![]() ![]() You can acquire more cruor via quests, also dispensed in the lobby area, and exchange the points for consumables, armor, and other benefits. Aside from having an odd name, cruor is used to purchase items from the small lobby area where you first arrive. Killing things in Abyssea nets experience as well as a new currency system known as cruor. The faster you kill things, the faster and stronger they respawn, giving you more chances at higher experience totals and more time extensions. (Later quests allow players to store up to four stones.) Time extensions also drop with some regularity as you slaughter your way though the monsters in the region, with the monsters of Abyssea reacting dynamically to party movement. For starters, while there is a time limit in Abyssea, it's partly set by the players - each Traverser Stone turned in at the start of the zone gets you 30 minutes, with a maximum of three stones at the start. It's probably still sounding pretty similar to Dynamis, but the actual mechanics are significantly different. ![]() Yet.) After the opening cutscene, which was of Square-Enix's usual high quality, we talked to the (current) big storyline NPC Joachim, who offers players a Traverser Stone and merrily sends you on your way to one of the Abyssea portals in La Theine Plateau, Konstacht Highlands, or Tahrongi Canyon. (So a bit like Dynamis, without the bonus inclusion of it turning out to have been a dream world. We started our tour with a look at the add-on that came along with the version update, Visions of Abyssea, a trip to a parallel dimension in which the world and Vana'diel's inhabitants have been ravaged. We had a chance to take a walk through the game's additions, and they were everything that was promised and more, enough to make any Final Fantasy XI player very happy indeed with the changing face of the endgame. Three of the biggest additions to the game were designed to take that notion and throw it out the window, not only encouraging players to jump into violence but outright pushing you toward faster and more active combat. You can't just jump into the game and expect to be off and fighting within a few minutes.Īt least, that was the case before the June Version Update. The actual battles run slower, abilities take longer to recharge, and the process of getting into the combat takes a great deal longer than it does in other games. Not that any fan will avoid telling you how fun it is - but even the most ardent defender can't avoid pointing out that it does tend to be a bit slow. One of the weaknesses that players have always associated with Final Fantasy XI is the nature of combat within the game. ![]()
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