Category:JSE Necks: Difference between revisions

From FFXI Wiki
m (Funkworkz moved page Category:JSE Necks to BGWiki:JSE Necks)
No edit summary
Line 1: Line 1:
{{disambiguation|JSE Capes}}
{{disambiguation|JSE Capes}}
<onlyinclude>{{#ifeq:{{{transcludesection|DivergenceCraftedEquip}}}|DivergenceCraftedEquip|
== 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 {{KI}} 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.
**{{color|red|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.
***{{color|red|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.

=== Upgrading your Equipment ===
*After you follow the steps above, you can now upgrade your Equipment.
**NQ equipment caps at Rank 15, for a total of 7070 '''Reinforcement Points'''. {{Verification}}
**HQ1 equipment caps at Rank 20, for a total of 15770 '''Reinforcement Points'''. {{Verification}}
**HQ2+ equipment caps at Rank 25, for a total of 29720 '''Reinforcement Points'''. {{Verification}}
*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.
**{{color|red|Method #1}} Trade the piece of equipment along with one of the following items in order to earn RP:
***[[File:Heroism Crystal icon.png|22px|link=]] [[Heroism Crystal]] - Each Heroism Crystal is worth 10 RP each.
***[[File:Heroism Aggregate icon.png|22px|link=]] [[Heroism Aggregate]] - Each Heroism Aggregate is worth 50 RP each.
**{{color|red|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.
*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.
}}</onlyinclude>
<br />

<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>
{| class="sortable R-Highlight-WikiBlue" style="text-align: center; width: 100%; max-width: 1800px; border: 1px solid #0966A7; border-collapse: collapse; text-size-adjust: none;"
{| class="sortable R-Highlight-WikiBlue" style="text-align: center; width: 100%; max-width: 1800px; border: 1px solid #0966A7; border-collapse: collapse; text-size-adjust: none;"

Revision as of 01:52, 17 September 2018


Were you looking for JSE Capes?


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 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.

Upgrading your Equipment

  • After you follow the steps above, you can now upgrade your Equipment.
    • NQ equipment caps at Rank 15, for a total of 7070 Reinforcement Points. Verification Needed
    • HQ1 equipment caps at Rank 20, for a total of 15770 Reinforcement Points. Verification Needed
    • HQ2+ equipment caps at Rank 25, for a total of 29720 Reinforcement Points. Verification Needed
  • 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:
    • 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.
  • 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
Item Job Description Augments R 15 R 20 R 25
Warrior's Beads icon.png 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%
Monk's Nodowa icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 Beads icon.png 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 Beads icon.png 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 icon.png 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%
Bard's Charm icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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
Pup. Collar icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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%