsLE: Haste +3%HP > 75%---
Unicorn MittensLE: Att +7HP > 75%---
Unicorn SubligarLE: Eva +3HP > 75%---
 
 
tp%-triggered effects:
 
These effects are triggered by having ones tp% above/equal or under/equal a certain percentage.
  • Weapons
Blau Dolch (Dagger)LE: Dmg 33, Att +16, Acc +5triggered by < 100% TP---
Maneater (Axe)LE: Dmg 49, Att +18, Acc +5triggered by < 100% TP---
Onimaru (Great Katana)LE: Dmg 83, Att +18, Acc +5triggered by < 100% TP---
Perdu Bow (Bow)LE: Dmg 42, R. Att +15, R. Acc +5triggered by < 100% TP---
Perdu Blade (Katana)LE: Dmg 32, Att +10, Acc +5triggered by < 100% TP---
Perdo Crossbow (Marksmanship)LE: Dmg 39, R. Att +15, R. Acc +5triggered by < 100% TP---
Perdu Hanger (Sword)LE: Dmg 44, Att +15, Acc +5triggered by < 100% TP---
Perdu Sickle (Scythe)LE: Dmg 93, Att +14, Acc +5triggered by < 100% TP---
Perdu StaffLE: Dmg 66, Att +15, Acc +5triggered by < 100% TP---
Perdu SwordLE: Dmg 84, Att +10, Acc +5triggered by < 100% TP---
Perdu VoulgeLE: Dmg 96, Att +10, Acc +5triggered by < 100% TP---
Perdu Wand (Club)LE: Dmg 39, Att +15, Acc +5triggered by < 100% TP---
Stone-splitter (Staff)LE: Dmg 71, Att +24, Acc +5triggered by < 100% TP---
Wagh Baghnakhs (Hand-to-Hand)LE: Dmg +18, Att +14, Acc +5triggered by < 100% TP---
 
Note: because the tp% are reset to 0 before a weaponskill is executed, the latent effect is active during the weaponskill.
  • Armors
Hachiman HakamaLE: R. Att +7triggered by ≥ 100% TP---
Hachiman JinpachiLE: Double Attack +2%triggered by ≥ 100% TP---
Hachiman KoteLE: Attack +10triggered by ≥ 100% TP---
 
HP/tp%-triggered effects:
 
These effects are triggered by having ones tp% AND HP or under/equal a certain percentage. If just one of the two conditions is met, the latent effect is not acive.
 
Caitiff's SocksLE: Fleetriggered by being hit by an enemyworks just by ≤ 25% HP and < 100% TP
Conjurer's EarringLE: Damage Taken -20%triggered by ≤ 25% HP and < 100% TP---
Conjurer's RingLE: Avatar Perpetuation Cost -1triggered by ≤ 75% HP and < 100% TP---
Drake EarringLE: Double Attack +5%triggered by ≤ 25% HP and < 100% TP---
Drake RingLE: Enhances Jump Effecttriggered by ≤ 75% HP and < 100% TP---
Fencer's EarringLE: Magic Damage Taken -30%triggered by ≤ 25% HP and < 100% TP---
Fencer's RingLE: Enspell Damage +5triggered by ≤ 75% HP and < 100% TP---
Guardian's EarringLE: Spell Interruption Rate -30%triggered by ≤ 25% HP and < 100% TP---
Guardian's RingLE: Shield Bash +10triggered by ≤ 75% HP and < 100% TP---
Kampfer EarringLE: Counter +5triggered by ≤ 25% HP and < 100% TP---
Kampfer RingLE: Counter +2triggered by ≤ 75% HP and < 100% TP---
Medicine EarringLE: Damage Taken -30%triggered by ≤ 25% HP and < 100% TP---
Medicine RingLE: Cure Potency +10%triggered by ≤ 75% HP and < 100% TP---
Minstrel's EarringLE: Physical Damage Taken -30%triggered by ≤ 25% HP and < 100% TP---
Minstrel's RingLE: Song Spellcasting Time -2triggered by ≤ 75% HP and < 100% TP---
Rogue's EarringLE: Evasion +15triggered by ≤ 25% HP and < 100% TP---
Rogue's RingLE: Steal +2triggered by ≤ 75% HP and < 100% TP---
Ronin EarringLE: Magic Damage Taken -20%triggered by ≤ 25% HP and < 100% TP---
Ronin RingLE: Accuracy +5triggered by ≤ 75% HP and < 100% TP---
Shinobi EarringLE: Haste +20%triggered by ≤ 25% HP and < 100% TP---
Shinobi RingLE: Haste +4%triggered by ≤ 75% HP and < 100% TP---
Slayer's EarringLE: Physical Damage Taken -20%triggered by ≤ 25% HP and < 100% TP---
Slayer's RingLE: Weapon Bash +10triggered by ≤ 75% HP and < 100% TP---
Soldier's EarringLE: Double Attack +2%triggered by ≤ 25% HP and < 100% TP---
Soldier's RingLE: Def +20%triggered by ≤ 75% HP and < 100% TP---
Sorcerer's EarringLE: Damage Taken -30%triggered by ≤ 25% HP and < 100% TP---
Sorcerer's RingLE: Magic Attack Bonus +10triggered by ≤ 75% HP and < 100% TP---
Tamer's EarringLE: Increases Tame Success Ratetriggered by ≤ 25% HP and < 100% TP---
Tamer's RingLE: Killer Effects +3triggered by ≤ 75% HP and < 100% TP---
Tracker's EarringLE: Physical Damage Taken -30%triggered by ≤ 25% HP and < 100% TP---
Tracker's RingLE: Enmity -2triggered by ≤ 75% HP and < 100% TP---
 
Effects influenced by Weaponskill-Points :
 
These effects are either triggered or deactivated by getting a certain number of weaponskill-points:
1 point for doing a weaponskill
2 points for doing a weaponskill which creates a Lv.1-Renkei
3 points for doing a weaponskill which creates a Lv.2-Renkei
5 points for doing a weaponskill which creates a Lv.3-Renkei
  • Weapons of Trial
These weapons are part of the quests which are done to aquire the quested weaponskills of the according-weapontype. During the quest you need to do enough weaponskills to deactivate the Latent Effect.
 
Axe of TrialsLE: HP +20, vs. Earth +10, vs. Water +10triggered by < 300 weaponskill-points
Bow of TrialsLE: HP +20, vs. Wind +10, vs. Thunder +10triggered by < 300 weaponskill-points
Club of TrialsLE: HP +10, MP +10, vs. Earth +10, vs. Water +10triggered by < 300 weaponskill-points
Dagger of TrialsLE: HP +20, vs. Ice +10, vs. Earth +10triggered by < 300 weaponskill-points
Gun of TrialsLE: HP +20, vs. Earth +10, vs. Water +10triggered by < 300 weaponskill-points
Knuckles of TrialsLE: HP +20, vs. Earth +10, vs. Water +10triggered by < 300 weaponskill-points
Kodachi of TrialsLE: HP +20, vs. Fire +10, vs. Light +10triggered by < 300 weaponskill-points
Pick of TrialsLE: HP +20, vs. Wind +10, vs. Thunder +10triggered by < 300 weaponskill-points
Pole of TrialsLE: HP +10, MP +10, vs. Fire +10, vs. Light +10triggered by < 300 weaponskill-points
Sapara of TrialsLE: HP +20, vs. Fire +10, vs. Wind +10triggered by < 300 weaponskill-points
Scythe of TrialsLE: HP +20, vs. Thunder +10, vs. Light +10triggered by < 300 weaponskill-points
Spear of TrialsLE: HP +20, vs. Water +10, vs. Dark +10triggered by < 300 weaponskill-points
Sword of TrialsLE: HP +20, vs. Ice +10, vs. Earth +10triggered by < 300 weaponskill-points
Tachi of TrialsLE: HP +20, vs. Ice +10, vs. Dark +10triggered by < 300 weaponskill-points
  • Killerweapons
These weapons are dropped from various BCNMs and their Latent Effect activates after a certain amount of weaponskill-points is aquired.
 
CoffinmakerLE: Dmg 40, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
DestroyersLE: Dmg +18, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
DissectorLE: Dmg 36, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
ExpungerLE: Dmg 39, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
Gondo-ShizunoriLE: Dmg 85, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
GravediggerLE: Dmg 87, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
Heart SnatcherLE: Dmg 30, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
MichishibaLE: Dmg 78, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
MorgensternLE: Dmg 40, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
RampagerLE: Dmg 87, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
RetributorLE: Dmg 46, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
SenjuinrikioLE: Dmg 38, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
SubduerLE: Dmg 85, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
ThyrsusstaffLE: Dmg 65, Critical Hite Rate +6%triggered by ≥ 500 weaponskill-points
 
 
 
 
 
 
 
 
Effects influencing Magic:
 
Fire / Vulcan's Staff
HE: Fire Magic - Accuracy & Attack +10% / +15%, Fire Spirit & Ifrit - Perpetuation Cost -2 / -3
Ice Magic - Accuracy & Attack -10% / -15%, Ice Spirit & Shiva - Perpetuation Cost +2 / +3
triggered by equipping---
Ice / Aquilo's Staff
HE: Ice Magic - Accuracy & Attack +10% / +15%, Ice Spirit & Shiva - Perpetuation Cost -2 / -3
Wind Magic - Accuracy & Attack -10% / -15%, Wind Spirit & Garuda - Perpetuation Cost +2 / +3
triggered by equipping---
Wind / Auster's Staff
HE: Wind Magic - Accuracy & Attack +10% / +15%, Wind Spirit & Garuda - Perpetuation Cost -2 / -3
Earth Magic - Accuracy & Attack -10% / -15%, Earth Spirit & Titan - Perpetuation Cost +2 / +3
triggered by equipping---
Earth / Terra's Staff
HE: Earth Magic - Accuracy & Attack +10% / +15%, Earth Spirit & Titan - Perpetuation Cost -2 / -3
Thunder Magic - Accuracy & Attack -10% / -15%, Thunder Spirit & Ramuh - Perpetuation Cost +2 / +3
triggered by equipping---
Thunder / Jupiter's Staff
HE: Thunder Magic - Accuracy & Attack +10% / +15%, Thunder Spirit & Ramuh - Perpetuation Cost -2 / -3
Water Magic - Accuracy & Attack -10% / -15%, Water Spirit & Leviathan - Perpetuation Cost +2 / +3
triggered by equipping---
Water / Neptune's Staff
HE: Water Magic - Accuracy & Attack +10% / +15%, Water Spirit & Leviathan - Perpetuation Cost -2 / -3
Fire Magic - Accuracy & Attack -10% / -15%, Fire Spirit & Ifrit - Perpetuation Cost +2 / +3
triggered by equipping---
Light / Apollo's Staff
HE: Light Magic - Accuracy & Attack +10% / +15%, Light Spirit & Carbuncle - Perpetuation Cost -2 / -3, Charm +10% / +15%
Dark Magic - Accuracy & Attack -10% / -15%, Dark Spirit & Fenrir & Diabolos - Perpetuation Cost +2 / +3
triggered by equipping---
Dark / Pluto's Staff
HE: Dark Magic - Accuracy & Attack +10% / +15%, Dark Spirit & Fenrir & Diabolos - Perpetuation Cost -2 / -3
Light Magic - Accuracy & Attack -10% / -15%, Light Spirit & Carbuncle - Perpetuation Cost +2 / +3, Charm -10% / -15%
triggered by equipping---
 
 
 
 
 
odorous knife / +1
 
 
 
 

Ara is dead now ... Ara needs sleep ... Ara is happy he has no university tomorrow and can sleep long -_-;


< Message edited by Aralays -- 1/20/2008 3:19:06 PM >
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(BLU, Chocobos, Fellowship, Latent Effekts, Moghancement, Mysteries, Pankration, Renkei)
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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/9/2005 9:54:00 PM 1 votes
Aisur

 

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Thanks for that ARa... i didn't understand it that much... i gotta digetst it a bit. Im sure it will be usefull someday ^^

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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/10/2005 1:13:00 PM 1 votes
Aralays

 

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Eeeek! I forgot one item and cannot edit my post any longer (Chain, it's the 30-minutes-thingie again) ... ähm ... ok, here is the last LE-item: Frenzy Fife (STR +4), [u]triggered while the player is affected by a song-effect[/u] <-- the bard may make an equip-macro like: "/equip instrument /play song-which-is-affected-by-the-instrument /wait /equip Frenzy Five" and he doesn't get the CHR-4 of the Frenzy Fife while playing the song but get's the STR-Bonus of the song-effect.

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A multitude of informations about the world we play in: Vana'diel
 
Fun and Excitement in the wonderous world of FFXI
 
(BLU, Chocobos, Fellowship, Latent Effekts, Moghancement, Mysteries, Pankration, Renkei)
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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/11/2005 12:43:00 AM 1 votes
Chainspell


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oops sorry i just fixed it

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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/11/2005 5:52:00 AM 1 votes
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wow very nice

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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/11/2005 10:26:00 AM 1 votes
Aralays

 

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[QUOTE]Chainspell - 2005-06-11 6:43 AM oops sorry i just fixed it[/QUOTE] Are you sure? I still get the "You only may edit a message within the first 30 minutes of posting."-message. Äh, Chain ... I'm sorry for bugging you so much. I know I am a real pain in the neck most of the time (disgust)

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Fun and Excitement in the wonderous world of FFXI
 
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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/11/2005 11:52:00 AM 1 votes
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Very nice Ara ^_^ BTW- The level 51 elemental staves DO reduce perpetuation costs on the spirits the same way they do with avatars. So, Light staff reduces Light Spirit perp cost by 2, and increases Dark Spirit perp cost by 2. Apollo's gives -3/+3. Also, a comment about the Treat Staff: My understanding is it only works during the Halloween event. I haven't heard about a possibility that it would work outside of that timeframe. Certainly interesting, but kinda hard to test unless you have the time.

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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/11/2005 6:42:00 PM 1 votes
Aralays

 

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Thanks a lot for this info, Libri (dance) Everytime I heard someone speak about the staffs or read the articles on various forums they only mention the avatar perpetuation cost and never talk about the spirits. (I guess there a lot of SMN which never use their spirits except as a distraction to flee from enemies ... kind of sad). I'll add this info above. And the Treat Staff ... well ... many people said it didn't work anymore after halloween, but on poster on alla wrote it did work once. His guess was it has to be full moon + darksday to work, but he could not confirm the date. I'll change the info about the Treat Staff also. Grats for reading this thread and if you find any information missing, please tell me and i'll add the stuff asap. (happy)

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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/13/2005 5:47:00 PM 1 votes
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You're welcome Aralays ^_^ Most SMN's don't talk much about spirits simply because they're not efficient. They drain way too much MP for what they do (even with all the equip that reduces their perpetuation cost). That being said, Light Spirit is by far the most useful. I've gotten it to restore my party to fighting condition after nasty Goblin Bombs in Yhoator. Free Curaga rocks (dance) Oh, slight correction too- the HQ of Dark Staff is Pluto's Staff, not Hades. Great guide ^_^ You planning on doing HE's on furnishings, too?

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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/13/2005 7:12:00 PM 1 votes
Aralays

 

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Hm ... I should have known that this staff is a Pluto's Staff. I mean I wrote the words "Pluto's Staff" in my own smn-guide at least twice. My only excuse is, that I wrote the post a 3 am and was no longer entirely awake (tongue) I believe a light spirit would be good in the Maat Fight. At Lv.70 it has protect / shell IV. Combine this with earthen ward and aerial armor and it should be pretty good against Maats attacks. Well ... not the topic of this thread :) Do you think a moghancement guide is wanted/needed? I can make one, if you want. I kinda enjoy making this little guides. [i] Arg, too late ... you mentioned the idea and now I'm starting to think of it. You'll get your moghancement guide tomorrow.[/i]

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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/13/2005 11:26:00 PM 1 votes
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o_O Oh dear. I've sent Ara into a guide-making spree. My bad.

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RE: Ara's almostly-wostly complete guide to Latent and ... - 6/16/2005 8:18:00 AM 1 votes
Aralays

 

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Atm I'm searching for infos on the last bunch of LEs / HE I know: the Relic Weapons. HE seems to be "Triple Damage" which activates every 10 attacks or so, and iirc every relic-weaponskill has an additional effect besides the plain damage-dealing and the additional effect of the relic weapon itself. On some of the weapons the latent weaponsskill effect seems to be an instant activation and powerup of the additional effect of the relic weapon but I'm sure I saw a list somewhere and there was "refresh" listed as LE of the weaponskill and I'm pretty sure there is no relic weapon with an additional refresh effect (exept is is the restore MP-ability from the Mjollnir, but Refresh is not the same as an instant-MP-gain). Hmm ... I know of the "Increases Additional-damage-trait"-effect of the Excalibur/Caliburn-weaponskill 'Knights of the Round', and I have heard something about a "Drains HP"-effect on the Apocalypse/Bec de Faucon-weaponskill 'Catastrophe'. But that's all I know ... So much work to do and so little information to work with (cry)

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RE: Ara's almostly-wostly complete guide to Latent and ... - 9/14/2005 10:07:00 PM 1 votes
Kingmoogle

 

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I've heard that the LE on the unicorn set is triggered by white HP

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RE: Ara's almostly-wostly complete guide to Latent and ... - 9/15/2005 6:59:00 AM 1 votes
Aralays

 

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You mean it deactives when the wearer get's weaker? How ... well ... um ... strange? But it would make sense in a certain way. Hmm, will do some research, thanks for the info, King ^^ Yep, you are right (dance) Sadly I could only find two percentages: Unicorn Cap: 65% Unicorn Harness: 75% Perhaps it is the opposite of the Carapace Set, where the strongest pat activated last? On the Unicorn set, the strongest part may deactivate first. Hmm. Yeah, why not?

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