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m (September 2010 Update changes to kill requirements)
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::*You ''MUST'' be within Experience point gaining range and not KO'ed to receive credit.
 
::*You ''MUST'' be within Experience point gaining range and not KO'ed to receive credit.
 
:*Defeating a given number of a specific type of experience-yielding monster during either [[Light (Skillchain)|Light]]-affiliated (wind, thunder, fire, light) OR [[Darkness (Skillchain)|Darkness]]-affiliated (water, ice, earth, dark) weather effects.
 
:*Defeating a given number of a specific type of experience-yielding monster during either [[Light (Skillchain)|Light]]-affiliated (wind, thunder, fire, light) OR [[Darkness (Skillchain)|Darkness]]-affiliated (water, ice, earth, dark) weather effects.
:*Defeating a given number of a specific type of experience-yielding monster during one particular type of weather effect OR its corresponding day. (e.g. kills either during wind weather or on [[Windsday]])
+
:*Defeating a given number of a specific type of experience-yielding monster during one particular type of weather effect OR its corresponding day. (e.g. kills either during wind weather or on [[Windsday]]). As of the September 2010 update, successful kills with weather present (single or double) will count as 5, while the appropriate day counts as one. For example, killing one mob on ice day during ice weather will give a total of 6 points.
 
::* Killing enemies while the appropriate weather is active gives credit for 5 kills.
 
::* Killing enemies while the appropriate weather is active gives credit for 5 kills.
 
::* Killing enemies during the appropriate day gives credit for 1 kill.
 
::* Killing enemies during the appropriate day gives credit for 1 kill.
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::*An [[Adventuring Fellow]]'s killing blow will count towards this trial.
 
::*An [[Adventuring Fellow]]'s killing blow will count towards this trial.
 
::*Skillchains closed by pets will ''not'' count toward this trial.
 
::*Skillchains closed by pets will ''not'' count toward this trial.
::*Killing blows by other players' pets do ''not'' count towards this trial.
+
::*<s>Killing blows by other players' pets do ''not'' count towards this trial.</s> As of the September 2010 update, kills from other players pet will count, even if the other player is not on the same or any trial.
 
::*Kills from a pet's counterattack, DoT or skill chain (not Weapon Skill) do NOT count.
 
::*Kills from a pet's counterattack, DoT or skill chain (not Weapon Skill) do NOT count.
 
::*You will not receive credit for enemies that are "one-shotted" '''by a bloodpact''' (possible any high-damage pet ability) even if it yields experience points.
 
::*You will not receive credit for enemies that are "one-shotted" '''by a bloodpact''' (possible any high-damage pet ability) even if it yields experience points.
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:*Having the weapon's [[Additional Effect]] trigger a given number of times on a specific type of experience-yielding monster.
 
:*Having the weapon's [[Additional Effect]] trigger a given number of times on a specific type of experience-yielding monster.
 
:*Using a specific [[Weapon Skill]] a given number of times on a specific type of experience-yielding monster.
 
:*Using a specific [[Weapon Skill]] a given number of times on a specific type of experience-yielding monster.
:*Dealing a given number of killing blows with a specific [[Weapon Skill]] on a specific type of experience-yielding monster.
+
:*Dealing a given number of killing blows with a specific [[Weapon Skill]] on a specific type of experience-yielding monster. As of the September 2010 update, kills from other players using the appropriate [[Weapon Skill]] will count towards the Magian player's trial.
 
:*Using an elementally specific status ailment on a specific type of experience-yielding monster. The ailment must be present upon death, but does not have to be inflicted by the person on the trial.
 
:*Using an elementally specific status ailment on a specific type of experience-yielding monster. The ailment must be present upon death, but does not have to be inflicted by the person on the trial.
   

Revision as of 21:46, 12 September 2010


Start NPC Magian Moogle - Ru'Lude Gardens (H-5)
Requirements Level 75
Items Needed Magian Trial Log, Usable Weapon, Usable Armor
Repeatable Yes
Reward Augmented Weapon, or Augmented Armor



Weapon Walkthrough

  • You can have multiple copies of the same weapon inscribed at once.
    • You cannot have the same trial inscribed on multiple weapons simultaneously (you must complete or abandon the trial on one weapon before you may inscribe another with the same trial inscription).
  • You can have up to five different trials active at once.
    • Please note that discarding an inscribed weapon does not remove the trial from your active list; you must speak with the Magian Moogle to abandon the trial.
    • Abandoning a trial will not affect your weapon; it will possess the same attributes it had prior to undertaking the trial. Likewise such a weapon can again be inscribed with the same trial or a new one. Note, however, that any progress on an abandoned trial is permanently lost and must be repeated if the weapon is re-inscribed with that trial.
  • You can only have one trial inscribed on each weapon.
  • Each weapon's trials are unique; you must repeat the same trials if creating multiple copies of the same weapon, even if you have already completed the trials on another weapon.
  • Trade the weapon to the Magian Moogle and select the desired trial to undertake.
  • Complete the trial to and trade the weapon to Magian Moogle to receive the augment(s) or the upgraded weapon.

Obtaining Necessary Kills

  • The trials generally consist of, but are not limited to, the following types:
  • Defeating a given number of a specific type of experience-yielding monster..
  • You MUST be within Experience point gaining range and not KO'ed to receive credit.
  • Defeating a given number of a specific type of experience-yielding monster during either Light-affiliated (wind, thunder, fire, light) OR Darkness-affiliated (water, ice, earth, dark) weather effects.
  • Defeating a given number of a specific type of experience-yielding monster during one particular type of weather effect OR its corresponding day. (e.g. kills either during wind weather or on Windsday). As of the September 2010 update, successful kills with weather present (single or double) will count as 5, while the appropriate day counts as one. For example, killing one mob on ice day during ice weather will give a total of 6 points.
  • Killing enemies while the appropriate weather is active gives credit for 5 kills.
  • Killing enemies during the appropriate day gives credit for 1 kill.
  • If weather and day are present, you get credit for 6 kills per enemy.
  • Scholar's -storm spells (Rainstorm, Thunderstorm, etc...) will not give credit toward weather-specific trials; the weather must be naturally occurring.
  • Having a pet deal a given number of killing blows on a specific type of experience-yielding monster.
  • An Adventuring Fellow's killing blow will count towards this trial.
  • Skillchains closed by pets will not count toward this trial.
  • Killing blows by other players' pets do not count towards this trial. As of the September 2010 update, kills from other players pet will count, even if the other player is not on the same or any trial.
  • Kills from a pet's counterattack, DoT or skill chain (not Weapon Skill) do NOT count.
  • You will not receive credit for enemies that are "one-shotted" by a bloodpact (possible any high-damage pet ability) even if it yields experience points.
  • Enemies killed by automaton nukes in the same fashion will grant experience AND credit for magian trials.
  • Having the weapon's Additional Effect trigger a given number of times on a specific type of experience-yielding monster.
  • Using a specific Weapon Skill a given number of times on a specific type of experience-yielding monster.
  • Dealing a given number of killing blows with a specific Weapon Skill on a specific type of experience-yielding monster. As of the September 2010 update, kills from other players using the appropriate Weapon Skill will count towards the Magian player's trial.
  • Using an elementally specific status ailment on a specific type of experience-yielding monster. The ailment must be present upon death, but does not have to be inflicted by the person on the trial.
  • Your weapon must possess the appropriate trial inscription to receive credit toward a trial.
  • Unlike Latent Effect weapons that are "broken" with Weapon Skill Points, trial weapons record and actively report their progress to the player by displaying a confirmation message in the chat log each time the trial's specified objective is fulfilled (e.g. "Trial 100: 99 objectives remain."). Additionally, the Magian Moogle will show your currently active trials and their progress at your request. Upon completion of a trial, another confirmation message will be displayed, instructing you to visit the Magian Moogle.
  • Dual Wielded weapons (weapons in offhand) receive credit.
    • You may Dual Wield two trial weapons and receive credit for each as long as each weapon's specific trial criteria are met.
      • There is currently a glitch for one-handed weapon trials. When Dual Wielding, you may receive credit for both weapons when only the conditions for one are met.
  • Trials can be completed in a party or alliance without penalty. It is not required to take action on the monster unless specified in the trial criterion (e.g. "killing blows"). The enemy must be claimed to your party or alliance, you must be within experience points range (even for Notorious Monsters that do not give experience points), and your weapon must be equipped at the time that the monster is defeated.
  • Note that credit will not be received if the enemy is defeated while unclaimed (Damage Over Time or Self-Destruct-type moves while the target's name is yellow).
  • You will still receive credit for kills while K.O.ed, assuming the target was still claimed to your party or alliance at the time that it was defeated.
  • Trials can be completed while under the effect of Level Sync as long as the target is experience-yielding and fulfills the trial criteria.
  • Trials can be completed by Maze Lurker enemies in Moblin Maze Mongers mazes as long as the target is experience-yielding and fulfills the trial criteria.
  • Using Maze Voucher 01, an appropriate race rune, Maze Rune 102 and bringing a low-level character (Level 56-58) creates approximately 25 instanced Easy Prey targets per maze for a level 75 player. Furthermore, these mazes can be copied by Duplidoc for 20 Moblin Marbles and distributed for 500 gil each.

Pattern to the Menu System

  • Each weapon type trial series culminates into 3 different weapons:
    • Type 1A : Generally the highest DMG or DPS of any non-relic, mythic, or Occasionally Attacks X Times weapon, but no other augments.
    • Type 1B : A multi-attack weapon.
    • Type 2* : The elemental branch. Each element gives augments related to that element.
      • Type 2*A : Moderate DMG+ and delay- bonuses, as well as a bonus to one primary and one secondary stat (e.g. Fire = STR+4 Attack+15)
      • Type 2*B : Same as 2*A, but gives pet: secondary stat bonus. (e.g. STR+4 Pet:Attack +15 Ranged Attack+15). Only available for pet jobs.
      • Type 2*C : These branch off into what appears to be 3 different elemental staves. Staff only.
        • Type 2*C1 : Magic Affinity : Magic Accuracy+1 Magic Attack+4
        • Type 2*C2 : Magic Affinity : Magic Accuracy+4 Magic Attack+1
        • Type 2*C3 : Perpetuation -4
        • Type 2*C4 : Cure Potency light element only
      • Type 2*D : Higher DMG+ than the attribute bonus branch, as well as an Additional Effect (e.g. Additional Effect: Defense Down). Not available for ranged weapons. When these weapons when they reach the stage where they are added effect of a Status down you cannot trigger the effect until it has wore off of your target.

Weapon Trial Categories

By completing certain trials you may obtain new and improved weapons. You can find lists for those weapons below. Click on the link beneath the trials for the weapon for the full list

Hand-to-Hand

Dagger

Sword

Great Sword

Axe

Great Axe

Scythe

Polearm

Katana

Great Katana

Club

  • Relic Weapon:Mjollnir 1063-1064 & 1866-1877
  • Mythic Weapon:Yagrush 1066-1067

Staff

Archery

Marksmanship

Armor Walkthrough

  • Obtain the armor of your choice from the Scars of Abyssea areas.
  • Obtain the Magian Trial Log by talking to Magian Moogle at Ru'Lude Gardens (H-5).
  • Trade the armor to the Magian Moogle and select the desired trial to undertake.
  • Obtain the required items and trade the seals to the Delivery Crate.
  • After trading in the Seals, trade the Magian Armor to the Magian Moogle (blue bobble) to complete the trial.

Obtaining Necessary Items

  • In order to upgrade an armor piece from the original to the +1 version you are required to obtain 8 matching seals to the item.
  • To upgrade further from the +1 version to the +2 version you must obtain 6 other items depending on the set and piece. Which item corresponds to which piece is listed below.
Head Armor
Stone of Vision BRD RNG THF WAR WHM
Jewel of Vision COR MNK PUP RDM SAM
Coin of Vision BLM BST DRK NIN SMN
Card of Vision BLU DNC DRG PLD SCH
Leg Armor
Stone of Balance BLM BLU NIN PUP WAR
Jewel of Balance BST MNK RNG SAM SCH
Coin of Balance BRD DRK PLD RDM THF
Card of Balance COR DNC DRG SMN WHM
Foot Armor
Stone of Voyage DNC PLD RDM SMN WAR
Jewel of Voyage BRD PUP SAM THF WHM
Coin of Voyage BLU COR DRK MNK SCH
Card of Voyage BLM BST DRG NIN RNG

Armor Trial Categories

By completing certain trials you may obtain new and improved armor. You can find lists for those armor categories below. Click on the link beneath the trials for the armor category for the full list

Warrior


Monk


White Mage


Black Mage


Red Mage


Thief


Paladin


Dark Knight


Beastmaster


Bard


Ranger


Samurai


Ninja


Dragoon


Summoner


Blue Mage


Corsair


Puppetmaster


Dancer


Scholar


Missing Trials

  • Normal weapons: 1, 67, 149, 215, 281, 363, 429, 511, 577, 643, 709, 775, 890, 940
  • Advanced weapons: 990, 993, 996, 999, 1002, 1005, 1008, 1011, 1014, 1017, 1020, 1023, 1026, 1029, 1032, 1034, 1038, 1041, 1044, 1047, 1050, 1053, 1056, 1059, 1062, 1065, 1068, 1071, 1074, 1077, 1080, 1083, 1086

These are the "trials" linked to the base weapons, which will most likely remain unused.

Note

  • All these trials are not the end weapons, as their final form will not be released until at least the Dec 2010 update

All items (2989)