Weapon Skill Points
From FFXIclopedia, the free Final Fantasy XI encyclopedia
Overview
Weapon Skill Points are hidden points that are accumulated by using Weapon Skills and executing Skillchains with special weapons, which fall into three categories: The first type are the weapons involved in the Trial Weapon quests that are used to gain access to special Weapon Skills for each weapon class (generally available between skill levels 230 and 250, depending on the weapon). The second type are weapons with special effects that are unlocked by accumulating Weapon Skill Points and are obtainable through Kindred's Seal NM battles, also known as KSNMs. Finally, points must be obtained on the weapons that are dropped in Nyzul Isle in order to allow access to the Mythic Weapon Weapon Skills in the Unlocking a Myth series of quests.
In order to accumulate Weapon Skill Points, you must perform Weapon Skills or Skillchains on enemies that check as "Easy Prey" or higher. The game provides no method of keeping track of how many points you have accumulated, so it is important to use some other means to track your progress. However, the weapons involved in the Trial Weapon quests have some Latent Effects that will cease to affect your character when the requisite number of Weapon Skill Points have been accumulated, which provides a simple way of checking if enough points have been accumulated by unequipping and re-equipping the weapon and watching to see if the appropriate attributes change.
Points are only credited towards the weapon performing the Weapon Skill (either your ranged weapon or the weapon in your main weapon slot). You may change weapons at any time without losing the points you have accumulated, but you will not receive any further points until you re-equip it in the appropriate weapon slot.
Points cannot be gained from monsters that do not give experience points. This includes monsters in Dynamis, Limbus, Besieged, Salvage, Einherjar, BCNM, ISNM, Campaign Battles (even when fighting without Allied Tags) or HNMs. However, you can gain points while using Level Sync at any level, as you still obtain experience points while under its effects.
The Club weaponskills Starlight and Moonlight are the only exception to this rule, in that they always give 1 weaponskill point when performed regardless of what enemy you are engaged with, as they are performed on yourself as the target, not the enemy.
Wild Flourish can be used as a skillchain opener but is not considered a weapon skill, and therefore does not contribute to Weapon Skill Points.
It should also be noted that Weapon Skill Points will not be granted should the Weapon Skill miss; at least one hit must land in order to gain Weapon Skill Points.
A good way to keep track of the number of Weapon Skills you do is to equip a bow and arrow (Marksmanship works as well); every time you hit with a Weapon Skill, use your ranged attack. If you need 500 Weapon Skill Points, carry 5 stacks and 5 singles of arrows or bolts, and by the time you use all your ammo, you'll have the amount of Weapon Skill Points needed. An alternate Free method would be to write it down.
Each successfull weapon skill will result in 1 Weapon Skill Point. If a weapon skill results in a skillchain, additional bonus points are rewarded to the weapon that completed the skillchain. Higher tier skillchains will reward more bonus points, but it does not matter how many weaponskills were used to produce the skillchain.
| Points | Method |
|---|---|
| 1 | Landing a Weapon Skill |
| 2 | Closing a Level 1 Skillchain |
| 3 | Closing a Level 2 Skillchain |
| 5 | Closing a Level 3 Skillchain |
Example 1:
Player A : Tachi: Kasha
Player B : Savage Blade
Tachi: Kasha + Savage Blade =
Light
A receives 1 WSP, B receives 1+4 WSP.
Example 2:
Player A : Vorpal Blade
Player B : Red Lotus Blade
Player C : Howling Fist
Player D : Dragon Kick
Vorpal Blade + Red Lotus Blade =
Liquefaction
Liquefaction + Howling Fist =
Fusion
Fusion + Dragon Kick =
Light
A receives 1 WSP, B receives 1+1 WSP, C receives 1+2 WSP and D receives 1+4 WSP.


