Final Fantasy XI Summoner Job guide v2.2
by Sheila Khosla
1.1 About the Author
1.2 How to Use this Guide
1.3 Where to Get More Information
1.4 Summoner Background
1.5 Summoner Job Quest
2.0 The Job
2.1 Ability List of the Summoner
2.2 Acquiring Elemental Spirit Summons
2.3 Acquiring Avatar Summons
2.4 Optional Avatar Item List
2.5 Ability List of the Summons
2.6 Skillchain and Magic Burst
3.0 Advanced Information
3.1 Job Properties and Sub jobs
3.2 Playing by Level
3.3 Items, Equipment and Weaponskills
3.4 Rare Ex Armors
3.5 Modifications to Summoner Job
3.6 Random Observations
4.0 Closing Acknowledgments
4.2 Version History
1.1: About the Author
I spend most of my game time with friends on my linkshell. My main job was
Black Mage, but I'm often found on my Summoner. I also play White Mage and
make a real mean Dark Knight. My linkshell site is http://rinoa.nu/ffxi
1.2: How to Use this Guide
While this guide is most useful when read from beginning to end, it may
otherwise be consulted as a resource in any order. Note, however, that the
chapters toward the end assume the reader's familiarity with terminology used
and gameplay. I will not be explaining how to make macros, what AF is, or
what's a BCNM because that can be found on forums or other guides.
Also, often the list of abilities and terms here may have been left over
from earlier versions of the FAQ, made at the time when FFXI was a Japanese
release only. If you find anything using a confusing term, please say so.
What you won't find in here is copied unconfirmed lists from other sources,
ascii art, or other fluff. Just about everything described in this FAQ has
been confirmed because it's been done or worn by the person writing it and
Although I welcome emails on additions or corrections, personal questions are
just that, personal. Please don't ask me what to do with your character.
Whatever you decide to do ingame should be your decision. For questions
directed to me about this FAQ please use email instead of messaging me in
The most up to date version of this FAQ can always be found at gamefaqs.com
Please check the version there before emailing me about anything. This FAQ
is not updated often, however. Although there are changes and additions to
the game regarding Summoner every now and then, you don't need to email me,
so please wait for the next version.
1.3: Where to Get More Information
This guide is designed for middle to advanced-level Final Fantasy XI Players.
Not for people who have just started. This guide will not contain info on
macros, as macros differ between game clients. Beginners should just check out
what's found at:
I also reviewed the expansions as they came http://flaregamer.com
A site run by all the elvaan sisters on ROD linkshell.
1.4: Summoner Background
Summoner is a job that is highly respected in all the Final Fantasy games.
Being able to use the summons and the strongest ones is often considered a
final destination. In Final Fantasy XI the summon job created a huge amount
of chaos when it was first released. Everyone was under the pretense that
it would be the most powerful job. Little did we know..
1.5: Summoner Job Quest
You must already have another level 30 job to open this job. Opening this job
only gives you control of Carbuncle.
First, get a [ Carbuncle's Ruby ] RARE EX item by killing leech type monsters.
It's a rare drop and this can take hours with or without a Thief's Treasure
Locations with leeches:
Zeruhn Mines, Dangruf Wadi, Valkurm Dunes, Ordelle's Caves, Korroloka Tunnel,
Buburimu Peninsula, Maze of Shakhrami, Jugner Forest, Pashhow Marshlands,
Rolanberry Fields, Qufim Island, Oztroja Castle, Bostanieu Oubliette,
Toraimarai Canal, Serpent Grotto, Sanctuary of Zi'tah
Once you have the item, bring it with you to the [ House of the Hero ] at
Windurst Walls, an event should take place at the door.
Now you must take the item to 'experience' 7 different weather types in Vana
d'iel. An event will occur by zone changing into an OPEN area, not a dungeon
nor a city. Light and Dark weather is not included because you are getting
the colors of the rainbow.
Valid locations of getting the weather for this quest:
[ Fire ]
Valkurm Dunes, Rolanberry Fields, Meriphataud Mountains, East/West Altepa,
Cape Terrigan, Yuhtanga Forest, Yhoator Forest
[ Earth ]
Valkurm Dunes, Konschtat Highlands, Battalia Downs, Tahrongi Canyon,
Meriphataud Mountains, Sauromogue Champaign, East/West Altepa
[ Thunder ]
Konschtat Highlands, Jugner Forest, Pashhow Marshlands, Sauromogue Champaign
[ Wind ]
La Theine Plateau, Buburimu Peninsula, Tahrongi Canyon, Cape Terrigan
[ Water ]
La Theine Plateau, Jugner Forest, Pashhow Marshlands, Rolanberry Fields,
Buburimu Peninsula, Yuhtanga Forest, Yhoator Forest
[ Ice ]
Battalia Downs, Beaucedine Glacier, Xarcabard
[ Clear Weather ]
Anywhere with the weather being normal
You may also want to know the weather before travelling to these places. To do
so you can check NPC weather forecasters at various cities. They will give you
a general idea for the next few (Vana d'iel) days, for certain areas nearby.
Low Jueno (F-11) Shashan-Mishan
Upper Jueno (G-6) Appollonia
Port Jueno (K-8) Leffquen
Selbina (H-9) Wachiwi
Mhaura (H-9) Pekuku
Rabao (F-8) Amaja-Kumaja
Kazham (G-7) Tcinono
Norg (H-9) Shidzue
Windurst Woods (K-12) Mushuhi-Metahi
Windurst Waters (F-8) Furan-Furin
Windurst Port (L-6) Eya Bhithroh
Bastok Markets (H-10) Svana
Bastok Mines (I-9) Mariadok
Bastok Port (J-11) Fo Mocorho
South San d'Oria (J-8) Maleme
Tavnazian Safehold (H-8 upper) Gennoue
Once you have experienced the 7 weathers listed above, go to (G-6) at La
Theine Plateau and trade the ruby to the monument there. Now you may open the
job at your Mog House.
2.0: The Job
2.1: Ability List of the Summoner
A Summoner is not like a Beastmaster. They can only tell their pet to attack
[ Assault ], tell their pet to return to them [ Retreat ], use an ability once
in a while [ Blood Pact ], and have their pet disappear [ Release ].
Summoned pets can die and be re-summoned, each pet has a recast time, just
like any magic. Also like magic, Summoner must not be attacked and have enough
MP to call it and keep going. Hate gained by an Avatar is the same as hate for
any other pet or party member. It is not completely shared with the Summoner.
When told to attack a monster, the summoned pet will do so until it dies or
the monster dies, or it is told to stop. Then the summoned pet will go back to
you, or auto attack any other monster that is attacking you.
A problem with Retreat is that it has a recast time for using the command,
yet your pets will most likely auto-attack again if you are attacked, sooner
than you can use the command again.
If you zone change while the summon pet is still out, it reappear the next
time you zone change into an area where you can summon.
2hour ability, which is a status that lasts 3 minutes long. Can be used from
level 1 Summoner main and above. Once activated you can access your beast's
true ability. Elemental Spirits do not have Astral Flows.
How to use:
Have summon out and already attacking monster. If not attacking monster, it
will miss. Have the ability menu available (this menu is available every 30-60
seconds depending on what ability you did last), activate Astral Flow and
choose the last or new option in your pet command menu list. The 2hour for
each summon has a specific name.
On the first use of the beast's Astral Flow ability, your MP will go to 0. You
can use the Flow ability about 2 more times if you get enough MP to use it
again. All MP will again go to 0 on each use, excess MP doesn't affect damage.
The cost of upkeep for your pet will be paid during Astral. So if you have
an Element Staff you will actually gain MP by using Astral Flow and doing
nothing while having the pet out.
Ex: Neptune Staff & Leviathan -> 3MP/sec is gained
Cost is level x2 MP. If you have no more MP, the summon can/will disappear
during the charge time of the ability or you cannot select it. Have way more
than your lvx2 MP so you can get the summon out, get it in position, then
activate the abilities.
In fact, this is the whole basis of playing Summoner right now. Have your MP
ready, take out Summon, get in position, use ability and then make the Summon
dissapear. The only difference with your 2hour is that the summon will maybe
disappear whether or not you told it to.
You must use the element strong to the element you are fighting, or it can and
will be resisted. In fact, you should always do this with ALL magic, so
memorize the order.
Strong -> Weak
Use this element -> on this element
Thunder -> Water -> Fire -> Ice -> Wind -> Earth -> Thunder
[ Level 10 ] MPmax UP
A bonus given to your MP maximum.
[ Level 15 ] Clear Mind
Faster MP regeneration the longer you sit. MP Healing+3 (15)
[ Level 20 ] Resist Slow
Little resistance to 'Slow' status. No use really but primary weapon is a 2h
staff which is slow to begin with. Slow also affects summon/spell casting, it
takes 1.5x longer to recast the same spell even after the countdown shows 0.
[ Level 25 ] Auto Refresh
MP recover at all times. 3seconds/1mp.
[ Level 30 ] Clear Mind
Hidden boost. MP Healing+6 (18)
[ Level 30 ] MPmax UP
Hidden boost. A bonus given to your MP maximum.
[ Level 40 ] Resist Slow
Hidden boost. Little resistance to 'Slow' status.
[ Level 45 ] Clear Mind
Hidden boost. MP Healing+9(21), intervals after that +1(2) more
[ Level 50 ] MPmax UP
Hidden boost. A bonus given to your MP maximum.
[ Level 60 ] Resist Slow
Hidden boost. Little resistance to 'Slow' status.
[ Level 60 ] Clear Mind
Hidden boost. MP Healing+12(24), intervals after that +1(2) more
[ Level 70 ] MPmax UP
Hidden boost. A bonus given to your MP maximum.
[ Level 70 ] Clear Mind
Hidden boost. MP Healing+12(27), intervals after that +2(3) more
Notes on Status and Damage
From tests it seems your own stats and level versus the monster affects summon
strength. Boosting MP amount and lowering MP costs is most important. INT MND
CHR doesn't affect summon monster's magic damage. Summoning Magic Skill is the
magic power of your Summon's magic abilities (resist), your Summon's accuracy,
and Summon's damage resist with physical attacks. It possibly affects the
Summon's defense and evasion but it is hard to measure. It also reduces the
chances of the magic your pets are casting from becoming interrupted.
A less known fact is that CHR increases monster hate on Provoke, so there's no
reason why you should boost CHR. The Austere/Penance equipment set has CHR
reduction, however I think this is because it simply looks shabby. For that
same reason the wedding dress set (Opaline) has CHR additions.
Since Summoners more often than not need to play "back up healer", carrying
a set of Enmity minus equipment is helpful in critical situations.
All summon monsters have a huge range for damage amount (as in you can do 6
damage or 1000) based on your level and the monster you are fighting.
Important note is that there is NO DAMAGE CAP in the damage equation for
Summoned Avatars. Your damage potential will grow as you level up, along with
the amount of HP your Avatars have.
-Avatars can now participate in skillchains and magic bursts by carefully
timing the use of the ability "Blood Pact." Astral Flows also can be
timed to magic burst.
-The damage and accuracy of several avatar attacks have been adjusted.
-Avatar TP will now enhance the potency of magical Blood Pact abilities.
Just as with normal player TP, after the ability the avatar's TP will be
reset to zero. Avatar TP does not affect physical Blood Pact techniques,
and thus TP will not be lost after an avatar uses one of these abilities.
-Avatar TP is gained like player TP. Dealing and recieving damage, including
magic damage. It is lost after any magic ability.
-Using avatar abilities without TP results in the normal strength.
MP Drain Rate
Depending on your level and the summon used, your MP will be drained whenever
the summon is out. It also costs MP to actually summon. The cost of drain
has been modified in July 2004. The MP is drained every 3 seconds.
Carbuncle initial cost is 1, every 9 levels +1
Spirits initial cost is 2, every 4.5 levels +1
Fenrir initial cost is 1, every 7.3 levels +1
Avatars (before level 62) initial cost is 3, every 9.3 levels +1
Avatars (after level 62) initial cost is 3, every 3 levels +1
The general drain rate difference (not including auto refresh):
MP drain at level 1~ for Avatars is about 3mp/3seconds
MP drain for Spirits at level 1~ is 2mp/3seconds
MP drain for Carbuncle at 1~ is 1mp/3seconds
MP drain for Fenrir at 1~ is 1mp/3seconds
MP drain at level 30~ for Avatars is about 6mp/3seconds
MP drain for Spirits at level 30~ is 8mp/3seconds
MP drain for Carbuncle at 30~ is 4mp/3seconds
MP drain for Fenrir at 30~ is 5mp/3seconds
MP drain at level 60~ for Avatars is about 9mp/3seconds
MP drain for Spirits at level 60~ is 15mp/3seconds
MP drain for Carbuncle at 60~ is 7mp/3seconds
MP drain for Fenrir at 60~ is 9mp/3seconds
Summoner Job Skills
Dagger (Skill Rank E, not good to use as Summoner)
1h Club (Skill Rank C+, not very good either)
2h Staff (Skill Rank B their best weapon, more proficient than WHM
with it, but still weak)
Evasion (Skill Rank E, just like all other back line magicians)
Summoning Magic (Skill Rank A-, only SMN job can level up this skill)
I suggest leveling up your weapons and evasion by some other job, as SMN will
not be able to in party. To level up Summon Magic skill, simply summon and
make your pet disappear repeatedly. The day of week, moon and weather
supposedly helps. However, by my observation it seems completely random and
you are limited to getting about 1.0 skill up within a real time hour.
Race, Job and Sub Job combined affect your final stats.
These are the rankings of the Summon Job, possible sub and Races.
SMN WHM RDM
HP G E D
MP A C D
STR F D D
DEX E F D
VIT F D E
AGI D E E
INT B E C
MND B A C
CHR B C D
GAL ELV HUM MIT TAR
HP A C D D G
MP G E D D A
STR C B D E F
DEX D E D A D
VIT A C D E E
AGI E F D B C
INT E F D D A
MND D B D E E
CHR F D D F D
2.2: Acquiring Elemental Spirit Summons
These summons have no ability menu and will cast magic of their element at
random. You can use them starting at level one (as with all summons) if you
'eat' a Scroll, much like other magic. They cost more MP to summon and drain
more than the Avatars & Carbuncle. However the calling time is much more
faster. They also can cast ancient magic on the enemy, but it's very slow.
Most people simply use these for skill up.
Air Spirit - Dropped by SMN type Yagudo in Oztroja Castle, Sauromogue
Ice Spirit - Dropped by SMN type Demons in Castle Zvhal Baileys
Fire Spirit - Dropped in level 40 or 50 BCNM battles
Water Spirit - Dropped by SMN type Tonberries in Temple of Uggalepih
Light Spirit - Dropped by NM Tonberry in Temple of Uggalepih, BCNM30(God
coin), BCNM50 (Comet Orb @ Palborough)
Dark Spirit - Dropped by NM Demon in Castle Zvhal Baileys
Earth Spirit - Bought from shop at Norg
Thunder Spirit - Dropped by BC20 (Comet Orb @ Ghelsba)
2.3: Aquiring Avatar Summons
(Zilart Expansion Required)
In order to accept the quests for each Avatar you need to have fame in the
city which is offering it. This is not the same fame as finishing one-time
quests. It involves fame from doing repeatable quests as well. You must do
one-time quests of a location and many repeatables in order to accept the
Summon Avatar quest. There are 9 Ranks of fame levels, to know if you are
Rank 9, the NPC mentions "the Goddess". Rank 9 isn't required for the Avatar
quests, though. Also, all party members must have accepted the quest and
have the Tuning Fork in order to enter the battle.
Warning: You can only clear each Avatar quest once a (realtime) day.
Fame Check NPCs
South San d'Oria (K-6) Namonutice
*San d'Oria fame is grouped with Selbina & Rabao fame
Bastok Port (E-6) Flaco
*Bastok fame is grouped with Selbina & Rabao fame
Windurst Waters (F-10) Zabirego-Hajigo
*Windurst fame is grouped with Mhaura & Kazham fame
Low Jueno (H-8) Mendi
*Jueno fame is grouped with San d'Oria, Bastok and Windurst
Kazham (I-11) Ney Hiparujah
Rabao (G-9) Waylea
Norg (H-8) Vaultimand
*includes Tensyodo related quests in all cities
Quest Name Avatar Cloister Area Offering NPC NPC Location
Trial of Wind Garuda Cape Terrigan Agado-Pugado Rabao
Trial of Earth Titan Quicksand Caves Juroro Bastok Port
Trial of Thunder Ramuh Boyahda Tree Ripapa Mhaura
Trial of Water Leviathan Den of Rancor Edal-Tahdal Norg
Trial of Fire Ifrit Ifrit's Cauldron Ronta-Onta Kazham
Trial of Ice Shiva Fei Yin Gulmama North San d'Oria
Moonlit Path Fenrir Toraimarai Canal Leepe-Hoppe Windurst Waters
Waking Dreams Dialos Pso'Xja Kerutoto Windurst Waters
To accept Fenrir's quest you must have all previous summons defeated and
the key Whisper item from defeating them (do not return to their offering
NPC). When speaking to Leepe-Hoppe you will recieve the key item to enter
Full Moon Fountain BC.
*You do not necessarily need to have all previous Avatars either.
Say you are a melee who only wants Fenrir items, you can defeat the previous
Avatars and keep the key Whisper item without ever having recieved the
ability to Summon those Avatars.
To accept Diablos' quest, you must have completed certain chapters of the
Chains of Promathia expansion. Simply speak to Kerutoto and you will be
given a key item to enter the BC at the Shrouded Maw.
Getting to the Cloister Areas
Use the maps found at Lonely Vana d'iel for how:
This is the type of MGS needed to get through without battling:
Kuftal Tunnels (to get to Terrigan) - Sneak
Cape Terrigan - Sneak and Invisible
Quicksand Caves - Sneak
Boyahda Tree - Sneak
Temple of Uggalepih (to get to Rancor) - Invisible
*Entering Rancor requires a party member with the Paintbrush
Den of Rancor - Sneak and Invisible
Ifrit's Cauldron - Silent Oils and Prism Powders (magic sensitive)
Fei Yin - Sneak, Sneak and Invisible at basement level (some magic sensitive)
Toraimarai Canal - Sneak
Recommended Battle Strategy
When you reach the Cloister, cast all prepatory spells, eat foods, etc.
Once everyone is ready, members in the party then click onto the Protocrystal
and enter a BCNM, a short cut scene will happen to everyone until they are
able to move around inside. You then must defeat the 'Prime' Avatar.
In this BCNM only 6 party members are allowed, it can be escaped by exiting
through the Protocrystal. One party can be in there at a time, and if everyone
is dead, they will be removed automatically from the BCNM after the time
limit. The time limit is 30 minutes.
For each battle I suggest this lineup:
If party is level 60+
PLD/WAR or NIN/WAR (damage tank)
RDM/BLM or RDM/WHM (can stay at front line and recast Ba-Spells, Refresh)
WHM/BLM or WHM/SMN (main cure tank, recast Ba-Spells at rear line)
BLM/WHM (main attacker and support healing)
BLM/WHM (main attacker and support healing)
BRD/WHM (main job is keep Carol up)
If the party is level 70+, any (common sense) strategy will work. Keep in mind
that anything can happen, and sometimes the Flow will still do full damage.
The point is for keeping up the Ba-Spells, MP and Carol up. Only Magic strong
to the Avatar will damage it, therefore the 2 BLM make defeating it quick and
At around 50% HP, the Avatar will use its 2hour ability. Depending on whether
Ba and Carol has been up, it can either obliterate your front line of the
party or you will survive. Recently the Ba-Spell equation power has been
changed, making Prime Avatar battles much easier. Before, Ba-Spells will give
you +20 resistance to that element. Now the Strengthen Magic Skill level could
boost Ba-Spells to around +90 at level 70. All Avatars are similar, except
Shiva which casts SleepGa - so have everyone eating "poison status" items in
order to stay awake.
Upon defeating the Avatar, another cut scene will occur and everyone will
automatically leave the Protocrystal battle field. After this, you will get
a "Whisper" key item. By going back to the Quest offer NPC you get either:
ability to use the Avatar, RaEx equipment, RaEx items or 10,000 gil.
Fenrir is an exception, it is 10 levels stronger than the others, and has an
ability which removes all enhancing magic, including foods. There is no Ba
spell for Dark defense either, but there is a Carol.
Mini Quest Strategy
An optional quest allows Summoners to get the avatars other than Fenrir solo.
Talk to the NPC near the respective taru and you will recieve a mini fork.
The Summoner is warped to the Cloister and fights the battle solo with
Carbuncle and a cap of level 20, only. Without Carbuncle Mittens (something
needing high level) I doubt many actual low leveled Summoners would do this
just to get the Avatar. It also turns out that in a later patch, a dezone
scroll was added, so you can use it to go back to homepoint.
The only strategy I can think of is use Carbuncle's Astral Flow and chuck
Ethers, Hi-Ethers and Pro-Ethers while having Yagudo Drinks.
[ Notes from Players who tried ]
-Do all buffs and heal MP to full before entering
-The beasts have sense magic, so if you summon near them, they will aggro
-Summon Carbuncle from just the right distance, and have it attack
-If Carbuncle dies, beast name becomes yellow and beast regens it's HP
-Resummon ASAP and it will automatically attack beast to stop regen
-Continue until enemy HP is less than 50%, then use Shearing Light
-Use Ethers and resume attacking beast/resummoning Carbuncle
-When Astral Flow is available use Shearing again
-If the Avatar is not yet dead, repeat the first steps with Carbuncle
2.4: Optional Avatar Item List
*The plus and minus for elements mean resistance to that damage
*Conserve MP is a BLM passive ability which randomly lessens the cost of
magic spells during cast
*Some Avatars have an optional quest item, explained under Evoker Ring
[ Ifrit Prime ]
-Ifrit Blade (1h sword) D36 Delay236 STR+3 Atk+10 Added Effect:Fire Damage
Lv65~WAR THF DRK BST RNG SAM
-Fire Belt (Belt) Defense6 Water-20 Ice+20 FireDay:STR+3 Lv65~ All Jobs
-Fire Ring (Ring) Defense2 FireDay:HP-15% Atk+15 RngAtk+15 Lv65~ All Jobs
[ Titan Prime ]
-Titan Cudgel (1h club) D22 Delay278 VIT+3 Added Effect:Earth Damage
-Earth Belt (Belt) Defense6 Wind-20 Thunder+20 EarthDay:VIT+3 Lv65~ All Jobs
-Earth Ring (Ring) Defense2 EarthDay:HP-15% Defense+15 Lv65~ All Jobs
[ Leviathan Prime ]
-Leviathan Rod (1h club) D22 Delay288 MND+3 Added Effect:Water Damage
Lv65~WHM BLM SMN
-Water Belt (Belt) Defense6 Fire+20 Thunder-20 WaterDay:MND+3 Lv65~ All Jobs
-Water Ring (Ring) Defense2 WaterDay:MP-15% Conserve MP+15 Lv65~ All Jobs
[ Garuda Prime ]
-Garuda Dagger (Dagger) D19 Delay183 AGI+3 Atk+7 Added Effect:Silence
Lv65~WAR BLM RDM THF PLD DRK BST BRD RNG SAM NIN DRG SMN
-Wind Belt (Belt) Defense6 Earth+20 Ice-20 WindDay:AGI+3 Lv65~ All Jobs
-Wind Ring (Ring) Defense2 WindDay:HP-15% Evade+15 Lv65~ All Jobs
[ Shiva Prime ]
-Shiva Claw (Hand to Hand) D+11 Delay60 INT+3 Aim+8 Added Effect:Paralysis
Lv65~WAR MNK RDM THF DRK BST NIN
-Ice Belt (Belt) Defense6 Wind+20 Fire-20 IceDay:INT+3 Lv65~ All Jobs
-Ice Ring (Ring) Defense2 IceDay:MP-15% Spirit Magic Skill+15 Lv65~ All Jobs
[ Ramuh Prime ]
-Ramuh Staff (2h Staff) D29 Delay366 DEX+3 Added Effect:Thunder Damage
Lv65~WAR MNK WHM BLM RDM BST BRD SMN
-Lightning Belt (Belt) Defense6 Water+20 Earth-20 ThunderDay:DEX+3
Lv65~ All Jobs
-Lightning Ring (Ring) Defense2 ThunderDay:HP-15% Aim+15 RngAim+15
Lv65~ All Jobs
[ Fenrir Prime ]
-Fenrir Torque (Neck) Day:MP+30 Night:Enmity-3
Lv70~ All Jobs
-Fenrir Earring (Ear) Day:Atk+10 Night:RngAtk+10
Lv70~ All Jobs
-Fenrir Cape (Back) Day:Defense+10 Night:Enmity+3
Lv70~ All Jobs
-Fenrir Stone (Throw) D30 Delay999 Day:HP+30 Night:Evade+10
Lv70~ All Jobs
[ Diablos Prime ]
-Diablos Pole (2h Staff) D57 Delay402 Added Effect:Slow
Dark Weather:Enhances Drain and Aspir Lv75~ All Jobs
-Diablos Earring (Ear) Lv65~ All Jobs Accuracy+3
Dark weather: Accuracy-3 Magic Accuracy+2
-Diablos Torque (Neck) Lv70~ All Jobs Ranged Accuracy+8
Dark weather: Ranged Accuracy-8 Ranged Attack+9
-Diablos Ring (Ring) Lv65~ All Jobs
DarkDay: MP-15% Dark Magic Skill+15
2.5: Ability List of the Summons
At level 1 all Avatars (including Carbuncle) have an Astral Flow ability.
These are all wide range attacks! Keep that in mind when using them, as
it will aggro monsters in a crowded area. The astral flow can be resisted
if your skill is low, and it also can miss if the monster moves.
Carbuncle: Shearing Light - all enemies in range get light damage
Ifrit: Inferno - all enemies in range get fire damage
Titan: Earth Fury - all enemies in range get earth damage
Garuda: Aerial Blast - all enemies in range get wind damage
Shiva: Diamond Dust - all enemies in range get ice damage
Leviathan: Tidal Wave - all enemies in range get water damage
Ramuh: Judgement Bolt - all enemies in range get thunder damage
Fenrir: Howling Moon - all enemies in range get dark damage
*MP cost in brackets
*many have additional effects but rarely will register nor last long
[ Lv 1 ]
Carbuncle: Healing Ruby (6) - (8+Levelx2) hp recover on target
Shiva: Axe Kick (10) - physical attack
Garuda: Claw (7) - physical attack
Titan: Rock Throw (10) - ranged attack, slow status
Ramuh: Shock Strike (6) - physical attack, stun status
Leviathan: Baracuda Dive (8) - physical attack
Ifrit: Punch (9) - physical attack
Fenrir: Moonlit Charge (17) - physical attack, dark status
[ Lv 5 ]
Carbuncle: Poison Nail (11) - attack, poison status
[ Lv10 ]
All Avatars except Fenrir at this level get 'version 2 black magic' (24)
of their respective element. The magic is easily resisted ex: Thunder2.
[ Lv11 ]
Fenrir: Crescent Fang (19) - physical attack, paralysis status
[ Lv19 ]
Ramuh: Thunder Spark (38) all enemies in range get thunder damage attack,
[ Lv21 ]
Titan: Rock Buster (39) ranged physical attack, bind status
[ Lv23 ]
Ifrit: Burning Strike (48) fire damage attack
[ Lv24 ]
Carbuncle: Shining Ruby (44) lasts 3mins. Party in range gets protect/shell
Fenrir: Lunar Cry (41) enemy evade and accuracy down depending on moon phase
[ Lv25 ]
Garuda: Aerial Armor (92) lasts 15minutes or until worn off. Members in range
get Blink (Blink - 3 times will randomly evade physical or magical attacks)
Carbuncle: Auto Regen (no MP) this is not listed anywhere but it seems if you
watch Carbuncle's HP bar closely, he regens a little HP every 3 seconds.
[ Lv26 ]
Leviathan: Tail Whip (49) physical attack, heavy status
[ Lv28 ]
Shiva: Frost Armor (63) lasts 1min30s. Party members in range get Ice Spike
status (Ice Spike - ice damage + paralysis effect counter to monster's attack)
[ Lv30 ]
Ifrit: Double Punch (56) two attacks
[ Lv31 ]
Ramuh: Rolling Thunder (52) lasts 1min. Party members in range get EnThunder
status (En Thunder - every physical attack does extra thunder damage)
[ Lv32 ]
Fenrir: Lunar Roar (27) enemies in range loose two enhancing effects
[ Lv33 ]
Leviathan: Slowga (48) All enemies in range get Slow status
[ Lv35 ]
Titan: Megalith Throw (62) Physical attack where Titan throws huge rock, slow
[ Lv36 ]
Garuda: Whispering Wind (119) Party members in range are cured about 100+HP.
[ Lv38 ]
Ifrit: Crimson Roar (84) Lasts a short time, party members in range get a
status like War Cry (War Cry - attack power +15% for very short time)
[ Lv40 ]
Shiva: SleepGa (54) Sleep on all enemies in range.
[ Lv42 ]
Ramuh: Lightning Armor (91) for 2mins party members in range get Shockspike
(Shockspike - lightning damage + stun status counter to monster's attack)
[ Lv43 ]
Fenrir: Ecliptic Growl (46) for 3mins party members is range get a stat bonus
to STR,DEX,VIT and AGI,INT,MND,CHR depending on the moon phase
[ Lv44 ]
Carbuncle: Glittering Ruby (62) party members in range get a random status +10
for short time, and it slowly goes back down to normal, ex: +9 +8 +7. Similar
to Ab-spells of DRK job.
[ Lv46 ]
Titan: Earthen Ward (92) lasts about 15mins, party members in range get
Stoneskin status (Stoneskin - character will absorb about (50+Levelx2) damage
until it wears off)
*10/21/03 Update: cannot overlap recast this spell anymore, to get the Titan
stoneskin spell on, party members must click other stoneskin off
[ Lv48 ]
Garuda: HasteGa (129) party members in range get Haste status, lasts shorter
than actual Haste spell.
[ Lv47 ]
Leviathan: Spring Water (changed to 99) party members in range get some
(47+Levelx3) HP & statuses cured (Esuna type).
Status recovery: Blind, Silence, Petrified, Paralysed, Sickness, Poison, Sleep
Does not cure Erase-needing and Curse ex: DexDown, Heavy, Choke, Bio, Terror,
Bind, specific kinds of Slow
[ Lv50 ]
Shiva: Double Slap (96) 2 physical attacks
[ Lv55 ]
Carbuncle: Meteorite (108) small light damage attack
Fenrir: Ecliptic Howl (57) for 3mins party members in range get a bonus
on accuracy up and evade up depending on the moon phase
[ Lv60 ]
All summons get 'version 4 magic' (118). Damage is often resisted.
[ Lv65 ]
Carbuncle: Ruby Light 2 (166) Party members in range (28+Levelx4) HP recover
Fenrir: Eclipse Bite (109) 3 attacks
[ Lv70 ]
Garuda: Predator Claw (164) 3 physical attacks
Shiva: Rush (164) 5 physical attacks
Titan: Mountain Crash (164) physical attack, Bind status
Ramuh: Chaos Strike (164) 3 physical attacks, Stun status
Leviathan: Spinning Dive (164) physical attack
Ifrit: Flame Crash (164) physical attack
Notes on Spirit Avatars
Some of them get spells at the same level that a WHM or BLM main would. So
if your SMN job is 50, the Light Spirit gains Holy, if your SMN job is
50, the Ice Spirit gains Freeze. The spell used is random. At level 75 they
cast a spell for every 200 MP drained, with AF2 pants it's every 100 MP.
To have them cast spells sooner, wear the wrong staff for faster MP drain,
such as Dark Staff for Light Spirit. They only cast spells of their element,
for example, Dark Spirit only uses spells like Dispel and Sleep.
2.6 Skillchain and Magic Burst
Added on the 09/14/2004 update were new properties to summon abilities.
The more TP a pet has, the more potent magic abilities become.
For more information on skillchain possibilities, try the calculator
found at http://ffxi.xenoveritas.org/tools/skillchains
or the chart found at http://www.geocities.jp/ffxi_smn/chain.html
Avatar Skill Elements
Dark: Moonlit Charge, Double Punch
Light: Poison Nail, Crescent Fang
Water: Baracuda Dive, Rock Buster
Ice: Axe Kick, Megalith Throw
Thunder: Shock Strike, Burning Strike
Earth: Rock Throw, Double Slap
Wind: Claw, Tail Whip
To magic burst, time a magic ability to land after the end of a chain
the same way a Black Mage would. Burstable abilities are:
-Version II and IV spells
-Magic from Spirits (unlikely)
3.0: Advanced Information
3.1: Job Properties and Subjobs
This is all my opinion after playing more than 70 levels of the job. However,
I lead just about all my parties, allowing myself the freedom to avoid
becoming a brainless curetank. I was able to cast and use abilities at my own
discretion. That included experimenting.
Currently the SMN job is highly flawed. There are also many bugs involving
all summons. People would still see a summon onscreen although you recalled
them. If someone unequips an item or moves while you do a party strengthen
ability, you loose the MP, the summon will freeze, the summon wont even do the
ability. The timer will reset and say "you can't do anything for another
minute". This also happens if you and/or your pet fell asleep or became
stunned as you commanded it, the timer resets and nothing happens. Really
frustrating and can mean life or death for your party.
The same thing happens if the monster died just after you activated the
command while your pet had been targeting the monster previously. Your pet
will freeze, the timer resets, MP is gone but nothing has happened. Also,
attempting to use an ability just before the MP you have for that ability
is gone, will result in a frozen pet along with no command window.
Another bug involving lag has the summon pet out, you have no commands at all
in the pet menu nor can you use macros. The only way out of it is to
reconnect, or to let your MP drop to 0 so the pet disappears.
As well, if a monster moves as your summon does any ability (astral flow,
magic, ranged attacks included) it too will get the "out of range, this
ability could not go" message. Your MP is lost, nothing happens and your
ability menu is gone, too.
Auto attack also is a problem. If the Summoner is attacked, the summoned pet
will automatically engage and attack the enemy. This is problematic as you can
tell your pet to 'dissapear' or 'come back' only once every few seconds. In a
BCNM or multiple enemy battle where monsters are continually put to sleep, the
summoned pet often wakes up an enemy by attacking it before you have the time
to make it stop. Another reason why the pet should not be left 'out'.
A SMN is a messy cure tank and defense booster most of the way. The best known
uses for this job are at level 70. Used mainly as defense or timed offense in
HNM and BCNM battles. Even then, other jobs are often preferred. The job's
offensive attacks are nowhere near as strong and reliable as BLM magic, this
is offset by the fact that the damage dealt is 'safe'.
There is also little skill or active thinking involved in playing as Summoner.
One can do an ability then go AFK to get coffee while their MP regens. Little
timing is required outside of attempting to magicburst, which often isn't
as useful as the other ability commands available.
Which brought me to the question, what is my role as a Summoner? Maybe this
is what makes Summoner versatile. Although you have the pact ability once
every minute, you have to make sure you make the most out of it. That
includes recasting party effects only when necessary, or making sure that
your pet is safe from attacks such as Sleep or Paralyse if you are moving
into battle position. Depending on each monster or situation you are put into,
try to keep in mind the status of your party members, their locations, monster
AI and TP (determine what it may do next) and what is the most productive pact
ability to use at that exact moment.
The ideal rear guard (the 3 mages in a party) for a Summoner past level 40
involves having a RDM and a BRD. Certain monsters will require a WHM for
status recovery spells and such, however.
Why no WHM? Well, you and the WHM will be curing, overlapping and confused.
There's nobody Magic Bursting or adding to the kind of damage only magic
can do. This simply makes battles take too long.
Why RDM? RDM can help cure, help MB and at later levels refresh everyone,
then convert and keep going at the same pace as SMN's MP which can also keep
going for a long time. Dispel is extremely important at high levels and
Gravity is a useful weaken spell which also lowers monster evade.
Why no BLM? Two people taking really long to get MP back is just the worst
possible situation. Both have spells/abilities costing lots of MP. Unless
the BLM is "an attacker" of the party (that is, doing no cure at all and
pure magic offense) chances are you don't need one. I have had SMN BLM BLM
NIN BRD RDM parties, and although they were awesome it's rare to find all
the jobs necessary and if they were found, chances are the party needs a
Why BRD? Why not? By this time in the game you will have noticed how powerful
a Bard can make your party. Bards can also adapt to the monsters weaknesses,
sleep linked monsters (Sleepel does not work on undead but Lullaby does) and
do other things than simply sing Ballad for you.
Even with Ballad1, Ballad2, Refresh, Autorefresh, Staff & Mittens piled up,
having your summon out during battle is still completely wasteful. After all
that complicated party forming, I still did not feel like an actual Summoner
who could leave their pet out for the duration of the battle.
For the current level cap, the best subjob is WHM and no other. Also, the only
job useful with SMN as a subjob for practical purposes is WHM Lv50~. People
wonder if they can have two pets by subbing DRG or BST, but it will not work
as you will get the "you already have a pet" error.
Why WHM subjob:
1. Cure bad statuses, RDM sub cannot cure statuses
2. 2h staff skills which are available only to WHM/PLD/MNK when main or sub
3. Party spells you can use without significant loss in power or effectiveness
4. Can teleport at very high level.
What SMN/RDM gets:
1. If skill maxed beforehand, useless dagger skills
2. Slight increase in cure cast speed since its the only thing you can use.
Summons cannot have their "speed up" by RDM sub, nor would they need to be.
3. Less MP more HP (ick)
4. Offensive spells you will never use since the power, spells and skill is
half of your level.
5. People believe a SMN can convert and refresh in the future cap levels.
Turns out level 75 is the last cap rise (Refresh and Convert impossible).
Summoners don't use their weapons in battle normally due to lack of skill, STR
and DEX. They belong in the traditional "back row". So RDM's Enchant is
useless when you miss and won't do damage (as the Enchant damage is based on
Magic skill of the subjob), it's equally useless on Ramuh's
party EnThunder ability. Summoner also has the weakest defense out of all jobs
(even less than BLM) and HP, so they should rarely ever be near a monster.
Why cure tanking is so bad
SMN job does not include "Recovery Magic Skill". The skill is only as good as
your subjob's and then it is halved. Your cures do not do much, so in turn you
cure even more than a WHM or RDM do, generating hate and dangerous problems.
To boost your cure power, you would need a special staff of some kind. Your
cure magic casting will also be interrupted very very easily should you get
hit, even if only by a small amount of damage.
As well, AF does not have hate minus for summoner, it has hate minus for the
summoned pet! Avatar hate is the same for any party member hate. It is
separate. When you call back your Avatar, the hate generated to it is gone as
though that Avatar member 'died'. Same for if the Avatar actually died. It
does not affect your hate or other party members hate.
It makes no sense because we want our summons to take hits. Summons can be hit
by statuses and cannot be fixed aside from being recalled/defeated and then
called out again. Sleep however is another story. If you fall asleep from
certain spells or boss/monster weaponskills your summon can fall asleep, too.
When you wake up, your summon should wake up at the same moment. The only
equipment that adds a little avatar hate (enmity) is the new Yinyang robe.
3.2: Playing by Level
This is an old forum post of mine, written when I was leveling. Chances are
your leaders would request otherwise as the game has changed nowadays. If you
are soloing to 75, your style will be lot more different.
1-10: Use your summons as purely attackers
10-24: Attacker and occasionally ver2 magic/abilities
24: Play with the barely useful Carbuncle pro/shell
25+: Garuda party Blink, most used ability for a long while
28: Shiva Icespike, para is barely effective and it's just for show
31: Ramuh's Enthunder, lasts even shorter than Ice Spike but fun
36: Garuda's cure, not even useful since you will already have CureGa, which
is faster and less mp.
38: Ifrit Warcry before renkei but for the MP it costs why bother?
40: Shiva SleepGa, I'm expecting this to be for BCNM40
Sleepga does not work well on totetote++ when linked while leveling
42: Ramuh Shockspike, feels the same as IceSpike, for show
44: Carbuncle's "random status up by 10" fun but the stats go back down too
46: Titan (after 40 levels of not using him) has party Stoneskin
There is a cut on the max amount of damage you can take, it is weaker
than 'real' Stoneskin.
47: Leviathan (after 20 levels of ignoring) has party Cure/Esuna
48: Garuda (after all that Blink) has HasteGa, cut down in the amount of time
it lasts. By this time only 1 or 2 party members ever need haste anyway.
After this summoner gets nothing new that's really of use until 70. Most will
rotate between Blink, Stoneskin, Hastega and rarely using Leviathan's
cure/esuna (which is a very slow ability).
50: Shiva's Double Slap, in case you already haven't noticed that Shiva is so
weak physically, this only does lots of damage if she hits both times.
55: Carbuncle's Petit Meteo, slightly weaker than the version 4 magics
60: Version4 spells, instead of using party strengthening only, using version4
to finish off monster becomes your main goal. BRD's threnody is required
for it to not be resisted on strong enemies. Your damage can vary to above
the cap, depending on level.
70: The summon's new physical attacks are the best damage you can do. Great on
tote or weaker leveled monsters. Will easily miss on totetote++, HNM, boss
type, and monsters which have defense against physical attacks.
Summoners with Fenrir should note that the accuracy and evade modifying
abilities are the main use for Fenrir outside of attacking. Make sure to
note the moon phase before using it.
Fenrir's Eclipse Bite is not as strong as the level 70 attacks but it's MP
cost and early level is what makes it so useful. The other thing to look for
when choosing which 70 attack to use is the type versus that monster. For
example, Garuda's predator claw seems to be strong on skeletons, but
Leviathan is better on monsters with high evade. Then again, the multi-hit
attacking of Garuda gives monsters more TP than Leviathan would. Giving
certain monsters more TP than usual is a danger in itself.
70 ability damage from Highest to Lowest:
Garuda, Leviathan, Titan, Ifrit, Ramuh, Shiva
Ability Range and Positioning
Take time to figure out how to make your Summoned pets appear in the spot
you want when you call them. Also know the range of your pets abilities,
both offensive and defensive, as they are very small. Learning to eyeball
it comes with plenty of practice and use.
Eventually you will be in situations where your character cannot be near
the melee, but needs to use the Summoned pet defense abilities on them.
By positioning yourself (with pet out) then finding the perfect spot
where you are safe and the melee are in range of the ability, you can
resummon a pet and it will appear where you last had it. This saves time
from repositioning or waiting for the pet to get in range. Time saving
is extremely important as you can only use your pact once a minute.
Blink, Stoneskin and Healing
Blink is so important because not only do monsters miss attacks, their magic
can miss too, until it wears off. This means way less healing. As for the
party healing abilities, since it takes time to get the summon out and in
position, the inability to use this job for reacting to instant situations
makes it all the more MP costly and dependant on other players.
Only give your party Stoneskin if many targets are getting it, and their
Skin has completely worn off. Also be sure to give people using Ninja job (as
main or sub) the Stoneskin instead of Blink.
Lunar Cry, Ecliptic Growl and Ecliptic Howl
The pattern and amount of stat boosts is rather unclear naturally, depending
on the moon phase decide whether to boost your frontline or your rearline.
Until anyone can figure out the english equivalents of the Moon Phases, I
will have to leave this chart as is. The phases are different in the
Japanese client, while the English client has percentage values.
STR stat boosts go to STR, DEX, VIT
INT stat boosts go to AGI, INT, MND, CHR
Moon Phase Lunar Cry Ecliptic Growl Ecliptic Howl
New Moon Acc-1 Eva-31 STR+1 INT+7 Acc+1 Eva+25
Waxing Crescent Acc-6 Eva-26 STR+2 INT+6 Acc+5 Eva+21
Waxing Crescent Acc-11 Eva-21 STR+3 INT+5 Acc+9 Eva+17
First Quarter Moon Acc-16 Eva-16 STR+4 INT+4 Acc+13 Eva+13
Waxing Gibbous Acc-21 Eva-11 STR+5 INT+3 Acc+17 Eva+9
Waxing Gibbous Acc-26 Eva-6 STR+6 INT+2 Acc+21 Eva+5
Full Moon Acc-31 Eva-1 STR+7 INT+1 Acc+25 Eva+1
Waning Gibbous Acc-26 Eva-6 STR+6 INT+2 Acc+21 Eva+5
Waning Gibbous Acc-21 Eva-11 STR+5 INT+3 Acc+17 Eva+9
Last Quarter Moon Acc-16 Eva-16 STR+4 INT+4 Acc+13 Eva+13
Waning Crescent Acc-11 Eva-21 STR+3 INT+5 Acc+9 Eva+17
Waning Crescent Acc-6 Eva-26 STR+2 INT+6 Acc+5 Eva+21
How to Fish Monsters with your Pet
Something extremely useful for SMN or people with SMN subjob. When leveling in
an area where monsters link, or it's too dangerous for a fighter to go fish,
you can use pet to get a monster.
If you make your pet disappear too soon, the monster may give up. This is why
you either need to let the pet take/give a few beatings and build more hate
towards your party.
Example A (No Link Monster):
Monster is in an area filled with Ghosts. Summon Carbuncle, cast Sneak on
yourself, go to the monster, make Carbuncle attack it, then run back to camp
spot. Your Sneak will not be cancelled. Either call back Carbuncle or let it
die to the monster. The monster will automatically come to your party. Places
needing Invisible will not work. Telling your pet to do things cancels
Example B (Link Monster):
There are 4 Spiders you want to fight near each other and will link. Make your
pet attack one until it dies. Do not panic when the other 3 spiders attack it.
When your pet dies, the other 3 spiders will stop while the originally
attacked monster will come to your party. If a spider pops on the way back, it
will link. So be sure that all the monsters which may link are grouped
together when you let the pet die.
Using offensive SMN abilities will cause you to loose your Sneak and
Invisible spells. Also avoid attacks that target an area of monsters.
3.3: Items, Equipment and Weaponskills
What to eat as a Summoner
There's only two cheap things you really need. Chocolate and Juice. Bubble
Chocos are easy to make or buy in dozens, and they increase your "while
sitting MP recovering rate". High quality of the Bubble Choco is the Heart
The other thing you need is lots and lots of juice if there is no RDM in the
party. It's easy to make Pine Juices using 2x Kazham Pines + Water crystal.
Since juice cannot be stacked, carry the pines in dozens and crystals in
dozens with you to the party.
Many Summoners love to "raise" their MP by eating pies, which I find
wasteful because the power of a Summoner only is seen once a minute. The rest
of the time is spent sitting and healing MP. The more MP you get sitting, the
better. Pies are more useful for jobs like BLM or RDM which benefit from the
added stat boosts.
Stats of some useful foods for SMN:
Bubble Choco - sitting MP recover+1 (30m)
Heart Choco - sitting MP recover+4 (60m)
Mushroom Kabob - MP+10 STR-1 MND+3 sitting MP recover+2 (30m)
Witch Kabob - MP+15 MND+4 sitting MP recover+3 (60m)
Pamama Tart - MP+10 HP+10 DEX-1 sitting MP recover+2 (60m)
Sweet Rice Cake - MP+17 VIT+2 INT+3 MND+1 sitting MP&HP recover+2 (30m)
Wizard Cookie - sitting MP recover+7 (5m)
Ginger Cookie - sitting MP recover+5 (3m)
Coin Cookie - sitting MP recover+6 (5m)
Cinna-Cookie - sitting MP recover+4 (3m)
Choco Drink - sitting MP recover+3 (3hr)
Apple Juice - 1MP/3sec (120s)
Orange Juice - 1MP/3sec (90s)
Grape Juice - 2MP/3sec (90s)
Tomato Juice - 1MP/3sec (180s)
Pine Juice - 1MP/3sec (240s)
Melon Juice - 2MP/3sec (135s)
What to wear as a Summoner
Most people stick to all MP boosting equip possible. Aside from that, RSE
equipment (if MP boosting) will do great until the level for AF equipment
despite the very low defense.
Your main weapon should be a staff with an MP boosting quality to it or a
MP cost down quality to it. When fighting something solo, use a Pole type of
weapon. They have stronger attack, no MP boosting and look like they are
wrapped with white at the middle. My own SMN uses the Mercurial Pole instead
of a Light or Apollo Staff to spam the Spirit Taker WS for MP.
SMN job can wear shields, but like BLM they have no skill whatsoever. Their
subjob's shield skill is applied.
Another thing, cloaks with "Refresh" added to them will work with your "Auto
Refresh". So yes, you will get the refresh from your equipment item, combined
with your job's refresh. Instead of 1MP/3sec, it will become 2MP/3sec.
There are also throw items which boost MP such as Morion Tathlum, Phantom
Tathlum, Hedgehog Bomb and Mantra Coin. There's also the MP Egg from Easter
events. In any case, don't throw them and do not make any macros for range
attacks. Even if it's on another palette, remove it when you are SMN.
Special SMN Equip
*MP cost means the MP cost to keep the summon out.
*Refresh means 1MP/3seconds recovered when wearing it.
*Attribute Magic means the power of that element magic.
*HealingMP means the MP you recover while sitting down.
Conjurer Ring (Rare) from Comet Orb 50BCNM
Lv50~ Latent (HP Yellow and TP 100+%): SMN MPcost-1
Summoning Torque (Rare) Moon Orb @ Leviathan's Protocrystal BCNM
Lv65~ Lightning+5 Summon Magic Skill+7
Conjurer's Earring (Rare) from Clotho or Lachesis BCNM
Lv70~ Latent (HP Yellow and TP 100+%): Damage-20%
Astral Signa dropped by Tzee Xicu the Manifest (Yagudo Avatar, Rare HNM pop)
Lv70~ D32 Delay366 HP+18 MP+18 SMN MPcost-2
Avatar Belt (Rare) from Sky Orb 30BCNM
Lv30~ Latent (Support Job SMN, not main): SMN MPcost-2
Archalaus's Pole (Rare) from Moon Orb @ Throne Room BCNM
Lv60~ D48 Delay402 INT+4 MND+4 Added effect: MP Drain
Grim Staff (Rare) from Themis Orb @ Waughroon or Balga's Dais BCNM
Lv71~ D60 Delay390 STR+5 MND+6 Added effect: HP Drain
Himmel Stock (Rare) from Star Orb 40BCNM
Lv40~ D19 Delay366 MP+63 Time until next Blood Pact+3
Yinyang Robe (Rare+Ex) from Shikigami Weapon (Ro Maeve, 21 hour pop)
Lv71~ defense43 MP+25 Refresh
Time until next Blood Pact-5 Avatar: Enmity-3
Astral Pot (Rare+Ex) ammo from ENM Pulling The Strings
Lv61~ D30 delay999 20 uses/30s use/30m reuse
Enchantment: increases Magic Attack Bonus of Avatars
[ Carbuncle Mittens ]
Rare+Ex Defense5 MP+14 Lv20~
Hidden Power: Carbuncle MPcost-4 (-3 depending on level)
A "???" randomly appears every two hours in Temple of Uggalepih. Touching it
will give you a 'Tonberry's Offering'. Trade it to a "???" in a room at the
top of the temple which needs a 'High Priest Key' to open. Crimson-Toothed
Pawberry will pop. The drop is 100% and takes 9+ Lv65~ members or 6 Lv75~
members to defeat. The "???" for the NM appears every 15 minutes.
[ Evoker Ring ]
Rare+Ex Lv71~ MP+25 Summoning Magic Skill+10 Summon MPcost-1
Just like preparing for the Fenrir quest, defeat all the other Avatars
including Fenrir. However, after winning choose to recieve the quest
items. Trade them to Mamaurabin in Norg, you can trade each item one at a
time so they don't fill your inventory. Each of the item names are
related to previous FF games. After waiting JPN 0:00 next day, talk to
him to receive your ring.
[ Level 50 RareEx JSE ]
Duende Cotehardie: Def26 ConserveMP+4 Dark Spirit MPcost-1 Lv50~ BLM/SMN
Nimbus Doublet: Def26 Regen Light Spirit MPcost-1 Lv50~ WHM/SMN
You get these by doing Brygid's quest in Bastok Markets. An Aries Subligar
is needed for the Duende Cotehardie, a Capricorn Subligar is needed for
the Nimbus Doublet. Subligars are RareEx level 50, dropped by Fomors in
Sacrarium or Phomiuna Aqueducts.
Summon Cost Reduction 2h Staff List
Keep in mind that if you are Summoning something which is the element weak
to the staff you are wearing, a hidden MP cost is added. Also if casting
spells weak to the element of the staff you are wearing, their strength is
lowered. Magic strength is only that of the caster, and not of your pets at
all. Don't expect your pets to do more damage physically or magically, the
"attribute magic" boosts only affect yourself.
Wear Fire Staff and cast Blizzard, your damage is lowered
Wear Light Staff and summon Fenrir, MP cost becomes +2
Wear Aquilo Staff and summon Garuda, MP cost becomes +3
Light Staff Lv51~
D30 Delay366 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR+1 Dark+15 Cure Magic+10%
Added Effect: Light Damage
Hidden: Attribute Magic+15% Carbuncle/Light MPcost-2
Apollo Staff Lv51~
D35 Delay356 STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 Dark+20 Cure Magic+10%
Added Effect: Light Damage
Hidden: Attribute Magic+20% Carbuncle/Light MPcost-3
Dark Staff Lv51~
D30 Delay366 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR+1 Light+15 HealingMP+10
Added Effect: Dark Damage
Hidden: Attribute Magic+15% Fenrir/Dark MPcost-2
Pluto Staff Lv51~
D35 Delay356 STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 Light+20 HealingMP+10
Added Effect: Dark Damage
Hidden: Attribute Magic+20% Fenrir/Dark MPcost-3
Fire Staff Lv51~
D30 Delay366 STR+4 Ice+15 Atk+10 RngAtk+10
Added Effect: Fire Damage
Hidden: Attribute Magic+15% Ifrit/Fire MPcost-2
Vulcan Staff Lv51~
D35 Delay356 STR+5 Ice+20 Atk+10 RngAtk+10
Added Effect: Fire Damage
Hidden: Attribute Magic+20% Ifrit/Fire MPcost-3
Ice Staff Lv51~
D30 Delay366 INT+4 Wind+15 Spirit Magic Skill+10
Added Effect: Ice Damage
Hidden: Attribute Magic+15% Shiva/Ice MPcost-2
Aquilo Staff Lv51~
D35 Delay356 INT+5 Wind+20 Spirit Magic Skill+10
Added Effect: Ice Damage
Hidden: Attribute Magic+20% Shiva/Ice MPcost-3
Wind Staff Lv51~
D30 Delay366 AGI+4 Earth+15 Evade+10
Added Effect: Wind Damage
Hidden: Attribute Magic+15% Garuda/Wind MPcost-2
Auster Staff Lv51~
D35 Delay356 AGI+5 Earth+20 Evade+10
Added Effect: Wind Damage
Hidden: Attribute Magic+20% Garuda/Wind MPcost-3
Earth Staff Lv51~
D30 Delay366 VIT+4 Thunder+15 Physical Damage-20%
Added Effect: Earth Damage
Hidden: Attribute Magic+15% Titan/Earth MPcost-2
Terra Staff Lv51~
D35 Delay356 VIT+5 Thunder+20 Physical Damage-20%
Added Effect: Earth Damage
Hidden: Attribute Magic+20% Titan/Earth MPcost-3
Thunder Staff Lv51~
D30 Delay366 DEX+4 Water+15 Critical Hit+15
Added Effect: Thunder Damage
Hidden: Attribute Magic+15% Ramuh/Thunder MPcost-2
Jupiter Staff Lv51~
D35 Delay356 DEX+5 Water+20 Critical Hit+15
Added Effect: Thunder Damage
Hidden: Attribute Magic+20% Ramuh/Thunder MPcost-3
Water Staff Lv51~
D30 Delay366 MND+4 Fire+15 Holy Magic Skill+10
Added Effect: Water Damage
Hidden: Attribute Magic+15% Leviathan/Water MPcost-2
Neptune Staff Lv51~
D35 Delay356 MND+5 Fire+20 Holy Magic Skill+10
Added Effect: Water Damage
Hidden: Attribute Magic+20% Leviathan/Water MPcost-3
Austere/Penance Equipment Set
To use this equipment properly, only switch to it just before you activate
a blood pact ability, then change back to your regular equipment after
activating. The reduced timer will be in effect.
Austere Robe Lv50~ Def29 CHR-2
Avatar perpetuation cost -1 / Blood Pact ability delay -3
Penance Robe Lv50~ Def30 CHR-3
Avatar perpetuation cost -2 / Blood Pact ability delay -4
Austere Hat Lv50~ Def13 MP+8 CHR-1
Summoning Magic Skill +2 / Blood Pact ability delay -2
Penance Hat Lv50~ Def14 MP+8 CHR-2
Summoning Magic Skill +3 / Blood Pact ability delay -3
Austere Sabots Lv50~ Def7 MP+10 VIT-1 CHR-1
Summoning Magic Skill +3 / Enmity -3
Penance Sabots Lv50~ Def8 MP+15 VIT-2 CHR-2
Summoning Magic Skill +4 / Enmity -4
Austere Slops Lv50~ Def19 VIT-1 INT+2 MND+2 CHR-1
Summoning Magic Skill +3
Penance Slops Lv50~ Def20 VIT-2 INT+4 MND+4 CHR-2
Summoning Magic Skill +4
Austere Cuffs Lv50~ Def8 MP+15 CHR-1
Summoning Magic Skill +2 / Blood Pact ability delay -1
Penance Cuffs Lv50~ Def9 MP+17 CHR-2
Summoning Magic Skill +3 / Blood Pact ability delay -2
You probably won't be using these in battle, but when soloing you might.
Summoner gets these weaponskills, at these job and weapon levels, if you have
it leveled up. This list is SMN useable weaponskills only.
Dagger WS JobLv WSLv Ex Notes
Wasp Sting 4 10 Poison
Gust Slash 16 40 Wind Damage
Shadowstitch 28 70 Bind
Viper Bite 40 100 Y Poison, 2 Attacks
Cyclone 50 125 Y Wind Damage, Area Attack
Energy Steal 56 150 Drain MP from certain monsters
Energy Drain 63 175 Y Drain MP from certain monsters
Evisceration ? 230 5 Attacks (requires quest)
*need to sub THF/RDM/BRD/RNG/NIN for the Exclusive Dagger skills.
1h Club WS JobLv WSLv Ex Notes
Shine Strike 4 10 Light Damage
Seraph Strike 16 40 Y Light Damage
Brainshaker 28 70 Stun
Starlight 40 100 10%of MP:1MP/TP (little MP recover)
Moonlight 50 125 Y PT members in area: little MP recover
Skull Breaker 56 150 INT Down
True Strike 63 175 Critical Hit, TP: aim
Black Halo 75 230 2 Attacks (requires quest)
*need to sub WAR/WHM/PLD/DRK/SAM for the Exclusive 1h Club skills.
2h staff WS JobLv WSLv Ex Notes
Heavy Swing 3 10 Very weak
Rock Crusher 14 40 Earth Damage
Earth Crusher 24 70 Y Earth Damage, Area Attack
Starburst 34 100 Light or Dark Damage
Sunburst 51 150 Y Light or Dark Damage
Shell Crusher 56 175 Defense Down
Full Swing 62 200 TP: Damage
Spirit Taker 68 215 Damage: MP recover
Retribution 71 230 TP: Damage (requires quest)
*need to sub WAR/MNK/WHM/PLD for the Exclusive 2h Staff skills.
[ Gate of Tartarus ]
WS "Gate of Tartarus" can only be used by a level 75 SMN or BLM. When
the WS is used, it has an additional effect of attack down, while the
effect is active the SMN or BLM recieves a Refresh status. The WS is
gotten by upgrading the Relic 2h Staff multiple times. At full upgrade
the staff becomes:
D72 Delay390 Acc+20 Additional effect: Dispel
3.4: Rare Ex Armors
I did Artifact Armor quests in a mad rush when it was first released, so I
barely remember details. AF1 requires you to be lv40~ summoner, AF2
requires you to be lv50~. All the BCNM battles have NO limit in party
members, you can have an alliance inside! The key item can be reused as
many times until you are successful, the key item can either be kept in mog
or discarded anytime (like any other BCNM orb). One key item can unlock the
BCNM for multiple people on the quest and in the same party/alliance (one
battle is enough for all). You can throw away the key item (RaEx pendulum)
after winning each battle.
AF1 Quest: Windurst Walls
-Go to the "House of the Hero" in Windurst Walls
-Speak to Juroro in Bastok Port (get a key item)
-Go to Quicksands -> Earth Cloister -> trade the key item to Protocrystal
-BCNM battle with Gazer type monster (hint: use magic attacks)
-Speak to Juroro in Bastok Port
-Speak to the "House of the Hero" in Windurst Walls
-Speak to the Principal (Kuro-Muro)
-Kukulcan's Staff (weapon) get
AF2 Quest: Windurst Walls
-Go to the "House of the Hero" in Windurst Walls
-Speak to Kuro-Muro, trade 4 Astragalos (throw ammo, made by Bone Guild)
-Speak to Shantoto, Freppe (Aurastery) and Furakku-Norakku (Optistery)
-Speak to Gulmama in North San d'Oria (get a key item)
-Go to Fei Yin -> Ice Cloister -> trade key item to Protocrystal
-BCNM battle with 6 Sapling type monsters (hint: BRD or BLM is useful)
-Speak to Kuro-Muro, Evoker's Spats (pants) get
AF3 Quest: Windurst Walls
-Speak to the "House of the Hero" in Windurst Walls
-Speak to Kuro-Muro
-Speak to Ripapa in Mhaura (get a key item)
-Go to Boyahda Tree -> Thunder Cloister -> trade key item to Protocrystal
-BCNM battle with 2 Weapon type monsters
-Speak to Kuro-Muro
-Speak to Agado-Pugado in Rabao (get a key item)
-Go to Cape Terrigan -> Wind Cloister -> trade key item to Protocrystal
-BCNM battle with 1 Manticore type monster (hint: buy Cure Silence items)
-Speak to Kuro-Muro, Evoker's Horn (helmet) get
Gloves Quest (same as other AF Gloves):
Sea Serpent Grotto Coffer for the key item, can open as any job
Toraimarai Canal Coffer
(easier if you have the key to the door from Windurst Walls, from a quest)
Temple of Uggalepih Coffer
(easier if you are lv68~ as most monsters will not aggro)
Artifact 1 Stats
This is the equipment which is explained above.
Kukulcan's Staff (2h staff)
lv41 D22 delay366 MP+20
Evoker's Horn (head)
lv60 defense15 MP+20 INT+3 Summoning Magic Skill+5 Avatar: Enmity-3
Evoker Doublet (body)
lv58 defense35 MP+15 MND+3 Avatar: Enmity-2
Avatar Elemental Resistance+20
Evoker's Bracer (gloves)
lv54 defense11 MP+15 VIT+4 Avatar: Enmity-2
Occasionally converts damage taken to Avatar Element to MP
Evoker's Spats (pants)
lv52 defense25 MP+15 Evade+10 Avatar: Enmity-2
Enhances Avatar Accuracy
Evoker's Pigaches (boots)
lv56 defense10 MP+15 AGI+5 Avatar: Enmity-2
Enhances Avatar Evasion
Artifact 2 Stats
Artifact 2 and Relics are random drop in specific Dynamis areas.
Summoner's Horn (head)
lv75 defense18 MP+25 INT+3 Weather: SummonCost-3
Time until next Blood Pact-3
Summoner Doublet (body)
lv74 defense38 MP+20 Week: SummonCost-3
Time until next Blood Pact-3 Avatar: Critical Hit+3%
Summoner's Bracer (gloves)
lv72 defense15 MP+25 Summoning Magic Skill+10
Time until next Blood Pact-2 Enhances Avatar Accuracy
Summoner's Spats (pants)
lv71 defense26 MP+20 MND+3 Spirit Summon: less spell interruption
Time until next Blood Pact-2
Summoner's Pigaches (boots)
lv73 defense14 MP+20 VIT+3
Time until next Blood Pact-2 Enhances Avatar Attack
Zenith Equipment Stats
This is gotten by using scrolls from HNM monsters to uncurse equipment.
All of it can be worn at level 73~ by WHM BLM RDM BRD or SMN.
Zenith Crown (head)
INT+3 MND+3 Converts 50 HP to MP
Resist Silence up
Magic Defense Up+5 Refresh Converts 50 HP to MP
Resist Paralyze up
Zenith Mittens (hands)
Magic Attack Up+5 Converts 50 HP to MP
Zenith Pants (legs)
MND+4 CHR+4 Evasion-3 Converts 50 HP to MP
Zenith Pumps (feet)
INT+2 CHR+2 Converts 50 HP to MP
These are gotten by participating in Limbus to upgrade your AF.
Evoker's Horn+1 (head)
lv74 defense15 MP+25 INT+6 MND+6 Summoning Magic Skill+5 Avatar: Enmity-3
Evoker Doublet+1 (body)
lv74 defense35 MP+45 HealingMP+5
Time until next Blood Pact-4 Avatar Elemental Resistance+25
Evoker's Bracer+1 (gloves)
lv74 defense11 MP+19 Avatar: Enmity-2
Time until next Blood Pact-1
Occasionally converts damage taken to Avatar Element to MP
Evoker's Spats+1 (pants)
lv74 defense25 MP+22 Enmity-3 Avatar: Enmity-2
Enhances Avatar Accuracy
Evoker's Pigaches+1 (boots)
lv74 defense10 MP+25 Enmity-4 SummonCost-1
Enhances Avatar Evasion
3.5: Modifications to Summoner Job
Square-Enix changed quite a few things to Summoner Job but it will never be
enough. So far they have increased the Astral Flow damage and lowered the cost
of only two abilities. The one major change occured when they lowered the cost
of summoning Avatars (Shiva, Ifrit, etc) from 30MP to 7MP, yet raised the cost
of summoning Elemental Spirits (now 10MP). Fenrir however is 15MP. They've
also added skillchain and magic burst for certain Avatar abilities.
*03/14/2006 Update: 1UP has a new ToAU interview promising changes
SUMMONER: One observation the development team has noticed has been the
tendency of Summoners to only cast an avatar when they need a specific spell
(i.e. Aerial Armor), and then to release them. The team would like the
Summoner to leave the avatars out longer. To achieve this it's considering
giving the Summoner more MP, although in reality a lower perpetuation cost
might be more effective. The duration of Summoner-derived party buffs will
depend -- finally -- on the level of a Summoner's summoning magic skill. The
FFXI team is planning to add more abilities for avatars. There are no plans
to add Bahamut as an avatar. The reason for this is because if the developers
were to add Bahamut as a summonable avatar, they would have to reduce his
strength considerably, and the team didn't want to do that. New avatars will,
however, be added in the future.
Future Beast Ability List
These are used by the "Prime" summons and are not usable by players yet.
They're magic damage, hopefully Shiva and Ramuh's are strong, to even out
their weak physical specials.
Ifrit: Meteo Strike
Titan: Geo Crash (additional affect: Stun)
Garuda: Wind Blade
Ramuh: Thunder Storm
Shiva: Heaven Strike
Leviathan: Grand Fall
What Summoners want (from 2ch BBS, Summoner's Dream)
-Skill up to become easier, right now it is wasteful to try to do
-2h Staff skill rank A since it's a SMN's main weapon.
-Adapting MP costs (if less people get a party ability, then less mp cost)
-Summon's attacks having enchant already
-Keeping summons out having less mp slip (or none at all)
-The damage summons do is valid for the MP cost, so it does not feel wasteful
-Auto Refresh 2 at level 50 (2mp/3sec)
-Teleport or Escape ability
-More traditional FF Summons (Odin, Siren, Bahamut, etc)
What I want
-Toggle on/off for pet's auto attack
-Modify /wait settings for macros so that we can use other macros too
-Pet abilities have better descriptions and the boost values visible
-Some sort of party saving ability involving crowd control
-Increase range of party abilities
-Fix bugs with player movement and equip change
-See where your pet is on the map
-Know what statuses (positive and negative) are on your pet
-Know when your pet's weakening on monsters has worn off, such as Tail Whip
3.6: Random Observations
These are various notes that came after 75 levels of playing in parties,
HNM battles, Missions or farming/hunting as SMN. You can see what my
equip is like somewhat: http://ffxi.allakhazam.com/profile.xml?17975
Maximizing your Power
Merit points should be put into MP and Summon Magic Skill first, as those
skills are your general power. The merit status boosts also will work in
level capped areas and BCNMs such as those for Missions. Other good places to
put your merit points are enmity reduction and magic cast interruption.
Having level 75 SMN job opens a new merit category for the job. Most have
gone the route of Attackx3 then Aimx2. It is the the same route I took, as
I do not have the time to spend more than 3 merits on one upgrade. Whatever
configuration you choose is up to you and the time you have.
Take time to learn about monster weaknesses the way a Black Mage would,
it will help you in selecting correct Blood Pacts and Astral Flows to
use on monsters. Magic based Blood Pacts are still magic and can be resisted,
the lesson is to stick to the correct elements. Memorizing the element
wheel and memorizing which monsters are weak to what types of attacks (be
it physical or magical) also helps. It also is important to remember which
attacks have higher accuracy than others, so you are always giving your
best possible shot.
Our main strength is in Blood Pacts and the more frequent you can use
them, the better. Some HNMs can only be attacked at certain times (think
of the 3 new dragons such as Tiamat), so getting equipment which reduces
the pact time helps immensely.
To also save time, make sure to use macros instead of using the menu. The
seconds spent opening menus and waiting for the Pact menu to open are
costly. This is why Astral Flow lasts longer than other SPs, it gives
players extra time to cycle through windows.
For people who hate waiting for parties
Use the time to go just outside of town and level up your Summon Magic skill.
You can make a macro so that you can study while leveling it up or do other
things. This skill is impossible to level up normally in party. It is
Summoners are able to also solo various monsters decently at level 71+. If
you're feeling risky you can even solo for exp almost anywhere, just expect
some long downtimes and close calls.
Indispensible Summoner Stuff
Ever since the Elemental Ore staves were introduced, Dark Staff is the most
important piece of equipment one can get. The amount of time a SMN spends
sitting must be shortened as much as possible. On that same note, anyone
above level 72 should invest in the Errant Houppelande shirt for an extra
5MP when Healing and macro the standing/sitting equipment.
With Light Staff you get the needed power to your Cure Magic and the needed
MP cost reduction to keep Carbuncle out at levels 51+.
-Spirit Taker WS
Russta reminded me about this WS, the damage you do is returned in a 1:1
ratio for MP. You can do a blood pact then get all the MP back by doing this
WS on a monster which doesn't have high defense or evade.
At low levels you can even solo with these. They're valuable help in low
level BCNMs, and an MP cost saver when using your pet to fish monsters.
With these you can have Carbuncle following to keep you safe in dungeons.
With these you get a large equip boost in Summon Magic Skill and an MP boost
without loosing HP (something SMN needs). The MP cost reduction makes it
possible for Carbuncle drain no MP at level 71+ when combined with Carbuncle
Mittens and Light Staff.
-SMN AF1 Pants
These pants give your pet the needed aim to land their physical hits and
physical attacks with greater accuracy than normal.
-Anything that boosts Summon Magic Skill or cuts Pact Delay
If you are playing by using your pets offensively, the most important thing
to boost aside from the obvious is anything which boosts your skill. If you
played the job like most normal players, your skill is most likely behind
by many levels. AF, Evoker Ring, Summoner Torque are the easiest boosts.
Hate and Pet Behaviours
Doing anything builds hate towards your character, but how much and
under what conditions? I did some experimenting:
-When pets automatically Assault monsters
If a monster faces you, before it even attempts to hit you, your pet will
automatically engage with the monster. The pet AI will recognize the
monster AI targetting you.
-Telling Pet to Assault before engaged with monster
Always do this at a neglible distance from any monster, being too close may
have the monster turn to you for a second. Allow your pet to take/do a few
hits so that hate is built towards the pet. Telling Pet to Assault does
create a small amount of hate from the monster towards yourself.
-Telling Pet to Retreat when engaged with monster
This builds a little more hate towards you, and will drag the monster and
whatever links with it towards you (and not your pet). Monsters which were
hit by your pet (built hate) will only target your pet. Other monsters
which were linked on the way will target you until hate is built towards
them by someone or something else.
-Using Blood Pact before engaged with monster
Using an offensive Blood Pact is considered an act of agression towards a
monster. Therefore a little hate will go towards you, even before your
pet has done the attack. If your pet has landed the attack, hate will go to
your pet. If your pet did not land it, hate will still be towards you.
-Pets may give up
If you tell a pet to attack something and the monster moves further away,
you may have to repeat the command as the pet will go back to you instead.
The time between your button press and the action being sent and appearing on
your screen is delayed by about one second. So you can hit your macro about
one second before you are able to do an ability and it will execute on time.
This is faster than physically possible by using the menus, where you spend
an extra second scrolling, targetting and pressing buttons.
4.0: Closing Acknowledgments
This guide would not have been possible without the following:
- FFXIOnline.com, GameFAQs.com
The largest discussion forums for Final Fantasy XI. Thanks goes to Ping for
making our ideals of bringing importers together happen. Posters have helped
in correcting and suggesting additions.
- RageOfDark Linkshell
Without them I wouldn't be able to have any experiences ingame to write
this. Farplaner always helps in correcting and finding the latest info.
They also were kind enough to tell me what all of my abilities look like in
the english game screen as I tapped it out from the tab menu.
- Juventus Linkshell
Without them I wouldn't have any uber gear or the chance to test out my
Summoner job on various HNMs, nuff said.
- 2ch BBS FFXI Summoner Forum
Nearly all information right and wrong that has ever been discovered about
Summoner is from here, first. The posters here are all anonymous.
- FFXI Mystery Tour http://mysterytour.web.infoseek.co.jp
For extracting and putting up the relic and AF info.
- F Memo http://miara.sakura.ne.jp/ff
For storing the "Final Answer" chart from 2ch on Fenrir's abilities
- Ragnarok Players
FFXI Players have contacted me through /tell to correct various typos.
- Lydya on server Cerberus
For pointing out the elemental staves and added MP cost.
4.2: Version History
v0.1 August 18, 2003. started typing stuff using old FAQ as a template.
v0.2 October 14, 2003. got up and wrote more.
v0.3 October 20, 2003. corrections and anticipating additions.
v0.4 October 21, 2003. revisions due to the version up.
v0.5 October 30, 2003. some clarification and additions.
v0.6 November 5, 2003. official translations added due to NA release.
v0.7 November 9, 2003. new weapons added from Farplaner, some corrections.
v0.8 November 28, 2003. some changes due to updates and weaponskills added.
v0.9 December 7, 2003. additions and new high level rare SMN items.
v1.0 January 4, 2004. many many changes due to the game's update.
v1.1 February 26, 2004. Fenrir, Relics, AF2 and Evoker Ring quest.
v1.2 May 1, 2004. New equipment and quest information added.
v1.3 May 30, 2004. Quest information clarified and more details added.
v1.4 June 10, 2004. Various details added and typos fixed.
v1.5 June 28, 2004. New observation section, clarifications and details.
v1.6 July 6, 2004. More details added and corrections.
v1.7 August 30, 2004. Some calculation additions and more info verified.
v1.8 November 10, 2004. More additions and clarifications.
v1.9 December 15, 2004. New equipment added.
v2.0 November 9, 2005. New equipment added and various revisions.
v2.1 December 12, 2005. Added information about Diablos.
v2.2 March 14, 2006. Added information about ToAU changes.
End of Guide v2.2