[Equipment] Latent effect item

Lv.30-LEs

There are 60 Lv.30-Items with LEs. All of this effects are triggered by equiping a certain subjob. The LE is permanent until the subjob is changed. All Lv.30-Items are equipable by every job and every race. For each subjob there are an earring, a mantle, a shield and a belt. Each item can be gotten from at least one BCNM30, some drop in two BCNM30s and every BCNM30 can drop at least 5 items from this list.



BLM: Wizard's Earring (Elemental Skill +5), Wizard's Mantle (MP-Recovery +1), Wizard's Shield (STR +2), Staff Belt (Staff Skill +5)

MNK: Wrestler's Earring (HP +30), Wrestler's Mantle (“Martial Arts” up), Wrestler's Shield (INT +2), Cestus Belt (Hand-to-Hand Skill +5)

RDM: Warlock's Earring (MP-Recovery +1), Warlock's Mantle (“Fast Cast” up), Warlock's Shield (HP / MP +7), Rapier Belt (Sword Skill +5)

THF: Pilferer's Earring (DEX +2), Pilferer's Mantle (Evasion +4), Pilferer's Aspis (Shield Skill +5), Dagger Belt (Dagger Skill +5)

WAR: Mercenary's Earring (VIT +2), Mercenary's Mantle (Enmity -1), Mercenary's Targe (HP +5, MP +10), Axe Belt (Great Axe Skill +5)

WHM: Healer's Earring (Enmity -1), Healer's Mantle (“Magic Def Bonus” up), Healer's Shield (DEX +2), Mace Belt (Club Skill +5)



BRD: Singer's Earring (Evasion +5), Singer's Mantle (“Resist Silence” up), Singer's Shield (Parrying Skill +5), Song Belt (Singing Skill +5)

BST: Trimmer's Earring (Accuracy +5), Trimmer's Mantle (“Resist Slow” up), Trimmer's Aspis (MND +2), Pick Belt (Axe Skill +5)

DRG: Wyvern Earring (Haste +5%), Wyvern Mantle (Attack +6), Wyvern Targe (Haste +1%), Lance Belt (Polearm Skill +5)

DRK: Killer's Earring ( Attack +5), Killer's Mantle (Dark Magic +5), Killer's Targe (MP +5, CHR +2), Scythe Belt (Scythe Skill +5)

NIN: Genin Earring (Agility +4), Genin Mantle (“Resist Blind” up), Genin Aspis (Attack +5), Sarashi (“Dual Wield” up)

PLD: Esquire Earring ( Def +5), Esquire Mantle (“Undead Killer” up), Varlet Targe (Agility+2), Shield Belt (Shield Skill +5)

RNG: Beater's Earring (Ranged Accuracy +3), Beater's Mantle (“Rapid Shot” up), Beater's Aspis (Evasion +2), Gun Belt (Marksmannship +5)

SAM: Ashigaru Earring (Parry +5), Ashigaru Mantle (“Resist Blind” up), Ashigaru Targe (Throwing Skill +5), Katana Belt (“Store TP” +5)

SMN: Magician's Earring (MP +30), Magician's Mantle (Summoning Skill +5), Magician's Shield (HP +10, MP +5), Avatar Belt (Perpetuation Cost -2)



Lv.50-LE-Rings

These items can only be used by one job (the are JSE) and drop from certain BCNM50s. They are triggered by yellow HP and less then 100% TP. If only one of these two conditions is met, the LE will not activate.



BLM: Sorcerer's Ring (Magic Att +10)

MNK: Kampfer's Ring (“Counterattack” +2)

RDM: Fencer's Ring (Damage of En-spells +5)

THF: Rouge's Ring (“Steal” +3)

WAR: Soldier's Ring (“Double Attack” +2%)

WHM: Medicine Ring (Cure Potency +10%)



BRD: Minstrel's Ring (Spell Casting Time -25%)

BST: Tamer's Ringe (“Killer Effects” +3)

DRG: Drake's Ring (Jump Potency up)

DRK: Slayer's Ring (“Weapon Bash” +10)

NIN: Shinobi Ring (Haste +4%)

PLD: Guardian Ring (“Shield Bash” +10)

RNG: Tracker's Ring (Enmity -2)

SAM: Ronin Ring (Accuracy +5)

SMN: Conjurer's Ring (Avat. Perp. Cost -1)





Lv.70-LE-Earings

These items can only be used by one job (the are JSE) and drop from certain BCNM50s. They are triggered by red HP and less then 100% TP. If only one of these two conditions is met, the LE will not activate.



BLM: Sorcerer's Earring (-30% damage)

MNK: Kampfer's Earring (“Counterattack” +5)

RDM: Fencer's Earring (-30% magical damage)

THF: Rouge's Earring (Evasion +15)

WAR: Soldier's Earring (Def +20%)

WHM: Medicine Earring (-30% damage)



BRD: Minstrel's Earring (-30% physical damage)

BST: Tamer's Earring (“Tame” Effect up)

DRG: Drake's Earring (“Double Attack” +2%)

DRK: Slayer's Earring (-20% physical damage)

NIN: Shinobi Earring (Haste +20%)

PLD: Guardian Earring (Spell Interruption Rate -30%)

RNG: Tracker's Earring (-30% physical damage)

SAM: Ronin Earring (-20% magical damage)

SMN: Conjurer's Earring (-20% damage)



Rune Weapons

Rune Weapons are gained from the *Strange Apparati* found scattered through Vana'diel. A colored chip of the right day (buyable from the Moblin Vendors) and an infinity core (drops from Dolls in Dynmais) are traded to the machine and perhaps a Rune Weapon (or the Rune Bangles which are currently the only Rune Armor) will pop out. Rune Items are triggered by going into attack-modus and will drain 4 MP/Tick. If the player runs out of MP or has no MP at all the LE will not be triggered. The Rune Arrow will only drain 1 MP/Tick.

Except the Rune Bow and the Rune Bangles (both Lv.73) every Rune Item is lv.70 and may be equipped by almost every job with MP, but also by some jobs without MP.



Rune Arrow (VIT +1, Ranged Attack +10)

Rune Axe (Attack +5, Adds “Regen“ Effect)

Rune Baghnakhs (STR +7, “Counter” +1)

Rune Blade (Dmg: 43, DEX +5)

Rune Bow (Enmity -2, Ranged Accuracy +5)

Rune Chopper (Accuracy +5, Haste +9%)

Rune Halberd (DEX +6, “Double Attack” +5%)

Rune Rod (Attack +10, Healing Skill +6)

Rune Staff (INT/MND/CHR +2, “Magic Atk Bonus” up)



Rune Bangles (Def: 32, Evasion +5)



Weapons of Trial

These weapons are used in the quest for the final weapon skill of every weapon type. They are special, because in the quest the LE has to be *deactivated*. The LE is on when a player gets the weapon and will stay activated until the player meets certain requirements: He has to do a lot of weaponskills and gain ws-points (1 for an weaponskill or starting a Lv.1-skillchain, 2 for closing a Lv.1-skillchain or starting a Lv.2-skillchain, 3 for for closing a Lv.2-skillchain or starting a Lv.3-skillchain, 5 for closing a Lv.3-skillchain) until he has 300 pts. Then the LE will disappear (the effect itself, not the description on the weapon) and this part of the quest is finished.

The Weapons of Trial are gotten from the starter NPC of the weaponskill-quest and are equipable from every job which can get the weaponskill. They are Lv.71, which is the lv. where most this jobs can get their skill up to the required skill to start the quest. Each player may do every weaponskill-quest, but can only have one quest active at a time.



Axe of Trials (HP +20, vs. Earth / Water +10)

Bow of Trials (HP +20, vs. Wind / Lightning +10)

Club of Trials (HP / MP +10, vs. Earth / Water +10)

Gun of Trials (HP +20, vs. Earth / Water +10)

Knuckles of Trials (HP +20, vs. Earth / Water +10)

Kodachi of Trials (HP +20, vs. Fire / Light +10)

Pick of Trials (HP +20, vs. Wind / Lightning +10)

Pole of Trials (HP / MP +10, vs. Fire / Light +10)

Sapara of Trials (HP +20, vs. Fire / Wind +10)

Scyte of Trials (HP +20, vs. Lightning / Light +10)

Spear of Trials (HP +20, vs. Water / Dark +10)

Sword of Trials (HP +20, vs. Ice / Earth +10)

Tachi of Trials (HP +20, vs. Ice / Dark +10)



Unlockable Weapons

These weapons are similar to the Weapons of Trials, but they work kinda reversed. They have no LE-effect to begin with but after the player gains 500 ws-points (like with the Weapons of Trials) the LEs are unlocked and work permanent. These weapons drop from certain KSNM30-Battles and are equipable around Lv.72. The only weapons without a latent critical bonus are the ranged weapons.



Coffinmaker (Dmg: 40)

Destroyers (Dmg: +18, Critical +6%)

Dissector (Dmg: 36, Critical +6%)

Expunger ( Dmg: 39)

Gravedigger (Dmg: 87, Critical +6%)

Gondo-Shizunori (Dmg: 85, Critical +6%)

Heart Snatcher (Dmg: 24, Critical +6%)

Michishiba-no-tsuyu (Dmg: 78, Critical +6%)

Morgenstern (Dmg: 40, Critical +6%)

Rampager (Dmg: 87, Critical +6%)

Retributer (Dmg: 46, Critical +6%)

Senjuinrikio (Dmg: 38, Critical +6%)

Subduer (Dmg: 85, Critical +6%)

Thyrsusstab (Dmg: 65, Critical +6%)



Weapons of Weakness

Stupid Name, I know, but i could not think of a better. This Weapons have both, a LE and a hidden LE, which are triggered from two different activities: The LE is triggered by having less then 100% TP or doing a weaponskill (because when a plyer does a weaponskill his TP are reduced to o%). The Hiden effects is triggered by doing an weaponskill.

These weapons drop form different ENM75 and are equipable around Lv.73.



Blau Dolch (Dmg: 28 / Hidden Effect: Attack +18, Accuracy +5)

Onimaru (Dmg: 83 / Hidden Effect: Attack +18, Accuracy +5)

Maneather (Dmg: 49 / Hidden Effect: Attack +18, Accuracy +5)

Stone-Splitter (Dmg: 71 / Hidden Effect: Attack +18, Accuracy +5)

Wagh Baghnakhs (Dmg: +18 / Hidden Effect: Attack +18, Accuracy +5)



Avatar Weapons



These weapons are gained from the quest “Waking the Beast” where the alliance has to fight the six celestial avatars Ifrit, Shiva, Garuda, Titan, Ramuh and Leviathan and the terrestrial avatar Carbuncle. The weapons of the celestial avatars can drop after the final fight and the weapon of Carbuncle is the reward for doing the quest.



The LE is triggered by a summoner in the party having the according avatar summoned. It is possible for a summoner to trigger his own weapon and it is also possible to trigger different weapons at once if more than one avatar is summoned by the party.



A note on the added elemental damage from the weapons of Shiva, Ramuh, Leviathan and Carbuncle: The elemental damage is really exceptionally high (additional dmg: 50-80) and actives much more often than the additional effect of other weapons (around 33-50% of all attacks get the effect).







Ifrit’s Bow (increases Critical Hit Rate)



Shiva’s Shotel (adds Ice Damage)



Garuda’s Sickle (Accuracy +13)



Titan’s Baselard (Dmg: 2



Ramuh’s Mace (adds Ligthning Damage)



Leviathan’s Couse (adds Water Damage)



Carbuncle’s Pole (adds Light Damage)



All the other weapons

This weapons don't belong to any of the mentioned categories and are gained and triggered in different ways.



Enhancing Sword (Accuracy +8, Attack +16), triggered while the player is affected by an En-spell

Frenzy Fife (STR +4), triggered while the player is affected by a song-effect <-- a Frenzy Five is not really a weapon it is a flute instead. The bard may make an equip-macro like: "/equip instrument /play song-which-is-affected-by-the-instrument /wait /equip Frenzy Five" and he doesn't get the CHR-4 of the Frenzy Fife while playing the song but get's the STR-Bonus of the song-effect.

Hototogisu (Parrying Skill +5), triggered while the player is affected by a song-effect

Kinkobo, Primate Staff / +1 (Dly: 329 / 319, Accuracy +10 / +12), triggered while the player has the "Pamama"-food effect

Mistilteinn (Refresh 3 MP/Tick), triggered by having TP%, drain 3 TP%/Tick

Odorous Knive / +1 (Dmg: 24 / 26) --> trigger unknown

Orphic Egg (Attack/Accuracy/Evasion +1), triggered while the player is affected by a song-effect

Save the Queen (Accuracy +20), triggered while the player has "Cover" activated

Treat Staff (Warp), triggered by hitting an enemy while New/Full Moon

Z's Trident (Str +12), triggered by having another person in the party using X's Knife or Y's Scythe <-- I heared some different things on this weapon. Some people say, this is the only hidden effect of this item and is just triggered once, other people say it can be triggered twice if both of the other two sinhunter weapons are used in the same party. Some people state that the latent effect is not just triggered for the user of the trident, but also for the user of the other sinhunter weapons. And some people state, that all of the special effects of the three weapons ("incresed critical hit damage" from the knife, "HP -5%, Acc +5" from the scythe, "STR +12") are triggered for all three sinhunter weapon-user. I'll check if there are new informations ...



Armor Sets

There are some armor sets with LEs. The LEs on different parts of of set may be very similar or completly different, but the all are triggered at the same way. All of these sets are crafted.



Carapace Breastplate / +1 (Def +44 / +45, Attack +12 / +13)

Carapace Gauntlets / +1 (Def: +16 / +17, Attack +8 / +9)

Carapace Helm / +1 (Def: +23 / +24, Attack +10 / +11)

--> This Lv.61-set is triggered by decreasing HP. At 75% HP the gauntlets activate, drop the HP to 50% the helm kicks in and at 25% HP the breastplate activates its LE.



Hachiman Hakama / +1 (Ranged Attack +7 / +

Hachiman Jinpachi / +1 (Double Attack +2% )

Hachiman Kote / +1 (Attack +10 / +12)

--> This Lv.70-set is triggered by having more then 100% TP while fighting. The "while fighting" may be not necessary but a poster on allakhazam told, he couldn't see the attack+10 from the kote until he got in attack-mode.



Rasetsu Hachimaki (Counterattack +1)

Rasetsu Hakama (Counterattack +1)

Rasetsu Jinpachi (Counterattack +1)

Rasetsu Samue (Counterattack +1)

Rasetsu Sune-Ate (Counterattack +1)

Rasetsu Tekko (Counterattack +1)

--> This Lv.72-set is triggered by having less than 25% HP while fighting. On a note, the HQ-Version of this set has no LE anymore, the "Counterattack +1" on each part is a normal permanent effect then.



Unicorn Cap / +1 (STR +4 / +5)

Unicorn Harness / +1 (VIT +6 / +7)

Unicorn Leggings / +1 (Haste +3% / +4 %)

Unicorn Mittens / +1 (Attack +7 / +

Unicorn Subligar / +1 (Evasion +3 / +4)

--> This Lv.74-set is triggered by having more than a certain percentage of HP. For the leggings you need more than 75%, for the cap more than 70%, for the harness more than 65%, while the mittens and the subligar are still unknown. I guess they are somewhere around 80% and 60%, but I'll continue my search.



All the other Armors

This armors / equips don't belong to any of the mentioned categories and are gained and triggered in different ways.



Auditory Torque (STR / VIT +4), triggered while the player is affected by a song-effect

Brisingamen / +1 (HP / MP +10, STR/DEX/AGI/VIT/INT/MND/CHR +5), triggered partially at certain times <-- while daytime it will give +10 HP, while nighttime it will give +10 MP, at firesday it will give +5 STR, at iceday +5 INT, at windsday +5 AGI, at earthsday +5 VIT, at lightningsday +5 DEX, at watersday +5 MND and at lightsday +5 CHR. No bonus (but no penalty either) at darksday except the HP/MP-bonus.

Caitiffs Socks (Flee), triggered by getting hit while HP are in the red

Frenzy Sallet (Haste +4%, Accuracy +12 / Hidden Effect: drains 99 HP / Tick), triggered by going into Auto-Attack mode <-- important note: you don't lose 99 HP each tick, you will get attacked by a never-miss/ignore-defense/ignore-protect/ignore-blink attack for 99 HP each tick, but because it is an attack and no poison/drain-effect Stoneskin can infact decrease the damage done by the HE

Gaudy Harness (Refresh 1 MP/Tick), triggered by MP lower then 50

Hercules Ring (Regen 4 HP/Tick, Refresh 1 MP/Tick), triggered by HP lower then 50%

Melody Earring / +1 (Evasion +5 / +6), triggered while the player is affected by an song effect

Muscle Belt / +1 (Regen 4 HP/Tick), triggered HP lower then 50%

Uggalepih Pendant (Magic Attack Bonus +, triggered by MP lower then 50%



Triggered Hidden Effect Weapons:

These effects are not listed in the weapons description and have to be triggered like a Latent effect.



Amanojaku (increases damage), triggered by decreasing HP

Company Sword (Dmg +2), triggered for every person in your party <-- so five times +2 for a full party

Valiant Knife (Dmg +1), triggered for every full 9% missing of your HP <-- so +1 for 91% HP, +2 for 82% HP, +3 for 73% HP, etc.



Triggered Hidden Effect Armors

These effects are not listed in the armors description and have to be triggered like a Latent effect.



Clown Subligar / +1 (converts 20 / 25 MP to HP), triggered while daytime, works vice versa at night <-- for you information: you actually need MP to convert them

Opo-opo Crown (HP/MP +50, CHR +14), triggered while the player is affected by "Pamama"-food effect <-- the CHR+14 will stack with the normal CHR-7 of the Crown and make it to CHR+7 (sorry, no replacing)



Permanent Hidden Effect Weapons:

These effects are not listed in the weapons description but work permanent, so they need not to be triggered.



Bourdonasse (does blunt damage, so more effective against undead, will not work on weaponskills!)

Calamar (you can eat raw fish, while equipped with these, even if you are not a mithra)

Exocets (you can eat raw fish, while equipped with these, even if you are not a mithra)

Heavy Lance (does normal damage instead of piercing damage, so no penalty against undead)

Honebami (does blunt damage, so more effective against undead)

Narval (you can eat raw fish, while equipped with these, even if you are not a mithra)

Pagurages (you can eat raw fish, while equipped with these, even if you are not a mithra)

Vampiric Claw (does slash damage instead of blunt damage)



Elemental Staves

Technically they are Permanent Hidden Effect Weapons, but because they all work alike, I made a new category. They enhance the effects of spells, songs, skills and abilities from a certain element by +10% and decrease the effects of spells, songs, skills and abilities from the weaker element by -10%. In addition they lower the perpetuation cost of the according avatar and spirit by 2 MP/tick, while the weaker avatar and spirit have a by 2 MP/tick increased perpetuation.

The HQ-versions have another +/- 5% effect or -/+ 1 MP/tick for summoners.

On a note: Light Staff and Apollo's Staff don't see healing spells as 'light spells'. You will get the normal +10% Cure Potency, but not an additional +10%/15% efficiency of Light spells (so just Cure +10% and not Cure +20% or +25%)



Fire / Vulcan's Staff (+ 10% / 15% Fire efficiency, - 10% / 15% Ice efficiency, - 2 / 3 MP Ifrit, Fire Spirit perpetuation cost, + 2 / 3 MP Shiva, Ice Spirit perpetuation cost)

Ice / Aquilo's Staff (+ 10% / 15% Ice efficiency, - 10% / 15% Wind efficiency, - 2 / 3 MP Shiva, Ice Spirit perpetuation cost, + 2 / 3 MP Garuda, Wind Spirit perpetuation cost)

Wind / Auster's Staff (+ 10% / 15% Wind efficiency, - 10% / 15% Earth efficiency, - 2 / 3 MP Garuda, Wind Spirit perpetuation cost, + 2 / 3 MP Titan, Earth Spirit perpetuation cost)

Earth / Terra's Staff (+ 10% / 15% Earth efficiency, - 10% / 15% Thunder efficiency, - 2 / 3 MP Titan, Earth Spirit perpetuation cost, + 2 / 3 MP Ramuh, Thunder Spirit perpetuation cost)

Thunder / Jupiter's Staff (+ 10% / 15% Thunder efficiency, - 10% / 15% Water efficiency, - 2 / 3 MP Ramuh, Thunder Spirit perpetuation cost, + 2 / 3 MP Leviathan, Water Spirit perpetuation cost)

Water / Neptune's Staff (+ 10% / 15% Water efficiency, - 10% / 15% Fire efficiency, - 2 / 3 MP Leviathan, Water Spirit perpetuation cost, + 2 / 3 MP Ifrit, Fire Spirit perpetuation cost)

Light / Apollo's Staff (+ 10% / 15% Light efficiency, - 10% / 15% Dark efficiency, - 2 / 3 MP Carbuncle, Light Spirit perpetuation cost, + 2 / 3 MP Fenrir, Dark Spirit perpetuation cost)

Dark / Pluto's Staff (+ 10% / 15% Dark efficiency, - 10% / 15% Light efficiency, - 2 / 3 MP Fenrir, Dark Spirit perpetuation cost, + 2 / 3 MP Carbuncle, Light Spirit perpetuation cost)



Permanent Hidden Effect Armors

These effects are not listed in the armors description but work permanent, so they need not to be triggered.



Amemet Mantle / +1 (Lizard Killer Effect, permanent)

Carbuncle Mitts (Carbuncle Perpetuation Cost -50%, remaining cost rounded down!)

Dune Boots (improves Kick damage)

Kung Fu / Wulong Shoe / +1 (improves Kick damage)
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