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		<updated>2026-05-17T00:53:44Z</updated>
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	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7062</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7062"/>
				<updated>2013-02-02T23:12:24Z</updated>
		
		<summary type="html">&lt;p&gt;KjLotus: /* item_weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the filename you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' needs to be investigated&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  A guide for finding these is pending.&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||cape&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|0||none&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||cape&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.  Note the distinction for guns and marksmanship&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|24||Gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r2491.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their stated delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>KjLotus</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7061</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7061"/>
				<updated>2013-02-02T23:10:20Z</updated>
		
		<summary type="html">&lt;p&gt;KjLotus: /* item_weapon_unlocked */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the filename you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' needs to be investigated&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  A guide for finding these is pending.&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||cape&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|0||none&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||cape&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|24||Gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r2491.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their stated delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' probably refers to the in-progress weapon unlock system.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>KjLotus</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7060</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7060"/>
				<updated>2013-02-02T23:05:34Z</updated>
		
		<summary type="html">&lt;p&gt;KjLotus: /* item_latents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the filename you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' needs to be investigated&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  A guide for finding these is pending.&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||cape&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|0||none&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||cape&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|24||Gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r2491.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their stated delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' probably refers to the in-progress weapon unlock system.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlock==&lt;br /&gt;
&lt;br /&gt;
Need to research this table.  Looks like a mixture of item_weapon, and how many weapon skill &amp;quot;points&amp;quot; are required to unlock it.  &lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>KjLotus</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7059</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7059"/>
				<updated>2013-02-02T23:05:03Z</updated>
		
		<summary type="html">&lt;p&gt;KjLotus: /* item_latents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the filename you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' needs to be investigated&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  A guide for finding these is pending.&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||cape&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|0||none&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||cape&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|24||Gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r2491.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their stated delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' probably refers to the in-progress weapon unlock system.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
itemId links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
modId is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
value is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
latentId is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
latentParam is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlock==&lt;br /&gt;
&lt;br /&gt;
Need to research this table.  Looks like a mixture of item_weapon, and how many weapon skill &amp;quot;points&amp;quot; are required to unlock it.  &lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>KjLotus</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7058</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7058"/>
				<updated>2013-02-02T23:04:37Z</updated>
		
		<summary type="html">&lt;p&gt;KjLotus: /* item_latents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the filename you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' needs to be investigated&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  A guide for finding these is pending.&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||cape&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|0||none&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||cape&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|24||Gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r2491.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their stated delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' probably refers to the in-progress weapon unlock system.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
itemId links back to item_basic, and should always match.&lt;br /&gt;
modId is the number that represents the stat boost when active&lt;br /&gt;
value is the value to add to the stat when active&lt;br /&gt;
latentId is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
latentParam is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlock==&lt;br /&gt;
&lt;br /&gt;
Need to research this table.  Looks like a mixture of item_weapon, and how many weapon skill &amp;quot;points&amp;quot; are required to unlock it.  &lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>KjLotus</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=What_Works&amp;diff=7014</id>
		<title>What Works</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=What_Works&amp;diff=7014"/>
				<updated>2013-01-15T03:17:15Z</updated>
		
		<summary type="html">&lt;p&gt;KjLotus: /* Avatars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Goal ==&lt;br /&gt;
&lt;br /&gt;
The idea for this wiki page originally stemmed from my post on the forums ([http://forums.dspt.info/viewtopic.php?f=5&amp;amp;t=526 What do these servers have to offer?]) with the goal to create a list for everyone of what works and what doesn't. Throughout the thread it was brought to my attention that there are some things that do work but have major bugs in them that may prevent someone from wanting to even bother with it.&lt;br /&gt;
&lt;br /&gt;
The goal? To put it simply, the goal of this page is to create a quick reference guide for those currently playing to know what works and what doesn't. For those who aren't playing it is meant as an informative page designed to showcase what features of the game currently do and do not work.&lt;br /&gt;
&lt;br /&gt;
Just because something is listed here as not working does not mean it is never going to be implemented, all it means is that it is not currently implemented and could very well be in the works.&lt;br /&gt;
&lt;br /&gt;
So without further ado, here is the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What Works and What Doesn't ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For reference when scrolling through under each category it will be listed by expansion.&lt;br /&gt;
&lt;br /&gt;
ie. Under Events it will go original content &amp;gt; Zilart &amp;gt; Promathia &amp;gt; ToAU, etc.&lt;br /&gt;
&lt;br /&gt;
'''Legend:''' &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Green writing&amp;lt;/span&amp;gt; = Working&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Orange writing&amp;lt;/span&amp;gt; = Working, with bugs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red writing&amp;lt;/span&amp;gt; = Not working&lt;br /&gt;
&lt;br /&gt;
Black writing = unconfirmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Carbuncle&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Garuda&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Ifrit&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Leviathan&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Ramuh&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Shiva&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Titan&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Fenrir&amp;lt;/span&amp;gt;&lt;br /&gt;
- I have been informed it is almost fully scripted, however the quest has not been added&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Alexander&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Diabolos&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Odin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Astral Flow is not implemented for all avatars&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Besieged ===&lt;br /&gt;
&lt;br /&gt;
It is currently unknown as to whether this works or not, however when you check the Besieged status through &amp;quot;Region Info&amp;quot; they are in an almost constant state of attack, which leads me to believe that it does not work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
For clarification, what is listed here is what would be classified as a Linkshell event in retail, or anything you may need a group to accomplish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dynamis ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Dynamis - Bastok&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Dynamis - San d'Oria&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dynamis - Windurst&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dynamis - Jeuno&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dynamis - Beaucedine&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dynamis - Xarcabard&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dynamis - Buburimu&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dynamis - Qufim&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dynamis - Valkurm&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dynamis - Tavnazia&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High Notorious Monsters (HNM) ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Adamantoise&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Aspidochelone&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Behemoth&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;King Behemoth&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Fafnir&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Nidhogg&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vrtra&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Absolute Virtue&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Jormungand&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Tiamat&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sky Gods ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Byakko&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Genbu&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Seiryu&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Suzaku&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Kirin&amp;lt;/span&amp;gt;&lt;br /&gt;
- Kirin does not spawn mini gods (unconfirmed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Jailers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Jailer of Faith&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Jailer of Prudence&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Jailer of Temperance&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Jailer of Hope&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Jailer of Fortitude&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Jailer of Justice&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Jailer of Love&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Limbus ====&lt;br /&gt;
&lt;br /&gt;
===== Apollyon =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NW Apollyon&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;SW Apollyon&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NE Apollyon&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;SW Apollyon&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CS Apollyon&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Central Apollyon&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Temenos =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;W Temenos&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;N Temenos&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;E Temenos&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Central Temenos&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Basement&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;1st Floor&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;2nd Floor&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;3rd Floor&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;4th Floor&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Carbuncle&amp;lt;/span&amp;gt; working&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Fenrir&amp;lt;/span&amp;gt; workign with bugs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red writing&amp;lt;/span&amp;gt; = Not working&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Private Second Class =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Leujaoam Cleansing&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Imperial Agent Rescue&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Excavation Duty&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Seagull Grounded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Golden Salvage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Nyzul Isle Investigation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Private First Class =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Orichalcum Survey&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Preemptive Strike&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Lebros Supplies&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Requiem&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Lamia No. 13&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Superior Private =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Escort Professor Chanoix&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Sagelord Elimination&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Troll Fugitives&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Saving Private Ryaaf&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Extermination&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Lance Corporal =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Shanarha Grass Conservation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Breaking Morale&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Evade and Escape&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Shooting Down the Baron&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Demolition Duty&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Corporal =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Counting Sheep&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The Double Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Siegemaster Assassination&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Building Bridges&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Searat Salvation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Sergeant =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Supplies Recovery&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Imperial Treasure Retrieval&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Apkallu Breeding&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Stop the Bloodshed&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Apkallu Seizure&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Sergeant Major =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Azure Experiments&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Blitzkrieg&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Wamoura Farm Raid&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Defuse the Threat&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Lost and Found&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Chief Sergeant =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Imperial Code&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Marids in the Mist&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Egg Conservation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Operation: Snake Eyes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Deserter&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Second Lieutenant =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red Versus Blue&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Azure Ailments&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Operation: Black Pearl&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Wake the Puppet&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Desperately Seeking Cephalopods&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== First Lieutenant =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bloody Rondo&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The Susanoo Shuffle&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Better Than One&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The Price is Right&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bellerophon's Bliss&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Captain =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Rank Up Quest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Salvage ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Arrapago Remnants&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Silver Sea Remnants&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Zhayolm Remnants&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bhaflau Remnants&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ZNM ====&lt;br /&gt;
&lt;br /&gt;
As far as I know most of these do not work, however I have been informed that there are a handful that DO work, no specifics as of yet.&lt;br /&gt;
&lt;br /&gt;
===== Tier I =====&lt;br /&gt;
&lt;br /&gt;
Chamrosh&lt;br /&gt;
&lt;br /&gt;
Cheese Hoarder Gigiroon&lt;br /&gt;
&lt;br /&gt;
Vulpangue&lt;br /&gt;
&lt;br /&gt;
Brass Borer&lt;br /&gt;
&lt;br /&gt;
Claret&lt;br /&gt;
&lt;br /&gt;
Ob&lt;br /&gt;
&lt;br /&gt;
Chigre&lt;br /&gt;
&lt;br /&gt;
Lil' Apkallu&lt;br /&gt;
&lt;br /&gt;
Velionis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Tier II =====&lt;br /&gt;
&lt;br /&gt;
Iriri Samariri&lt;br /&gt;
&lt;br /&gt;
Iriz Ima&lt;br /&gt;
&lt;br /&gt;
Lividroot Amooshah&lt;br /&gt;
&lt;br /&gt;
Anantaboga&lt;br /&gt;
&lt;br /&gt;
Dextrose&lt;br /&gt;
&lt;br /&gt;
Reacton&lt;br /&gt;
&lt;br /&gt;
Verdelet&lt;br /&gt;
&lt;br /&gt;
Wulgaru&lt;br /&gt;
&lt;br /&gt;
Zareehkl the Jubilant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Tier III =====&lt;br /&gt;
&lt;br /&gt;
Armed Gears &lt;br /&gt;
&lt;br /&gt;
Dea&lt;br /&gt;
&lt;br /&gt;
Gotoh Zah the Redolent&lt;br /&gt;
&lt;br /&gt;
Achamoth&lt;br /&gt;
&lt;br /&gt;
Khromasoul Bhurborlor&lt;br /&gt;
&lt;br /&gt;
Nosferatu&lt;br /&gt;
&lt;br /&gt;
Experimental Lamia&lt;br /&gt;
&lt;br /&gt;
Mahjlaef the Paintorn&lt;br /&gt;
&lt;br /&gt;
Nuhn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Tier IV =====&lt;br /&gt;
&lt;br /&gt;
Tinnin&lt;br /&gt;
&lt;br /&gt;
Sarameya&lt;br /&gt;
&lt;br /&gt;
Tyger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Tier V =====&lt;br /&gt;
&lt;br /&gt;
Pandemonium Warden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===BCNM / KSNM / ENM / ISNM===&lt;br /&gt;
&lt;br /&gt;
BCNM 100% works = &amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM Working with Bugs = &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Orange&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM don't work (reason)= &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM not implemented = Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1-Many drop rates missing on ffxiclopedia&amp;lt;br&amp;gt;&lt;br /&gt;
2-We cannot yet see multiple battle choices for the same orb&amp;lt;br&amp;gt;&lt;br /&gt;
3-BCNM / KSNM are not level capped at this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ghelsba Outpost====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;BCNM: Wings of Fury&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;BCNM: Petrifying Pair - works but no loot&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;BCNM: Toadal Recall - No Loot, Will not show on battle list yet&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Mission: Save the Children&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;DRG flg: The Holy Crest&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Fellow: Mirror, Mirror&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Waughroon Shrine====&lt;br /&gt;
BCNM: Crustacean Conundrum&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Birds of a Feather&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Grove Guardians&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Royal Jelly&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: The Worm's Turn&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: The Final Bout&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: 3, 2, 1...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;BCNM: Up in Arms&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Grimshell Shocktroopers&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KSNM: Copycat&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;KSNM: Operation Desert Swarm&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;KSNM: Prehistoric Pigeons - works but no loot (missing drops rates on ffxiclopedia)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;KSNM: The Hills Are Alive&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Journey Abroad&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Mission: The Three Kingdoms&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: On My Way&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
SAMAF3:A Thief in Norg!?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Beastmaster)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Red Mage)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Thief)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Beyond Infinity&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Horlais Peak====&lt;br /&gt;
BCNM: Shooting Fish&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Carapace Combatants&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Dropping Like Flies&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Under Observation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Tails of Woe&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Eye of the Tiger&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Hostile Herbivores&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Shots in the Dark&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Dismemberment Brigade&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;KSNM: Horns of War&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;KSNM: Contaminated Colosseum&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;KSNM: Double Dragonian&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Today's Horoscope&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Mission: The Emissary&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Mission: The Three Kingdoms&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: The Secret Weapon&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Black Mage)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Ranger)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Warrior)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Beyond Infinity&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Balga's Dais====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;BCNM: Charming Trio&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Creeping Doom&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Harem Scarem&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Royal Succession&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Steamed Sprouts&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Rapid Raptors&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Treasure and Tribulations&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Wild Wild Whiskers&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Divine Punishers&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KSNM: Moa Constrictors&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KSNM: Royale Ramble&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KSNM: Seasons Greetings&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;KSNM: Early Bird Catches the Wyrm&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Journey Abroad&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Mission: The Emissary&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Saintly Invitation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Monk)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Summoner)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (White Mage)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Beyond Infinity&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Qu'Bia Arena====&lt;br /&gt;
BCNM: Die by the Sword&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Let Sleeping Dogs Die&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Undying Promise&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Factory Rejects&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: An Awful Autopsy&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Idol Thoughts&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Celery&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Brothers D'Aurphe&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BCNM: Demolition Squad&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KSNM: Come Into My Parlor&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KSNM: E-vase-ive Action&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KSNM: Infernal Swarm&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Darkness Rising&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: The Ruins of Fei'Yin&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: The Final Seal&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: The Heir to the Light&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Those Who Lurk in Shadows (III)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Bard)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Dark Knight)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Shattering Stars (Paladin)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: A Furious Finale (Dancer)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Beyond Infinity&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Fellow: Mirror Images&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Fellow: Clash of the Comrades&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Talacca Cove====&lt;br /&gt;
&lt;br /&gt;
ISNM: Call to Arms&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ISNM: Compliments to the Chef&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Legacy of the Lost&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
PUPAF3: Puppetmaster Blues&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Breaking the Bonds of Fate (Corsair)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Navukgo Execution Chamber====&lt;br /&gt;
&lt;br /&gt;
ISNM: Tough Nut to Crack&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ISNM: Happy Caster&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Shield of Diplomacy&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BLUAF2: Omens&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: Achieving True Power (Puppetmaster)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Jade Sepulcher====&lt;br /&gt;
&lt;br /&gt;
ISNM: Making a Mockery&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ISNM: Shadows of the Mind&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Puppet in Peril&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Quest: Moment of Truth&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Limit: The Beast Within (Blue Mage)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spire of Dem====&lt;br /&gt;
&lt;br /&gt;
ENM: You Are What You Eat&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Ancient Flames Beckon&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spire of Holla====&lt;br /&gt;
&lt;br /&gt;
ENM: Simulant&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Ancient Flames Beckon&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spire of Mea====&lt;br /&gt;
&lt;br /&gt;
ENM: Playing Host&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Ancient Flames Beckon&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spire of Vahzl====&lt;br /&gt;
&lt;br /&gt;
ENM: Pulling the Plug&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Desires of Emptiness&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
====Monarch Linn====&lt;br /&gt;
&lt;br /&gt;
ENM: Bad Seed&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Fire in the Sky&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Beloved of the Atlantes&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Bugard in the Clouds&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Ancient Vows&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: The Savage&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Quest: Uninvited Guests&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shrouded Maw====&lt;br /&gt;
&lt;br /&gt;
ENM: Test Your Mite&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Darkness Named&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Avatar: Waking Dreams&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mine Shaft #2716====&lt;br /&gt;
&lt;br /&gt;
ENM: Bionic Bug&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Automaton Assault&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Pulling the Strings&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: A Century of Hardship&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Quest: Return to the Depths&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Boneyard Gully====&lt;br /&gt;
&lt;br /&gt;
ENM: Like the Wind&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Sheep in Antlion's Clothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Shell We Dance?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Totentanz&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Head Wind&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Quest: Tango with a Tracker&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Quest: Requiem of Sin&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bearclaw Pinnacle====&lt;br /&gt;
&lt;br /&gt;
ENM: Brothers&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Follow the White Rabbit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: Holy Cow&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ENM: When Hell Freezes Over&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mission: Flames for the Dead&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jobs ===&lt;br /&gt;
&lt;br /&gt;
I will create a more extensive list on this at a later time, including what AF quests work and what do not however for now it will just be what jobs are functional and what are not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Base Jobs ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Warrior&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Monk&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;White Mage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Black Mage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Red Mage &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Thief&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Advanced Jobs ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Paladin&amp;lt;/span&amp;gt;&lt;br /&gt;
:* Shield Bash does no damage and uses the wrong animation&lt;br /&gt;
:* Unconfirmed reports of all Job Ability functionality issues&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Dark Knight&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Beastmaster&amp;lt;/span&amp;gt;&lt;br /&gt;
:* Charm Functions some what but there are still bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Bard&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Summoner&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Samurai&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Ninja&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Dragoon&amp;lt;/span&amp;gt;&lt;br /&gt;
:* Most of the problems with Dragoon are functional, such as wyvern attacking on engage instead of on hit, and pet depopping on zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Blue Mage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Puppetmaster&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Corsair&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dancer&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Scholar&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Merits ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The code that loads them into your character is remarked out right now&amp;quot; - whasf&lt;br /&gt;
&lt;br /&gt;
As merits gain functionality this list will be updated with specifics as to which particular merits work and which do not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== General Merit Point Categories ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;HP/MP&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Attributes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Combat Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Magic Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Others&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Weapon Skills&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Job-Specific Merit Point Categories ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warrior Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Monk Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;White Mage Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Black Mage Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red Mage Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Thief Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Paladin Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dark Knight Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Beastmaster Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bard Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Ranger Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Summoner Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Samurai Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Ninja Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dragoon Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Blue Mage Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Corsair Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Puppetmaster Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Corsair Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Dancer Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Scholar Group 1 and 2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All nation missions currently work up to rank 6 and therefore will be marked as green, as it does not hinder any game play to not be able to go further than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Bastok&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;San d'Oria&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Windurst&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0f0&amp;quot;&amp;gt;Rise of the Zilart&amp;lt;/span&amp;gt;&lt;br /&gt;
- Currently only works up to the Mission &amp;quot;Gate of the Gods&amp;quot;, which is far enough for Sky access.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chains of Promathia&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Treasures of Aht Urhgan&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Wings of the Goddess&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;A Crystalline Prophecy: Ode of Life Bestowing&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;A Moogle Kupo d'Etat: Evil in Small Doses&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;A Shantotto Ascension: The Legend Torn, Her Empire Born&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Visions of Abyssea&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Scars of Abyssea&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Heroes of Abyssea&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Seekers of Adoulin&amp;lt;/span&amp;gt;&lt;br /&gt;
- Unreleased&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
It was my pleasure to bring this list to the Darkstar Project community, and I thank everyone very much for the assistance and reports of functionality. I hope this list can make it to the eyes of numerous potential newcomers and also veteran players on the server.&lt;br /&gt;
&lt;br /&gt;
As of right now this list is incomplete, any feedback on the change of functionality or any missing content please do let me know through the forums via [http://forums.dspt.info/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=959 PM] or just go through my [http://forums.dspt.info/memberlist.php?mode=viewprofile&amp;amp;u=959 profile page]&lt;/div&gt;</summary>
		<author><name>KjLotus</name></author>	</entry>

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