nyuuzyou/wikis huggingface dataset:
Cut and Cauterize (S)

==Walkthrough==
*Talk to Rasdinice.
*Exit to East Ronfaure (S) and click Allied Ensign.
**Party of 3 or greater required.
*Once the party leader has selected to enter, you will be transported into Everbloom Hollow.
*At the start, two Cadet Palliators will pop. Speak to them to have them follow you to a room to the north with 5 wounded solders.
*Speaking to the Palliators will show the following menu options:
**Give the physician orders.
***Commence healing, stat!
***Specify healing methods.
****Prescribe what type of treatment?
*****Cures and physical healing.
*****Status ailment recovery.
***Offer moral support.
***Rest and recover.
***Issue no orders.
*When you are close to a solder who is injured, use the "Commence healing, stat!" command to order the Palliator to use cure spells. (You must issue the command each time you wish her to cure.)
** If a solder says "P-p-poisoned... C-c-can't b-b-breathe..." or "You must help me! I can't move my arms or legs!", use the "Prescribe what type of treatment?" option and chose "Status ailment recovery" to switch the Palliator to use the appropriate status spells. (Be sure to issue the "Commence healing, stat!" command after, and use the "Prescribe what type of treatment?" option to change back to "Cures and physical healing" mode.)
** When a solder is sufficiently cured, his/her name will turn green and will say "I owe you my life. Many thanks!".
** Palliator can and will run out of MP meaning that they will have to rest their MP before they can continue.
** If the Palliator says "I'm not sure I'm cut out for this...", use the "Offer moral support" option. (But do not use it too often, as it seems to annoy the Palliator.)
* When four solders are cured, you will get the message that the operation is complete. (But you are still able to cure the final wounder solder.) Return to the Dawn Aureola to receive your XP and finish the Campaign Op.
** You will not receive XP if you are too far from the Dawn Aureola.
Cut and Cauterize III (S)

==Walkthrough==
*Talk to Rasdinice.
*Travel to East Ronfaure (hug the left wall as soon as you come out).
*Once the party leader has selected to enter, you will be transported into Everbloom Hollow.
*After a few moments, two healer NPCs (Pupil Palliator I and II) will load
**Talk to them to make them follow you.
*The Healers have four options when you talk to them:
**Ask them to heal - the NPCs heal a nearby NPC.
**Change their prioritization - the NPCs will be either more or less likely to cast Poisona / Paralyna
**Offer moral support
***Healer morale constantly decays (possibly only when in range of the NPCs messages).
***You want to use this every 5 or so Cures, or after they /heal.
***If you use it too frequently, it won't have any effect.
***If the NPC runs away, they will return to the start of the zone until you use this.
****You can use this right when they start to run away and then they will just touch the starting point and turn around and return to you.
***If the NPC runs away, you will get a depressed message when you use this for the rest of the run and it might not work.
***Pupil Palliator II's morale seems to decay faster than I.
**Rest and relax - /heal to recover MP. This seems to be faster than if they run out of MP and are forced to rest.
*The healer AI...
**When asked to heal, they cast Cure II, III, or IV (randomly) and can cast Paralyna / Poisona if their target is enfeebled.
***Even in status removal mode, they are not forced to remove statuses and it can take quite a few tries
**When starting or finishing an action, including changing their prioritization or resting, the NPCs can decide they have had enough and run back to the start.
***They will return to the person with claim on them after they have taken a lap.
**When they try to cast a spell that they do not have the MP for, the NPCs will /heal
***They seem to recover MP slower this way than if you ask them to /heal.
*You will need to heal 10 other injured NPCs scattered throughout the maze by talking to the healers and telling them to heal.
**These NPCs spawn with between 40 and 60% HP.
**Their names will turn Green and they will be considered healed when their HP reaches 95% and their status ailments are removed.
***NPCs can either be Poisoned or Paralyzed.
***NPCs cannot die from poison.
**There are six enfeebled NPCs this time.
***Norvallen Knight (South H-8)
***Aragoneu Knight (South H-8)
***Scarlet Boar Esquire (South I-8)
***Royal Guard (North H-8)
***Royal Knight (North I-8)
***Savage Hound Condottiere (North I-8)
*When you have healed 8 of the 10 injured NPCs, the Objective will be complete
**If you leave at this point, you will receive a middling appraisal. You must heal all of the NPCs for an enthusiastic review.
**If going for a full clear, it is recommended to switch the NPCs to status removal mode and run to the enfeebled NPCs first.
*You must leave via the Dawn Aureola or you will not get credit.
*Return and talk to Rasdinice for your reward.
Cut and Cauterize II (S)

==Walkthrough==
*Talk to Rasdinice.
*Travel to East Ronfaure (hug the left wall as soon as you come out).
*Once the party leader has selected to enter, you will be transported into Everbloom Hollow.
*After a few moments, two healer NPCs (Pupil Palliator I and II) will load
**Talk to them to make them follow you.
*The Healers have four options when you talk to them:
**Ask them to heal - the NPCs heal a nearby NPC.
**Change their prioritization - the NPCs will be either more or less likely to cast Poisona / Paralyna
**Offer moral support - this might stop them from running away
**Rest and relax - /heal to recover MP
*The healer AI...
**When asked to heal, they cast Cure II, III, or IV (randomly) and can cast Paralyna / Poisona if their target is enfeebled.
***Even in status removal mode, they are not forced to remove statuses and it can take quite a few tries
**When starting or finishing an action, including changing their prioritization or resting, the NPCs can decide they have had enough and run back to the start.
***They will return to the person with claim on them after they have taken a lap.
**When they try to cast a spell that they do not have the MP for, the NPCs will /heal
***There is no apparent benefit to forcing the NPCs to rest
*You will need to heal 8 other injured NPCs scattered throughout the maze by talking to the healers and telling them to heal.
**These NPCs spawn with between 40 and 60% HP.
**Their names will turn Green and they will be considered healed when their HP reaches 90% and their status ailments are removed.
**There are four enfeebled NPCs this time.
***Aragoneu Knight, Royal Knight, Savage Hound Condottiere, and the further Royal Guard (H-8)
*When you have healed 6 of the 8 injured NPCs, the Objective will be complete
**If you leave at this point, you will receive a middling appraisal. You must heal 8/8 for an enthusiastic review.
**If going for a full clear, it is recommended to switch the NPCs to status removal mode and run to the enfeebled NPCs first.
*You must leave via the Dawn Aureola or you will not get credit.
*Return and talk to Rasdinice for your reward.
Cut and Cauterize I (B)

==Walkthrough==
*Talk to Hieronymus
*Exit to North Gustaberg (S), follow the wall to the west to find the Allied Ensign.
**Party of 3 or greater required.
*Once the party leader has selected to enter, you will be transported into Ruhotz Silvermines.
*At the start, two Cadet Woundpatchers will pop. Speak to them to have them follow you to a room to the north with 5 wounded solders.
*Speaking to the Woundpatchers will show the following menu options:
**Give the physician orders.
***Commence healing, stat!
***Specify healing methods.
****Prescribe what type of treatment?
*****Cures and physical healing.
*****Status ailment recovery.
***Offer moral support.
***Rest and recover.
***Issue no orders.
*When you are close to a solder who is injured, use the "Commence healing, stat!" command to order the Woundpatcher to use cure spells. (You must issue the command each time you wish her to cure.)
** If a solder says "P-p-poisoned... C-c-can't b-b-breathe..." or "You must help me! I can't move my arms or legs!", use the "Prescribe what type of treatment?" option and chose "Status ailment recovery" to switch the Woundpatcher to use the appropriate status spells. (Be sure to issue the "Commence healing, stat!" command after, and use the "Prescribe what type of treatment?" option to change back to "Cures and physical healing" mode.)
** When a solder is sufficiently cured, his/her name will turn green and will say "I owe you my life. Many thanks!".
** Woundpatchers can and will run out of MP meaning that they will have to rest their MP before they can continue.
** If the Woundpatcher says "I'm not sure I'm cut out for this...", use the "Offer moral support" option. (But do not use it too often, as it seems to annoy the Woundpatchers.)
* When four solders are cured, you will get the message that the operation is complete. (But you are still able to cure the final wounder solder.) Return to the Dawn Aureola to receive your XP and finish the Campaign Op.
** You will not receive XP if you are too far from the Dawn Aureola.
Cut and Cauterize I (S)

==Walkthrough==
*Talk to Rasdinice.
*Travel to East Ronfaure (hug the left wall as soon as you come out).
*Once the party leader has selected to enter, you will be transported into Everbloom Hollow.
*After a few moments, two healer NPCs (Pupil Palliator I and II) will load
**Talk to them to make them follow you.
*The Healers have four options when you talk to them:
**Ask them to heal - the NPCs heal a nearby NPC.
**Change their prioritization - the NPCs will be either more or less likely to cast Poisona / Paralyna
**Offer moral support - this might stop them from running away
**Rest and relax - /heal to recover MP
*The healer AI...
**When asked to heal, they cast Cure II, III, or IV (randomly) and can cast Paralyna / Poisona if their target is enfeebled.
***Even in status removal mode, they are not forced to remove statuses and it can take quite a few tries
**When starting or finishing an action, including changing their prioritization or resting, the NPCs can decide they have had enough and run back to the start.
***They will return to the person with claim on them after they have taken a lap.
**When they try to cast a spell that they do not have the MP for, the NPCs will /heal
***There is no apparent benefit to forcing the NPCs to rest
*You will need to heal 5 other injured NPCs scattered throughout the maze by talking to the healers and telling them to heal.
**These NPCs spawn with between 40 and 60% HP.
**Their names will turn Green and they will be considered healed when their HP reaches 80% and their status ailments are removed.
**Royal Knight (the furthest injured NPC) always has a status ailment.
*When you have healed 4 of the 5 injured NPCs, the Objective will be complete
**Your NPCs have the MP to heal 4 of 5 without resting, but not all 5.
**If you leave at this point, you will receive a middling appraisal. You must heal 5/5 for an enthusiastic review.
**If going for a full clear, it is recommended to switch the NPCs to status removal mode and run to the Royal Knight first.
*You must leave via the Dawn Aureola or you will not get credit.
*Return and talk to Rasdinice for your reward.
Cut and Cauterize I (W)

==Walkthrough==
*Talk to Emhi Tchaoryo
*Exit to West Sarutabaruta (S) (I-9) to find the Allied Ensign.
**Party of 3 or greater required. *No longer need 3 people, you can enter solo*
*Once the party leader has selected to enter, you will be transported into Ghoyu's Reverie.
*At the start, two Cadet Slavemixers will pop. Speak to them to have them follow you to a room to the north with 5 wounded solders.
*Speaking to the Slavemixers will show the following menu options:
**Give the physician orders.
***Commence healing, stat!
***Specify healing methods.
****Prescribe what type of treatment?
*****Cures and physical healing.
*****Status ailment recovery.
***Offer moral support.
***Rest and recover.
***Issue no orders.
*When you are close to a solder who is injured, use the "Commence healing, stat!" command to order the Slavemixer to use cure spells. (You must issue the command each time you wish her to cure.)
**If a solder says "P-p-poisoned... C-c-can't b-b-breathe..." or "You must help me! I can't move my arms or legs!", use the "Prescribe what type of treatment?" option and chose "Status ailment recovery" to switch the Slavemixer to use the appropriate status spells. (Be sure to issue the "Commence healing, stat!" command after, and use the "Prescribe what type of treatment?" option to change back to "Cures and physical healing" mode.)
**When a solder is sufficiently cured, his/her name will turn green and will say "I owe you my life. Many thanks!".
**Slavemixer can and will run out of MP meaning that they will have to rest their MP before they can continue.
**If the Slavemixer says "I'm not sure I'm cut out for this...", use the "Offer moral support" option. (But do not use it too often, as it seems to annoy the Slavemixer.)
*When four solders are cured, you will get the message that the operation is complete. (But you are still able to cure the final wounder solder.) Return to the Dawn Aureola to receive your XP and finish the Campaign Op.
**You will not receive XP if you are too far from the Dawn Aureola.
Cy.Abjuration: Bd.

==Notes==
*Trade a Cyllenian Abjuration: Body and a Vexed Bliaut or a Jinxed Bliaut to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kaykaus Bliaut or a Kaykaus Bliaut +1, respectively.
==Related Links==
*Cyllenian Abjurations
*Kaykaus Attire Set
*Kaykaus Attire Set +1
Category:Abjurations
Cy.Abjuration: Ft.

==Notes==
*Trade a Cyllenian Abjuration: Feet and a Vexed Boots or a Jinxed Boots to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kaykaus Boots or a Kaykaus Boots +1, respectively.
==Related Links==
*Cyllenian Abjurations
*Kaykaus Attire Set
*Kaykaus Attire Set +1
Category:Abjurations
Cy.Abjuration: Hd.

==Notes==
*Trade a Cyllenian Abjuration: Head and a Vexed Mitra or a Jinxed Mitra to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kaykaus Mitra or a Kaykaus Mitra +1, respectively.
==Related Links==
*Cyllenian Abjurations
*Kaykaus Attire Set
*Kaykaus Attire Set +1
Category:Abjurations
Cy.Abjuration: Hn.

==Notes==
*Trade a Cyllenian Abjuration: Hands and a Vexed Cuffs or a Jinxed Cuffs to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kaykaus Cuffs or a Kaykaus Cuffs +1, respectively.
==Related Links==
*Cyllenian Abjurations
*Kaykaus Attire Set
*Kaykaus Attire Set +1
Category:Abjurations
Cy.Abjuration: Lg.

==Notes==
*Trade a Cyllenian Abjuration: Legs and a Vexed Tights or a Jinxed Tights to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kaykaus Tights or a Kaykaus Tights +1, respectively.
==Related Links==
*Cyllenian Abjurations
*Kaykaus Attire Set
*Kaykaus Attire Set +1
Category:Abjurations
Cyclone Crystal

== Notes ==
* This crystal can be used in place of a Wind Crystal for crafting.
* When used to create an item with Synthesis, the resultant item will be signed (bear the crafter's name) if it has an inscribable flag.
:*Additionally, High-Quality crystals will decrease the rate of synthesis materials being lost in the event of a break.
Usage: Traded in exchange for 500 Kinetic Units each. Kinetic Units are used in conjunction with Waypoints and Proto-Waypoints.
Category:Crystal Category:High-Quality Crystal Category:Guild Point Item
D.Abjuration: Ft.

==Notes==
*Trade a Dryadic Abjuration: Feet and a Cursed Sune-Ate or a Cursed Sune-Ate -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Shura Sune-Ate or a Shura Sune-Ate +1.
==Related Links==
*Dryadic Abjurations
*Shura Armor Set
*Shura Armor Set +1
Category:Abjurations
Dabih Jajalioh

This NPC's stock varies based on total world sales she makes every real life day, and resets at JP Midnight.
It appears that purchasing 15 stacks of an item will trigger her "Extra Stock" items to appear.
==Tier 1 Shop==
==Tier 2 Shop (Additions)==
==Tier 3 Shop (Additions)==
==Tier 4 Shop (Additions)==
Category: Vendor
Category:Jeuno NPCs
Daigraffeaux

====Involved in Quests====
*Perils of the Griffon
====Involved in Missions====
*Proof of Valor
====Dialogue====
(During Proof of Valor)
Daigraffeaux: Hm? What's this talk of signatures?
Daigraffeaux: Why, if it isn't (player) of the Knights of the Iron Ram, the (woman/man) of the moment! The Kingdom's walls resound with praise for you!
Daigraffeaux: I've heard much of you from Sir Ragelise. In fact, there's a note of pride in his voice every time he brings up your name in conversation. Any friend of Sir Ragelise's is a friend of mine!
Daigraffeaux: Let us never give up the fight for the survival of all that is good in this world. May the blessing of the Goddess be upon us!
Daikoku Card

== Notes ==
* Found in Overturned Soil during the Starlight Celebration 2010 event in the following zones: 
: West Ronfaure / La Theine Plateau / Jugner Forest / Batallia Downs / South Gustaberg / Konschtat Highlands / Pashhow Marshlands / Rolanberry Fields / East Sarutabaruta / Tahrongi Canyon / Meriphataud Mountains / Sauromugue Champaign
== Related Links ==
* Benten Card
* Bishamon Card
* Fukurokuju Card
* Ebisu Card
* Hotei Card
* Jurojin Card
* Starlight Celebration 2010/Guide
Dalha

Born: ???
Died: ???
A Galka Bastokan historical figure.
He worked as a miner on the Quon continent around 480 C.E. and was also an excellent gladiator who was the undisputed champion of the Bastok Mines martial games.
One of his closest friends was the future Bastok President Meyer. When Meyer lead the resistance movement against San d'Oria, Dalha joined him and was later appointed as the first Commander of the Department of Defense. His main responsibilities were the protection of their workers and the formation of the Republican Army.
Dalha was the original wielder of the mythic weapon Glanzfaust.
The Dalha River is named after him.
== Related Links ==
* Dalha @ JP Wiki
Category:Characters
Dalha River

The river that runs from Port Bastok to the sea and provides adequate space for airships to land and take off, thanks to the much maligned Drawbridge. It is unclear where it ends and the Blackash River that exists in Bastok Markets begins. The Obere Creek in North Gustaberg is another tributary.
It is named after Dalha, who assisted future Bastok President Mayer in striking back at San d'Orian forces and establishing the Republic of Bastok in 494.
== Related Links ==
* Dalha River @ JP Wiki
Category:Landmarks
Dalmatica +1

==Notes==
*Trade an Aquarian Abjuration: Body and a Cursed Dalmatica -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Dalmatica +1.
==Related Links==
* Abjurations
* Dalmatica
* Zenith Attire Set +1
*Tatter and Scrap Synergy
Category:Body
Dalzakk

A Galkan adventurer who lives in Bastok Markets. While he is away adventuring, he lets Gwill stay at his house and read his books. He was taught the way of the Monk by Oggbi.
====Involved in Quests/Missions====
*Bastok Mission 1-3
*Bastok Mission 3-1
*The Return of the Adventurer
====Relevant Lore====
*Great Figures of the Crystal War, Vol. II
Category:Bastok NPCs
Dalzakk (S)

====Location====
*Sauromugue Champaign (S) running laps near the pathway from roughly (I-7) to (K-9). - unaligned
*Bastok Markets (S) running between (G-5)-(H-5)
*Southern San d'Oria (S) running between (D-7)-(H-9)
*Windurst Waters (S) running between (F-8)-(G-8)
====Notes====
*Does not mele, instead he uses a more powerful version of One Inch Punch every few seconds.
*Sometimes assisted by Oggbi. 
====Headhunting====
*Speak to him as a monk to influence him.
Category:Freelancer
Category:Campaign Battle NPCs
Damage

Category:Game Mechanics
__TOC__
Damage refers to the amount of HP removed from the recipient of an action. Damage is determined through the multiplication and flooring of several terms. Every variety of damage begins with a Base Damage term. Thereafter, Base Damage multiplies with a series of terms until a resulting numeric value is reached. This resultant damage is the only numeric value the player sees when inflicting damage.
== Calculating Damage ==
Calculate the value of each term. Different equations have different terms, so be sure that you're using the correct equation. After calculating the value of each term, begin multiplying the terms starting with the Base Damage term. After multiplying two terms, floor the resulting damage. 
Example:
: 1. Calculate the term values (Numbers seen here are arbitrary)
::Base Damage = 100 + 53 + 3 = 156
::Class term = 1 - 0.64 = 0.36
: 2. Multiply terms
::(Base Damage) × (Class Term) = ???
::156 × 0.36 = 56.16
: 3. Floor the result
:: Floor (56.16) = 56
: 4. Repeat by multiplying the result with the next term
== Using BG-Wiki Damage Equations ==
When reading the page, the order of calculation begins with top term listed. For instance:
* Base Damage
* Class Term
* Type Term
Equals
(Base Damage) × (Class Term) × (Type Term)
== Damage Equations ==
* Physical Damage
* Critical Hit Damage
* Weapon Skill Damage
** fSTR
* Magic Damage
* Ninjutsu Damage
** Magic Affinity
* Jump
* Violent Flourish
* Shield Bash
* Weapon Bash
* Blade Bash
* Damage Taken
Damage Over Time

Damage over time, or DoT, typically refers to a debuff effect which causes low damage in periodic intervals over an extended period of time. Many spells include damage over time as an element of the spell in addition to another status debuff. Most damage over time spells (except helix spells) process on 3 second tick intervals. Damage over time is cumulative and the total damage dealt per tick is the sum of the damage per tick of all active DoT effects. DoT effects will wake up slept players (except from Nightmare) at each tick, and are often applied purposefully on fights where Sleep is a significant danger.
Status effects which have damage over time as a component include:
* Poison
* Dia and Bio
* Requiem
* Elemental Debuffs
* Helix Spells and Kaustra
Damage over time is different than a player's total damage over a set period of time factoring in melee hits, ranged hits, weapon skills, etc. (which is typically used as a means of comparing damage output over extended periods of time across different weapons or different jobs), this is generally referred to as "DPS" or "damage per second" to differentiate it from "damage over time".
Category:Game Mechanics
Dancer's Bangles

== Notes ==
* Gives 10 Step Accuracy.
* Requires speaking with Olgald in Upper Jeuno (G-7) after the completion of the quest The Road to Divadom and the following items:
** Karakul Cloth
** Rainbow Cloth
** Rainbow Velvet
* There are two items with this name. One is for males, the other is for females.
==Related Links==
*Dancer's Attire Set
== References ==
*Random Fact Thread, (Byrth BG)
Category:Hands Category:Artifact Armor
Dancer's Tiara

==Notes==
* Extends Samba durations by 30 seconds.
* Requires speaking with Olgald in Jeuno (G-7) after the completion of the quest The Road to Divadom and the following items:
** Imperial Silk Cloth
** Silver Brocade
** Wolf Felt
* There are two items with this name. One is for males, the other is for females.
==Related Links==
*Dancer's Attire Set
Category:Artifact Armor
Dancer's Tiara +1

== Notes ==
* Extends Samba durations by 30 seconds.
* There are two items with this name. One is for males, the other is for females.
* You can skip upgrading to and go straight to the Reforged version by checking out the Reforged Artifact Armor page.
==Related Links==
*Dancer's Attire Set +1
Category:HeadCategory:Artifact Armor +1
Dancer's Toe Shoes

== Notes ==
*Increases Jigs Duration by 25% after Job Points are accounted for.
* Requires speaking with Olgald in Upper Jeuno (G-7) after the completion of the quest The Road to Divadom and the following items:
** Wamoura Cloth
** Moblinweave
** Gold Brocade
* There are two items with this name. One is for males, the other is for females.
==Related Links==
*Dancer's Attire Set
Category:Feet Category:Artifact Armor