Final Fantasy 11 Online - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Final Fantasy 11 Online - Strategy Guide (Page 05).
O OO OOO O O OOO O OOO OOO
OO O O O O O O O O O O
O O O OOOO O OO O O O O O O OO / OTHER SIDE ACTIVITIES
O O O O O O O O O O O O
OOO OO OOO OO OOO OOOO OOO OOO
10-Guilds
--Couple Things To Do Besides Lving Up---
You can do a lot in FFXI besides lving up. Guilds however are something very
fun and neat to do all of FFXI. Become a master of craftsworking, jewelry, or
leaterworking. Use the crystals to forge powerful armor and weapons. You can
get better at guilds and develop your strengths in each one. You can be a part
of all guilds. However, you will need money to join some of them.
While I guilds that are good for a certain job, it doesnt mean that a certain
job cant join. It just simply means that the guild would be ideal to join if
you were that job. The other thing I will say is that most guilds are good for
players that are not that class. For instance, a mage is not really suggested
if you are blacksmith. Mages wear light armor and weapons while blacksmith is
for making all for these heavy things. However, you will make lots of gil
being a blacksmith and can afford more spells. It is just something good to
know.
You do not equip guilds for each job. You have to get these guild for your
character. They will stay with you nomatter if you change it or not.
Equipment to help get the items:
Field Tunica-
DEF=2 (Body)
Lv1 (All Jobs)
Improves Mining, Logging, and Harvesting
Worker Tunica-
DEF=12 (Body)
Lv15 (All Jobs)
Improves Mining, Logging, and Harvesting
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FISHING FISHING
---Cast Your Lines---
Fishing is a simple timewaster. All you have to do is wait until you catch or
dont catch something. Then nomatter what your outcome, you will have to wait
about 10 seconds before you can fish again. You need a fishing rod equipped as
your ranged weapon and bait as your ammo.
There are some armors that will let you fish better than you normally can.
These armors are:
Fisherman's Tunica-
DEF=2 (Body)
Lv1 (All Jobs)
Fishing Skill+1
Angler's Tunica-
DEF=12 (Body)
Lv15 (All Jobs)
Fishing Skill+1
NOTE: COMING SOON!!!
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BLACKSMITH BLACKSMITH
---Ching! Clank! Clunk!---
Blacksmiting is the process of making objects out of metal. This guild is good
for those that want to be making heavy armor and heavy weaponry. In short, it
is for a warrior and anyone with a craving to get hit or give hits with hunks
of steel.
Recommended Class Types:
Warrior
Dark Knight
Paladin
Dragoon
Samurai
NOTE: MORE COMING SOON!!!
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GOLDSMITH GOLDSMITH
---Well...I Would Not Call That Gold---
Goldsmithing is basically jewerly. It is making things like earrings and rings.
While jewerly doesnt give you things like high defense raises and so on, it is
all very good for protacting against elements.
Recommended Class Types:
ALL
NOTE: MORE COMING SOON!!!
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CARPENDER CARPENDER
---Pass Me My Trowel---
Carpentering is making things out of wood. Many people join in it to make
arrows because they will eventually become a Ranger and they dont want to have
to buy arrows which are very costly. The other use for this is to make
furniture for your house. While it may not be good for battle, houses are
cool. The other things this class is good for is staves, bows, and some spears
can be made here.
Recommended Class Types:
Future Rangers
Black Mage
White mage
Summoner
Bard
ALL (for house)
NOTE: MORE COMING SOON!!!
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ALCHEMY ALCHEMY
---Make Me An Antidote...QUICK!---
Alchemy is the art of making potions and healing items. As you will find out
later, this is somewhat very good. You will be able to make potions which would
normally cost you hundereds/thousands of gil.
Recommended Class Types:
ALL
NOTE: MORE COMING SOON!!!
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COOKING COOKING
---Do I Have To Make Dinner Again?---
Cooking is all about making food if you didnt know. But who doesnt know.
Cooking in many ways is like alchemy. You will be able to make foods to restore
HP and MP. You can also make good fishing bait.
Recommended Class Types:
ALL
NOTE: MORE COMING SOON!!!
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LEATHERWORKING LEATHERWORKING
---I Got My Leather...Now To Work---
Leatherworking is the basic skill of using leather and making light clothing.
And light clothing is essential for mages, since that is what they generally
wear.
Recommended Class Types:
Black Mage
White Mage
Monk
Theif
Ninja
Bard
NOTE: MORE COMING SOON!!!
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BONEWORK BONEWORK
---I Am Not A Puppy---
Bonework is about making things out of the bones of an animal that roams around
Vana'diel. Kill a monster and if you get its bones...make something out of
them. The bones can be used for a lot of classes. Helmets, rings, cudgels,
this guild can make it all.
Recommended Class Types:
Warrior
Monk
NOTE: MORE COMING SOON!!!
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CHOCOBO CHOCOBO
---It Is My Big Yellow Chicken/Ostrich---
Chocoboing isnt really a guild. But that doesnt mean you cannot use them.
Chocobos have many uses. They can dig things up from out of the ground and they
can be used to travel fast and aviod enemies. But the thing I will say is that
it will run away from you after a certain amount of time.
To dig, you will need some gyshel greens. I dont know what comes out of digging
so I need to experiment.
There are some armors that will let you ride a chocobo for a longer period of
time. These armors are:
Chocobo Jack Coat-
DEF=2 (Body)
Lv1 (All Jobs)
Chocobo Riding Time+5
Rider's Jack Coat-
DEF=12 (Body)
Lv15 (All Jobs)
Chocobo Riding Time+5
Fun Fact: Chocobos are from nearly all Final Fantasy games.
Final Fantasy II
Final Fantasy III
Final Fantasy IV
Final Fantasy V
Final Fantasy VI
Final Fantasy VII
Final Fantasy VIII
Final Fantasy IX
Final Fantasy X
Final Fantasy XI
Final Fantasy Tactics
Final Fantasy Tactics Advance
NOTE: MORE COMING SOON!!!
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O O O O OO OOO OOO OOO
OO OO OO OO O O O O O
O O OOOO O O O OOOO O OO O O
O O O O O O O O O O
OOO OOO O O O O OOO OOO OOO
11-Magic
---Healing...Hurting...Magic---
There are many types of magic in FFXI. Most magic requires MP. When you cast a
spell there is delay while you chant a spell. You have to wait for the chanting
to be over to be able to cast your spell. Chanting can somtimes be stopped by
a normal phisical attack. The types of Magic are Black Magic, White Magic,
Summon Magic and Songs. Black Magic is attacking magic ranging from lightning
attacks to setting your self on fire so that when creatures attack you, they
will get hurt. White Magic is the healing Magic and status affecting magic.
White Magic can revive a wandering traveler, or it can poison a goblin thug.
Summons are mystical beasts that attack your opponent until you call them back,
or your MP runs out. For every second your summon is out you loose MP. Songs
are another story though. Songs, unlike Black/White Magic, dont require any MP.
Songs can actually be heard. I mean that you can actually hear the song being
sung. Songs are the stat-boosting, hurting, and healing spells. Basically
Singing is both weak healing and weak hurting.<-Heh...so true.
---Im Leveling Up...But Not Gaining Any Spells---
There is only a very specific way of getting spells. In FFXI you actually have
to buy your spells. However, you can only use spells if you are a high enough
level in your job. You can gain spells by buying them, questing for them, or by
having someone trade them to you.
---You Need Magic---
During the start of the game when you are not partying, you will not need a
person with magic in your group. However, once you get far enough, you will
need magic to get by. A Black Mage and Back Magic are needed to kill of hordes
of enemies. A White Mage and White Magic are needed to heal wandering
travelers. It is as simple as that. You cannot kill any creatures with physical
attacks alone later in the game. Magic is far more powerful that your swords.
---Magic Against Other Magic---
Magic goes in a big circle I will call the "Magic Wheel". The Magic Whell tells
what type of magic is good/bad against other magic types. Elements are what
make the world go round'.
- First Wheel -
Fire > Ice
Ice > Wind
Wind > Ground
Ground > Thunder
Thunder > Water
Water > Fire
- Second Wheel -
Dark > Light
Light > Dark
The second wheel is a bit more confusing. It basically says that Dark does good
damage against Light, and light does good against dark.
NOTE: Silence will make it not possible to cast spells or sing songs.
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BLACK MAGIC BLACK MAGIC
For Black Mage:
Magic Name Lv MP Used Description
Stone I 1 9 Earth Elemental Attack Spell.
Poison I 3 5 HP decreases gradually.
Blind 4 5 Chance of hit decreased.
Water I 5 13 Water Element Attack Spell.
Bind 7 8 Enemy can not move.
Aero I 9 18 Wind Elemental Attack Spell.
Blaze Spikes 10 8 Does Fire Damage to enemy when the enemy hits you.
Bio I 10 22 Poison + ATK Down.
Drain 12 21 HP drained, heals self.
Fire I 13 24 Fire Elemental Attack Spell.
Stonega I 15 37 Earth Spell on Enemies.
Shock 16 25 Thunder Spell + MND down.
Blizzard I 17 30 Ice Elemental Spell.
Warp 17 100 Send to Home Point.
Rasp 18 25 Earth Attack + DEX down.
Waterga I 19 47 Water Spell on Enemies.
Ice Spikes 20 16 Does Ice Damage to enemy when the enemy hits you.
Sleep 20 19 Put enemy to sleep.
Choke 20 25 Wind Attack + VIT down.
Thunder I 21 37 Thunder Elemental Spell.
Frost 22 25 Ice Attack + AGI down.
Aeroga I 23 57 Wind Attack on Enemies.
Poisonga I 24 44 HP decreases gradually.
Burn 24 25 Fire Attack + INT down.
Aspir 25 10 MP taken, restores yours.
Tractor 25 26 Teleport a dead body to location where cast from.
Stone II 26 43 Earth Elemental Spell.
Drown 27 25 Water + STR down.
Firaga I 28 71 Fire Attack on Enemies.
Escape 29 125 Send party members in range out of a dungeon.
Water II 30 51 Water Elemental Spell.
Shock Spikes 30 24 Does Thunder Damage to enemy when the enemy hits you.
Blizzaga I 32 82 Ice attack on Enemies.
Aero II 34 59 Wind Elemental Spell.
Bio II 35 66 Poison + ATK down.
Thundaga 36 95 Thunder Attack on Enemies.
Fire II 38 68 Fire Elemental Spell.
Stonega II 40 109 Earth Attack on Enemies.
Warp II 40 150 Warp Party to Home Point.
Sleep II 41 29 Put enemy to sleep.
Blizzard II 42 77 Ice Elemental Spell.
Poison II 43 38 HP decreases gradually.
Waterga II 44 123 Water Spell on Enemies.
Stun 45 25 Shortly prevents an enemy from attacking.
Thunder II 46 86 Thunder Elemental Spell.
Aeroga II 48 138 Wind Attack on Enemies.
Freeze 50 307 Special Ice Attack Spell.
Stone III 51 92 Earth Elemental Spell.
Tornado 52 322 Special Air Attack Spell.
Firaga II 53 158 Fire Attack on Enemies.
Quake 54 337 Special Earth Attack Spell.
Water III 55 98 Water Elemental Spell.
Sleepga II 56 58 Put enemies in radius to sleep.
Burst 56 352 Special Thunder Attack Spell.
Blizzaga II 57 175 Ice attack on Enemies.
Flood 58 368 Special Water Attack Spell
Aero III 59 106 Wind Elemental Spell.
Flare 60 383 Special Fire Attack Spell.
Thundaga II 61 193 Thunder Attack on Enemies.
Fire III 62 113 Fire Elemental Spell.
Stonega III 63 211 Earth Attack on Enemies.
Blizzard III 64 120 Ice Elemental Spell.
Waterga III 65 231 Water Attack on Enemies.
Thunder III 66 128 Thunder Elemental Spell.
Aeroga III 67 252 Wind Attack on Enemies.
Stone IV 68 138 Earth Elemental Spell.
Firaga III 69 277 Fire Attack on Enemies.
Water IV 70 144 Water Elemental Spell.
Blizzaga III 71 299 Ice Attack on Enemies.
Aero IV 72 150 Wind Elemental Spell.
Thundaga III 73 322 Thunder Attack on Enemies.
Fire IV 73 157 Fire Elemental Spell.
Blizzard IV 74 164 Ice Elemental Spell.
Thunder IV 75 171 Thunder Elemental Spell.
For Dark Knight:
Magic Name Lv MP Used Description
Stone I 5 9 Earth Elemental Attack Spell.
Poison I 6 5 HP decreases gradually.
Drain 10 21 HP drained, heals self.
Water I 11 13 Water Element Spell.
Bio I 15 22 Poison + ATK Down.
Aero I 17 18 Earth Elemental Spell.
Bind 20 8 Enemy can not move.
Aspir 20 10 MP taken, restores yours.
Fire I 23 24 Fire Elemental Attack Spell.
Poisonga I 26 44 HP decreases gradually.
Blizzard I 29 30 Ice Elemental Spell.
Sleep 30 19 Put enemy to sleep.
Absorb-MND 31 33 Absorbs MND of the enemy and adds it to the player.
Tractor 32 26 Teleport a dead body to location where cast from.
Absorb-CHR 33 33 Absorbs CHR of the enemy and adds it to the player.
Thunder I 35 37 Thunder Elemental Spell.
Absorb-VIT 35 33 Absorbs VIT of the enemy and adds it to the player.
Absorb-AGI 37 33 Absorbs AGI of the enemy and adds it to the player.
Stun 37 25 Shortly prevents an enemy from attacking.
Absorb-INT 39 33 Absorbs INT of the enemy and adds it to the player.
Bio II 40 66 Poison + ATK down.
Absorb-DEX 41 33 Absorbs DEX of the enemy and adds it to the player.
Stone II 42 47 Earth Elemental Spell.
Absorb-STR 43 33 Absorbs STR of the enemy and adds it to the player.
Poison II 46 38 HP decreases gradually.
Water II 48 51 Water Elemental Spell.
Aero II 54 59 Wind Elemental Spell.
Sleep II 56 29 Put enemy to sleep.
Fire II 60 68 Fire Elemental spell.
Blizzard II 66 77 Ice Elemental spell.
Thunder II 72 86 Thunder Elemental spell.
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WHITE MAGIC WHITE MAGIC
For White Mage:
Magic Name Lv MP Used Description
Cure I 1 8 Restores some HP of Target. (~30 MAX)
Dia I 3 7 Light Attack + Defense Down.
Paralyze 4 6 Enemy is unable to act.
Banish I 5 15 Light elemental spell.
Barstonra 5 12 Earth Defense Up for party members in area.
Poisona 6 8 Cure Poison of Target.
Barsleepra 7 14 Raise Defense against Sleep.
Protect I 7 9 Physical Defense Raised.
Protectra I 7 9 Physical Defense of Party Raised.
Barwatera 9 12 Raise Defense against Water Magic.
Paralyna 9 12 Cures Paralysis.
Barpoisonra 10 18 Raise Defense against Poison.
Aqua Veil 10 12 Avoid Cast Interruption.
Cure II 11 24 Restores some HP of Target. (~90 MAX)
Barparalyzra 12 22 Raise Defense against Paralyze.
Slow 13 15 Enemy's attack delay increased.
Baraera 13 12 Raise Defense against Wind Magic.
Blindna 14 16 Cures Blind Status.
Banishga I 15 41 Light Spell on Enemies.
Silence 15 16 Stop enemy from casting magic.
Deodorize 15 10 Your scent will not be smelled by the enemy.
Curaga 16 60 HP of Party Recovered.
Shell I 17 18 Magical Defense Raised.
Shellra I 17 18 Magical Defense Up.
Barfira 17 18 Raise Defense against Fire Magic.
Diaga 18 12 Light + Defense Down.
Barblindra 18 26 Raise Defense against Blindness.
Silena 19 24 Cure Silence of Target.
Blink 19 20 Increases target's evasion.
Sneak 20 12 Sound made will not be heard by the enemy.
Cure III 21 46 Restores some HP of Target. (~164 MAX)
Regen I 21 15 Restores some HP over time.
Barblizzara 21 12 Raise Defense against Ice Magic.
Barsilencera 23 30 Raise Defense against Berserk.
Raise I 25 150 When raising people they'll receive 25% exp back
Invisible 25 15 Target unable to be seen.
Barthundara 25 12 Raise Defense against Thunder Magic.
Protect II 27 28 Physical Defense Raised.
Protectra II 27 28 Physical Defense Party Up.
Stoneskin 28 29 Damage Deceased.
Cursna 29 30 Cure Curse of Target.
Banish II 30 57 Light Elemental Spell.
Curaga II 31 120 HP of party recovered.
Erase 32 18 Removes one bad magical effect on the target.
Reraise 33 150 Can raise your self up after death.
Viruna 34 48 Cures Virus of Target.
Dia II 36 59 Light + Defense Down.
Teleport-Holla 36 75 Teleport to La Thiene.
Teleport-Dem 36 75 Teleport to Konschtat Highlands.
Teleport-Mea 36 75 Teleport to Tahrongi Canyon.
Shell II 37 37 Magical Defense Raised.
Shellra II 37 37 Magical Defense of Party Up
Teleport-Yhoat 38 100 Teleport to Yhoator Jungle.
Teleport-Altep 38 100 Teleport to West Altepa Desert.
Stona 39 40 Cures Petrify of Target.
Barvira 39 50 Raise Defense against Virus.
Banishga II 40 243 Light Spell on Enemies.
Haste 40 40 Decrease Attack Interval.
Cure IV 41 88 Restores some HP of Target. (~330 MAX)
Teleport-Vahzl 42 100 Teleport to Xarcabard.
Barpetra 43 40 Raise Defense against Petrify.
Regen II 44 36 Restores some HP over time.
Flash 45 100 Blinds target.
Protect III 47 46 Physical Defense Increase.
Protectra III 47 46 Physical Defense of Party Up.
Holy 50 100 Light Attack on Enemy.
Curaga III 51 180 HP of party recovered.
Raise II 56 200 When raising people they'll receive 75% exp back
Shell III 57 56 Magical Defense Raised.
Shellra III 57 56 Magical Defense of Party Up.
Reraise II 60 175 Can raise your self up after death.
Cure V 61 144 Restores some HP of Target. (~540 MAX)
Protect IV 63 65 Physical Defense Raised.
Protectra IV 63 65 Physical Defense of Party Up.
Regen III 66 64 Restores some HP over time.
Shell IV 68 56 Magical Defense Raised.
Shellra II 68 56 Magical Defense of Party Up
Raise III 70 250 When raising people they'll receive 90% exp
Curaga IV 71 260 HP of party recovered.
Reraise III 75 200 Can raise your self up after death.
For Paladin:
Magic Name Lv MP Used Description
Cure I 5 8 Restores some HP of Target. (~30 MAX)
Banish I 7 15 Light Elemental spell.
Protect 10 9 Physical Defense Raised.
Cure II 17 24 Restores some HP of Target. (~90 MAX)
Shell 20 18 Magical Defense Raised.
Cure III 30 46 Restores some HP of Target. (~164 MAX)
Protect II 30 28 Physical Defense Raised.
Banish II 34 57 Light Elemental spell.
Flash 37 100 Blinds target.
Shell II 40 37 Magical Defense Raised.
Protect III 50 46 Physical Defense Increase.
Holy 55 100 Light Attack on Enemy.
Shell III 60 56 Magic Defense Raised.
Protect IV 70 65 Physical Defense Raised.
Raise 75 150 When raising people they'll receive 25% exp back.
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RED MAGIC ALL MAGIC FOR RED MAGE RED MAGIC
Magic Name Lv MP Used Description
Dia I 1 7 Light Attack + Defense Down.
Cure I 3 8 Restores some HP of Target. (~30 MAX)
Stone I 4 9 Earth Elemental Attack Spell.
Poison I 5 5 Targets HP decreases gradually.
Barstone 5 9 Increase resistance to Earth elemental attacks.
Paralyze 6 6 Enemy is unable to act.
Protect I 7 9 Physical Defense Raised.
Barsleep 7 7 Increase resistance to Sleep status.
Blind 8 5 Enemy's chance of hit decreased.
Water I 9 13 Water Element Attack Spell.
Barwater 9 9 Increase resistance to Water elemental attacks.
Parpoison 10 9 Increase resistance to Poison status.
Bio I 10 22 Poison + ATK down.
Bind 11 8 Enemy can not move.
Aquaveil 12 12 Avoid Cast Interruption.
Barparalyze 12 11 Increase resistance to Paralyze status.
Slow 13 15 Enemy's attack delay increased.
Baraero 13 9 Increase resistance to Wind elemental attacks.
Cure II 14 24 Restores some HP of Target. (~90 MAX)
Aero I 14 18 Wind Elemental Attack Spell.
Diaga I 15 12 Light + Defense Down.
Deodorize 15 10 Your scent will not be smelled by the enemy.
Enthunder 16 12 Enchant weapon with Thunder attribute.
Shell I 17 18 Magical Defense Raised.
Barfire 17 9 Increase resistance to Fire elemental attacks.
Silence 18 16 Enemy can no longer use spells.
Barblind 18 13 Increase resistance to Blind status.
Enstone 18 12 Enchant weapon with Earth attribute.
Fire I 19 24 Fire Elemental Attack Spell.
Blaze Spikes 20 8 If enemy hits you, they take small fire damage.
Sneak 20 12 Sound made will not be heard by the enemy.
Enaero 20 12 Enchant weapon with Wind attribute.
Barblizzard 21 9 Increase resistance to Ice elemental attacks.
Gravity 21 24 Lowers enemy movement speed and evasion.
Regen I 21 15 Recover 5HP every 3 sec.
Enblizzard 22 12 Enchant weapon with Ice attribute.
Blink 23 20 Increases targets evasion.
Barsilence 23 15 Increase resistance to Silence status.
Blizzard I 24 30 Ice Elemental Spell.
Enfire 24 12 Enchant weapon with Fire attribute.
Sleep 25 19 Put enemy to sleep.
Invisible 25 15 Target unable to be seen.
Barthunder 25 9 Increase resistance to Thunder elemental attacks.
Cure III 26 46 Restores some HP of Target. (~164 MAX)
Protect II 27 28 Physical Defense Increased.
Enwater 27 12 Enchant weapon with Water attribute.
Thunder I 29 37 Thunder Elemental Spell.
Dia II 31 59 Light + Defense Down.
Dispel 32 25 Cancels one of enemy's magic effects.
Phalanx 33 21 Lower enemies physical and magical damage.
Stoneskin 34 29 Damage Decreased.
Stone II 35 43 Earth Elemental Spell.
Bio II 36 66 Poison + ATK down.
Shell II 37 37 Magical Defense Raised.
Raise I 38 150 When raising people they'll receive 25% exp back.
Barvirus 39 25 Increase resistance to Virus status.
Water II 40 51 Water Elemental Spell.
Ice Spikes 40 16 If enemy hits you, they take small ice damage.
Refresh 41 40 Recovers 2MP every 3 sec.
Aero II 45 59 Wind Elemental Spell.
Sleep II 46 29 Put enemy to sleep.
Poison II 46 38 HP decreases gradually.
Protect III 47 46 Physical Defense Increase.
Haste 48 40 Decrease Attack Interval.
Fire II 50 68 Fire Elemental Spell.
Blizzard II 55 77 Ice Elemental Spell.
Shell III 57 56 Magical Defense Raised.
Thunder II 60 86 Thunder Elemental Spell.
Shock Spikes 60 24 If enemy hits you, they take small thunder damage.
Protect IV 63 65 Physical Defense Increase.
Stone III 66 92 Earth Elemental Spell.
Water III 67 98 Water Elemental Spell.
Shell IV 68 56 Magical Defense Raised.
Aero III 69 106 Wind Elemental Spell.
Fire III 71 113 Fire Elemental Spell.
Blizzard III 73 120 Ice Elemental Spell.
Thunder III 75 128 Thunder Elemental Spell.
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SUMMONS SUMMONS
-------------------------------
Key: |
-Summon Name- |
Astral Flow Ability |
Astral Flow Ability Description|
Abilities |
-------------------------------
---Ifrit---
Inferno
Burning hot flames are thrown at the enemy. This causes heavy fire-elemental
damage on cretures.
---ABILITY LIST---
Lv 1 - Punch - MP 9 - Physical Damage
Lv 10 - Fire II - MP 24 - Fire Damage
Lv 23 - Burning Strike - MP 48 - Fire Damage
Lv 30 - Double Punce - MP 56 - Attack Twice
Lv 38 - Crimson Roar - MP 84 - Raises Party's ATK Power
Lv 60 - Fire IV - MP118 - Fire Damage
Lv 70 - Flame Crash - MP164 - Physical Attack
---Shiva---
Diamond Dust
Shiva creates a block of ice around the enemy causing ice-elemental damage.
--ABILITY LIST--
Lv 1 - Axe Kick - MP 10 - Physical Attack
Lv 10 - Blizzard II - MP 24 - Ice Damage
Lv 28 - Freeze Armor - MP 63 - Mass Ice Spike
Lv 39 - Sleepga - MP 56 - Mass Sleep Status
Lv 50 - Double Slap - MP 96 - Attack Twice
Lv 60 - Blizzard IV - MP118 - Ice Damage
Lv 70 - Rush - MP164 - Attack Five Times
---Titan---
Ground Fury
Titan crushes his fist against the ground, causing a massive earthquake. The
quake inflicts massive earth-elemental damage.
--ABILITY LIST--
Lv 1 - Rock Throw - MP 10 - Ranged ATK Effect: Slow
Lv 10 - Stone II - MP 24 - Earth Damage
Lv 21 - Rock Buster - MP 39 - Effect: Bind
Lv 35 - Mega Lift Throw - MP 62 - Ranged ATK Effect: Slow
Lv 46 - Earthen Ward - MP 92 - Mass Stoneskin
Lv 60 - Stone IV - MP118 - Earth Damage
Lv 70 - Mountain Crash - MP164 - Attack Three Times Effect: Bind
---Carbuncle---
Shearing Light
Carbuncle produces a beam of light which casts Reflect magic on all party
members.
--ABILITY LIST--
Lv 1 - Healing Ruby - MP 6 - Recover Target's HP
Lv 5 - Poison Nail - MP 11 - Effect: Poison
Lv 24 - Shining Ruby - MP 44 - Mass Protect + Shell
Lv 44 - Glittering Ruby - MP 62 - Raises Stats of Party
Lv 55 - Meteorite - MP108 - Light Damage
Lv 65 - Healing Ruby II - MP124 - Recover Party's HP
---Ramuh---
Judgment Bolt
Ramuh brings thunder and lightning down from the sky. The bolts come down on
the enemy for powerful lightning-elemental damage.
--ABILITY LIST--
Lv 1 - Shock Strike - MP 6 - Effect: Stun
Lv 10 - Thunder II - MP 24 - Thunder Damage
Lv 29 - Thunder Spark - MP 38 - Deal Thunder Damage In Radius
Lv 31 - Thunder Hand Drum - MP 52 - Mass Enthunder
Lv 42 - Thunder Armor - MP 91 - Mass Shock Spike
Lv 60 - Thunder IV - MP118 - Thunder Damage
Lv 70 - Choas Strike - MP164 - Physical Attack Effect: Stun
---Leviathan---
Tsunami
Leviathan creates a massive tidal wave. The tidal wave crashes down on the
target for powerful water-elemental damage.
--ABILITY LIST--
Lv 1 - Barracuda Dive - MP 8 - Physical Damage
Lv 10 - Water II - MP 24 - Water Damage
Lv 26 - Tail Whip - MP 49 - Effect: Gravity
Lv 33 - Slowga - MP 48 - Mass Slow
Lv 47 - Spring Water - MP 99 - Recover Party's HP and Status
Lv 60 - Water IV - MP118 - Water Damage
Lv 70 - Spinning Dive - MP164 - Physical Attack
---Garuda---
Wind Storm
Garuda produces a ginormous tornado that engulfs the enemy doing massive
wind-elemental damage to the target.
--ABILITY LIST--
Lv 1 - Claw - MP 7 - Physical Damage
Lv 10 - Areo II - MP 24 - Wind Damage
Lv 25 - Vacuum Armor - MP 92 - Mass Blink
Lv 36 - Whispering Wind - MP119 - Recover Party's HP
Lv 48 - Hastega - MP112 - Mass Haste
Lv 60 - Areo IV - MP118 - Wind Damage
Lv 70 - Predator Claw - MP164 - Attack Three Times
---Fenrir---
Howling Moon
Fenrir engulfs all the enemies in the radius in full Darkness.
--ABILITY LIST--
Lv 1 - Moonlit Charge - MP 17 - Effect: Darkness
Lv 11 - Crescent Fang - MP 19 - Effect: Paralyze
Lv 24 - Lunar Cry - MP 41 - Enemy ACC+Dodge Rate down
Lv 32 - Lunar Roar - MP 27 - Takes off two good status effects
Lv 43 - Ecliptic Growl - MP 46 - Mass STR,DEX,VIT+1, AGI,INT,MND,CHR+7
Lv 55 - Ecliptic Howl - MP 57 - Mass ACC+Dodge Rate up
Lv 65 - Eclipse Bite - MP109 - Attack three times
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SONGS SONGS
Name Level Effect
Req.
1) Knight's Minne 1 Raises the defense power of party members in
range
2) Valor Minuet 3 Raises the attack power of party members in
range
3) Army's Paeon 5 Regen HP of party members in range
4) Foe Requiem 7 Damage to enemy
5) Herb Pastoral 9 Raises the poison resistence of the party
members in range
6) Light Threnody 10 Enemy's optical attribute defense down
7) Sword Madrigal 11 Hit rate increases for party members in range
8) Dark Threnody 12 Enemy's darkness attribute defense down
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