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CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Tsurupettan posted:

You sure can!

Sweet! In-game I'm Cassiani, gearing up a rdm if that matters much. Not sure if Murgleis is worth the effort, but it'll be worth it to get all the pre-reqs done at least!

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CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
SE has kind of been trying to implement the best parts of vanilla in the modern version, honestly. If you want to exp party, you can farm capacity points. If you want to do big hard boss fights, many of the classic ones like Divine Might, Ultima + Omega, etc all have fairly challenging i119 versions and most have endgame-relevant drops. poo poo, Dynamis divergence is basically old-school dynamis. There were some updated versions of old endgame events as well (salvage, limbus, etc) but they aren't really relevant or a challenge anymore - but it wouldn't surprise me if SE makes ilvl versions of those events as well - particularly salvage, einherjar, and nyzul I could easily see getting new versions, since the old ones are still relevant for making mythics.

Rather than needing to release a classic version that will die out in a few months when people realize they don't want to spend 3 hours grinding every night to make up for the one death that happened the other day, SE has chosen to recreate the best parts in the current game.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
I believe it's been said it'll be a different game than FFXI proper, I believe, but no idea if it'll be single player or what.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

DACK FAYDEN posted:

I can dream. Game looks gorgeous, and I'd love to pay full price for a non-MMO XI. But maybe that's just the nostalgia talking.

Honestly, current-day FFXI is non-MMO XI. You can play through every storyline solo fairly easily with any job, then just stop before doing any endgame poo poo that requires multiple people. The content will be very easy at max level, but it's fairly simple to difficulty-adjust by doing it at a low level, then if it's too hard solo just go spend a few minutes to grind out 5-10 levels and return. You can even ignore all the new fast travel options for the oldschool run-everywhere feel!

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Ort posted:

I haven’t played this in years, I got blu to 99 and got some 117 gear then stopped. What kind of activities are there to do at cap that are solo friendly? The huge gear gate on group activities kind of overwhelmed me once I got to cap.

Depends on your job. Jobs that are very good at soloing such as Red Mage, Ninja, Dancer, Beastmaster, Summoner, etc can solo quite a lot of endgame-relevant content with trusts. You obviously can't get the best-of-the-best gear solo, and doing things solo will be much slower than with a party, but it's possible.

As for "what kind" of activities are available - all storylines, a large variety of NM fights in Escha Zones and UNM fights, Ambuscade (a monthly-changing instanced boss fight), Omen (a series of challenge rooms where you're given randomized tasks, such as "do a magic burst of X damage" or "perform Y physical weapon skills"), and of course good ol' fashioned grinding for exp!

CodfishCartographer fucked around with this message at 18:13 on Jul 7, 2020

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Ort posted:

I remember reading about some update in the last year that made one part of gearing up more solo friendly, was that a change to omen?

Omen bosses are still extremely difficult to solo, but if you instead choose not to fight the bosses, the waves of enemies are fairly easy to farm solo for very good gil, and will get you cards for upgrading artifact armor (the usefulness of which varies from job to job)

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Most goons just chat in the discord and encourage one another to bot and buy gil.
https://discord.gg/YjHAEU

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Hivac posted:

Came back because I have nothing better to do with myself. Do a lot of people actually still play on Asura, or is it just bots all the way down? I almost never see conversation in shout chat or whatever it is they added and whenever I do it's usually smothered by dozens of macros advertising PL services. I've run into maybe a handful of folks actually playing out in the wild and the rest have just been bot parades. Is it like this even on the less-populated servers too? I get that there's a lot of folks sick and tired of playing ffxi normally but man this feels lonelier than a server that's almost empty

Most players don't tend to chat in /yell chat for a few reasons. First of all, it's an online video game so any actual conversation quickly gets bogged down by people trolling or saying racist poo poo or whatever. Second, it's the most effective way to gather random people for content or to buy/sell goods/merc services. Finally, most people who want to have a friendly chat probably are already in a (few) linkshell(s), and thus prefer to chat there instead. There are quite a lot of bots on Asura, but there are quite a lot of actual for-realsies players too, you'll just need to be kind of social to find them because they tend to play mostly with the friends they already have. Join up with random groups /yelling for Ambuscade or CP parties other content, and when you find someone who seems friendly enough then ask them if you can join their LS, then you can branch out from there. If nobody's shouting, feel free to start up a group yourself. A lot of LS's also fill in party slots for content over /yell, particularly for Dynamis, and it's often easy to ask for a linkpearl if you didn't completely gently caress things up. It's also worth noting quite a lot of people multi-box nowadays, so if you see one person running along followed identically by like five others, there is often a "real" player leading the group and you can try talking to them if you want. I'm often surprised to find that what I thought was a small group of two friends farming some content I'm also working on turns out to just be one dude multi-boxing when I ask if they want to team up. Most people are pretty accepting of grouping up to help speed up content, as long as you're not completely stepping on each other's toes or something.

I haven't checked out other servers, but from what I understand there ARE less bots on those servers...but there are also fewer players. Yeah there's less merc / PL spamming in /yell, but that's not replaced with players trying to make groups or whatever, there's just nothing being shouted instead.

e: also come join the goon discord and play with the like five of us that are still active on Asura, and bitch about stupid pubbies and buy gil: https://discord.gg/cBkPtUbb

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Hivac posted:

Yea I wasn't intending to be grouching it up, it was just really confusing after being gone for only about a year or so (and honestly in retrospect a lot of poo poo I remember in shout convos in 2019 wasn't really exactly great stuff, usually racist poo poo or fun opinions about FFFEEEMALES so I guess in some ways merc shouting is preferable). I'm not really sure where to even look for a decent community so I'll probably drop into discord later

No worries, it was pretty shocking to me seeing how bot-heavy and merc-heavy things were when I came back after not having played since ~08. The best way to look for a decent community is honestly just through the players themselves. Group up with randos and eventually you'll find cool people, then just ask to join their linkshell. Once you're in there you can meet more people etc. Nowadays you have to make a more concentrated effort to be social, since you can get to endgame pretty handily without ever talking to another player, right up to the point where suddenly you need a reliable group of people to accomplish anything.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Someone help me farm glavoid for absolutely nothing in return

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Robo Reagan posted:

Returning for the new expansion thing coming out. Couldn't get super in to the game before, but maybe botting will fulfill my mmo grinding itch while also not causing me to flunk this semester. Can someone toss me a discord invite? Latest one is expired.

https://discord.gg/N8XPtgcp

Enjoy, friend, come bot with us while wallhacking and buying gil

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

SerCypher posted:

Can I get a discord invite as well (that one expired).

After playing private servers on and off for a few years I finally decided to try retail.

Heck yes more friends https://discord.gg/Bs2sk826

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Grimpond posted:

Hello hello, I have also recently decided to give 11 a whirl, and would also love a discord invite

Here you are friend https://discord.gg/NSB2rguF

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

SerCypher posted:

You know despite what everyone says, this game is still not easy for a fresh player.

A lot of the gateway quests like Limit Breaks and AF gear are very complicated even with Trusts.

I had to level WHM to even have a chance on some... but people helped me with others.

It is as accessible to a new player as it's ever been, which is damning with faint praise. The game comes from a time before WoW smoothed out a lot of bumps in MMOs as a genre, and thus has a ton of archaic poo poo that never would have flown today. Most notable of which is the assumption that everything should be designed with the "multiplayer" aspect in mind. Both in terms of "this is not feasible to complete without multiple players" aspect, but also in the aspect of making quests complicated and obtuse to facilitate players talking amongst each other to figure them out. A lot of quests are intentionally difficult to figure out so players will be forced to talk with one another to complete them. Over the years SE has taken steps to remove a lot of the forced multiplayer elements of the game, but unfortunately changing the core structure of the quests is too far out of the question, and thus they remain obtuse and complicated.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

SerCypher posted:

Oh, I didn't know that.

These are the same books that give you warps? I never saw the option for buffs.

It's either those books or the ones often placed near them in the field or in dungeons. The sneak/invis isn't permanent though, and without a source of it for yourself, you'll eventually run out and then be stranded.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Just don't be a doofus, remember to manually remove sneak if you recast it for invis, or else nothing will happen and you'll have to sit in shame for a few minutes waiting for the cooldown

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

pretty soft girl posted:

Sometimes I reflect on the days of trying to escort an entire party as a RDM through kuftal tunnel to cape terrigan before sneak oils and prism powders were commonplace

Then I quietly weep for my wasted adolescence

That was the best (worst) poo poo. Took a full hour just to get to the camp not counting time looking for members, someone ALWAYS died to get there, and then the tank bails after 20 minutes

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

jokes posted:

Don’t play WoW

Truth.

Also I don't think it's a coincidence one game wound up with a lovely community and another wound up with a supportive and friendly one. Yeah WoW being super popular didn't help, but in the early days FFXI was a legitimate competitor to it so it wasn't that big of a difference for a while. But like I mentioned before, FFXI designed almost EVERYTHING to facilitate community. Why are the maps lovely and quests obtuse? So you'll talk to others for information. Why was the combat so slow? So you'd have time to type and talk during fights.

When a game does everything in its power to force people to communicate, I think that they wind up being friendlier to one another in general. In WoW you could solo huge chunks of the game, especially early on, so people never needed to learn to get along with each other, really. I remember a few FFXI players back in the day that were assholes, and it kind of became known across the server who the assholes were and to not invite them to parties.

The game being so brutally punishing maybe helped too, like how soulsborne players often enjoy helping each other. It was super easy to die and lose literal hours of progress, like if your WS just did a bit too much damage and you got one-shotted by Sickle Slash or something, welp there goes the last two hours of grinding. Everyone kind of empathized with how brutal the world was, and I noticed people being more selfless in FFXI than any other mmo I've played.

blatman posted:

I wonder if there'd be enough content/activity to justify a thread for cool things/people we remember from old MMOs from back in the day because despite not playing this game when it was new I really liked this post and want to read more like it

:justpost:

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

SerCypher posted:

Speaking of a brutal world... I was doing CoP quests (PM3-3), and spent 15 minutes climbing all the way up the dumb mountain. Then I realized the key item breaks when you mount up.



So I did it again. Sadly the other person doing it at the same time, did not in fact reveal if he was having fun.



I unironically enjoy that climb

I was low key excited when I found out I had to so it again for abyssea

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

SerCypher posted:

Wooo finally hit 99 and got my charity gear.



Now time to finish RoV and CoP and everything else.

Hell yeah congrats!

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Here's a discord link for new/returning friends: https://discord.gg/z8VhxtCP

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Hivac posted:

just as a heads up though xipivot can make your game a lot more unstable and in some places has basically guaranteed crashes for me (domain invasion is a big one)

This tends to be the fault of the texture pack in my experience, not xipivot itself. If a texture pack has a missing or improperly formatted texture it can cause a crash - this happens in di because there's lots of people doing lots of things, so if some random obscure buff has a broken texture it'll cause a crash

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Yeah even with old textures the game looks really good. They just did a phenomenal job with the aesthetic of the game. I played ff14 pre-heavensward and a lot of the areas felt bland and forgettable by comparison, despite traditionally much better.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Overall I like WotG's story, but the moment-to-moment parts are often excruciating.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Ibblebibble posted:

Do they reset or something? I've done the gobbiebox one but none of the rest.

They do. If you ant handle all of them yet don't sweat it, or ask on discord for help. There are some very good (and unique) rewards locked behind the monthly RoE quests that can take a WHILE to unlock. You'll eventually regret not making them a top priority.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Yeah it's super easy to just level up a new job if you aren't feeling your current one. It's also worth noting some jobs feel way different once they hit lv 99 and have access to all their tools, so if something appeals to you thematically but isn't all that fun for you, it may be worth heading back to it once you're deeper in the endgame and have a better idea of what each job does and what interests you, and then go back to it if you want. You'll be able to level stuff up faster then, too!

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Yeah when people say that other servers have less merc/bot spam, it's technically true. But it's not what you imagine - the spam isn't replaced by more people doing content, instead there's just...nothing being shouted.

It's a funny complaint too cus like, it's not hard to find addons that filter out all the spam.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

GoGoGadget posted:

Tried finding dgVoodoo, and every link I can find to it is down or blacklisted. Even the link on the wiki at http://wiki.homepointxi.com/DGVoodoo2

Edit: Nevermind, found it by removing the .html from the link on the wiki...switching from the Steam version to Windows, gotta love the 500 KB/s download speeds from the site...


Anyone have a link for Discord? This one is expired.

https://discord.gg/BTgpSQTM

Enjoy friend!

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Rabite posted:

Thinking of moving on from Carbuncle, I started playing in August after 9 years off.
Are all the goons in a squadshell? That previous discord link was dead.

https://discord.gg/EbfwGAWz

There's a new one for ya! There is a Goon link shell, but honestly it doesn't see hardly any use - most of us chat in discord instead, unless we're actively partying in-game or something.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
Yeah RDM I'd a very good choice to get a taste of everything. If you really want to go ham at endgame it's a good choice too. THF is a solid choice for making farming waaaay faster, as it gets better drop rates. DNC is another good starter job as it's VERY independent and self-sustaining. It also can be quite complex if you enjoy more complicated jobs.

BLU is very flexible but I'm hesitant to recommend it as a first job because you can spend a LOT of time farming for spells. That being said, if you're planning on taking it slow to get to endgame, it's a good job to take slow.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

star eater posted:

only very few spells require real groups (like Mighty Guard ig, maybe some of the non slotted spells...) You can learn a spell of the lowest level version of the monster that casts it. so if you’re 99 you’re good to go for 99% of your spells. I say lowest level version cause, say, some super low level mobs don’t know the spell you’re trying to learn. I wanna say the wasps in sarutabaruta don’t know pollen? something like that at least. you can check the wikis for move sets of particular varieties

Saruta wasps definitely know pollen, the problem with lower-level stuff is trying to get them to use a skill in the first place. Once you're at 99 it's hard to get hit by anything that isn't at least lv 100+ lol

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

queeb posted:

maaaaaan summoner in this game looks so loving cool compared to FF14. i think i wanna level one of those up for sure.

Summoner is pretty dope. It's similar to red mage and blue mage in that it has a huge number of tools available, and the gameplay is about choosing the right tools for the situation. So for example you summon Garuda to Haste your party, then summon Ramuh to do aoe damage, then summon ifrit to give your party an attack buff, then summon Siren to attack a target, etc. It's also infamous for "summoner burn" parties, since a summoner's 1 hour abilities let it poo poo out a TON of damage very quickly.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

pretty soft girl posted:

Even just the mention of the boat ride music has it playing in my head and I haven't ridden the boat in at least 5 years

It's objectively a complete garbage system by all metrics of actual fun, but the severely restricted travel did a lot to make XI feel expansive. I remember that feeling that arose after I'd just run on foot all the way from Bastok to Selbina- which I think took about 45 minutes back then- hopped on the boat, got killed by pirates, raised at the dock, and was left in an unfamiliar place with mission orders to visit a nation I'd never been to before. I was going to have to set a home point here, figure out how to make money in the local economy, and enlist other adventurers to fight the dragon. That sense that I was in a new place and it was going to be a long time before I went home or saw any of the usual faces I got used to seeing was surprisingly strong. It really made FFXI feel like an adventure

That said, if I tried to play again and I couldn't fast travel from Bastok and Windurst in under 5 seconds I'd probably rage quit, 34 year old me is much more interested in cramming in as much active gameplay as possible than 16 year old me

I distinctly remember having a friend that I used to low-level party with in Bastok. We'd wander out into Gustaberg and kill poo poo for garbage exp, but we were both new so neither of us knew better. He was a few missions ahead of me, and had to go off to Sandoria, and it legit felt like he was going away on vacation and I wouldn't see him for a long time. Which kind of wound up being true! He was away from Bastok for several days, and so I had to go venture out on my own which I wasn't really that used to yet. We could still chat via /tells obviously, but when you're used to partying all the time it's different and didn't really feel like "playing" together.

I don't think anyone who played back in the day would ever forget their first time crossing the ocean, or making the trek up to Jeuno. And yeah, setting your home point was a huge decision back in the day. I don't doubt I'd hate it now too in a modern MMO, but I think single-player games could take some lessons from this sort of thing to really help sell the feeling of a huge world in a way that I don't think open world games really accomplish. Most of them feel like they have a big play space, but few of them feel like they have a big world.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
It gets plenty of "new" content. There's consistently new fights and dungeons added, but they always re-use old enemy / boss models and old areas when doing so. There's also a new storyline that gets consistent updates, again just re-using npcs and enemies though, with maybe a new texture on a weapon at most.

So while there's very little "new" content, there consistently new things to do being added.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
There's also semi-regular balance updates, with new job abilities being added as well. They've announced they're working on "a new progression system" that intends to be a huge every-job balance update, but nobody really knows what that's going to entail.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
The Something Awful Forums > Discussion > Games > The MMO HMO > Final Fantasy XI: Yet Another Savage Blade Class

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Sintor posted:

She's insane by comparison even to the other casters because she uses level one spells and never runs out of mana, but they hit just as hard. Not to mention massive skill chain damage.

Friend and I played a lot during last year but hit this odd wall of not knowing how to really push farther into content. The big wiki guide is helpful but I feel like there's a gap somewhere around needing Rema or just what you can accomplish in ambuscade only. Tried some of the upgrade path for AF but didn't quite get it. Can't solo the last area NMs, can't reloably do the fight for malignant set on hard, etc. Also rolled on bahamut but thinking maybe more activity on asura? Back when we started people said the farmers and bots were so bad you couldn't xp on the plus weeks etc.

Use the guide I wrote specifically to counter this problem:

https://www.bg-wiki.com/ffxi/Endgame_Progression_Guide

Unless that was the guide you meant, in which case oops

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Sintor posted:

Cool, thanks! This looks way more in depth and goes farther than what I saw previously. We played for about six months very early in the pandemic, I think the farthest guide was like the 119 Quickstart and it vomited all the endgame activities at you. Lot of YouTube content was "ambuscade carries all new people just do that."

Yeah there are gently caress all for really new-player-friendly guides once you hit the endgame, so I wrote that one as a way to ease players from fresh endgame all the way to the best of the best gear.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

Ort posted:

I think they basically updated a bunch of zones to have higher level mobs than they initially had got some reason, I don’t remember what, and didn’t adjust the low level quests that go to those zones. That’s why you see level 70 mobs in a low level dungeon sometimes. Did you wiki it for any tips?

Nah that area ALWAYS had those mobs in them. For a while the limit break quests were intentionally VERY difficult, to try to make clearing them a sort of rite of passage. Many of them have been made significantly easier over the years, but this one hasn't really.

Sankis posted:

Yeah, I've been following some wiki guides on the quest and they all treat these like they're no big deal :shrug: I'll try to get some higher level players like WarMECH suggests. I was really enjoying the game until this moment.

I'm a summoner so I'm also pretty fragile once I am attacked.

As mentioned, be very careful about aggro. Yagudo aggro by sight, and this works like metal gear solid guards - it the enemy is facing away from you, you can literally stand right behind them without getting aggro. Soon as they turn to face you, though, you're vulnerable. Obviously this probably won't help for hitting all of the switches, but it could be useful.

Another thing you can try is to actually kill the mobs with trusts. They should be weak enough to pick off one at a time, and their respawn time is fairly long. Just be careful to only grab one at a time - Yagudo also link via sight. So if one sees another Yagudo that's aggroed, then it will join in attacking the same target. If you're too squishy to pull one to a safe location to fight and engage to get your trusts on it, then you can use Carbuncle to pull for you - again, just be sure you're only pulling one at a time.

As for why everyone treats it like it's no big deal, it's unfortunately a bad habit with guides for this game. They're mostly written by people who have been playing for literal decades and have zero ability to imagine how the game plays for a new player.

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CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug

pretty soft girl posted:

I'm actually genuinely surprised they still haven't added some sort of aggro tutorial and/or indicators to the game to explain at least some of this. It's one of the things that's definitely not intuitive (why does this lizard aggro but not this one?), has weird, long abandoned subsystems (deodorize/track by scent), and will absolutely get you killed constantly if you don't understand it fully.

Even some flavored log message would go a long way to explain what's going on to new players so they can try to troubleshoot what they're doing wrong. "The Quadav hears your footsteps", "the yagudo joins their cohort", "the earth elemental senses your spellcasting", "the truesight NM sees through your ruse", etc etc

Yeah it's definitely one of the more obtuse mechanics. Here's a short aggro guide for new players in the thread:

For anything to aggro you, you need to be within a specific level range. If using /check on a monster while targeting says it's "Too weak to be worthwhile" then it won't aggro you - otherwise it probably will, assuming it aggros in the first place. There are two main types of aggro - sight and sound. Sight works as I explained above - if the enemy sees you like a metal gear guard, they'll aggro. Sound has a shorter aggro range than sight, but monsters will aggro if you get near them. Then there are two secondary types of aggro - magic and health. Both of these have VERY long ranges for aggro - 20' going by in-game units; roughly the outer ring of the radar, and about the maximum distance you can use magic / JAs. Both of them also work like sound - enemies will aggro regardless of orientation. Magic Aggro is sefl explanatory - if you cast a spell within range, the enemy will aggro you. Health aggro (also called Blood Aggro) means that if you're within aggro range while in Yellow health (75%) or lower, the enemy will aggro you. A few enemies in Aht Urghan areas will aggro JAs or WSs similarly to magic aggro, but that's exceedingly rare and I honestly don't even know which enemies this applies to (imps?). Some enemies aggro BOTH sight and sound, but they're usually big scary bosses that are very obvious. There are also "True sight" and "True sound" mobs, which will aggro even if you're invisible / sneak'd. This tends to be reserved for NMs, but can apply to some normal enemies (Taurus with true sight and Poroggo with true sound are the standout examples)


Unfortunately, there's no way to tell whether or not an enemy will aggro or what types of aggro it uses, however there are noticeable patterns. Anything mean-looking probably aggros, as well as anything humanoid (beastmen). Lizards, fish, and bugs often tend to aggro as well. Plant-based monsters tend NOT to aggro. If you can't easily tell which direction an enemy is facing (such as slimes, worms, leeches, etc) then it's safe to assume it aggros via sound. The reverse doesn't always apply though - Quadav are beastmen where it's very easy to tell what direction they face, but they still aggro sound. Magical enemies (elementals, golems, bombs) will usually aggro magic, and almost always they will also aggro sound. Undead enemies (skeletons, ghosts, creepy dogs) will almost always blood aggro, along with aggroing via sound. There are exceptions to all these rules of thumb (bombs aggro magic, but also aggro sight despite it being hard to tell the direction they face), but overall they're consistent.

Just because an enemy aggros does NOT necessarily mean that it links, and vice-versa. Linkable enemies will link even if you're so high level that they won't aggro - this can prove deadly if you get cocky on lowish-level enemies. Enemies can link both via sight and / or sound - if they aggro, their linking method will always be the same as their aggro method. Beastmen, bugs (beetles, crawlers, worms), bats (both single and triple varieties), and plants will pretty much always link.

Enemies will also pursue you if you try to run from them. Some enemies will pursue via scent - if you use a deoderant (either the item or the spell) then the enemy will continue pursuing up tot he point where you were deoderized and then stop pursing if you're outside of its aggro range. You can also run through water (rivers, lakes, rainy weather, etc) to get a deoderizer effect - note that if you're still in aggro range of an enemy when it reaches the end of your scent trail, it can still aggro you. This mechanic is mostly useless because enemies run just as fast as you, and it takes a long time to stop and use the item / cast the spell. It mostly comes into play if you know your party's hosed and you run off before your tank is dead and you know the monster will pursue you, so you can actually get enough distance for it to matter. This rarely happens because nowadays the only monsters that will pose this kind of challenge tend to be bosses, where you have nowhere to run anyways.

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