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Game Cheats » Microsoft Xbox 360 Cheat Codes » Games Starting with the Letter F » Final Fantasy 11 Online - Strategy Guide (Page 05)

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


*******************************************************************************

*******************************************************************************
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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