Doesn't seem that unreasonable to me. A few mobs have "Necromancer" in the name and the idea of necromancy is mentioned in quests.Originally Posted by Lordender
Doesn't seem that unreasonable to me. A few mobs have "Necromancer" in the name and the idea of necromancy is mentioned in quests.Originally Posted by Lordender
No Silly! Time Mages wore triangle hats with giant stars on them, purple robes too. I wish I had a hat like that ;-;Originally Posted by Lordwafik
http://img47.imageshack.us/img47/7776/timesorc6re.jpg
A guy in the mannequin quests, or one of the following quests, has the job Necromancer.Originally Posted by Fayth-
Though I doubt they would go beyond anything from FF5 or FF6 when it comes to jobs, but that is a basis for a rumor.
so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so so soOriginally Posted by Chumbelina
UGLY
Niro isn't that the dress you wore when we went to prom together? :3
WE NEVER WENT TO THE PROM! I SET MY INVITATION AFLOAT ON A FRISBEE OVER MY POOL AND LIT THAT SHIT ON FIRE! YOU WENT WITH A FLAT CHESTED ASIAN GIRL!Originally Posted by Carbon
Avatar secret, Can I have it?Originally Posted by Nirokun!
didnt he say he used combo and that's how he got it?
Really?Originally Posted by Lordwafik
i did lolOriginally Posted by Lordwafik
*subs THF and flees to qufim island*Originally Posted by Nirokun!
http://img.photobucket.com/albums/v3...oTaruFinal.jpg
(|/cry|)
i'v posted this before 2 months but here again, have fun..... Skill up Reading! Gather together!
Even with AF Quests and AF2 names
Time Mage Proposal
Time Mage, a magic caster who specializes in the magic involving time, space, the moon and the stars. This sorcerer toys with
the laws of the universe. A time mage uses their abilities harnessed from the moon and stars and changes the spectrum for
fighting entirely. The nature of battles invariably places a premium on speed. Thus, a Time Mage's abilities could very well
determine the outcome of a contest between two evenly matched foes. Magic such as "Haste" which increases attack speed and
spell recast time and "Quick" which allows the next spell to go with no casting time offer a clear advantage, and the spells
such as "Slow," "Stop," and "Bind" debilitate the enemy. The Time Mage is a strong supporting job. They don't have very good
defense or attack power to fight alone but they do resourcefully change the difference between themselves and the enemy.
Table of Contents
I. The History of the Time Mage
i. Final Fantasy V
ii. Final Fantasy Tactics
iii. Final Fantasy Tactics Advance
II. The Final Fantasy XI Time Mage
i. Starting Bonuses
ii. Skills
a. Combat Skills
b. Magic Skills
iii. Job Abilities
iv. Job Traits
v. Spells
vi. Highly Debatable Spells To Be Explained
III. Time Mage Job Quest
IV. Astronomer's Set, Time Mage Artifact Armor
V. Oracle's Set, Time Mage Relic Armor
VI. Closing Statements
I. The History of the Time Mage
Time Magic has appeared in many of the Final Fantasy series and a few of the them there were Time Mages. Just to remind you
of the past of Time Mage.
Final Fantasy V
Sleep - Puts an enemy to sleep.
Regen - Ally slowly recovers HP during battle.
Mute - Enemy cannot cast spells.
Haste - Increase target ally's speed.
Speed - Caster's speed increases.
Demi - Reduces enemy's HP by 25%.
Stop - Completely stops enemy from doing anything.
Comet - Random amount of typeless damage to one enemy.
Slow2 - Casts Slow on all enemies.
Return - Starts any battle over. (Replenishes any items used)
Teleport - Escape from battle. (Will NOT work on boss fights)
Float - Makes one or all allies float.
Demi2 - Reduces enemy's HP by 50%. (Maximum 9999 damage)
Haste2 - Casts haste on all party members.
Old - Slowly decreases all stats of the enemy. (Rarely works)
Quick - Gives caster two turns in a row.
X-Zone - Instant kill to one enemy.
Meteo - Does heavy fire elemental damage to all enemies.
Final Fantasy Tactics
Haste - Time Magic increases speed by accelerating time.
Haste 2 - Time Magic increases speed by accelerating time.
Slow - Time Magic decreases speed by slowing the passage
Slow 2 - Time Magic decreases speed by slowing the passage
Stop - Time Magic puts target in stasis, preventing its AT
Don't Move - Time Magic breaks space apart, making it impossible to move.
Float - Time Magic distorts space, let's one float 1h above
Reflect - Time Magic creates a shield that reflects magic inverting space.
Quick - Time Magic vastly increases the speed of time
Demi - Time Magic damages with the powerful pull of gravity
Demi 2 - Time Magic damages with the powerful pull of gravity
Meteor - Time Magic unleashes a huge meteor from the heavens,
Critical Quick - When HP level is lessened, your AT is executed next.
MP Switch - Physical damage is converted into magic damage. MP instead of HP.
Short Charge - CT is shortened.
Teleport - Distort time, moving immediately to your destination. Moving too far will end in failure.
Float - Float 1h over land.
Final Fantasy Tactics Advanced
Haste - Double frequency of target's turns
Quicken - Target takes turn after user
Slow - Area half frequency of target's turns
Reflect - Casts Reflect on target
Stop - Area stops targets
Silence - Prevents spellcasting from all units in target area
Quarter - Damage = one fourth of target's HP
Demi - Damage = one half of target's HP
Last Quicken - Casts Quicken on self when made critical
Time Combo - Use all JP to do a combination attack
II. The Final Fantasy XI Time Mage
Now that we know where we’ve been let’s get back to Time Mage for FFXI. The job has obviously evolved to where it left certain
spells like Sleep and Regen to other jobs and gained newer spells and new abilities. My vision of Time Mage is for it to have a
great deal to deal with FFXI’s time style. Which just because it is open real time battles doesn’t mean it doesn’t fit. The
constellations, the day, the time of day should all come into play with the Time Mage job.
Starting Bonuses
HP MP STR DEX VIT AGI INT MND CHR
Elvaan 27 22 6 7 5 5 7 9 6
Galka 30 18 6 7 6 6 8 8 5
Hume 25 24 5 7 5 6 8 8 6
Mithra 25 24 5 9 5 7 7 6 7
Taru Taru 21 30 4 7 5 7 9 8 6
Skills
Combat Skills
Club: B
Staff: A
Throwing F
Evasion E
Shield F
Magic Skills
Enhancing = B
Enfeebling = C
Temporal = A+
Job Abilities
Level Name Attribute Duration Recast Cast Time Target Description
1 Return Lightning N/A 2:00:00 Instant AoE Instant recharge of all job abilities and magic
(excluding 2HRs JA) of party members within range.
40 Doublecast Lightning 0:01:00 0:10:00 Instant Self Allows the user to cast the same spell twice consectively
with the combined MP cost.
Job Traits
Level Name Attribute Description
10 Resist Stun Earth Gains a slight resistance to stun.
14 Clear Mind Ice Increases magic point regeneration while resting.
25 Cosmic Bond Light When your character faces in the direction of the corresponding elemental constellation, your
spells will enhance by duration, effect or accuracy.
35 Auto-Haste Wind Speeds up attacks.
43 Resist Stun II Light Enhances Resist Stun trait.
55 Cosmic Bond II Wind Enhances Cosmic Bond trait.
60 Clear Mind II Light Enhances Clear Mind trait.
70 Resist Stun III Light Further enhances Resist Stun trait.
75 Cosmic Bond III Light Further enhances Cosmic Bond trait.
Spells
The spell list might need tweaking on when spells were learned. It was pretty late when I put it together.
Level Name Attribute Skill MP Recast Cast Time Target Description
1 Quarter Darkness Temporal 9 Single Deals dark elemental damage, amount varies on moon phase.
5 Bind Ice Enfeebling 8 Single Binds an enemy in place, immobilizing it.
6 Revert Darkness Temporal 16 Single Lowers a targets level by 1.
8 Delay Wind Enfeebling 27 Single Lowers a targets evasion
9 Comet Light Temporal 18 Single Deals minor light damage.
10 Scan Light Enhancing 21 Single Scans an enemy and tells you in text current HP, MP, Level,
Attack, Defense, Elemental Weakness. Doesn't work on NMs.
11 Slow Earth Enfeebling 15 Single Decreases target's attack speed.
12 Aquaveil Water Enhancing 12 Single Lowers rate of spell interruption
14 Muffle Wind Enfeebling 36 Single A magical veil shrouds the target keeping them from getting
assistance. (Disables sound and sight linking.)
16 Demi Darkness Temporal 24 Single Deals dark elemental damage, amount varies on moon phase.
17 Shift Darkness Temporal 30 Single Alters space to move a status condition on the user onto an enemy.
18 Quarterga Light Temporal 44 AoE Deals dark elemental damage to targets within range, amount
varies on moon phase.
20 Sol? Light Enfeebling 33 Single Enfeebling spells that enhance the strengths and weakness of
the current day on the enemy.
21 Age Light Temporal 44 Single Raises targets level by 1.
23 Comet II Light Temporal 60 Single Deals moderate light damage.
24 Bindga Ice Enfeebling 31 Single Binds a small radius of any enemies in place, immobilizing them.
26 Reset Light Temporal 56 Single If successful it resets resistance to spells.
28 Reflex Lightning Enhancing 64 AoE Gives party members within range, a small chance percentage of
reacting to a physical attack with a physical attack. Must be
within range of the monster at the time and must have weapon
drawn to take effect.
29 Stop Ice Enfeebling 42 Single Temporarily immobilizes a target from any actions, no TP gain,
all DoT's stop. All hate from any actions while the mob is stopped
is transferred to the Time Mage. Resist rate from constant casting
is much higher than any other enfeeble.
30 Restore Ice Enhancing 30 AoE Increases HP & MP Regen while resting. (+10)
31 Disable Darkness Enfeebling 45 Single Disables a random TP move on the enemy. Which one that is
disabled is moved to 100% if you cast it on the mob while it's
being readied.
33 Quarter II Dark Temporal 43 Single Deals dark elemental damage, amount varies on moon phase.
34 Tractor Darkness Enhancing 26 Single Transports a KO'd character to point where casted.
35 Warp Darkness Enhancing 75 Single Teleports caster to current Home Point.
36 Gravity Wind Enfeebling 24 Single Weighs a target down, lowering it's movement speed.
37 Haste Wind Enhancing 28 Single Increases target's attack speed.
38 Bind II Ice Enfeebling 42 Single Binds an enemy in place, immobilizing it.
40 Escape Darkness Enhancing 125 AoE Transports party members within area of effect out of a dungeon.
41 Slowga Earth Enfeebling 38 AoE Decreases attack speed of targets within range.
42 Aquaveilra Water Enhancing 46 AoE Lowers rate of spell interruption for party members within range.
43 Reflect Light Enhancing 80 Single Absorbs 2 single target magical spells and reflects it on the user.
43 Delay II Wind Enfeebling 55 Single Lowers a targets evasion
45 Slow II Earth Enfeebling 47 Single Decreases target's attack speed.
46 Demi II Darkness Temporal 68 Single Deals dark elemental damage, amount varies on moon phase.
47 Endow Light Enhancing 52 Single Gives a stat boost depending on day of the week. Fire=STR
Water=MND Lightning=DEX Earth=VIT Wind=AGI Ice=INT Light=CHR
Dark="Refresh" Effect 1mp/3secs.
47 Revert II Darkness Temporal 51 Single Decreases targets level by 3.
49 Hastega Wind Enhancing 56 AoE Increases attack speed of party members within range.
50 Restore II Ice Enhancing 60 AoE Increases HP & MP Regen while resting. (+25)
51 Stop II Ice Enfeebling 89 Single Temporarily immbolizes a target from any actions.
52 Demiga Darkness Temporal 51 AoE Deals dark elemental damage to targets within range, amount varies
on moon phase.
53 Comet III Light Temporal 112 Single Deals massive light damage.
54 Old Darkness Enfeebling 47 Single Slowly lowers defense, attack, & accuracy over time. Stats go back
to normal when the effect wears and the length and duration relies
on INT, enfeebling skill and anything else that would enhance
darkness magic.
55 Quick Lightning Enhancing 55 Single A mini chainspell, allows you to cast 1 spell with no casting time.
56 Tractor II Darkness Enhancing 62 Single Transports any KO'd characters in a small radius to the point where
casted.
57 Graviga Wind Enfeebling 56 AoE Weighs targets down within range, lowering their movement speed.
58 Speed Lightning Enhancing 70 Single Lowers cast time, basically fast cast. (Doesn't stack with Haste)
59 Anew Light Temporal 85 Single If successful it resets hate on a mob.
60 Haste II Wind Enhancing 62 Single Increases target's attack speed.
61 Quarter IIIDarkness Temporal 92 Single Deals dark elemental damage to targets within range, amount varies
on moon phase.
62 Draw In Darkness Enhancing 130 Single Transports any party member within the same zone to your location.
63 Barrier Light Enhancing 92 Single Gives the recipient a small minus to enmity.
65 Float Wind Enhancing 70 Single "Flee" effect given to a selected party member.
66 Demi III Darkness Temporal 113 Single Deals dark elemental damage, amount varies on moon phase.
67 Age II Light Temporal 87 Single Raises targets level by 3.
68 Restore IIIIce Enhancing 90 Increases HP & MP Regen while resting. (+40)
71 Reflect II Light Enhancing 135 Single Absorbs 3 single target magical spells and reflects it on the user.
73 Hastega II Wind Enhancing 140 AoE Increases attack speed of party members within range.
74 Doomsday Darkness Temporal 462 AoE Inflicts massive dark damage to all targets within range, ally and
enemy.
75 Meteor Light Temporal 402 Single Deals massive light damage.
Highly Debatable Spells To Be Explained
Here I will go into deep detail about certain spells which have been seen as impossible to fit into FFXI, seemingly overpowered spells, etc.
Demi & Quarter
Demi and Quarter in the past Final Fantasy games in the series, basically delivered damage in a percentage of the monsters current HP. Demi
doing 50% and Quarter doing 25%. What I hope would be accepted into FFXI is a new spin on Demi and Quarter since the former is a little too
overpowered for Final Fantasy XI's playing style.
Demi and Quarter deal damage that ignores all defense by a mathematical equation reminscent of the sword weaponskill "Spirits Within".
Demi/Demiga (Temporal Magic Skill / 50% = Damage Dealt)
Demi II (Temporal Magic Skill x2 / 50% = Damage Dealt)
Demi III (Temporal Magic Skill x3 / 50% = Damage Dealt)
Quarter/Quarterga (Temporal Magic Skill / 25% = Damage Dealt)
Quarter II (Temporal Magic Skill x2 / 25% = Damage Dealt)
Quarter III (Temporal Magic Skill x3 / 25% = Damage Dealt)
The moon phase changes the equation a bit. New Moon -50 damage, Waxing and Waning Crescent -25 damage, Waxing and Waning Gibbeous no damage
change, Full Moon +25 damage.
With a calculator this doesn't add up to much. Demi III with capped Temporal Magic Skill and Full Moon would do about 462 damage. Not too
strong but useful because it ignores defense and does the same damage time and time again. Repeated use of Demi and Quarter builds up strong
resistance and instead of lowering the damage of the spell will resist completely.
Disable
"Why doesn't RDM have this?" "What does this have to do with time?" Time Mages not only work with Time but also space and dimension. I
figured Time Mage needed something to counterbalance Dispel/Finale. A Time Mage will not be able to remove buffs innately, thus I didn't
want to make another dispel type ability but rather a random disable of one move. It can't be stacked with another Time Mage's Disable and
it's purely random unless you catch him mid cast which is easier said than done.
Haste II & Slow II
I know Haste II and Slow II seem like the most overpowered spells you can think of. Haste and Slow II of course won't stack with their
prior version but will overwrite them. They are for a lack of better descriptions like Haste and first March or Slow and first elegy. Yes
they would stack with March/Elegy. The main argument. NIN TIM BRD. Ultimate Trio? No, nice yes, unstoppable no. I can't argue that Haste II
and Double March with a mob having Slow II and Elegy on wouldn't be nice. It's very borderline but not game breaking.
Stop & Stop II
Temporarily immobilizes a target from any actions, no TP gain from the monster from attacks and all DoT's stop doing damage but ones with
side-effects (i.e. Dia's ability to lower defense) will stay active. All hate from any actions while the mob is stopped is transferred to
the Time Mage. Resist rate from constant casting is much higher than any other enfeeble and lengthy cast time seem to balance this spell.
The main purpose I sought in it was to handle a link that has a DoT on it but it can be used resourcefully I'm sure in different ways.
Quick
I'm not sure what anyone would have against this spell but I chose to explain it more deeply anyway. The spell gives a party member a buff
that will allow the next spell to go off with no casting time. This might be used to help a BLM magic burst an AM or high level ga spell
easier, A WHM cast Raise faster so they can rest for another Raise or help a SMN recast an avatar without problems.
Speed
Giving a buff that gives you Fast Cast is subject for debate but it's already available to all jobs through subjob and it's a buff and
doesn't stay around forever. This would be a situational spell for the most part.
Anew
This I would say it the most highly questionable spell in Time Mage's arsenal. A spell to reset the hate on a monster. Much like (to avoid a
spoiler, I'll phrase it as) a certain Zilart Mission 8's boss ability. Using this after Stop *COULD* save a Time Mage's life after some
devastating skillchain and MB but is a double-edged sword because it completely resets hate. Communication and teamwork is key to making this
work properly.
Draw In
I know there's places SE just doesn't want you to instantly appear at the finish line and certain areas to avoid cheating. I wanted to avoid
making this a lower level spell to avoid people not learning the geography of Vana'diel and just the game in general. This should be a high
level spell where it's more about convienience since you've seen, died and snuck around these places a million times. Certain areas like
Hall of the Gods, Draw In wouldn't be able to cast.
Float
I see Time Mage as a master of speed in many ways including being able to do a movement increase spell. Sure it's one of THF's defining
abilities but it's not as fast as flee, it can't be subbed and it's not AoE like Marzuka.
Doomsday and Meteor
There's a lot of debate about this spell being in a Black Mage's hands. Black Mage already has enough spells for damage already. This has
much to do with Time Mage as Meteor is one of it's signature spells. Time Mage's aren't Black Mage's nor top damage dealers but just like Red
Mages and White Mages have spells to defend themselves, Time Mage needs a few as well. Doomsday is kinda a situational spell as it will hit
allies as well. It seems stupid but in exchange for massive damage, in certain situations where it can be afforded it can be used. It sounds
like Dark Knight but there are more other jobs that exchange something for another. Defender, Berserk, Convert, Aggressor, Spirit Link, etc.
III. Time Mage Job Quest
Prerequisites: Tavnazian Safehold Access, Level 50+
The quest begins in the Tavnazian Safehold with a tarutaru NPC named Jatan-Moratan sitting in the tarutaru rest position.
Jatan-Moratan looks worried.
Jatan-Moratan looks up at you.
Jatan-Moratan: ~!
Jatan-Moratan jumps up and does the panic motion.
Jatan-Moratan: You know it's really not very polite to stare at someone while they are thinking! I'm trying to concentrate here!
Jatan-Moratan pauses and walks around you, the camera pans at a high angle to show this.
Jatan-Moratan: Wait... I've never seen you around here before. The armor... you must be an adventurer from the mainland!
Jatan-Moratan: This is perfect, I'm in a crisis and I could definetely use your help. Do you think you could you help me?
Help Jatan-Moratan?
Sure.
No thanks.
(When your agree)
Your character nods.
Jatan-Moratan: Thank you! Thank you! I've been pondering what to do for 3 days. The problem lies in a mistake I made not long ago.
Jatan-Moratan: I've practiced magic since I was a little taru-waru but I never really liked all of white or black magic, just the ones that
alter-walter time. Speeding up time and slowing it down, that was the magic that interested me. I hoped one day I could become strong
enough to change the tragedies of the battle that left it's scar on our land here.
Fades off to a flashback of Jatan-Moratan sitting on the coast of Lufaise Meadows using a telescope.
Jatan-Moratan: I improved and studied the stars and the moon's powers and it's effects. I wanted to learn how to further magic and created
forms of spells and curses that harnessed it's power.
Ends flashback and camera goes back to your character and Jatan-Moratan.
Jatan-Moratan: Do you know of those strange vortexes in Lufaise Meadows and Misareaux Coast? Lately a lot of them and spacial distortions have
been appearing all around Tavnazia as of late. I've been studying them in hopes to replicate them on a larger scale and create a gate to the
past!
Jatan-Moratan: There in lies my predicataru~ment. During my last experiment I gathered some faded crystals and with some clever magic, absorbed
part of the power in the main stars to them.
Jatan-Moratan: With those I opened a portal. After not too long I see something come through the portal. It was
almost like looking in a mirror! He looked a lot like me. Just then, the crystal portal became unstable and sent the crystals shooting off into
seperate directions. Sigh... it took me almost a year to make those.
Jatan-Moratan: My look-a-like got furious. Thankfully I used my magic to escape with this one. I'll give it to you in hopes you can find the
other ones. I know Windurst must know something that can help us. They know much about the stars. Here please take this and help me find the
other crystals and to find out the mystery behind my doppelganger.
Your character obtains Gordius. -Key Item-
Crystal imbued with the light of the Gordius, the main star of Alexander.
Once you go to Heaven's Tower and speak with Aeshushu.
Aeshushu: Hello there! What can I help you with?
Fades to black.
Your character tells Aeshushu about Jatan-Moratan's problem.
Aeshushu: Oh my! Oh my! Why would he do such a thing!? The stars are very fragile. When used together it must have been what seperated them.
He has a pure reason to accomplish what he wanted but he won't be able to do it. The past is the past. He'll have to learn that someday.
Aeshushu: Well if you still want to find them it shouldn't be too hard. If they are tiny fragments of the stars then they should have went
in their respective directions seeking out the star. It should react when another one is nearby.
Brings up the constellation map.
Aeshushu: Sorry I couldn't be more helpful. That's all I can think of. Good luck and tell that taru to stop looking for trouble before it
comes to him.
After you talk to Aeshushu. You have to go find the 7 other main stars which went in different areas in which their constellation is in.
When you enter the area at night, Gordius will react and you will get a message saying Gordius begins to glow, there must be one of them
here.
Vuychap - Quicksand Caves
Examine ??? for Vuychap. -Key Item-
Crystal imbued with the wind of Vuychap, the main star of Garuda.
Daemdalus - Oldton Movalpolis
Bugbear NM fight. When you examine the ???, it will spawn Bugkeeper (Bugbear NM). Like all bugbears it's a Monk type and it uses regular
specials such as "Heavy Whisk" (single target knockback attack) and "Hydraulic Press" (AoE attack) High HP and around level 50. Will use
Perfect Dodge at some point during the battle. After the battle it drops various normal bugbear drops and Daemdalus.
Daemdalus -Key Item-
Crystal imbued with the soil of Daemdalus, the main star of Titan.
Olduurn - Sea Serpent Grotto
Talk to ??? in Norg for Olduurn. -Key Item-
Crystal imbued with the lightning of Olduurn, the main star of Ramuh.
Veydal - Bibiki Bay (Purgonorgo Isle)
Examine ??? for Veydal. -Key Item-
Crystal imbued with the water of Veydal, the main star of Leviathan.
Falbub - Behemoth's Dominion
Examine ??? for Falbub. -Key Item-
Crystal imbued with the fire of Falbub, the main star of Ifrit.
Aeomatra - Cape Terrigan
Examine ??? for Aeomatra. -Key Item-
Crystal imbued with the ice of Aeomatra, the main star of Shiva.
Sleipnir - Pso'Xja
Mimic NM fight. When you examine the ???, it will spawn Morbid Chest (Mimic NM). It's a Dark Knight type and it will use spells like Stun,
Poisonga II, Bio III, Absorb-Spells, Drain & Aspir. Also at some point in the battle it will use Blood Weapon. After the battle it drops dark
crystals. You have to re-examine the ??? for a cutscene.
Fades into cutscene. You see a shining black crystal on the floor. You walk to pick it up and Jatan-Moratan's doppelganger shows up.
He uses magic to knock you out. Screen blacks out and fades back in. You get back up and do the using item animation.
Looks like he took all the crystals.
After the cutscene you go back to Jatan-Moratan.
Jatan-Moratan: So how did it go?
Jatan-Moratan: What!? That pesk-wesky taru! What is he planning to do with those!? Maybe he's trying to open the gate again? Hmmmmm...
Jatan-Moratan: I hate to keep asking you for help. Could you check Misareaux Coast where I did my experiment in. There's still some burnt
markings from the experiment you'll know it when you see it. When you approach the Burnt Markings at (?-?) in Misareaux Coast. Anyone at this
stage of the quest can spawn the NM. It's an uncapped battle and has the same thing as Ballista or Garrison. You won't be able to outside heal
anyone. The battle allows only 6 people at a time.
Doppelganger Jatan
Level 58
He always starts off immediately using Hundred Fists. He doesn't hit hard so it's not much of a problem. He will randomly throughtout the
battle teleport around the area. Near death he will instantly gain TP to use Sleipnir.
Spells
Slow II, Stop II, Comet III, Reflect II, Bindga, Graviga, Quick, Shift, Old
TP Moves
Aeomatra - Medium range AoE attack. Deals ice damage and adds paralyze and disease.
Olduurn - Medium range AoE attack. Deals lightning damage and knockback stun effect.
Falbub - Frontal cone range attack. Deals heavy fire damage.
Vuychap -
Veydal - Restores HP.
Gordius - Protect/Shell Effect.
Daemdalus - Single target Attack. Deals earth damage and adds bind and slow.
Sleipnir - Complete battlefield range AoE Sleep. After 10 seconds he'll randomly teleport and kill someone who is asleep instantly.
After the battle you gain a key item called Sack of Star Crystals.
When you talk to Jatan-Moratan again.
Jatan-Moratan: You stopped him and got back the crystals! I knew I could count on you. I think I went a little too far with my experiments.
Jatan-Moratan: These past few days worrying about whether or not I am doing the right thing. And what damage I could cause in the process.
Jatan-Moratan: I still want to study magic but I think I'm gonna give up this pursuit to change the past. Things happen. We citizens of
Vana'diel live... grow... adapt. Some things as horrible as they were, must happen. I realize that.
Jatan-Moratan: I think you understand this now more than I do. You have some real Time Mage potential in you. Maybe I'll be learning from you
someday if you'll follow that road. Thanks again.
You can now become a Time Mage.
IV. Astronomer's Set, Time Mage Artifact Armor
(Sketches to come soon)
Artifact Armor Quest #1
Dimension Staff
(Staff) All Races
Dmg: 25 Delay: 366 MP +15 MND+2
Lv.41 TIM
Quest.
Artifact Armor Quest #2
Astronomer's Brageier
(Legs) All Races
Def: 27 MP +14 Evasion +5 Earth +5 Enhances "Demi" spell
Lv.52 TIM
Quest.
Coffer Artifact Armor #1
Astronomer's Chaussure
(Feet) All Races
Def: 10 MP +10 MND +3 Spell interruption rate -10%
Lv.54 TIM
Boyhada Tree Coffer.
Borghertz's Mysterious Hands
Astronomer's Mitts
(Hands) All Races
Def: 13 MP +12 AGI +3 "Endow" +1
Lv.56 TIM
Den of Rancor Coffer then Dark Spark.
Coffer Artifact Armor #2
Astronomer's Manteau
(Body) All Races
Def: 40 MP +16 STR +5 Light +3 Temporal Magic skill +10
Lv.58 TIM
Newton Movalpolis Coffer.
Artifact Armor Quest #3
Astronomer's Hat
(Head) All Races
Def: 20 MP +25 Enhancing Magic skill +15 Haste potency +2%
Lv.60 TIM
Quest, NM Behemoth fight.
V. Oracle's Set, Time Mage Relic Armor
Oracle's Hat
Oracle's Manteau
Oracle's Mitts
Oracle's Brageier
Oracle's Chaussure
Monster of Reading^^;
Edit: Nice job too~ I like some of the ideas
Wow....
that write-up is like...really good
SE would never go for it :/ but i think that's a very fair definition of what the job could be. As for time mages making RDM's obsolete, please god let it be true I want to level something else!
Words. Lots of them.Originally Posted by Mijin
But that's really well done @_@ I'd say mail it to SE or something but... yeah, it's SE >.>
haha the whole time I thought you loved your job and wouldnt want it to become useless.Originally Posted by Raineer
I've seen that writeup somewhere before, maybe Alla on one of my few visits?
I know it's familiar, the whole thing is like [almost] verbatim o.O
SE would read it and be like "Woot someones done our work! Let's implement this into the game and ejaculate on naked ladies at the sushi bar now!".
lol have any of you ever seen those japanese clips of some guy that runs around and ejacualates on random girls? He did it to women on the street, a librarian... and the girls just were like OH MY! and kind of took cover.
well he did say hes posted it before so thats not that surprisingOriginally Posted by Marcatil