Once you attain level 75, you
can opt to start gaining limit points right away (1 exp = 1 limit point). If you hit @1 (43999 current EXP/44000
TNL EXP), you automatically gain limit points regardless of which "mode" you are in. Once you attain 10,000 limit
points, you gain a merit point. Note that if you are in merit mode, you still lose EXP upon death and regain a
portion of that EXP into your gained EXP bar if you are raised as you normally would. Also, if you die and
delevel to 74 while in merit mode, you regain EXP normally until you attain 75 again. When you hit 75 again, you
automatically go back to merit mode.
A merit point can be used to enhance a number of different areas of
your character (see below for a full listing of available upgrade areas). Each of the categories given above has
a cap on how much you can upgrade a given item. For example, you can only get 4 total combinations of stat
increases (see below for an example). In the Others and Combat Skills category, there is also a limit to how far
one can advance a certain attribute within that category (again, see below).
All but the job specific
bonuses become a permanent part of your character. The bonuses may be reduced for lower levels. The rule
here is upgrade level times ten is the minimal level necessary to benefit from the upgrade. For example, if you
have level 3 HP modification, you would receive a total bonus of HP+10 at level 10. At level 20, you would
receive a total bonus of HP+20 and at level 30 you would receive a total bonus of HP+30. Again, this rules
applies to different jobs and for anytime you are placed under a level cap.
You can receive quest
weaponskills from adjusting your skill for that particular weapon under certain circumstances.
certain weapon skills, which can be learned through quests.
Example: At level 75, a summoner's
club cap is 225. If they used 3 merits into club, they would have 231 skill and be elible to obtain Black Halo
(note the important that SMN is able to equip the Club of Trials). I'm basing this example on Somepage.com's
skill caps for Summoner at level 75. If it is incorrect, then just pretend it is true for the purposes of an
example.
Players can also receive weaponskills earlier through the usage of merit points as well. For
example, a Monk learns Raging Fists once his hand-to-hand skill is 125, which is only possible at Level 41;
however, if a Monk were to have a hand-to-hand modification to level 1, he could use Raging Fists inside a level
40 capped area. Any skill modifications made do not require the player to "skill up" that skill to gain those
higher values.
Finally, merit points are shared inbetween all level 75 jobs. That is to say, a player can
gain merit points on one level 75 job and spend them on another level 75 job.
They say that a picture is
worth a thousand words, so here are some pictures alongside some explanations.
http://mysite.verizon.net/iresire/ff11/image_01716.jpg
The set of buttons to the right of the
category menu are labeled "Categories" and "Mode Switch." Categories displays the categories menu (shown to the
left) and the mode switch allows you to swap between limit mode and EXP mode (mog house only).
Any thing
that you wish to configure within the merit points submenu can only be done within your Mog House. You can
however view the category menu outside your Mog House.
When you select a category, a description bar runs
across the top of the screen provides information about modifications that lie therein and also informs you how
many total combinations of upgrades are possible.
As you can see, I have 3 merit points available for
consumption and that I have currently selected the category HP/MP. Within this category, I have done one upgrade
out of a possible total of seven upgrades.
http://mysite.verizon.net/iresire/ff11/image_01717.jpg
I opened the HP/MP menu and you should see that my max HP has no modifications and my max MP has one
modification. To bring max HP up to another level, I need to use one merit point. To bring max MP up to another
level, I need to use two merit points. All of this information is read directly off the image.
http://mysite.verizon.net/iresire/ff11/image_01719.jpg
I decide to spend two merit points to move max
MP to level 2. My total combo is now two and I can do five more upgrades within this category. Note it still
costs only one merit point to upgrade max HP and that it now costs three merit points to upgrade my max MP
again.
I opened up the Combat
Skills category. Immediately you should notice that since I am a BLM, I am unable to modifiy any skill that is
not available to BLMs. For example, I cannot modify the Great Katana Skill since BLMs do not have Great Katana
skill as part of their main job.
This is the others category. This category and the Combat Skills category have level upgrade limits. As
you can see, I have modified my Enmity Decrease to level 3 and I am unable to modifity Enmity Decrease any further
(as notied by the fact that "3" is in blue text). Also note that I am still able to make other modifications
within this category. I could, for example, modifity Spell Interruption Rate if I so desired because I have three
modifications remaining.
Categories:
HP/MP
Maximum combination of 7.
Modifications causes
an increase in increments of 10.
Merits needed for nth upgrade: 1>2>3>4>5>5>5.
Modification
Areas:
HP
MP
Notes
The maximum combination of 8 refers to the number you see in the
Combo Total/Max portion of the screen. This is the overall limit on the total number of modifications you can
make within HP/MP. You can figure this number out by adding up the upgrade levels. From the screen shot, you can
see I am at Lv0 HP and Lv2 HP, so I am at Combo level 0 + 2 = 2.
When a player modifies HP or MP, their HP or
MP will increase by 10, respectively. So, Level 8 MP means that a player has a bonus 8*10 = 80 MP at level 75.
That it is to say, modifications occur in increments in 10 (the final modification, Level 8, occurs at
75).
Suppose a player wanted to get level 8 MP. To do so, he would need to spend 1 merit point for Level 1 MP,
2 merit points for Level 2 MP, 3 merit points for Level 3 MP, etc. Levels 5, 6, 7, and 8 all require 5 merit
points. This is the meaning of the notation "Merits needed for nth upgrade: 1>2>3>4>5>5>5>5." From the
screenshot, you can see I am at Level 2 MP and, to upgrade to Level 3 MP, I need to spend 3 merit points to do
so.
Attributes
Maximum combination of 5.
Modifications causes an increase in increments
of 1.
Merits needed for nth upgrade: 3>6>9>9>9.
Modification
Areas:
STR
DEX
AGI
VIT
INT
MND
CHR
Combat Skills
Maximum combination of
12.
Modifications causes an increase in increments of 2.
Maximum increase in all weapon related skills is
level 8.
Maximum increase in all other related skills (parrying, evasion, etc) is level 4.
Merits needed for
nth upgrade: 1>2>3>3>3>3>3>3
Skills may only be modified if it is a skill from your current level 75 main
job.
Modification Areas ~ Weapon Skills:
Archery
Axe
Club
Dagger
Great Axe
Great
Katana
Great Sword
Hand-to-
Hand
Katana
Marksmanship
Polearm
Scythe
Staff
Sword
Throwing
Modification Areas ~
Boxing Skills
Evasion
Guarding
Parrying
Shield
Magic Skills
Maximum combination of
8.
Modifications causes an increase in increments of 2.
Merits needed for nth upgrade: 1>2>3>3>3>3>3>3
Skills may only be modified if it is a skill from your current level 75 main job.
Modification
Areas:
Dark Magic
Divine Magic
Elemental Magic
Enfeebling Magic
Enhancing
Magic
Ninjutsu
Singing
Stringed Insturment
Summoning Magic
Wind Insturment
Others
Maximum
combination of 8.
Maximum increase in any given area is level 4
Modifications effects vary depending on the
selection.
Merits needed for nth upgrade: 1>2>3>4.
Presumably you can max out at most 2
areas.
Modification Areas:
Enmity Increase (+1 Enmity)
Enmity Decrease (-1 Enmity)
Critical Hit Rate (+1% critical hit rate)
Fewer Received Critical Hits (-1% received critial hits)
Spell
Interrupt Rate Down (-2% spell interrupt rate)
Job Abilities
Maximum combination of 10.
Modifications
effects vary depending on the selection.
Merits needed for nth upgrade: 1>2>3>4>5.
As noted in the update
page, to set these updates in the categories below, you must have your main job set to the respective job and it
must be level 75. Job specific are not active on other jobs under any circumstance.
Subcategory 1 has a limit
of 5. Presumably the next subcategory has a limit of 5.
(i.e. you can max out two skills. This may not be the
case as it may be set so that you can max out one skill, get to at most level 3 in another, then get to at most
level 2 in the final.)
Warrior:
Berserk Recast shortened by 10 seconds
Defender Recast
shortened by 6 seconds
Warcry Recast shortened by 10 seconds
Aggressor Recast shortened by 10
seconds
Double Attack Rate increased by 1%
Monk:
Focus Recast shortened by 10 seconds
Dodge
Recast shortened by 10 seconds
Chakra Recast shortened by 10 seconds
Counter Rate increased by 1%
Kick
Attack Rate increased by 1%
White Mage:
Divine Seal Recast shortened by 20 seconds
Cure Cast Time
shortened by 4%
Bar Spell Effect increased by 2 points & Magic Defense Bonus is increased by 2 points
Banish
Effect damage increased by 2, and length of defense down increased by 2 seconds
Regen Effect increased HP
regenernation by 1 point per interval
Black Mage:
Elemental Seal Recast shortened by 20
seconds
Fire Magic Potency increased by 2
Ice Magic Potency increased by 2
Wind Magic Potency increased
by 2
Earth Magic Potency increased by 2
Lightning Magic Potency increased by 2
Water Magic Potency
increased by 2
Potency adds +2 Magic Attack Bonus to the respective element. Whether or not potency is
strictly Magic Attack Bonus or if it is more general (i.e. applies to other areas, such as increasing ice magic
for the purposes of the spell paralyze) is speculation at best.
Red Mage:
Convert Recast shortened
by 20 seconds
Fire Magic Accuracy increased by 3
Ice Magic Accuracy increased by 3
Wind Magic Accuracy
increased by 3
Earth Magic Accuracy increased by 3
Lightning Magic Accuracy increased by 3
Water Magic
Accuracy increased by 3
Thief:
Flee Recast shortened by 10 seconds
Hide Recast shortened by 10
seconds
Sneak Attack Recast shortened by 2 seconds
Trick Attack Recast shortened by 2 seconds
Triple
Attack Rate increased by 1%
Paladin:
Shield Bash Recast shortened by 10 seconds
Holy Circle
Recast shortened by 20 seconds
Sentinel Recast shortened by 10 seconds
Cover Effect duration increased by 4
seconds
Rampart Recast shortened by 10 seconds
Dark Knight:
Souleater Recast shortened by 12
seconds
Arcane Circle Recast shortened by 20 seconds
Last Resort Recast shortened by 10 seconds
Last
Resort Effect increases attack by 2%, lowers defense by 2%
Weapon Bash Recast shortened by 10
seconds
Beastmaster:
Killer Effects increased by 1%
Reward Recast shortened by 6 seconds
Call
Beast Recast shortened by 10 seconds
Sic Recast shortened by 4 seconds
Tame Recast shortened by 20
seconds
Bard:
Lullaby Recast shortened by 1 second
Finale Recast shortened by 1 second
Minne
Effect enhanched by 1 point
Minuet Effect enhanched by 1 point
Madrigal Effect enhanched by 1
point
Ranger:
Scavenge Recast shortened by 10 seconds
Camouflage Recast shortened by 10
seconds
Sharpshot Recast shortened by 10 seconds
Unlimited Shot Recast shortened by 6 seconds
Rapid Shot
Rate increased by 1%
Samurai:
Third Eye Recast shortened by 2 seconds
Warding Circle Recast
shortened by 20 seconds
Store TP Effect increases TP stored by 2
Meditate Recast shortened by 6
seconds
Zanshin Attack Rate increased by 1%
Ninja:
Subtle Blow Effect increased by 1
Katon
Effect damage increased by 2, length of water resist down increased 2 seconds
Hyoton Effect damage increased by
2, length of fire resist down increased 2 seconds
Huton Effect damage increased by 2, length of ice resist down
increased 2 seconds
Doton Effect damage increased by 2, length of wind resist down increased 2
seconds
Raiton Effect damage increased by 2, length of earth resist down increased 2 seconds
Suiton Effect
damage increased by 2, length of lightning resist down increased 2 seconds
Dragoon:
Ancient Circle
Recast shortened by 20 seconds
Jump Recast shortened by 3 seconds
High Jump Recast shortened by 6
seconds
Super Jump Recast shortened by 10 seconds
Spirit Link Recast shortened by 6
seconds
Summoner:
Avatar Physical Accuracy increased by 3
Avatar Physical Attack increased by 2
Avatar Magical Accuracy increased by 3
Avatar Magical Attack increased by 2
Elemental MP Cost decreased
by 1
Credits to Iresire of Seraph, because he rocks that hard.
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