A floating skill overlay for FFXI (Ashita v4). Shows every skill your main job has access to — combat, defense, magic, and crafting — with tier-colored crystals, donuts, or pills, plus effective level and minimum mob level hints so you know what to hunt next.
| Crystals (default) | Donuts | Pills |
|---|---|---|
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Switch with the radio row in /prism settings or /prism mode crystals|donuts|pills. Tier color encodes rank: A+ gold, B green, C cyan, D blue, E/F grey.
Prism groups every skill your main job can train into four toggleable categories. Equipped weapons sort first, then combat → defense → magic → craft.
HorizonXI's engine returns nil/0 for GetCap() on every skill, so Prism's HX-calibrated static tables do all the work. /prism diag prints both side by side per skill — the eng: column shows what the engine reports, tbl: shows what Prism's tables produce:
| Category | What's shown | Filter |
|---|---|---|
| Combat | Weapons 1H/2H + ranged | Skills your main job has any rank in, plus anything currently equipped |
| Defense | Guard, Evasion, Shield, Parry | Defense skills your main job has a rank in |
| Magic | Divine, Healing, Enhancing, Enfeebling, Elemental, Dark, Summoning, Ninjutsu | Casting schools your main job actively casts spells in (no sub-job spillover) |
| Craft | Fishing, Woodworking, Smithing, Goldsmithing, Clothcraft, Leathercraft, Bonecraft, Alchemy, Cooking | Only skills you've actually trained (cur > 0 or fractional > 0) |
- All-skills overlay grouped into Combat / Defense / Magic / Craft categories, each independently toggleable
- Per-job filtering: only shows skills your main job actually has access to — no clutter from sub-job spillover
- HorizonXI-calibrated cap curves and per-job rank tables (transcribed from Nerf's FFXI Skill Calculator spreadsheet — retail caps differ on Horizon)
- Engine cap as source of truth: when the game exposes
GetCap(), Prism trusts it over static tables (handles server-side rank divergence and crafting/defense skills that have no rank table) - Three display modes: tier-colored FFXI crystals (default), OSRS-style donuts, or compact text pills
- Effective level + min-mob hints for combat and magic (suppressed for defense/craft since they don't apply)
- Skillup capture via packet
0x29(authoritative tenths) with a chat fallback — fractional progress survives between integer ticks - Sort modes: Default (equipped → category → sid), By Grade, Progress %, Lowest
- Enhanced chat skillup messages (opt-in) for defense and craft too — they finally get their announcements
- Per-skill visibility toggles, capped-skill filter, items-per-row, and a 0.6×–2.0× scale slider
- Chrome-less overlay — drag freely, configure with
/prism
Skill capture adapted from Jull256/skilluptracker (Mujihina original).
- Drop the
prismfolder intoAshita/addons/ - In game:
/addon load prism - Open settings:
/prism
/prism -- open settings panel (also /pr)
/prism on | off | toggle -- show/hide overlay
/prism mode crystals|donuts|pills -- display style
/prism perrow 1..24 -- items per row
/prism capped -- toggle showing capped skills
/prism category <name> [on|off] -- toggle a category (combat|defense|magic|craft)
/prism equippedonly [on|off] -- Combat: only show currently-equipped weapons
/prism persistfrac on|off|toggle -- persist fractional skill progress across /logout
/prism chat on|off|toggle -- enhanced chat skillup messages (off by default)
/prism diag -- dump engine cap vs. table cap per skill (calibration)
/prism colortest -- preview every chat-skillup palette swatch
/prism hide <name> -- hide a specific skill on the current job (per-job)
/prism show <name> -- un-hide a specific skill on the current job
/prism reset -- reset window position
Open with /prism or /pr. All options persist to Ashita's per-character config — and "Skills to show" is saved per job, so each character's RDM, DRK, RNG, etc. keep their own visibility selections.
- Everything is gated by main job. Combat, defense, and magic categories filter to skills your main job actually has access to — flip jobs and the overlay reshapes automatically. No more Healing/Enhancing/Divine clutter on DRK.
- Crafting only appears once trained. Crafts have no rank table, so Prism only shows a craft skill if you've earned at least 0.1 in it.
- "Only show equipped weapons" (Combat category): if you main RDM but never swing a Sword, flip this on and Combat collapses to just your main-hand + ranged. Swap weapons and the overlay updates next frame. Toggle in settings or
/prism equippedonly on. - Per-job skill checkboxes. The settings panel's "Skills to show" section lists exactly the skills your current main job has access to, grouped by category. Untick what you don't want to see. Selections are saved per job, so hiding Throwing on DRK won't hide it when you switch to RNG. Same behavior from chat with
/prism hide Throwing//prism show Throwing. - Engine cap > static table. When the game exposes a cap via
GetCap(), Prism uses it directly. The staticCAP_REF/JOB_SKILL_RANKtables are HorizonXI-calibrated fallbacks for cases where the engine returns 0 or nil. Run/prism diagto see both side by side for every skill. - Fractional skill (e.g. 9.1) only flows via chat/packet — the game's memory only exposes integers. Prism saves your fractional progress to Ashita's per-character config (toggle in settings or
/prism persistfrac off), so a/logoutdoesn't throw away the 0.1–0.9 you already earned. - Enhanced chat skillup messages are off by default (toggle in settings or
/prism chat on). When enabled, Prism replaces the game's defaultYour X skill rises 1 pointline with a colored version showing the fractional total and cap, e.g.Your sword skill rises 0.3 points (95.4 / 100). Defense and craft skillups also get the enhanced treatment. If you also run skilluptracker, keep one or the other enabled — not both — to avoid double-printed lines.
- Nerf (nerfonline) from the Ashita Discord shared the FFXI Skill Calculator spreadsheet covering canonical L1–75 skill caps and per-job rank assignments for both Horizon and Retail. Prism v0.7.0 ships with the Horizon data fully integrated. Thanks, Nerf.
- Click for the relentless playtesting and the design conversations that turned a one-off weapon-skill display into a four-category job-aware overlay.
- Skillup capture pattern (packet
0x29MessageNum 38/53) and enhanced chat skillup message format adapted from Jull256/skilluptracker (Mujihina original).
GPL-3.0 — see LICENSE.




