- FATES With Rewards
- Merit Points | Classic FFXI Community | Fandom
- Obtaining A Pulse Weapon - FFXIAH.com
Requirements/Notes:. All party members need sky access. Supports up to 4 parties. Silent Oils required. General commentarus: Sky favours moving parties, and as such, is also highly populated with merit point parties (where one or more members are Level 75). Their entry items cost 10-20 merit points each. In late 2015, an NPC was added that allows a player to exchange merit points for potpourri, a currency that can be used to purchase items from old content. Outside of scrolls for Meteor and Arise, they are all Exclusive and cannot be exchanged with other players.
In the world of FF14, once you hit the level cap, XP becomes pointless and it's all about the gear and perhaps even tombs. This has been the case for several.
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General Information
- Upon reaching level 75 in any job, Merit Points can be earned to further improve your character.
- You must then travel to Ru'Lude Gardens in Jeuno and talk to the Nomad Moogle in front of Maat to get the Limit Breaker so you can gain access to the Merit Points menu. Just pick the first choice when the Moogle asks you.
- A new menu option 'Merit Points' will appear in the Status menu.
- This menu shows the current amount of Limit Points earned, Merit Points currently saved and available, and the categories available to spend Merit Points on.
- Under the Mode switch option, a character can switch between earning Experience, or Limit Points.
- Defeating Easy Prey or higher challenge monsters whilst in Limit point mode, earns Limit Points instead of Experience.
- After accumulating 10,000 limit points the character earns another Merit Point.
- Merits can be spent to improve many aspects of the character, including HP/MP, weapon/defensive/magic skills, and new job abilities.
- While the character can switch between Experience and Limit Point modes at any time, providing the character is currently on a level 75 job, Merit Points can ONLY be assigned when the character is in their Mog House.
- You can only spend Merit Points on categories and skills that the job you are currently set to can normally access. Therefore a 75 Ninja cannot spend Merit Points on String Instrument Skill, unless he first switches to 75 Bard.
- To add merit points to a skill, go to Menu > Status > Merit Points > Categories and then select the skill you wish to apply your merit points to. Select 'Raise', and confirm the two messages to apply change.
- If you wish to undo Merit Points in a particular category/skill, you will not get back the points you have spent. To cancel a merited skill, access the merit point menu, select the skill you wish to undo, and select 'Lower'. You will need to go through two confirmation messages.
FATES With Rewards
Effects of Raised Attributes
Merit points upgrades from the general categories take effect for any and all jobs that the player sets as their current Main Job, including jobs that are not yet level 75. More upgrades come into effect as the player's Main Job levels up, as shown in the table immediately below:
Job Levels | Upgrades in effect per category |
---|---|
1-9 | 0 |
10-19 | 1 |
20-29 | 2 |
30-39 | 3 |
40-49 | 4 |
50-54 | 5 |
55-59 | 6 |
60-64 | 7 |
65-75 | 8 |
Categories
These categories can be upgraded regardless of which job you currently are, providing it is 75.
Hit Points and Magic Points
- HP and MP can be upgraded a maximum of 8 times in total. However, because they are the same general category this means you cannot raise them both the maximum number of times. For example, you can upgrade HP 8 times, MP 8 times or any combination totalling eight upgrades (5 HP, 3MP)
- Costs per upgrade (1:2:3:4:5:5:5:5)
- Max MP: +10 MP per upgrade
- Max HP: +10 HP per upgrade
Character Attributes
- Attributes can be upgraded a maximum of five times, this can be all in one statistic, or any combination totalling five.
- Costs per upgrade (3:6:9:9:9)
- Strength: Strength is raised by +1 point per upgrade
- Dexterity: Dexterity is raised by +1 point per upgrade
- Agility: Agility is raised by +1 point per upgrade
- Vitality: Vitality is raised by +1 point per upgrade
- Charisma: Charisma is raised by +1 point per upgrade
- Intelligence: Intelligence is raised by +1 point per upgrade
- Mind: Mind is raised by +1 point per upgrade
Magic Skills
- Magic Skills can be upgraded a maximum of 8 times per skill, with a maximum total of 16 upgrades in this category.
- Costs per upgrade (1:2:3:3:3:3)
- Blue Magic: +2 skill points per upgrade
- Dark Magic: +2 skill points per upgrade
- Divine Magic: +2 skill points per upgrade
- Elemental Magic: +2 skill points per upgrade
- Enfeebling Magic: +2 skill points per upgrade
- Enhancing Magic: +2 skill points per upgrade
- Healing Magic: +2 skill points per upgrade
- Ninjutsu: +2 skill points per upgrade
- Singing Skill: +2 skill points per upgrade
- String Instrument Skill: +2 skill points per upgrade
- Summoning Magic: +2 skill points per upgrade
- Wind Instrument Skill: +2 skill points per upgrade
Combat Skills
- Increasing Combat Skills will not allow the character to obtain Weapon Skills that are not available to the job in question, but raising Daggers skill on your Black Mage job will allow you to access Dancing Edge a few levels sooner when you're leveling your Thief.
- This category may be upgraded 20 times in total.
- Cost per upgrade (1:2:3:3:3:3:3:3)
Melee Skills
- Melee Skills may be upgraded a maximum of 8 times per skill.
- Archery: +2 skill points per upgrade
- Axe: +2 skill points per upgrade
- Club: +2 skill points per upgrade
- Dagger: +2 skill points per upgrade
- Great Axe: +2 skill points per upgrade
- Great Katana: +2 skill points per upgrade
- Great Sword: +2 skill points per upgrade
- Hand-to-Hand: +2 skill points per upgrade
- Katana: +2 skill points per upgrade
- Marksmanship: +2 skill points per upgrade
- Scythe: +2 skill points per upgrade
- Polearm: +2 skill points per upgrade
- Staff: +2 skill points per upgrade
- Sword: +2 skill points per upgrade
Defense Skills
- Defense Skills may be upgraded a maximum of 4 times per skill.
- Evasion: +2 skill points per upgrade
- Guarding Skill: +2 skill points per upgrade
- Parry Skill: +2 skill points per upgrade
- Shield Skill: +2 skill points per upgrade
Other Skills
- Upgrades to these categories may be obtained by spending 1 point for the first upgrade, 2 for the second, 3 for the third and 4 for the fourth.
- You may upgrade each of the following 4 times maximum, but the entire category may be upgraded a total of 8 times.
- Critical Hit Rate: +1% per upgrade
- Enemy Critical Hit Rate: -1% per upgrade
- Enmity Decrease: -1 per upgrade
- Enmity Increase: +1 per upgrade
- Spell Interruption Rate: -2% per upgrade
Job-Specific Skills/Abilities
Group 1 | Group 2 | |
---|---|---|
Warrior | Berserk Recast (-10 seconds per upgrade) | Tomahawk (+15 seconds duration per upgrade) |
Warcry Recast (-10 seconds per upgrade) | Warrior's Charge (-2 minutes 30 seconds recast per upgrade) | |
Aggressor Recast (-10 seconds per upgrade) | Savagery (+10 Weapon SkillTP Bonus per upgrade) | |
Defender Recast (-6 seconds per upgrade) | Aggressive Aim (+4 Ranged Accuracy bonus per upgrade) | |
Double Attack Rate (+1% per upgrade) | ||
Monk | Focus Recast (-10 seconds per upgrade) | Mantra (+4% per upgrade) |
Dodge Recast (-10 seconds per upgrade) | Formless Strikes (+5% effect per upgrade) | |
Chakra Recast (-10 seconds per upgrade) | Invigorate (+24 seconds duration per upgrade) | |
Counter Rate (+1% per upgrade) | Penance (+20 seconds duration per upgrade) | |
Kick Attacks Rate (+1% per upgrade) | ||
Thief | Flee Recast (-10 seconds per upgrade) | Assassin's Charge (-2 minutes 30 seconds recast per upgrade) |
Hide Recast (-10 seconds per upgrade) | Feint (-2 minutes recast per upgrade) | |
Sneak Attack Recast (-2 seconds per upgrade) | Aura Steal (+20% absorb rate per upgrade) | |
Trick Attack Recast (-2 seconds per upgrade) | Ambush (+3 Accuracy Bonus per upgrade) | |
Triple Attack Rate (+1% per upgrade) | ||
White Mage | Divine Seal Recast (-20 seconds per upgrade) | Martyr (-2 minutes 30 seconds recast per upgrade) |
Cure Cast Time (-4% cast time of all Cure spells per upgrade) | Devotion (-2 minutes 30 seconds recast per upgrade) | |
Bar Spell Effect (+2 potency of Bar spells, +2 Magic Defense Bonus per upgrade) | Protectra V (+2 defense per upgrade) | |
Banish Effect (+2 damage, +2 seconds duration of Defense Down effect per upgrade) | Shellra V (+1 Magic Defense Bonus per upgrade) | |
Regen Spell Effect (+1 HP/tick recovered per upgrade) | ||
Black Mage | Elemental Seal Recast (-20 seconds per upgrade) | Flare II (+3 Magic Burst Damage and +5 Magic Accuracy per upgrade) |
(+2 potency for all Fire spells per upgrade) | Freeze II (+3 Magic Burst Damage and +5 Magic Accuracy per upgrade) | |
(+2 potency for all Ice spells per upgrade) | Tornado II (+3 Magic Burst Damage and +5 Magic Accuracy per upgrade) | |
(+2 potency for all Wind spells per upgrade) | Quake II (+3 Magic Burst Damage and +5 Magic Accuracy per upgrade) | |
(+2 potency for all Earth spells per upgrade) | Burst II (+3 Magic Burst Damage and +5 Magic Accuracy per upgrade) | |
(+2 potency for all Lightning spells per upgrade) | Flood II (+3 Magic Burst Damage and +5 Magic Accuracy per upgrade) | |
(+2 potency for all Water spells per upgrade) | ||
Red Mage | Convert Recast (-20 seconds per upgrade) | Dia III (+30 seconds duration per upgrade : 30/60/90/120/150 seconds) |
(+3 magic accuracy per upgrade) | Slow II (+1 effect and +2 Magic Accuracy per upgrade) | |
(+3 magic accuracy per upgrade) | Paralyze II (+1 effect and +2 Magic Accuracy per upgrade) | |
(+3 magic accuracy per upgrade) | Phalanx II (+30 seconds duration and +3 damage reduction per upgrade) | |
(+3 magic accuracy per upgrade) | Bio III (+30 seconds duration per upgrade : 30/60/90/120/150 seconds) | |
(+3 magic accuracy per upgrade) | Blind II (+1 effect and +2 Magic Accuracy per upgrade) | |
(+3 magic accuracy per upgrade) | ||
Paladin | Shield Bash Recast (-10 seconds per upgrade) | Fealty (-2 minutes 30 seconds recast per upgrade) |
Holy Circle Recast (-20 seconds per upgrade) | Chivalry (-2 minutes 30 seconds recast per upgrade) | |
Sentinel Recast (-10 seconds per upgrade) | Iron Will (+19% effect per upgrade) | |
Cover Effect Length (+4 seconds per upgrade) | Guardian (+19% effect per upgrade) | |
Rampart Recast (-10 seconds per upgrade) | ||
Dark Knight | Souleater Recast (-12 seconds per upgrade) | Dark Seal (-2 minutes 30 seconds recast per upgrade) |
Arcane Circle Recast (-20 seconds per upgrade) | Diabolic Eye (-2 minutes 30 seconds recast per upgrade) | |
Last Resort Recast (-10 seconds per upgrade) | Muted Soul (-10 Enmity per upgrade) | |
Last Resort Effect (+2% Attack Bonus, 2% Defense Down per upgrade) | Desperate Blows (-5% Delay per upgrade) | |
Weapon Bash Recast (-10 seconds per upgrade) | ||
Beastmaster | Killer Effects (+1% intimidation rate on all killer effects per upgrade) | Feral Howl (-2 minutes 30 seconds recast per upgrade) |
Reward Recast (-3 seconds per upgrade) | Killer Instinct (-2 minutes 30 seconds recast per upgrade) | |
Call Beast Recast (-10 seconds per upgrade) | Beast Affinity (+2 pet level per upgrade) | |
Sic Recast (-4 seconds per upgrade) | Beast Healer (+1 Regen amount per upgrade) | |
Tame Recast (-20 seconds per upgrade) | ||
Bard | Lullaby Recast (-1 second per upgrade) | Nightingale (-2 minutes 30 seconds recast per upgrade) |
Finale Recast (-1 second per upgrade) | Troubadour (-2 minutes 30 seconds recast per upgrade) | |
Minne Effect (+1 per upgrade) | Foe Sirvente (+5% effect per upgrade) | |
Minuet Effect (+1 per upgrade) | Adventurer's Dirge (-3 Enmity per upgrade) | |
Madrigal Effect (+1 per upgrade) | ||
Ranger | Scavenge Recast (-10 seconds per upgrade) | Stealth Shot (-10 Enmity per upgrade) |
Camouflage Recast (-10 seconds per upgrade) | Flashy Shot (-2 minutes 30 seconds recast per upgrade) | |
Sharpshot Recast (-10 seconds per upgrade) | Snapshot (-2% Delay per upgrade) | |
Unlimited Shot Recast (-6 seconds per upgrade) | Recycle (+5% activation rate per upgrade) | |
Rapid Shot Rate (+1% per upgrade) | ||
Samurai | Third Eye Recast (-2 seconds per upgrade) | Shikikoyo (-2 minutes 30 seconds recast per upgrade) |
Warding Circle Recast (-20 seconds per upgrade) | Blade Bash (-2 minutes 30 seconds recast per upgrade) | |
Store TP Effect (+2 per upgrade) | Ikishoten (+3 TP gained per upgrade) | |
Meditate Recast (-6 seconds per upgrade) | Overwhelm (+5% damage bonus per upgrade for the first 3 upgrades. 2% increase each for the last 2 upgrades) | |
Zanshin Attack Rate (+1% per upgrade) | ||
Ninja | Subtle Blow Effect (+1 per upgrade) | Sange (-2 minutes 30 seconds recast per upgrade) |
Katon Effect (+2 damage and +2 seconds resist down per upgrade) | Ninja Tool Expertise (+5% activation rate per upgrade) | |
Hyoton Effect (+2 damage and +2 seconds resist down per upgrade) | Katon: San (+5 Magic Attack Bonus and +5 Magic Accuracy per upgrade) | |
Huton Effect (+2 damage and +2 seconds resist down per upgrade) | Hyoton: San (+5 Magic Attack Bonus and +5 Magic Accuracy per upgrade) | |
Doton: Ichi Effect (+2 damage and +2 seconds resist down per upgrade) | Huton: San (+5 Magic Attack Bonus and +5 Magic Accuracy per upgrade) | |
Raiton: Ichi Effect (+2 damage and +2 seconds resist down per upgrade) | Doton: San (+5 Magic Attack Bonus and +5 Magic Accuracy per upgrade) | |
Suiton: Ichi Effect (+2 damage and +2 seconds resist down per upgrade) | Raiton: San (+5 Magic Attack Bonus and +5 Magic Accuracy per upgrade) | |
Suiton: San (+5 Magic Attack Bonus and +5 Magic Accuracy per upgrade) | ||
Dragoon | Ancient Circle Recast (-20 seconds per upgrade) | Deep Breathing (-2 minutes 30 seconds recast per upgrade) |
Jump Recast (-3 seconds per upgrade) | Angon (+15 seconds Defense Down duration per upgrade) | |
High Jump Recast (-6 seconds per upgrade) | Empathy (+1 copied effect per upgrade) | |
Super Jump Recast (-6 seconds per upgrade) | Strafe (+5 Wyvern Breath Accuracy per upgrade) | |
Spirit Link Recast (-6 seconds per upgrade) | ||
Summoner | Avatar Physical Accuracy (+3 per upgrade) | Meteor Strike (40 TP bonus per upgrade) |
Avatar Physical Attack (+2 per upgrade) | Heavenly Strike (40 TP bonus per upgrade) | |
Avatar Magical Accuracy (+3 per upgrade) | Wind Blade (40 TP bonus per upgrade) | |
Avatar Magical Attack (+2 per upgrade) | Geocrush ((40 TP bonus per upgrade) | |
Elemental MP Cost (-1 elemental perpetuation cost per upgrade) | Thunderstorm ((40 TP bonus per upgrade) | |
Grand Fall ((40 TP bonus per upgrade) | ||
Blue Mage | Burst Affinity Recast (-4 seconds per upgrade) | Assimilation (Increases maximum Blue Magic points by 1 per upgrade) |
Chain Affinity Recast (-4 seconds per upgrade) | Convergence (+5 Magic Attack and +5 Magic Accuracy per upgrade) | |
Monster Correlation (Increase monster family related effects by 1 per upgrade) | Diffusion (-2 minutes 30 seconds per upgrade) | |
Physical Potency (+2 Magic Potency of physical Blue Magic spells per upgrade) | Enchainment (Grants a 10 TP Bonus to Chain Affinity per upgrade) | |
Magic Accuracy (+2 Magic Accuracy of magical Blue Magic spells per upgrade) | ||
Corsair | Phantom Roll Recast (-2 seconds per upgrade) | Snake Eye (-2 minutes 30 seconds per upgrade) |
Quick Draw Recast (-2 seconds per upgrade) | Fold (-2 minutes 30 seconds per upgrade) | |
Quick Draw Accuracy (+2 per upgrade) | Winning Streak (+20 seconds per upgrade) | |
Random Deal Recast (-40 seconds per upgrade) | Loaded Deck (-10% failure rate per upgrade) | |
Bust Duration (-10 seconds per upgrade) | ||
Puppetmaster | Automaton Melee Skill (+2 per upgrade) | Role Reversal (-30 seconds recast per upgrade) |
Automaton Ranged Skill (+2 per upgrade) | Ventriloquy (-15 seconds recast per upgrade) | |
Automaton Magic Skill (+2 per upgrade) | Fine-Tuning (Increase accuracy by 5, ranged accuracy by 5, evasion by 5, and magic defense by 5 per upgrade) | |
Activate Recast (-40 seconds per upgrade) | Optimization (Increase attack by 5%, defense by 5%, and magic attack by 5 per upgrade) | |
Repair Recast (-6 seconds per upgrade) | ||
Dancer | Steps Accuracy (Increases the accuracy of steps by 3) | Saber Dance (-30 seconds per upgrade) |
Haste Samba Effect (Increases the effect of Haste Samba by 1) | Fan Dance (-30 seconds per upgrade) | |
Reverse Flourish Effect (Increase TP gained via Reverse Flourish by 3) | No Foot Rise (+1 Finishing Move per upgrade) | |
Building Flourish Effect (Increase Building Flourish accuracy by 2, attack power by 1%, and critical hit rating by 1%) | Closed Position (+3 Accuracy and +3 Evasion per upgrade) | |
Scholar | Grimoire Recast (Shorten recast time of Light Arts and Dark Arts by 2 seconds) | Altruism (Light Arts Stratagem (requires two charges). Increases the accuracy of your next white magic spell.) |
Modus Veritas Duration (Increase duration of effect for Modus Veritas by 10%) | Focalization (Dark Arts Stratagem (requires two charges). Increases the accuracy of your next black magic spell.) | |
Helix Magic Acc./Atk. (Increase Magic Accuracy by 3, and Magic Attack Bonus by 2 for Helix spells) | Tranquility (Light Arts Stratagem (requires two charges). Your next white magic spell will generate less enmity.) | |
Max Sublimation (Increase the maximum amount of MP available via Sublimation by 10) | Equanimity (Dark Arts Stratagem (requires two charges). Your next black magic spell will generate less enmity.) | |
Enlightenment (Optimizes both white and black magic capabilities and allows access to both addenda for your next spell. Recast: 10min.) | ||
Stormsurge (Storm-type spells grant a bonus to attributes associated with their element. Initial bonus value: +3.) |
* All party members need sky access.
* Supports up to 4 parties.
* Silent Oils required.
General commentarus:
Sky favours moving parties, and as such, is also highly populated with merit point parties (where one or more members are Level 75). It's also quite difficult to determine who's here for an xp party, and who's here with their sky linkshell to farm god trigger items, so as a common courtesy to everybody else, detail out the specifics of your party, including where you're camping, into your search comment.
Front Camp:
Front Camp Requirements/Notes:
* Moving party highly recommended.
Target mobs:
Primary: Decorative Weapon
Merit Points | Classic FFXI Community | Fandom
* Weapon* Aggro to Sound
* Aggro to Magic
* Not Linking
* Weak against Fire
* Slight resistance against all other elements (+12.5% Magic Def)
Commentarus:
Getting to this camp is easy- enter from the main entrance (just keep going north from the main teleporter in the Ru'Aun Gardens) and you're pretty much at camp.
Bear in mind that this is one of the best camps for merit parties (i.e: moving) in the game, and competition is very fierce. Be prepared to perform, or you may be pushed out by another merit party that feels they can outdo yours. If the place is empty, you can get away with a stationary party by just camping at either coloured gate (the blue markers) and just pulling from the fountain area just behind, although this isn't really recommended.
If things go well, Chain #10-15 is common. The hard part is trying to pull all the weapons that are tucked deep into the passageways that line the edge of the rooms (the weapons are usually deeper in than you think), so pull those very early.
Water camp:
Water camp Requirements/Notes:
* Pseudo-stationary camp.
Target mobs:
Primary: Decorative Weapon
* Weapon
* Aggro to Sound
* Aggro to Magic
* Not Linking
* Weak against Fire
* Slight resistance against all other elements (+12.5% Magic Def)
Commentarus:
This camp is for more stationary parties, hence lower level (~72) parties and parties with just one Refresher tend to camp here. You are camping between two closed gates, with a pair of coloured Monoliths in between. Simply alternate between the two sides. Each side has seven Weapons to kill.
The Celestial Nexus Camp:
Celestial Nexus Requirements/Notes:
* Moving party highly recommended.
* /WHM recommended for mages.
Target mobs:
Primary: Aura Statue
* Golem
* Aggro to Sight
* Aggro to Magic
* Not Linking
Commentarus:
This camp is fantastic for moving parties, but only so-so with stationary parties. If you're going as a stationary party, camp at the top of the stairs that will eventually lead you down to the Celestial Nexus.
Otherwise, moving parties tear through this place. Just start anywere along the loop and fight your way around and around. You have about fifteen minutes to complete the circuit, which really isn't too bad since there are a lot of Aura Statues to kill per loop.
Aura Statues have a TP attack called Ice Break, which is basically AoE damage and Bindga, so if you're in a moving party, be sure the mages are /WHM so they can Erase the binds off quickly so you can continue.
Ulli Camp:
Ulli camp Requirements/Notes:
* Either a stationary or moving party works here.
* Prism Powders required in addition to Silent Oils.
* /WHM recommended for mages.
Primary: Aura Statue
* Golem
* Aggro to Sight
* Aggro to Magic
* Not Linking
Commentarus:
Named after the NM Golem, Ullikummi, this camp will work with either a stationary party, or a moving party. Stationary parties would camp just where the teleporter deposits them in the circular room, while moving parties would actually enter the room with all the Aura Statues, and once the room has been cleared, keep pulling from pops. Hopefully, a pop order can be established to make things smooth, with the party running around in circles.
Getting here is a rather drawn-out process, but hopefully someone will know the way from hunting Ullikummi in their sky LS. ^^ Remember the Prism Powders to get past Faust.