FFXI: Ballista Basic Rules
"0","Basic Rules"
"5","The Onscreen Interface "
"7","Quarry"
"10","Sprint"
"11","Scout"
"12","Gate Breach"
"13","Rooks"
"15","Scoring"
"17","K.O."
"23","System Messages"
&pre=1;&image=ng01;&style=Tk15w_3;Basic Rules&style;
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In addition to the basic rules, Ballista may also be played
using special rules with abilities and temporary items that
have certain effects. Players may check with a Herald or
Pursuivant at the match site for information on the rules.
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&style=Ty15; *Special rules are subject to change during certain events.&style;
&pre=01;&style=Tk15w_3; Actions&style;
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The following actions cannot be performed during Ballista:
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-Fishing
-Riding a chocobo
-Utilizing the bazaar of anyone besides the members of
your nation's forces
-Trading with anyone besides the members of your nation's
forces
-Talking to an NPC unaffiliated with Ballista
&pre=01; When the match begins, each player's information will
automatically be made public, and an icon representing the
player's nationality will be displayed to the left of his/her
name.
Players will be unable to see players and monsters not
participating in Ballista, and contact between Ballista
players and non-participants will be suspended.
However, non-participating players may observe the match.
&pre=01;&style=Tk15w_3; Chat&style;
During Ballista, a player's linkshell will be disengaged and
replaced with a special one used by his/her nation's force.
The words spoken on this linkshell channel can only be
heard by that player's force.
Say, Shout, Tell, etc. function as normal.
&pre=01;&style=Tk15w_3; Parties&style;
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Players can also form parties while participating in Ballista.
These parties are not restricted to nations, making it
possible to form a party with members of the opposing
force.
However, in such cases, only the Party chat mode can be
used. Forming a party with members of the same force will
simplify the route to Gate Breach status, so it is
important to choose party members wisely.
&pre=1;&image=ng01;&style=Tk15w_3;The Onscreen Interface &style;
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With the start of the match, the
following information will appear
in the upper left corner of the
screen:
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-The score
-The number of Petras a player is carrying
-Gate Breach status (indicated by a star-shaped mark
located by the Petra counter)
&pre=01; Also, the following buttons will appear in
the action command menu:
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-"Quarry"
-"Sprint" or "Scout"
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Finally, the color of the participant's name
will change, and an icon representing the
player's nationality will be displayed to the
left of his/her name.
&pre=01;&image=ng01;&style=Tk15w_3;Quarry&style;
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The (/quarry) command allows a player to dig up the area
at his/her feet and search for buried Petras.
However, an attempt may not always be successful.
The further a player is from a Rook, the easier it is to
find Petras. Players may also find items other than
Petras, called "temporary items," using Quarry.
Once a Petra has been obtained, a player cannot dispose
of it.
&pre=01; However, a player will lose his/her Petras by making an
area change, returning to camp after being knocked out, or
using the temporary item "Petra Eater."
The Quarry command cannot be repeated in quick
succession.
&pre=01; *If a player uses Quarry while invisible, the status will
wear off.
*Using Quarry while sleeping or stunned will have no effect.
*Quarry will be cancelled if a player is attacked while
digging.
*Thieves can steal Petras from opposing players by using
the Steal or Mug commands.
*Refer to "Special Rules" for a description of temporary
items.
&pre=01;&image=ng01;&style=Tk15w_3;Sprint&style;
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Sprint (/sprint) temporarily increases a player's movement
speed.
Sprint can only be used when a player does not possess
any Petras.
The Sprint command cannot be repeated in quick succession.
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&style=Ty15; *Using the Sprint command while under "weight" status will
have no effect.&style;
&pre=01;&image=ng01;&style=Tk15w_3;Scout&style;
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Scout (/scout) informs the player of the location (distance
and direction) of the nearest Rook.
Scout can only be used when a player possesses a Petra.
The Scout command cannot be repeated in quick succession.
&pre=01;&image=ng01;&style=Tk15w_3;Gate Breach&style;
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The Rook may be opened if the player defeats a member of
the opposing force, earning Gate Breach status.
This status may also be achieved if a party member of
the same force defeats an opposing player nearby.
Only a player with Gate Breach status can throw a Petra
into a Rook.
After reaching the Rook, Gate Breach status lasts longer
if the player's force is behind, and wears off in a
shorter amount of time for the leading force.Players will
not lose their Petras even if Gate Breach Status wears off.
&pre=01;&image=ng01;&style=Tk15w_3;Rooks &style;
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Rooks are open territory for both
forces. Anyone can score Petras
in any Rook.
In most cases, Petras can only be
thrown in Rooks when a player has
achieved Gate Breach status.
However, if the majority of the leading force's members
has left the area, the Rooks' gates will open, allowing any
player to freely score Petras (with or without achieving
Gate Breach status).
Participants |
Less than 40 |
40 or more |
Number of Rooks |
2(1) |
1 |
&pre=01; Rooks change their position at regular intervals and never
appear in the same place twice in succession.
A Petra cannot be thrown into a Rook directly before or
after it moves.
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The number of players participating in the match
determines the number of Rooks on the battlefield.
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&style=Ty15_2; *Even if there are less than 40 participants, there will only
be one Rook if the number of players on both sides is
evenly balanced. &style;
&pre=01;&image=ng01;&style=Tk15w_3;Scoring&style;
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Points are earned by throwing Petras into Rooks.
However, only five Petras can be scored at one time, and
once a player has scored, his/her Gate Breach status will
be disengaged.
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&style=Ty15_2; *One Petra counts for one point.
*A player cannot throw Petras while he/she is invisible.
*If a player is attacked while throwing a Petra, his/her shot
will be cancelled.
*After throwing, a player must wait a minimum of five
seconds before attempting another shot.&style;
&pre=01; At the end of a match, the high scorer and his/her point
total (along with each player's own point total) will be
displayed.
&pre=01;&image=ng01;&style=Tk15w_3;K.O.&style;
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Experience will not be lost when K.O.'d.
There are three options available after being KO'd:
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&style=Tg15; 1. Wait for automatic revival&style;
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A few moments after being KO'd, a player will automatically
revive. At this time, 100% of the player's HP and 50% of
the player's MP and TP will be restored.
The amount of time a player must wait for automatic revival
increases each time this method is chosen.
Times KO'd |
Revival Time |
&sp=19;1 |
20 seconds |
&sp=19;2 |
30 seconds |
&sp=19;3 |
40 seconds |
&sp=19;4 |
50 seconds |
&pre=01; *Revival time will increase to 60 seconds for every
subsequent KO.
&pre=01;&style=Tg15; 2. Return to camp&style;
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Choosing to return to camp will warp a player back to
his/her nation's base, where he/she will be revived with
full HP and MP, but all TP will be lost.
Also, automatic revival time will be reset to the original
level.
There is nothing special about the camps themselves;
they are merely points in the current area where you are
revived and where your Pursuivant is located.
&pre=01; Reviving using the above methods will not weaken the
player.
However, they will result in the loss of all Petras.
Also, after using the above methods, the player will spend
a short amount of time "preparing for battle."
During this period, he/she cannot attack or be attacked.
&pre=01;&style=Tg15; 3. Be raised&style;
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When raised with magic, a player will temporarily be in
a weakened state.
However, that player will not lose the Petras he/she has
accumulated.
If a player is KO'd when the match comes to a close,
he/she can still accept automatic revival without the loss
of experience points. In such instances, "Return to Camp"
will change to "Return to Home Point."
Players in this situation can choose to return to their
home point without a loss of experience points.
&pre=01; 〔[Instances where a player will have the option to "Return
to Home Point"〕
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-When the match ends while being moved by the spell
Tractor.
-When a player returns to a finished match after losing
his/her connection while in a KO’d state.
&pre=01;&image=ng01;&style=Tk15w_3;System Messages&style;
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Messages that appear when a player enters a Ballista area:
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-Entry period information
-Information on the next match
-Results of the last match
&pre=01; Messages that appear while in a Ballista area:
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-Entry period information
-Match commencement
-Match conclusion, match results, and match cancellation
These messages appear to all adventurers in the area,
regardless of Ballista participation.
&pre=01; The following messages appear only to those participating
in Ballista:
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-Time until match commencement
-Rook movement information
-Information on which commands are available for use
(Scout, Gate Breach, etc.)
-High scorer (at the conclusion of the match)
-The time at which the current match concludes
&pre=01; In addition, players can receive the key item "Ballista
Earring" from their nation's Conflict Commander or the
Pursuivant in their Ballista camp.
While in possession of this key item, players can receive
information on the next Ballista match and entry period
upon entering any of the three nations or Jeuno from the
day before a match until the end of the entry period.
Players can also receive gameplay hints during a match.
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&style=Ty15; *Ballista information is only posted once per day
(Vana'diel time).&style;