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Category:JSE Necks: Difference between revisions
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{{disambiguation|JSE Capes}} |
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<onlyinclude>{{#ifeq:{{{transcludesection|DivergenceCraftedEquip}}}|DivergenceCraftedEquip| |
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== Dynamis - Divergence Crafted Equipment Augmentation Process == |
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=== Beginning the Process === |
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All versions of the weapons crafted from materials obtained in [[Dynamis - Divergence]] areas are able to be augmented with a similar '''Reinforcement Point''' process as REMA, except there are no key item {{KI}} requirements. |
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*The only requirement to begin this process is to enter any [[Dynamis - Divergence]] area at least once. |
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*After meeting this requirement, trade your weapon to Oboro. |
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**{{color|red|Note}}: When you begin the augmentation process, you immediately lose any signatures that were on these pieces of equipment. |
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**Furthermore, after you begin to augment a piece of equipment, you can no longer sell a piece of equipment by any means. This includes Trading, Bazaar, or Auction House. |
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*You must now choose the path you wish to take to augment your equipment. |
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**Weapons have three different paths. |
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***{{color|red|CAUTION!}} Once you choose a weapon path, you cannot change to another path without obtaining a new weapon! |
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**Neck equipment has only one path to choose from, regardless of the equipment displaying Path A. |
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=== Upgrading your Equipment === |
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*After you follow the steps above, you can now upgrade your Equipment. |
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**NQ equipment caps at Rank 15, for a total of 7070 '''Reinforcement Points'''. {{Verification}} |
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**HQ1 equipment caps at Rank 20, for a total of 15770 '''Reinforcement Points'''. {{Verification}} |
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**HQ2+ equipment caps at Rank 25, for a total of 29720 '''Reinforcement Points'''. {{Verification}} |
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*In order to earn '''Reinforcement Points''', you have two methods. You can use a combination of both in order to earn points. You are not limited to one or the other. |
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**{{color|red|Method #1}} Trade the piece of equipment along with one of the following items in order to earn RP: |
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***[[File:Heroism Crystal icon.png|22px|link=]] [[Heroism Crystal]] - Each Heroism Crystal is worth 10 RP each. |
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***[[File:Heroism Aggregate icon.png|22px|link=]] [[Heroism Aggregate]] - Each Heroism Aggregate is worth 50 RP each. |
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**{{color|red|Method #2}} Defeat foes within [[Dynamis - Divergence]] while equipped with the gear you wish to augment. |
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***Wave 1 Monsters: Squadron Monsters and Leaders are worth 5 RP each. |
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***Wave 2 Monsters: Regiment Monsters and Leaders are worth 20 RP each. |
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***Wave 3 Monsters: Normal Volte Monsters are worth 30 RP each, while Volte Leaders are worth 50 RP each. |
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*See the '''[[Dynamis Divergence Weapon Augments]]''' page for a list of maximum augments for each weapon. |
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*See the '''[[JSE Necks]]''' page for a list of maximum augments for each piece of equipment. |
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}}</onlyinclude> |
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<br /> |
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<div style="text-align: center;">'''NQ Necks cap at Rank 15, HQ +1 Rank 20, and HQ +2 Rank 25.'''</div> |
<div style="text-align: center;">'''NQ Necks cap at Rank 15, HQ +1 Rank 20, and HQ +2 Rank 25.'''</div> |
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Revision as of 01:52, 17 September 2018
Dynamis - Divergence Crafted Equipment Augmentation Process
Beginning the Process
All versions of the weapons crafted from materials obtained in Dynamis - Divergence areas are able to be augmented with a similar Reinforcement Point process as REMA, except there are no key item requirements.
- The only requirement to begin this process is to enter any Dynamis - Divergence area at least once.
- After meeting this requirement, trade your weapon to Oboro.
- Note: When you begin the augmentation process, you immediately lose any signatures that were on these pieces of equipment.
- Furthermore, after you begin to augment a piece of equipment, you can no longer sell a piece of equipment by any means. This includes Trading, Bazaar, or Auction House.
- You must now choose the path you wish to take to augment your equipment.
- Weapons have three different paths.
- CAUTION! Once you choose a weapon path, you cannot change to another path without obtaining a new weapon!
- Neck equipment has only one path to choose from, regardless of the equipment displaying Path A.
- Weapons have three different paths.
Upgrading your Equipment
- After you follow the steps above, you can now upgrade your Equipment.
- In order to earn Reinforcement Points, you have two methods. You can use a combination of both in order to earn points. You are not limited to one or the other.
- Method #1 Trade the piece of equipment along with one of the following items in order to earn RP:
- Heroism Crystal - Each Heroism Crystal is worth 10 RP each.
- Heroism Aggregate - Each Heroism Aggregate is worth 50 RP each.
- Method #2 Defeat foes within Dynamis - Divergence while equipped with the gear you wish to augment.
- Wave 1 Monsters: Squadron Monsters and Leaders are worth 5 RP each.
- Wave 2 Monsters: Regiment Monsters and Leaders are worth 20 RP each.
- Wave 3 Monsters: Normal Volte Monsters are worth 30 RP each, while Volte Leaders are worth 50 RP each.
- Method #1 Trade the piece of equipment along with one of the following items in order to earn RP:
- See the Dynamis Divergence Weapon Augments page for a list of maximum augments for each weapon.
- See the JSE Necks page for a list of maximum augments for each piece of equipment.
NQ Necks cap at Rank 15, HQ +1 Rank 20, and HQ +2 Rank 25.
JSE Necks | ||||||
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Item | Job | Description | Augments | R 15 | R 20 | R 25 |
Warrior's Bead Necklace: +1 +2 |
WAR | Accuracy+15 Attack+15 "Fencer"+1 Accuracy+20 Attack+20 "Fencer"+1 Accuracy+25 Attack+25 "Fencer"+1 |
HP STR & DEX "Dbl. Atk." |
+50 +10 +5% |
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Monk's Nodowa: +1 +2 |
MNK | Accuracy+20 "Kick Attacks" attack +10 Accuracy+25 "Kick Attacks" attack +15 Accuracy+30 "Kick Attacks" attack +20 |
STR & MND Kick Attacks Physical Damage Limit |
+10 +15 +6% |
+12 +20 +8% |
+15 +25 +10% |
Cleric's Torque: +1 +2 |
WHM | MP+30 "Cure" potency +5% "Erase"+1 MP+40 "Cure" potency +7% "Erase"+1 MP+50 "Cure" potency +10% "Erase"+1 |
INT & MND Enmity "Fast Cast" |
+10 -15 +6% |
+12 -20 +8% |
+15 -25 +10% |
Sorcerer's Stole: +1 +2 |
BLM | Magic Accuracy+20 "Magic Atk. Bonus"+3 Magic Accuracy+25 "Magic Atk. Bonus"+5 Magic Accuracy+30 "Magic Atk. Bonus"+7 |
INT & MND Magic Burst DMG Magic Burst ACC |
+15 +10% +25 | ||
Duelist's Torque: +1 +2 |
RDM | Magic Accuracy+20 Enfeebling Magic effect +5 "Dispel"+1 Magic Accuracy+25 Enfeebling Magic effect +7 "Dispel"+1 Magic Accuracy+30 Enfeebling Magic effect +10 "Dispel"+1 |
INT & MND Enh. Mag. eff. dur. Enf. Mag. eff. dur. |
+10 +15% +15% |
+12 +20% +20% |
+15 +25% +25% |
Assassin's Gorget: +1 +2 |
THF | Accuracy+15 Magic Accuracy+15 "Triple Attack" damage +3 Accuracy+20 Magic Accuracy+20 "Triple Attack" damage +4 Accuracy+25 Magic Accuracy+25 "Triple Attack" damage +5 |
DEX & AGI Evasion "Trip. Atk." |
+15 +25 +4% | ||
Knight's Bead Necklace: +1 +2 |
PLD | DEF:30 Enmity+5 DEF:35 Enmity+7 DEF:40 Enmity+10 |
HP VIT & MND Damage taken - |
+30 +10 5% |
+45 +15 6% |
+50 +20 7% |
Abyssal Bead Necklace: +1 +2 |
DRK | Accuracy+5 Attack+30 Magic Accuracy+5 Critical hit rate +2% Accuracy+10 Attack+35 Magic Accuracy+10 Critical hit rate +3% Accuracy+15 Attack+40 Magic Accuracy+15 Critical hit rate +4% |
STR "Store TP" Physical Damage Limit |
+25 +7 +10% | ||
Beastmaster Collar: +1 +2 |
BST | Accuracy+15 Magic Accuracy+15 Pet: Accuracy+15 Ranged Accuracy+15 Magic Accuracy+15 Accuracy+20 Magic Accuracy+20 Pet: Accuracy+20 Ranged Accuracy+20 Magic Accuracy+20 Accuracy+25 Magic Accuracy+25 Pet: Accuracy+25 Ranged Accuracy+25 Magic Accuracy+25 |
STR & DEX Physical Damage Limit Pet: "Double Attack" |
+10 +6% +15% |
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Bard's Charm: +1 +2 |
BRD | Accuracy+20 "Quadruple Attack"+1% Accuracy+25 "Quadruple Attack"+2% Accuracy+30 "Quadruple Attack"+3% |
DEX & CHR "Store TP" Physical Damage Limit |
+15 +5 +6% |
+20 +6 +8% |
+25 +7 +10% |
Scout's Gorget: +1 +2 |
RNG | Ranged Accuracy+15 Magic Accuracy+15 "Snapshot"+2 Ranged Accuracy+20 Magic Accuracy+20 "Snapshot"+3 Ranged Accuracy+25 Magic Accuracy+25 "Snapshot"+4 |
AGI "Store TP" Physical Damage Limit |
+15 +5 +6% |
+20 +6 +8% |
+25 +7 +10% |
Samurai's Nodowa: +1 +2 |
SAM | Accuracy+20 "Store TP"+3 Accuracy+25 "Store TP"+5 Accuracy+30 "Store TP"+7 |
STR "Store TP" Physical damage limit |
+15 +5 +6% |
+20 +6 +8% |
+25 +7 +10% |
Ninja Nodowa: +1 +2 |
NIN | Accuracy+15 Ranged Accuracy+15 "Store TP"+3 Accuracy+20 Ranged Accuracy+20 "Store TP"+5 Accuracy+25 Ranged Accuracy+25 "Store TP"+7 |
DEX & AGI Daken Physical Damage Limit |
+10 +15 +6% |
+12 +20 +8% |
+15 +25 +10% |
Dragoon's Collar: +1 +2 |
DRG | Accuracy+15 Attack+15 Critical hit rate +2% Wyvern: Lv.+1 Accuracy+20 Attack+20 Critical hit rate +3% Wyvern: Lv.+1 Accuracy+25 Attack+25 Critical hit rate +4% Wyvern: Lv.+1 |
STR & VIT Physical Damage Limit Wyvern: Damage Taken |
+15 +10% -25% | ||
Summoner's Collar: +1 +2 |
SMN | HP+30 Damage taken -3% Avatar: Accuracy+15 Ranged Accuracy+15 Magic Accuracy+15 HP+40 Damage taken -4% Avatar: Accuracy+20 Ranged Accuracy+20 Magic Accuracy+20 HP+50 Damage taken -5% Avatar: Accuracy+25 Ranged Accuracy+25 Magic Accuracy+25 |
MP Pet Stat Blood Pact Damage |
+30 +15 +6% |
+40 +20 +8% |
+50 +25 +10% |
Mirage Stole: +1 +2 |
BLU | Accuracy+15 Magic Accuracy+15 Blue magic skill +10 Accuracy+20 Magic Accuracy+20 Blue magic skill +15 Accuracy+25 Magic Accuracy+25 Blue magic skill +20 |
STR & DEX "Store TP" Crit Rate |
+15 +5 +3% |
+20 +6 +4% |
+25 +7 +5% |
Commodore Charm: +1 +2 |
COR | Ranged Accuracy+15 Magic Accuracy+15 "Snapshot"+2 Ranged Accuracy+20 Magic Accuracy+20 "Snapshot"+3 Ranged Accuracy+25 Magic Accuracy+25 "Snapshot"+4 |
STR & AGI Magic Damage "Magic Attack Bonus" |
+10 +15 +5 |
+12 +20 +6 |
+15 +25 +7 |
Puppetmaster's Collar: +1 +2 |
PUP | Accuracy+20 Automaton: Accuracy+15 Ranged Accuracy+15 Magic Accuracy+15 Accuracy+25 Automaton: Accuracy+20 Ranged Accuracy+20 Magic Accuracy+20 Accuracy+30 Automaton: Accuracy+25 Ranged Accuracy+25 Magic Accuracy+25 |
DEX & AGI Physical Damage Limit Automaton: "Mag. Atk. Bns." |
+10 +6% +15 |
||
Etoile Gorget: +1 +2 |
DNC | Accuracy+15 Magic Accuracy+15 "Waltz" potency +5% Accuracy+20 Magic Accuracy+20 "Waltz" potency +7% Accuracy+25 Magic Accuracy+25 "Waltz" potency +10% |
DEX & CHR "Store TP" Physical Damage Limit |
+15 +5 +6% |
||
Argute Stole: +1 +2 |
SCH | Magic Accuracy+20 Magic burst damage +5 Magic Accuracy+25 Magic burst damage +5 Magic Accuracy+30 Magic burst damage +10 |
INT & MND Magic Damage Helix eff. Duration |
+15 +25 +10% | ||
Bagua Charm +1 +2 |
GEO | Magic Accuracy+20 Geomancy +5 Magic Accuracy+25 Geomancy +6 Magic Accuracy+30 Geomancy +7 |
MP Luopan Duration Luopan: Absorbs DT |
+30 +15% +6% |
+40 +20% +8% |
+50 +25% +10% |
Futhark Torque: +1 +2 |
RUN | Magic Evasion+20 Enmity+5 Magic Evasion+25 Enmity+7 Magic Evasion+30 Enmity+10 |
HP STR & MND Damage taken - |
+30 +10 5% |
+45 +15 6% |
+50 +20 7% |
Pages in category "JSE Necks"
The following 66 pages are in this category, out of 66 total.