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Showing posts with label FFXI Race Guide. Show all posts
Showing posts with label FFXI Race Guide. Show all posts

Sunday, October 14, 2007

Black Mage (Final Fantasy 5)

Black Mages Uncovered


Become a powerful Black Mage


Monday, October 27, 2003


Black Mages - General Overview


The Black Mage is a character class that delves in the art of Black Magic.

Black Magic is primarily used for causing bodily harm to your enimies, by

means of spells that cause eruptions of elemental energy controled in the way

you see fit. Elemental magic, however, is not the only type of magic in the

arsenal of the Black Mage, he also gets spells to lower his enemy's abilities,

heal himself, and only himself, and restore his own MP, not to mention spells

to teleport to convenient locations, hid current Home Point or to the

enterance of a dungeon. Black Mages are indeed versatile characters.


Black Mage Combat


The fight sequence of a Black Mage is, generally, as follows:

1-Sit in the back and cast your 2nd or 3rd highest elemental spell.

2-Use then your Highest or second highest Elemental spell.

3-Wait for the fighters to attack and possibly taunt.

4-Continue to cast your good elemental spells.

5-Occasionaly wait for the fighters to draw some hate.

6-Cast more Elementals.

7-If you are ever attacked just sit there, casting will only draw more hate.


Note: Which elemental you should cast is also based on MP efficency and

Weaknesses of certain eements by the enemy. For example if a Stone I

costs 8 mp and does 20 damage to an enemy, yet a Water costing a bit more MP

does as much to some eniemies, thusly Stone is better for those enemies.


Also Note: In the beginning slightly weaker spells are used because the

Fighters need a chance to accumulate some hate, if you start out with your

best spell you are likely to be attacked.


The Black Mage and you- Black Mages interaction with other classes.


Inter-class relations is relatively simple with a Black Mage.


Class-Relation a Black mage has with them.


White Mage, Red Mage- The Black Mage has top-priority for curing.


Others- Take hits for the Black Mage, the Black Mage providing great damage in

exchange.


Black Mage Weapons


Now, time to look into equipment for a Black Mage, more specifically a

weapon. Most Black mages will choose a Club or Staff, yet there are other

weapon choices for a Black Mage. Here I wil present these choices.


Dagger:Pros- Fast attack speed, many daggers with status effects.

Cons- Weak damage, which means 0 damage as a Black Mage usually.


Staff:Pros- Moderate damage.

Cons- Slow Attack speed.


Club:Pros- Bonuses that help casting, moderately fast speed.

Cons- Weak damage.


My preference is a Club, since Black Mages wont attack once they start

partying, since the bonuses are quite good.


Black Mage spells- In Depth


Now a chance to look at some of the Black Mages basic sets of spells, the

primary use and objective having already being discussed here I will detail

some of thee basic spells.


Enfeebling:Bind- Holds the enemy, allows you to cast without geting hit.

Blind-Decreases attack accuracy, quite useful considering its MP cost.

Poison-Does damage over time, good but I prefer dia.

Sleep-Puts the enemy to sleep, good for running.

Shock, Burn- Lowers an enemy's stat and does damage over time.

Choke, Rasp, Drown- Same as Shock and Burn.

Enhancing:Elemental Spikes- Does Elemental damage when you're hit, not good.

Dark: Bio-Lowers attack and does damage over time, high MP cost.

Drain- Absorbs HP from the enemy, very good, long recharge time.

Aspir- Absorbs MP from the enemy, very good, long recharge time.

Elemental:All elemental- Incredibly Good, the spells you cast most.

Spirit: Warp- Instantly transports you to your home point, nifty!

Escape- Intsantly teleports your party to the enterance of a dungeon.


Black Mages on a Budget - What you should buy


As a Black MAge one should always consider their role in a party when

making any transaction. As a Black Mage you should spend very little on

armor, and even less on a weapon.


What not to buy:

Armor in excess, no need to get new armor whenever you can afford better, only buy

new armor every once in a while.


New weapons in excess, same as armor, also you should buy your weapon based

on what bonuses to stats they give rather than damage.


What to buy:

Elemental spells, buy these with top priority.


High Reward Quests for Black Mages.


Windurst:

Aspir Quest, Fuepepe; Aurastery, Windurst Waters.

Gives the spell Aspir.


Star Onion Brigade quests, Behind the Warehouse in Windurst Woods.

Do these for the Blaze spikes;Note:Do the first quest ASAP.


Compound Eye Circlet Quest, Koru-Moru's Manor in Windurst Walls.


Shantotto quests,Shantotto's Manor, Windurst Walls.

Do these for a Hypno Staff, Warp II, and some other stuff.


Hypno Staff Quest, Paku-Nakku, Aurastery Roof, Windurst Waters.

Only if you wish to use a staff.


Bastok:

Warp quest, Unlucky Rat; Cement Factory, Bastok Metalworks.

Gives the spell Warp.


Sandoria:

Drain quest, Novalmauge; Dungeon under the Chateau.

Gives the spell Drain

Thursday, August 30, 2007

White Mage Guide


A brief intro on what it mean to play a White Mage, your role in a aprty, and what abilities you posess.




White Mage Guide:



I) What is a White Mage? -The general Facts of White Mages.


The White Mage is a character class that delves in the art of White Magic. White Magic is primarily used for curing ailments of all kinds, be it a physical wound or some other ailment. White magic serves a secondary purpose, however it is not as important. The White Mage is usually the one to use enhancing spells on the part, making it eaier to fight in yet another way; No party is not complete without this class most valuable, for what party could survive without this masterful healing?







II) Average fight as a White Mage - General Strategical requirements of a White Mage.


The fight sequence of a White Mage is, generally, as follows:

  1. Directly before the fight cast Protectra, if it has wore off.

  2. Cast Dia on the Monster if there is no Red Mage.

  3. Serve as the primary healer, healing whenever necessary.

  4. If ever the enemy doe a good area of effect spell, use a Curaga.

  5. The fight having been completed Raise any fallen comrades.


Note: Which Cure you should use is based off MP efficency, To calculate which should be used:

  1. Use all of your Cure spells.

  2. See how much they heal for.

  3. Divide how much they healed for by the ammount of MP it costs.

  4. This number is the HP healed per MP used.

  5. Compare the results, also take into consideration the speed, for it takes longer to cast two Cure I's then it does to do a Cure II, so if your party needs life desperately use your highest heal.




III) The White Mage and you - White Mages interaction with other classes.


Inter-class relations is relatively simple with a White Mage.

Class - Relation a White mage has with them.

Red Mage - The Red Mage eases up your healing duty.

Black Mage - Your top priority for curing.

Tanks - Take hits for the White Mage, the White Mage providing healing in exchange.



Others - Heal them while when they take hate occassionally, also most classes in this category benefit greatly from Haste.







IV) The White Mage and the Rest - Getting blamed for every death.


In the beta in many partys I played in, I was blamed for most deaths, unless it was truly some one else's fault and they were then verbaly repremanded. Usually it is nobody's fault that somebody has died, but if there is fault to be had it usually lies with the person tha was killed, assumming you did your job as a White Mage. This blame for every death eventually ceases itself as you gain levels and play with more educated people, however even having to suffer with this for an hour of playing would be too much for my liking. The only other problem you'll hav with other players is getting invited and recieving /tells constantly, which is a mixed blessing. When you are looking for a party this will be very benificial, yet when you are not it will get quite annoying. The solution, Go Annon. If you type /annon you will become anonymous, thusly your job and level wont show, eliminaating most of the /tells.







V) Weapons for a White Mage - Choosing a weapon for a White Mage.




Now, time to look into equipment for a White Mage, more specifically a weapon. Most White mages will choose a Club or Staff, yet there are other weapon choices for a White Mage. Here I wil present these choices.



Staff:

  • Pros - Moderate damage, some great high level staves.

  • Cons - Slow Attack speed.


Club

  • :Pros - Bonuses that help casting, moderately fast speed.

  • Cons - Weak damage.


My preference is a Club, since White Mages wont attack once they start partying, since the bonuses are quite good.







VI) White Mage spells - A more in-depth view of spells.






Now a chance to look at some of the White Mages basic sets of spells, the primary use and objective having already being discussed here I will detail some of thee basic spells.



Enfeebling:

  • Dia - Lowers defense and does damage over time, use this every fight.

  • Paralize - Occassionaly loses ability to act, good but blind is better. Flash-Lowers of hate.


Enhancing:

  • Protect - Raises defense by an ammount varying on spell level, Protect I is 10 defense while II is 25, etc, lasts a while, keep it on constantly.

  • Protectra - Same as protect but affects all allies in range, buy this.

  • Shell - Raises resistance to magic, also good but not as good as protect.

  • Regen-Constantly regenerates life, very good but doesn't last long.

  • Sneak, Deodor, and Invisible - Allows you to go undetected by enemies.

  • Bar spells - Raises party's resistance to one element or status effect.

  • Stoneskin - Absorbs damage, no max per hit, just a max total.

  • Blink - Absorbs an ammount the ammount per hit and total ammount are affected by you enhancing skill and Mind.

  • Haste - Reduces between attacks, great for high damamge melee units!


Healing:

  • Cure - A necessity, allows you to heal yourself or your party.

  • Curaga - Heals yourself and your party at once.


Divine:

  • Banish - Does Divine damage to a target, not enough damage.

  • Holy - Does Divine damage to a target, quite nice.

  • Teleport - Teleports you to the crag of the spells name.




VII) Balancing a White Mages Budget - What you should buy.




As a White Mage one should always consider their role in a party when making any transaction. As a White Mage you should spend very little on armor, and even less on a weapon.



What not to buy:

Armor in excess, no need to get new armor whenever you can afford better, only buy new armor every once in a while, Holy and divine armor are two nice White Mage only pieces of armor.

New weapons in excess, same as armor, also you should buy your weapon based on what bonuses to stats they give rather than damage.



What to buy:

Cure Spells, buy these with top priority.

All other spells.







VIII) Questing for a White Mage - Highly rewarding quests for White Mages.




Windurst:

Teleport-Mea quest, Gantineux, Hostelry Room, Windurst Waters.

Do these for the Teleport-Mea scroll.



Shantotto quests,Shantotto's Manor, Windurst Walls.

Do these for a Hypno Staff and Black Mage spells to sell, or use with subjob.



Hypno Staff Quest, Paku-Nakku, Aurastery Roof, Windurst Waters.

Only if you wish to use a staff.



Bastok:

Teleport-Dem quest, Virnage, Bat's Lair Inn, Bastok Mines.

Do these for the Teleport-dem scroll.



Sandoria:

Teleport-Holla quest, Eperdur, Cathedral, Northern Sandoria.

Do these for the Teleport-Holla Scroll.







IX) Epilogue - A reflection to White Mages.




White Mage, a class that is revered for it's ability to heal better than any other class can. Every party has a White Mage unless it cannot find one, in which case one would usually wait around searching for one. So what does this mean for a White Mage? Never having to long search for a party, never having to sit idle for extended periods of time for want of a healer. The ability to cure is a highly sought one that is not over-rated, for with every functional higher level party there is a White Mage. This FAQ may have glorified the White Mage yet this was not the purpose; the purpose of this FAQ was to inform the populous of White Mages and help new White Mages make informed decisions, in this most of all I hope I was successful. I hope everybody enjoyed reading this as much as I enjoyed making it.

-Hope This Helped,

Adamwsat(AKA Gumberculese)


Red Mage Guide


I) A Red Mage in perspective - The general Facts of Red Mages.




The Red Mage is a character class that delves in the art of Black and White magic. This may seem a unbalanced class, especially once you consider that he can fight with weapons much better than Specialty Mages, yet he isn't, the reason for this is that he gets most of his spells at a higher level then Specialty Mages, and some spells he never gets. Of every spell in the game that is casted by Specialty and by Red Mages that a Red Mage can cast first are the Dia spells. This may seem to nullify the power of the Red Mage for he gets most enfeebling spells at only a slightly higher level than White or Black Mage. Most he gets only 2-3 levels after a specialty mage, and he gets near all enfeebling spells. Their other strong point is Enhancing. Most enhancing spells Red mages get at nearly the same level as their specialty counterparts, however there is an exception, single target enhancing skills that do so much better for a Red Mage, examples include Blink, Blaze, Ice, and shock spikes, and similar spells. The reason these are at a later level for a RDM is because they are significantly better for a Red Mage, why does a White mage really need blink, their goal is to never attract hate anyway, however a Red Mage occasionally tries to draw hate, and here are worthful. A Red Mage in summary specializes in Enhancing and Enfeebling.



------------------------------------------------------------------





II) Your objective as a Red Mage in a party - General Strategical requirements of a Red Mage.




The fight sequence of a Red Mage is, generally, as follows:

  1. Use enfeebling magic on them, before lvl 20 this is usually Dia and blind.

  2. At low level attack, at higher level just sit back with the other mages.

  3. Serve as a back-up healer.

  4. If a specialty mage ever gets hit heal them,so they dont get hate from healing more.

  5. Occasionaly Re-enfeeble them if its a long fight, usually not necessary.

  6. Keep refresh on the other mages, if you are high enough to cast it.


Note: Steps 4-6 are not chronological, and are situation based.



------------------------------------------------------------------





III) The Red Mage and you - Red Mages interaction with other classes.






Inter-class relations is relatively simple with a Red Mage.



Class-Relation a Red mage has with them.



White Mage, Black Mage - Red Mages jobs are to lessen the casting for both other mages, and to keep them refreshed at high level.



Others- Provide cures for them, can also take a hit for them occasionaly.



As one can see a Red Mage mostly interacts with the mages in his party.



------------------------------------------------------------------





IV) The Red Mage and the Rest - The claim that Red Mages are Jack of all trades, master of none.






In the beta, and in those following the game slightly in locales where this game hasn't been released yet, it's popular belief that Red Mages are near worthless, this was soon not the case near the end of the beta for people realized that Red Mages were a valuable member to a party. This misconception feeds on ignorance, so if you start out the game like I did you may have trouble finding a party, people looking for a healer and shunning you because "Red Mages suck at healing". This is a common misconception. Many new players of FF XI believe that Red mages master nothing, however they are the masters of enhancing and enfeebling. Don't let this discourage you from being a Red Mage because soon enough after release people will realize that they have misjudged Red Mages.



------------------------------------------------------------------





V) A Red Mage and his sword - Choosing a weapon for a Red Mage.






Now, time to look into equipment for a Red Mage, more specifically a weapon. Most Red mages will choose a sword, such as me for example, yet it is not as easy a decision as one may think it an easy choice, yet it is not so, here I will present pros and cons of the three good weapon choices for a Red Mage, then order them in my own personal opinion.

  1. One-Handed Sword

    Pros: Best damage for a Red Mage weapon, moderately fast attack.

    Cons:Lack of swords with bonuses to casting stats, Red

  2. Club

    Pros: Nice bonuses to help casting.

    Cons: Rather bad damage.

  3. Dagger

    Pros: Fast attack speed, makes the best of En- spells.

    Cons: Weak damage.


My preference, in order: One-handed sword, Club, Dagger.



------------------------------------------------------------------





VI) A Red Mage and his spells - A more in-depth view of spells.






Now a chance to look at some of the Red Mages basic sets of spells, the primary use and objective having already being discussed here I will detail some of thee basic spells.



Enfeebling:

  • Dia - Lowers defense and does damage over time, use this every fight.

  • Blind - Decreases attack accuracy, quite useful considering its MP cost.

  • Paralize - Occassionaly loses ability to act, good but blind is better.

  • Poison - Does damage over time, good but I prefer dia.

  • Bind - Prevents Enemy from moving, good for casting other spells.

  • Dispel - Removes beneficial status effects from enemy, Red Mage only.

  • Gravity - Slows the enemy's movement, Red Mage only.


Enhancing:

  • Protect - Raises defense by 10, lasts a while, keep it on constantly.

  • Shell - Raises resistance to magic, also good but not as good as protect.

  • Regen - Constantly regenerates life, very good but doesn't last long.

  • Sneak, Deodor, and Invisible - Allows you to go undetected by enemies.

  • En spells - Add elemental damage to your weapon, adds 5 usually; ok.

  • Bar spells - Raises resistance to one element or status effect.

  • Stoneskin - Makes attacks do less damage, great for the occasional solo.

  • Phalanx - Makes all attacks do less damage, great for solo fights.

  • Refresh - Constantly regenerates MP, excellent; Best RDM only spell.

  • Elemental Spikes - Does Elemental Damage to enemies whenever they hit.


Healing:

  • Cure - A necessity, allows you to heal yourself or your party.


Dark:

  • Bio - Lowers attack and does damage over time, high MP cost.


Elemental:

  • All elemental - Good for a bit of extra damage, usually a waste.


Divine:

  • Red Mages get a divine skill, but no divine spells!






------------------------------------------------------------------





VII) Balancing a Red Mages Budget - What you should buy.






The Red Mage is one of the most expensive classes, since they have more spells than any other class to buy. I would suggest skipping the following spells, unless you find them particular useful for what you hunt. All of the Bar-Element spells.



All but one or two En- spells, eventually you'll want them, at level 20 having 3 is a waste.



Swords between levels 1-9, quest for a Sapara in Port Bastok, then buy a Royal Archer Sword.



Don't buy any items with Conquest Points until you can get level 30 gear, as anything lower is only slightly better their normal equivalent, with the exception of Legionnaire's gauntlets and Royal Footman's Gloves, which I recommend buying with gil.



Hats, Quest for A compound eye circlet, lvl 9 head slot, it is a very good Helmet, decent DEF and +5 evasion.



What you should definitely buy:



All other spells.

Armor, usually warrior type armor.



------------------------------------------------------------------





VIII) Questing as a Red Mage - Highly rewarding quests for Red Mages.






Windurst:

Star Onion Brigade quest series, Behind the Warehouse in port Windurst.

Do these for the Justice Badge and Blaze spikes;Note:Do they first quest ASAP.



Manustary quest series, Manustary in Windurst Woods.

Do these for the Scentless Armlets.



Compound Eye Circlet Quest, Koru-Moru's Manor in Windurst Walls.

Do this quest for the Compound Eye Circlet.



Bastok:

Powhatan quests, Steaming sheep Restaurant Port Bastok.

Equip A shell shield and talk to him, easy quest. You are rewarded with a Sapara.



------------------------------------------------------------------





IX) Epilogue - A reflection to Red Mages.






Red Mages, a class considering interesting by many, yet not many take up the calling, the call to be a Red Mage. Many see this as almost a novelty class, yet after playing they will soon realize it is not a novelty, rather a useful and viable class. This class, however, should not be the profession of anybody that isn't looking for a challenge. This FAQ may have glorified the Red Mage yet this was not the purpose; the purpose of this FAQ was to inform the populous of Red Mages and help new Red Mages make informed decisions, in this most of all I hope I was successful. I hope everybody enjoyed reading this as much as I enjoyed making it. -Hope This Helped,

Adamwsat(AKA Gumberculese)



------------------------------------------------------------------





X) Acknowledgements - Special thanks.






The Gamefaqs community for the years of my entertainment, Square-Enix for creating such a magnificent game. ASCII Art made with ASCII Gen, http://go.to/ascgen/


FFXI Stealing Guide

Table of Contents:



  • Version History


    V0.01:

    Basic shell of FAQ created and filled in the Legal stuff, Table of Contents, and a few monsters.



    V0.02

    Added Jeuno and Windurst Section. Added some stuff to the San d'Oria section.



    V0.03

    Changed it all around and added a couple more monsters. Added a new section to find monsters by type. Playing my theif as a constant sub job, so I will have alot more soon.



    V0.05

    Added alot more that I've been writing down. Expanded the monster type section. Added Bastok Area, but only thing Bastok has that I haven't got already was some worm I found on my to Altepa.



    V0.06

    Removed typos! Thanks to my new friend Andrea from Malta for helping me find them all. Added new areas and monsters.



    V0.065

    I didn't add any more then 3-4 new steals, but I extended the list to hold all the monsters in an area. I'll fill in the info as I get it but now I have a check list of sorts. Next update I'll have more areas.







    Introduction


    I made this because I looked for a stealing guide but was not successfull. I realize how much of a pain it is to steal, due to the 5 minute delay and the low sucsess rate, but for those who do steal I hope this helps you. I do take requests for monsters I don't have, but keep in mind that it is difficult to get from one end of the world to the other just to try and steal from a monster that will most likely kill me directly after I try.



    My home town is San D'oria, so keep that in mind if I don't have the info on monsters near Bastok and Windurst quite yet. After I hit Valkrum Dunes I'll do Konschat and make my way to Bastok.



    Do not email me about monsters you have stolen from. I only write what I have seen personaly.







    Monster List (By Area)


    Ronfaure Area:

    West Ronfaure

































































































    Monster NameSteal

    Wild RabbitSan d'Orian Carrot
    Tunnel WormPebble (throwing weapon)
    Forest HareSan d'orian Carrot
    Carrion WormPebble
    Orcish FodderBeast Man Coin
    Orcish GraplerBeast Man Coin
    Orcish MesmuriserBeast Man Coin
    Forest FunguarSleepShroom
    Wild SheepSheep's Wool
    Goblin ThugBeast Man Coin
    Goblin WeaverBeast Man Coin
    Goblin FisherWillow Fishing Rod
    Goblin DiggerPick Axe
    Enchanted BonesBone Chip
    River CrabRock Salt
    Mouse Bat
    Ding Bats
    Scarab Beetle
    Giant SheepSheep Wool
    Bomb
    Jaggedy-Eared JackSan d'Orian Carrot
    Tainted Hound





    East Ronfaure




































































































    Monster NameSteal
    Wild RabbitSan d'Orian Carrot
    Tunnel WormPebble (throwing weapon)
    Forest HareSan d'orian Carrot
    Carrion WormPebble
    Orcish FodderBeast Man Coin
    Orcish GraplerBeast Man Coin
    Orcish MesmuriserBeast Man Coin
    Forest FunguarSleepShroom
    Wild SheepSheep's Wool
    Goblin ThugBeast Man Coin
    Goblin WeaverBeast Man Coin
    Goblin FisherWillow Fishing Rod
    Goblin DiggerPick Axe
    Enchanted BonesBone Chip
    River CrabRock Salt
    Mouse Bat
    PugilFish Scales
    Ding Bats
    Scarab Beetle
    Giant SheepSheep Wool
    Bigmouth Billy
    Bomb
    Tainted Hound





    Ghelsba Outpost




























































    Monster NameSteal
    Orcish FodderBeast Man Coin
    Orcish GraplerBeast Man Coin
    Orcish MesmuriserBeast Man Coin
    ToadStoolSleepShroom
    Orcish NeckChoperBeast Man Coin
    Orcish GruntBeast Man Coin
    Orcish StoneChuckerBeast Man Coin
    Orc StoneLauncher
    Cheiroptera
    Spectacled Bats
    Watch Lizard
    Warchief Vatgit
    Thousandarm Deshglesh





    Fort Ghelsba




























































    Monster NameSteal
    Orcish FodderBeast Man Coin
    Orcish GraplerBeast Man Coin
    Orcish MesmuriserBeast Man Coin
    Orcish NeckChoperBeast Man Coin
    Orcish GruntBeast Man Coin
    Orcish StoneChuckerBeast Man Coin
    Orc StoneLauncher
    Orc CurseMakerSilver Beast Coin
    Orc FighterSilver Beast Coin
    Orc SeargentSilver Beast Coin
    Hundredscar Hajwaj
    Cheiroptera
    Spectacled Bats





    Yughott Grotto




















































    Monster NameSteal
    Orcish NeckChoperBeast Man Coin
    Orcish StoneChuckerBeast Man Coin
    Orcish GruntBeast Man Coin
    Orc CurseMakerSilver Beast Coin
    Orc FighterSilver Beast Coin
    Orc SeargentSilver Beast Coin
    Stealth Bat
    Grotto Bats
    Sentry Lizard
    Ashmaker Gotblut
    Riding Lizard





    Ranperre's Tomb








































































































































    Monster NameSteal
    Goblin ThugBeast Man Coin
    Goblin WeaverBeast Man Coin
    Goblin MuggerSilver Beast Coin
    Goblin LeecherSilver Beast Coin
    Goblin GamblerSilver Beast Coin
    Carrion WormPebble
    Enchanted BonesBone Chip
    Goblin TinkererBeast Man Coin
    Goblin ButcherBeast Man Coin
    Goblin AmbusherCrossbow Bolt
    Mouse Bat
    Ding Bats
    Wind Bats
    Grave Bat
    Funnel Bats
    Plague Bats
    Tomb Bat
    Spook
    Cemetery Cherry
    Cherry Sapling
    Crypt Ghost
    Goblin Bandit
    Goblin Bouncer
    Goblin Enchanter
    Goblin Gruel
    Goblin Hunter
    Goblin Raider
    Goblin Shepherd
    Goblin's Beetle
    Nachzehrer
    Stone Eater
    Thousand Eyes





    Zulkheim Area:

    La Thein Plateau




























































































































































    Monster NameSteal
    Steppe HareLa Theine Cabbage
    AkbabaBird Feather
    Goblin ThugBeast Man Coin
    Goblin WeaverBeast Man Coin
    Goblin DiggerPick Axe
    Goblin FisherWillow Fishing Rod
    Orcish FodderBeast Man Coin
    Orcish GraplerBeast Man Coin
    Orcish MesmuriserBeast Man Coin
    Orcish NeckChoperBeast Man Coin
    Orcish GruntBeast Man Coin
    Orcish StoneChuckerBeast Man Coin
    Grass FunguarSleepshroom
    Poison FunguarSleepshroom
    ThickShellsRock Salt
    Strolling Sapling
    Mad SheepSheep Wool
    Rock EaterPebble
    Huge WaspHoney
    Battering RamSheep's Wool
    Goblin TinkererBeast Man Coin
    Goblin ButcherBeast Man Coin
    Goblin AmbusherCrossbow Bolt
    Air Elemental
    Water Elemental
    Acro Bat
    Gale Bats
    Ghost
    Grenade
    Bloodtear Baldurf
    Lumbering Lambert
    Plague Bats
    Poison Bat
    Poltergeist
    Skeleton SorcererBone Chip
    Skeleton WarriorBone Chip
    Wolf Zombie





    Ordelle's Caves




















































































































































    Monster NameSteal
    Goblin MuggerSilver Beast Coin
    Goblin LeecherSilver Beast Coin
    Goblin GamblerSilver Beast Coin
    Goblin TinkererBeast Man Coin
    Goblin ButcherBeast Man Coin
    Goblin AmbusherCrossbow Bolt
    Stink Bats
    Hognosed Bat
    Stroper
    Snipper
    Blood Bunny
    Water Elemental
    Air Elemental
    Stroper Chyme
    Goblin ShamanSilver Beast Coin
    Goblin SmithySilver Beast Coin
    Goblin PathFinderSilver Beast Coin
    Goblin FurrierCrossbow Bolt
    Jelly
    Fly Agaric
    Ancient Bat
    Seeker Bats
    Will-o'-the-Wisp
    Air Elemental
    Water Elemental
    Dung Beetle
    Goliath Beetle
    Morbolger
    Napalm
    Poison Leech
    Slash Pine
    SnipperRock Salt
    Stroper
    Stroper Chyme
    Vorpal Bunny





    Valkrum Dunes




































































































    Monster NameSteal
    Goblin MuggerSilver Beast Coin
    Goblin LeecherSilver Beast Coin
    Goblin GamblerSilver Beast Coin
    Goblin TinkererBeast Man Coin
    Goblin ButcherBeast Man Coin
    Goblin AmbusherCrossbow Bolt
    Sand HareLa Thein Cabbage
    Goblin DiggerPick Axe
    Damselfly
    SnipperRock Salt
    Bogy
    Thread Leach
    Brutal SheepSheep Wool
    Hill Lizard
    Earth Elemental
    Fire Elemental
    Ghoul
    Giant Bat
    Night Bats
    Star Bat
    Golden Bat
    Valkurm Emperor
    Will-o'-the-Wisp





    Konschtat Highlands




























































































































    Monster NameSteal
    Amber Quadav
    Amethyst Quadav
    Earth Elemental
    Ghost
    Goblin TinkererBeast Man COin
    Goblin ButcherBeast Man Coin
    Goblin AmbusherCrossbow Bolt
    Goblin ThugBeast Man Coin
    Goblin WeaverBeast Man Coin
    Goblin DiggerPick Axe
    Greater Quadav
    Grenade
    Huge WaspHoney
    Mad SheepSheep Wool
    Mist Lizard
    Onyx Quadav
    Poltergeist
    Rampaging Ram
    Rock EaterPebble
    Skeleton SorcererBone Chip
    Skeleton WarriorBone Chip
    Steelfleece Baldrich
    Stray Mary
    Strolling Sapling
    Thunder Elemental
    Tremor Ram
    Veteran Quadav
    Wolf Zombie
    Young Quadav





    Gusgen Mines
























































































































    Monster NameSteal
    Amphisbaena
    Asphyxiated Amsel
    Bandersnatch
    Banshee
    Bogy
    Burned Bergmann
    Crushed Krause
    Earth Elemental
    Feu Follet
    Fly Agaric
    Foul Meat
    Gallinipper
    Ghast
    Ghoul
    Jelly
    Juggler Hecatomb
    Mauthe Doog
    Myconid
    Ore Eater
    Pulverized Pfeffer
    Sadfly
    Skeleton WarriorBone Chip
    Smothered Schmidt
    Spunkie
    Thunder Elemental
    Wendigo
    Wight
    Wounded Wurfel





    Norvallen Area:

    Jugner Forest




























































































    Monster NameSteal
    Goblin MuggerSilver Beast Coin
    Goblin LeecherSilver Beast Coin
    Goblin GamblerSilver Beast Coin
    Goblin TinkererBeast Man Coin
    Goblin ButcherBeast Man Coin
    Goblin AmbusherCrossbow Bolt
    Orcish NeckChoperBeast Man Coin
    Orcish StoneChuckerBeast Man Coin
    Orcish GruntBeast Man Coin
    Orc CurseMakerSilver Beast Coin
    Orc FighterSilver Beast Coin
    Goblin DiggerPick Axe
    Orc SeargentSilver Beast Coin
    Forest TigerGiant Sheep Meat
    SnipperRock Salt
    Bogy
    Forest Funguar
    Thread Leach
    Walking Tree
    Stag Beetle
    Brutal SheepSheep Wool





    Batallia Downs




































































    Monster NameSteal
    BaBird Feather
    Goblin ShamanSilver Beast Coin
    Goblin SmithySilver Beast Coin
    Goblin PathFinderSilver Beast Coin
    Goblin FurrierCrossbow Bolt
    Goblin MuggerSilver Beast Coin
    Goblin LeecherSilver Beast Coin
    Goblin GamblerSilver Beast Coin
    Goblin DiggerPick Axe
    Orcish BrawlerSilver Beast Coin
    Orcish ImpalerSilver Beast Coin
    Orcish NightRaiderSilver Beast Coin
    Orcish BeastRiderSilver Beast Coin
    SaberTooth TigerLand Crab Meat (*)
    ClipperRock Salt





    Davoi




































    Monster NameSteal
    Orc CurseMakerSilver Beast Coin
    Orc FighterSilver Beast Coin
    Orc SeargentSilver Beast Coin
    Orcish BrawlerSilver Beast Coin
    Orcish ImpalerSilver Beast Coin
    Orcish NightRaiderSilver Beast Coin
    Orcish BeastRiderSilver Beast Coin





    Qufim Area:

    Qufim Island




































    Monster NameSteal
    ClipperRock Salt
    Greater PugilFish Scales
    Wight
    Banshee
    Giant Hunter
    Giant Ranger
    Kraken





    Windurst Area:

































































































































    Monster NameArea EncounteredSteal
    MandragoraEast, West SarutaBarutaSaruta Cotton
    Tiny MandragoraEast, West SarutaBaruta2 leaf Mandragora bud
    Carrion CrowEast, West SarutaBarutaBird Feather
    Yagudo ScribeEast, West SarutaBaruta,Beast Man Coin
    Gideus, Tahrongi Canyon
    Yagudo InitiateEast, West SarutaBaruta,Beast Man Coin
    Gideus, Tahrongi Canyon
    Yagudo MendicantEast, West SarutaBaruta,Beast Man Coin
    Gideus, Tahrongi Canyon
    Yagudo PersecutorEast, West SarutaBaruta,Beast Man Coin
    Gideus, Tahrongi Canyon
    Huge WaspEast, West SarutaBarutaPot of Honey
    SylvestreBuburimu PeninsulaSaruta Cotton
    PygmaioiTahrongi CanyonSaruta Cotton
    Savanna RarabEast, West SarutaBarutaWild Hare Meat
    Yagudo PreistGideus, MeriphataudSilver Beast Coin
    Mountains, Sauromugue
    Champaign
    Yagudo VotaryGideus, MeriphataudSilver Beast Coin
    Mountains, Sauromugue
    Champaign
    Yagudo TheologistGideus, MeriphataudSilver Beast Coin
    Mountains, Sauromugue
    Champaign





    Bastok Area:


































    Monster NameArea EncounteredSteal
    Land WormKoroloka TunnelFlint Stone
    JellyKoroloka Tunnel
    Giant SpiderKoroloka Tunnel
    CombatKoroloka Tunnel
    Seeker BatsKoroloka Tunnel





    Ship Seilbina - Mhaura




















































    Monster NameSteal
    Sea PugilFish Scales
    Sea CrabRock Salt
    CrossbonesBone Chip
    Ship Wight
    Ocean PugilFish Scales
    Ocean CrabRock Salt
    Sea Monk
    Phantom
    Sea Horror
    Thunder Elemental
    Water Elemental









    Monster List (By Monster Type)






    Rabbits:
































    Monster NameSteal
    Wild RabbitSan d'Orian Carrot
    Forest HareSan d'orian Carrot
    Steppe HareLa Theine Cabbage
    Sand HareLa Theine Cabbage
    Blood Bunny
    Savanna RarabWild Hare Meat





    Worms:




























    Monster NameSteal
    Tunnel WormPebble
    Carrion WormPebble
    Rock EaterPebble
    Land WormFlint Stone
    Ore Eater





    Orcs:




























































    Monster NameSteal
    Orcish FodderBeast Man Coin
    Orcish GraplerBeast Man Coin
    Orcish MesmuriserBeast Man Coin
    Orcish NeckChoperBeast Man Coin
    Orcish GruntBeast Man Coin
    Orc StoneLauncher
    Orc CurseMakerSilver Beast Coin
    Orc FighterSilver Beast Coin
    Orc SeargentSilver Beast Coin
    Orcish BrawlerSilver Beast Coin
    Orcish ImpalerSilver Beast Coin
    Orcish NightRaiderSilver Beast Coin
    Orcish BeastRiderSilver Beast Coin





    Goblins:








































































    Monster NameSteal
    Goblin ThugBeast Man Coin
    Goblin WeaverBeast Man Coin
    Goblin TinkererBeast Man COin
    Goblin ButcherBeast Man Coin
    Goblin AmbusherCrossbow Bolt
    Goblin ShamanSilver Beast Coin
    Goblin SmithySilver Beast Coin
    Goblin PathFinderSilver Beast Coin
    Goblin FurrierCrossbow Bolt
    Goblin MuggerSilver Beast Coin
    Goblin LeecherSilver Beast Coin
    Goblin GamblerSilver Beast Coin
    Goblin Robber
    Goblin Reaper
    Goblin FisherWillow Fishing Rod
    Goblin DiggerPick Axe





    Crabs:
































    Monster NameSteal
    ClipperRock Salt
    River CrabRock Salt
    SnipperRock Salt
    Sea CrabRock Salt
    Ocean CrabRock Salt
    ThickShellsRock Salt





    Pugils:
























    Monster NameSteal
    PugilFish Scales
    Ocean PugilFish Scales
    Greater PugilFish Scales
    Sea PugilFish Scales





    Funguars:
































    Monster NameSteal
    Forest FunguarSleepShroom
    ToadStoolSleepShroom
    Grass FunguarSleepshroom
    Poison FunguarSleepshroom
    Forest Funguar
    Fly Algaric





    Skeletons:




























    Monster NameSteal
    Enchanted BonesBone Chip
    Skeleton WarriorBone Chip
    Ghoul
    Wendigo
    CrossbonesBone Chip





    Bats:




































































































    Monster NameSteal
    Mouse Bat
    Ding Bats
    Wind Bats
    Grave Bat
    Stealth Bat
    Grotto Bats
    Stink Bats
    Hognosed Bat
    Combat
    Seeker Bats
    Ancient Bat
    Cheiroptera
    Spectacled Bats
    Funnel Bats
    Plague Bats
    Poison Bat
    Tomb Bat
    Acro Bat
    Gale Bats
    Giant Bat
    Night Bats
    Star Bat
    Golden Bat





    Sheep:
























    Monster NameSteal
    Giant SheepSheep Wool
    Mad SheepSheep Wool
    Brutal SheepSheep Wool
    Battering RamSheep Wool





    Birds:




















    Monster NameSteal
    AkbabaBird Feather
    Carrion CrowBird Feather
    BaBird Feather





    Mandragoras:
























    Monster NameSteal
    MandragoraSaruta Cotton
    Tiny Mandragora2 leaf Mandragora bud
    SylvestreSaruta Cotton
    PygmaioiSaruta Cotton





    Ghosts:
























    Monster NameSteal
    Spook
    Banshee
    Bogy
    Phantom





    Yagudo:




































    Monster NameSteal
    Yagudo ScribeBeast Man Coin
    Yagudo InitiateBeast Man Coin
    Yagudo MendicantBeast Man Coin
    Yagudo PersecutorBeast Man Coin
    Yagudo PreistSilver Beast Coin
    Yagudo VotarySilver Beast Coin
    Yagudo TheologistSilver Beast Coin





    Quadav:
















    Monster NameSteal
    Emerald QuadavMithral Beast Coin
    Iron QuadavMithral Beast Coin



FFXI Race Review















































Hume









Originating from the Bastok region, Humes have spread to the farthest reaches of Vana'diel. This race is characterized by its equally balanced abilities, moderate intelligence, and high level of skill in numerous areas. This combination of traits has played a large role in Bastok's growth into a prosperous nation of technology and industry.


Elvaan









A race of proud warriors, The Elvaan are the founders of two legendary orders of knights in the nation of San d'Oria. Physically, they are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled swordfighters.


Tarutaru









The Tarutaru are a race of skilled magic users who call Windurst their home. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them.

Their dedication and hard work fueled the rapid reconstruction of Windurst after its destruction in the Crystal War. The Tarutaru enjoy a friendly relationship with the Mithra, who call Windurst their home as well.



Galka









The Galka are a hulking race of powerful warriors. The Galka's capital city, located in the Altepa desert of Zepwell Island in the southwest corner of the Quon continent, fell to an attack from giant ant creatures six hundred years ago. The surviving Galka spread throughout Vana'diel, and a large number of them eventually settled in Bastok. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines in Bastok. However, it seems that some Galka have less than fond feelings for members of the Hume race.


Mithra









The Mithra are a predominantly female race of hunters who live alongside the Tarutaru in Windurst. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief. The Mithra enjoy a friendly relationship with the Tarutaru, and this attitude of mutual cooperation has made Windurst a nation of peace and prosperity.






Black Mage Guide

I) What is a Black Mage? - The general Facts of Black Mages.


The Black Mage is a character class that delves in the art of Black Magic. Black Magic is primarily used for causing bodily harm to your enimies, by means of spells that cause eruptions of elemental energy controled in the way you see fit. Elemental magic, however, is not the only type of magic in the arsenal of the Black Mage, he also gets spells to lower his enemy's abilities, heal himself, and only himself (by means of draining enemy HP), and restore his own MP(by draining enemy MP), not to mention spells to teleport to convenient locations, like your current Home Point or to the enterance of a dungeon. Black Mages are indeed versatile characters.



-------------------------------------------------------------------





II) Average fight as a Black Mage - General Strategical requirements of a Black Mage.






The fight sequence of a Black Mage is, generally, as follows:

  1. Sit in the back and cast your 2nd or 3rd highest elemental spell.

  2. Use then your Highest or second highest Elemental spell.

  3. Wait for the fighters to attack and possibly taunt.

  4. Continue to cast your good elemental spells.

  5. Occasionaly wait for the fighters to draw some hate.

  6. Cast more Elementals.

  7. If you are ever attacked just sit there, casting will only draw more hate.


Note: Which elemental you should cast is also based on MP efficency and Weaknesses of certain elements by the enemy. For example if a Stone I costs 8 mp and does 20 damage to an enemy, yet a Water costing a bit more MP does as much to some eniemies, thusly Stone is better for those enemies.

Also Note: In the beginning slightly weaker spells are used because the Fighters need a chance to draw hate, if you start out with your best spell you are likely to be attacked.



-------------------------------------------------------------------





III) The Black Mage and you - Black Mages interaction with other classes.






Inter-class relations is relatively simple with a Black Mage.

Class - Relation a Black mage has with them.

White Mage, Red Mage - The Black Mage generally has top-priority for curing, as they cannot take many hits.

Tanks - Take hits for the Black Mage, the Black Mage providing great damage in exchange.



Others - Little interaction with Black Mages, other than telling him before you start a skillchain.



-------------------------------------------------------------------





IV) The Black Mage and the Rest - The assumption that it is easy to be a Black Mage.






In the beta, and in those following the game slightly in locales where this game hasn't been released yet, it's popular belief that Black Mages are near an easy class to play, however this is not so. being a successful Black Mage requires a great deal of planning and skill, especially once partys get demanding on the Black Mage to be able to do an MB or two with every Skillchain, which is a rather hard feat to do, requiring practice and good timing. These assumptions of an easy to play class that does the best damage create many low-level characters that try to be a Black Mage and quite a few of them failing, and reverting to a combat oriented job. Due to this the beta community had a shortage of high level Black Mages, a shortage that caused frustration to many as they could not find a Black Mage for their party. Black Mages eventually become a necessity for every party, for they are the ones that do the damage.



-------------------------------------------------------------------





V) Weapons for a Black Mage - Choosing a weapon for a Black Mage.






Now, time to look into equipment for a Black Mage, more specifically a weapon. Most Black mages will choose a Club or Staff, yet there are other weapon choices for a Black Mage. Here I wil present these choices.

Dagger:

  • Pros - Fast attack speed.

  • Cons - Weak damage, which means 0 damage as a Black Mage usually.


Staff:

  • Pros - Moderate damage, great high level staves.

  • Cons - Slow Attack speed.


Club:

  • Pros - Bonuses that help casting, moderately fast speed.

  • Cons - Weak damage.


My preference is a Club, since Black Mages wont attack once they start partying, since the bonuses are quite good. Later on some staves are stellar tho so you may want to check them out as well, such as the Dark Staff.



-------------------------------------------------------------------





VI) Black Mage spells - A more in-depth view of spells.






Now a chance to look at some of the Black Mages basic sets of spells, the primary use and objective having already being discussed here I will detail some of the basic spells.



Enfeebling:

  • Bind - Holds the enemy, allows you to cast without geting hit.

  • Blind - Decreases attack accuracy, quite useful considering its MP cost.

  • Poison - Does damage over time, good but I prefer dia.

  • Sleep - Puts the enemy to sleep, good for running.

  • Shock, Burn, Choke, Drown - Lowers an enemy's stat and does damage over time. Also lowers an enemies resistance to one element; Note, you can only have one of these on at once.


Enhancing:

  • Elemental Spikes - Does Elemental damage when you're hit, not good.


Dark:

  • Bio - Lowers attack and does damage over time, high MP cost.

  • Drain - Absorbs HP from the enemy, very good, long recharge time.

  • Aspir - Absorbs MP from the enemy, very good, long recharge time.


Elemental:

  • All elemental - Incredibly Good, the spells you cast most.


Spirit:

  • Warp - Instantly transports you to your home point, nifty!

  • Escape - Intsantly teleports your party to the enterance of a dungeon.

  • Warp - Instantly Teleports you to your homepoint.




-------------------------------------------------------------------





VII) Balancing a Black Mages Budget - What you should buy.






As a Black Mage one should always consider their role in a party when making any transaction. As a Black Mage you should spend very little on armor, and even less on a weapon.



What not to buy:

Armor in excess, no need to get new armor whenever you can afford better, only buy new armor every once in a while.

New weapons in excess, same as armor, also you should buy your weapon based on what bonuses to stats they give rather than damage.



What to buy:

Elemental spells, buy these with top priority.

All other spells.



-------------------------------------------------------------------





VIII) Questing for a Black Mage - Highly rewarding quests for Black Mages.






Windurst:

Aspir Quest, Fuepepe; Aurastery, Windurst Waters. Gives the spell Aspir.



Star Onion Brigade quests, Behind the Warehouse in Windurst Woods. Do these for the Blaze spikes.



Note: Do the first two quests ASAP.



Compound Eye Circlet Quest, Koru-Moru's Manor in Windurst Walls.



Shantotto quests,Shantotto's Manor, Windurst Walls.

Do these for a Hypno Staff, Warp II, and some other stuff.



Hypno Staff Quest, Paku-Nakku, Aurastery Roof, Windurst Waters.

Only if you wish to use a staff.



Bastok:

Warp quest, Unlucky Rat; Cement Factory, Bastok Metalworks.

Gives the spell Warp.



Sandoria:

Drain quest, Novalmauge; Dungeon under the Chateau.

Gives the spell Drain



-------------------------------------------------------------------





IX) Epilogue - A reflection to Black Mages.






Black Mage, a class that is very versitile and dangerous. Most believe that it will be easy to play a Black Mage, yet it is not so; For to play a successful Black Mage one must have wits and one must play not as a self, but as a team.This FAQ may have glorified the Black Mage yet this was not the purpose; the purpose of this FAQ was to inform the populous of Black Mages and help new Black Mages make informed decisions, in this most of all I hope I was successful. I hope everybody enjoyed reading this as much as I enjoyed making it.

-Hope This Helped,

Adamwsat(AKA Gumberculese)

Beast Master Guide

Final Fantasy XI Beastmaster Job guide. v 1.7


===============================================================================



1.0 Introduction and version update information


===============================================================================



1.2) Author Information

Ello there and welcome to my Beastmaster guide for Final Fantasy XI! My name is Lord Alchemy, and I have contributed a few game reviews (including one for FFXI). I can be found on the Fenrir server, character name Moriros. I have played a few jobs, and I started as a Monk, subbed Thief, and played a little bit of the mage classes. I ended up leaning towards the Beastmaster job since it was rather unique. I never saw too many Beastmasters in the game, so I thought I would check it out.



\-version 1.6 to 1.7-/

*Added section 1.7-Beastmasters in Parties

*Added http://www.wogaming.com/ to the list of websites that can use my faq

\-version 1.5 to 1.6-/

*Added section 1.9-Why the Beastmaster is the best solo job

*Fixed a few errors

*Added http://www.cheatchannel.com/ to list of websites that can use my faq

*Added http://www.cheatbook.de/ to list of websites that can use my faq

\-version 1.4 to 1.5-/

*Added more info to the leveling assistance

*Added http://faqs.ign.com/ to list of websites allowed to use this guide

*Fixxed more Errors found in the faq

*Altered opinion on BST in a party slightly (located in section 1.6)

*Altered info in section 1.8

\-version 1.3 to 1.4-/

*Added Info regarding combat skills in section 2.6

*Added Info to clarify exp with a pet in group. Found in section 1.8

*Added section 3.5, Equipment Assistance

*Added a small bit of info to 2.4-Starting Stats for Races

*Changed some more subjob info

\-version 1.2 to 1.3-/

*Ironed out some errors in the faq

*Added Leveling Assistance to the faq

*Added http://dlh.net/ to list of websites that can use my FAQ

*Added a little to the sub job area

\-version 1.1 to 1.2-/

*Added more in-depth subjob information (ALOT more in-depth)

*Added Plee for ASCII Title

\-version 1 to 1.1-/

*Added www.neoseeker.com to websites that can use this guide

*Added to subjob Information

*Added to Artifact Armor info

*Added contribution info for anyone interested



-------------------------------------------------------------------------------



1.4) FFXI term list

  • PLD - Paladin

  • DRK - Dark Knight

  • SMN - Summoner

  • RDM - Red Mage

  • WHM - White Mage

  • BLM - Black Mage

  • WAR - Warrior

  • MNK - Monk

  • NIN - Ninja

  • DRG - Dragoon

  • THF - Thief

  • SAM - Samurai

  • RNG - Ranger

  • BST - Beast Tamer

  • AH - Auction House

  • AF armor - Artifact armor

  • RSE - Race Specific Equipment

  • JSE - Job Specific Equipment

  • HP - Home Point

  • ATK - Attack

  • STR - Strength

  • MND - Mind

  • INT - Intelligence

  • DEF - Defence

  • CHR - Charisma

  • DEX - Dexterity

  • VIT - Vitality

  • AGI - Agility

  • WS - Weapon skills

  • Renkei - Weapon skill chains

  • DPS - Damage Per Second


(If anyone has any other terms that would help people, you can email them to me)



-------------------------------------------------------------------------------



1.6) Basic Beastmaster info

Beastmasters are the experts of solo playing. You can group, but I will get to that later. You can solo though, at pretty much any level. The main ability that allows BSTs to do this is the charm ability. This puts a monster under the BSTs control, and will fight for the BST aslong as it remains charmed. Charmed pets will eventually turn on their master, but the more charisma you have, the longer the monster stays your pet, and the easier it is to charm monsters. At higher levels it is wise to not try to charm anything past "Even match" (found out by checking) because tough mobs, if charmed at all, tend to turn on their master rather quickly. Also its important to know that pets that become uncharmed, do not give EXP when killed.



Now, to get to the party info. BSTs do great damage per second (DPS) with a pet, but there is a big problem (mainly for the BST), you get a 30% exp cut from having a pet! This generally means that you will prefer going solo unless you choose not to charm a pet, thus killing your DPS and making you somewhat useless in the party, depending on your sub job.



-------------------------------------------------------------------------------



1.7.)Beastmasters in Parties

With a pet, Beastmasters do amazing Damage Per Second. But the problem is they take a hit in the exp department no matter what. But even if the Beastmaster doesn't want to charm a pet, they still make decent tanks. Not the best, but not horrible by any means.



They can wear great armor, so their defense should be high enough so they dont take major damage. With a WAR sub, they will have even better defense, but WAR is pretty much needed to tank. The only real trouble is keeping hate. BSTs dont create that much hate with their damage, since they only use 1 handed axes, but provoke can keep the mobs on them.



A real bonus from a BST tank though are the "-- Killer" job traits. Assuming your party is going after anything that is effected by any of the BSTs traits, there is a chance that the mob will not be able to attack the BST. It'll look something like this.... "So and so was intimidated by Whats his face". This pretty much acts like a shield block and negates all the damage since the mob can't attack.



-------------------------------------------------------------------------------



1.8) Role of the Beastmaster

The role of a BST, is to kill stuff. This can either be done alone or in a group. Alone, the main role of a BST is to tame monsters, and have them fight for him/her. Other then that, what else they do is determined by their sub job. Most of the BST skills are related to melee and charming monsters.



Now, to clarify how the BST effects exp in a group. If the BST charms anything below Tough, the only exp affected is the BSTs, and its still the basic 30% cut that BSTs should be used to. But if a BST charms a Tough or higher, the pet acts as a member of the party, and since its at a higher lvl, it cuts the whole parties exp.



-------------------------------------------------------------------------------



1.9.) Why the Beastmaster is the best solo job

Charm has been somewhat proven to be based on CHR. So why wouldnt a BRD/BST or WHM/BST be just as good at soloing as a BST since they have CHR on par with a BST? Well try assisting your pet in melee combat with a BRD or WHM. You can't buff your pet with songs or spells, so really the only thing you can do is melee attack, debuff the enemy, and use your pet skills. Not only do you get your pet skills alot later with BST as a sub, but your melee damage is going to suck. Not to mention, if you get the hate, you wont be able to take many hits, since BRDs and WHMs don't have armor on par with a BST.



Anyother job doesnt seem to have the CHR to charm effectively even with a BST sub, so no one can really argue that the BST is the best solo job out there.





===============================================================================



2.0) Beastmaster in-depth guide




===============================================================================



2.2) How to unlock the Beastmaster job

MUST BE LEVEL 30 TO OBTAIN THE QUEST!

Quest Giver: Dietmund

Location: Lower Jeuno (G-11)

Dietmund is located at top door near the entrance of Lower Jeuno. He comes out of the door when it is opened. To do the quest, wait till it is night. (18:00 - 4:00). Go to the edge of the cliff at Qufim at F-8. There is a path leading down to the item. Once at bottom, a Kraken can be seen, but sometimes it isn't even there! If it is, either try to get a group to take it down or sneak past it using various WHM spells, such as Sneak, Invisibility and Deoderize. Go back and talk to Dietmund and then talk to Brutus near the chocobo stables in Upper Jueno. After all that, the job of the Beastmaster is given.



-------------------------------------------------------------------------------



2.4) Starting Stats for Races




















































































HumeElvaanTarutaruGalkaMithra
HP3032263530
MP00000
STR67576
DEX77779
VIT67686
AGI54656
INT65866
MND67666
CHR88877





The starting stat bonus that you get is actually
HP: +2

MP: +0

STR: +0

DEX: +1

VIT: +0

AGI: -1

INT: +0

MND: +0

CHR: +2

Determining the starting stats for a BST is just adding that to the starting stats of any race.



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2.6) Beastmaster skills

Job Abilities:



Ability: Demon

Level: 1

Recycle Period: 2 hours

Description: Increases tame duration, and makes the pet stronger.



Ability: Charm

Level: 1

Recycle Period: 15 Seconds

Description: Tame an enemy to do your bidding.



Ability: Attack Target

Level: 1

Recycle Period: 10 Seconds

Description: Commands the pet to attack your target.



Ability: Pet Scan

Level: 10

Recycle Period: 30 Seconds

Description: Checks to see if the target is tamable.



Ability: Return

Level: 10

Recycle Period: 10 Seconds

Description: Commands the pet to stop attacking and return to you.



Ability: Heal

Level: 12

Recycle Period: 3 Minutes

Description: Recovers your pet's HP, but requires an item.



Ability: Wait

Level: 15

Recycle Period: 10 Seconds

Description: Commands the pet to stay.



Ability: Special Attack

Level: 25

Recycle Period: 2 Minutes

Description: Commands the pet to use it's special attack.



Ability: Calm

Level: 30

Recycle Period: 10 Minutes

Description: Makes the target easier to tame.



Ability: Release

Level: 35

Recycle Period: 10 Seconds

Description: Sets your pet free.



Job Traits:



Trait: Insect Killer

Level: 10

Description:Increases damage to insects.



Trait: Resist Charm

Level: 15

Description: Increased resistance to charming.



Trait: Bird Killer

Level: 20

Description: Increases damage to birds.



Trait: Amorph Killer

Level: 30

Description: Increased damage versus morphing type monsters.



Trait: Resist Charm

Level: 35

Description: Increases resistance to charm.



Trait: Lizard Killer

Level: 40

Description: Increases damage to reptiles.



Trait: Aquan Killer

Level: 50

Description: Increases damage to aqueous monsters



Trait: Plant Killer

Level: 60

Description: Increases damage to plants.



Another skill that Beastmasters have, that isn't really a trait or ability, is the Wide Scan option in the map area. It allows you to see mobs that are within your scan range.



Now, lets look at how some of the BSTs combat skills rank up against other jobs

Evade is above average but not by much

Shield is below average but not by much

Parry is above average but not by much

At lower lvls, your combat skills wont be drastically different then say for example, a WAR, but at later lvls, you will notice a larger difference.



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2.8) Beastmaster Macro assistance

Creating macros for a Beastmaster are VERY helpful, since it will become tire-some constantly selecting Pet abilities from the menu. Lets get started.



For a pet ability, use

/pet "Ability Name" <pet>



for job abilities, use

/ja "Job Ability Name" <me> or <t>

the <me> or <t> depends on what the skill is used, for example, for heal, use <me> but for calm, use <t>



for weapons skills, use

/ws "Name of the Weapon Skill" <t>



for good renkei ws macros, do something like

/p USING "NAME OF WEAPON SKILL" IN 3! <call1>

/wait 3

/ws "Name of the Weapon Skill" <t>




Now, if you end up subbing a job with magic, you can use magic macros

/ma "Name of Magic" <me> or <t>

again, the <me> or <t> depends on the type of magic, curative or destructive.



for other macro assistance, see the macro faq.



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2.9) Leveling Assistance

For a Beastmaster, you probably will do alot of solo playing, so it can be kind of hard to make a cookie cutter leveling guide. The main thing that changes how you will be leveling is what sub job your sporting, because it will have different effects on your skills and how you can solo. There are basically two ways of leveling your Beastmaster while soloing

  1. Charm a mob, and attack other pets at the same as your mob. This allows for less downtime, since you and your pet will be doing damage. But you will have to put up with an annoying exp decrease, but it isn't that bad. This is generally the easiest and safest way to level, aslong as your pet stays charmed. Thats not a big problem if you have high charisma though. A good way to do this is to charm a Decent Challenge, and then you can exp chain up to 3 evens, as long as they don't link and you can find them fast enough.

  2. Charming a mob, and having your pet solo a mob thats slightly stronger, and debuffing the strong mob with magic so that your pet can get in alot of damage before it dies. This way of leveling is alot riskier. Not only do you have to make sure your pet dies, but you have to make sure your pet atleast did enough damage to allow you to finish off the mob. The easiest and safest way of doing this is to charm an Even Match and have it attack a Tough. Then use spells or skills to give your pet any kind of advantage. Hopefully your pet will get the mob down to HP low enough for you to finish off the mob with few problems. This generally means more down time, but you get higher exp from the kills.


If anyone else has some good tips they would like to share, feel free to drop me a line, and I will put it into this faq.





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3.0) Job, Sub job, and race information




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3.2) Race information

For a Beastmaster, charisma is the most important stat, since it governs how easily you charm mobs, and how long they stayed charmed for. Because of this, Galkas and Mithras make the worst solo playing Beastmaster. They are playable, just not the best since they have poor charisma. Humes, Elvaans, and Taru Tarus make the best since they have the highest charisma. So, Im going to focus on those three classes.



Hume:

They make very well rounded BSTs, because if you end up subbing WHM, they make good use of the mage skills, but also make decent warriors. Very well rounded and they make a nice choice for BST.



Elvaan:

They make better melee BSTs, but if they sub WHM, they have poor MP. They have higher HP, and STR then humes, making them better for melee damage and tanking. They have lower MP though, so they can really make much use of WHM spells.



Taru Taru:

They make for some decent BSTs, since they have alot more MP the either of the other two races, but they make poor warriors. Because of this, they will spend more time in the back casting suppost magic, assuming their sub is WHM.



Now, the other two races do not make poor Beastmasters, but they have to equip more items that add to charisma, since they don't have much of their own. Galkas have the most HP, so they can tank nicely, and Mithra have more dex and agility, so they hit and dodge a good amount. But I would prefer one of the other races since they have higher charisma.



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3.4) Sub job decision

Since you need to be level 30 to even acquire the BST job, you should make good use of your sub job. So, I will take the time to go down the list. Also, since version update 1.1 to 1.2, I have added a list of all the spells/abilities you can have as that sub job. For now, the cap for your sub is lvl 37, since the max for main is lvl 75. Also, the lvls shown are what lvl as a BST (main job) you will get the abilities/traits/magic.



Sub jobs:



Warrior:

Warrior makes a good sub job if you plan to party as a BST, since BST have a good amount of defense, and you can pull. Playing solo though, it doesn't add much. You can provoke mobs off of your pets, you will be stronger and do better damage then usual, and you will also get Double Attack, which is rather nice to have.

Job abilities:

Provoke: lvl 10

Berserk: lvl 30

Defender:lvl 50

War Cry: lvl 70



Job Traits:

Defense Up: lvl 20

Resist Virus: lvl 30

Double Attack: lvl 50

Attack Up: lvl 60

Resist Virus: lvl 70



Thief:

This Combo isn't that bad. Since you can send a pet in first then follow up with a sneak attack. This combo will tend to be on the rich side, since they get all the treasure since they solo, and the treasure they get is amplified by the thief skills. This also is a decent choice if you plan to party as a BST, since you can use sneak and trick attack.

Job abilities:

Steal: lvl 10

Sneak Attack: lvl 30

Flee: lvl 50

Trick Attack: lvl 50

Pick Pocket: lvl 70



Job Traits:

Gil Steal: lvl 10

Evasion Up: lvl 20

Treasure Hunter: lvl 30

Resist Gravity: lvl 40

Evasion Up: lvl 60



Monk:

Monk makes an ok sub, but not very benefical. It adds a good amount of HP, which is helpful for solo, but the hand-to-hand skills are completely useless. Counter is nice, but everything else is wasted. The only pluss is the nice HP boost.

Job abilities:

Boost: lvl 10

Dodge: lvl 30

Focus: lvl 50

Chakra: lvl 70



Job Traits:

Martial Arts: lvl 1

Counter: lvl 20

Hp Boost: lvl 30

Martial Arts: lvl 50

Hp Boost: lvl 70



Blackmage:

Poor sub job. Low MP, very few nuking magic, and no skills or stat boosts that really help you as a BST. The various "- Spike" spells are kinda nice to have since most of the time, if you engage an enemy at the same time as your pet, your the one who is going to be tanking since pets don't hold hate to well. This might not be too bad for early levels, but it isn't the best for early levels either. Best pick something else.

Job Abilities:

Sign of Spirit: lvl 30



Job Traits:

Magic Attack Up: lvl 20

Clear Mind: lvl 30

Conserve MP: lvl 40

Magic Attack Up: lvl 60



Magic:

Stone I: lvl 1

Posion: lvl 6

Water I: lvl 8

Blind: lvl 8

Bind: lvl 14

Aero: lvl 18

Fire Spikes: lvl 20

Bio I: lvl 20

Drain I: lvl 24

Fire I: lvl 26

Stonega I: lvl 30

Shock: lvl 32

Blizzard I: lvl 34

Warp: lvl 34

Rasp: lvl 36

Wateraga I: lvl 38

Ice Spike: lvl 40

Sleep: lvl 40

Choke: lvl 40

Thunder I: lvl 42

Frost: lvl 44

Areoga I: lvl 46

Posionaga I: lvl 48

Osmoses I: 50

Burn: lvl 50

Tractor: lvl 50

Stone II: lvl 52

Drown: lvl 54

Firaga I: lvl 56

Water II: lvl 60

Thunder Spike: lvl 60

Blizzardaga: lvl 64

Aero II: lvl 68

Bio II: lvl 70

Thunderaga I: lvl 72



Whitemage:

Most BSTs will agree, this is the best sub job you can have as a BST. Being able to use curative magic is the main thing for this sub. Youll have less down time per kill meaning faster exp.

Job Abilities:

Divine Seal: lvl 30



Job Traits:

Magic defense Up: lvl 20

Clear Mind: lvl 40

Auto Regen: lvl 50

Magic Defense Up: lvl 60



Magic:

Cure: lvl 1

Dia: lvl 6

Paralyze: lvl 8

Banish: lvl 10

Poisona: lvl 12

Protect: lvl 14

Protectra: lvl 14

Barsleepra: lvl 14

Parana: lvl 18

Barwatera: lvl 18

Aqua veil: lvl 20

Barpoisona: lvl 20

Cure II: lvl 22

Barparalyze: lvl 24

Slow: lvl 26

Barwind: lvl 26

Blina: lvl 28

Banishga: lvl 30

Silence: lvl 30

Deodorize: lvl 30

Curaga: lvl 32

Shell I: lvl 34

Shellra: lvl 34

Barfira: lvl 34

Silena: lvl 38

Sneak: lvl 40

Cure III: lvl 21

Barice: lvl 42

Barberserka: lvl 46

Raise: lvl 50

Invisible: lvl 50

Barthunder: lvl 50

Protect II: lvl 54

Protectra II: lvl 54

Stone Skine: lvl 56

Cursena: lvl 58

Banish II: lvl 60

Curaga II: lvl 62

Life I: lvl 66

Viruna: lvl 68

Dia II: lvl 72

Teleport to Hora: lvl 72

Teleport to Demu: lvl 72

Teleport to Mea: lvl 72

Shell II: lvl 74

Shellga II: lvl 74



Redmage:

Not too bad a sub, but not the best either. You get the En-spells, which add elemental damage to your weapons, you get fewer curative spells, and you get some more buff/debuffing spells. The stat boosts aren't anything special.

Job Abilities:

Convert: lvl 1



Job Traits:

Resist Petrify: lvl 10

Fast Cast: lvl 30

Magic Attack Up: lvl 40

Magic Defense Up: lvl 50

Resist Petrify: lvl 60



Magic:

Dia: lvl 1

Cure: lvl 6

Stone I: lvl 8

Posion I: lvl 10

Earth Defense: lvl 10

Paralyze: lvl 12

Protect: lvl 14

Barsleep: lvl 14

Blind: lvl 16

Water I: lvl 18

Barwater: lvl 18

Bio I: lvl 20

Barpoison: lvl 20

Bind: lvl 22

Aquaveil: lvl 24

Barparalysis: lvl 24

Slow : lvl 26

Barwind: lvl 26

Cure II: lvl 28

Aero I: lvl 28

Diaga I: lvl 30

Deodorize: lvl 30

Enthunder: lvl 32

Shell I: lvl 34

Barfire: lvl 34

Enstone: lvl 36

Darkness Defense: lvl 36

Fire I: lvl 38

Sneak: lvl 40

Wind Weapon: lvl 40

Barice: lvl 42

Regen: lvl 42

Enice: lvl 44

Barbersek: lvl 46

Blizzard I: lvl 48

Enfire: lvl 48

Sleep: lvl 50

Barthunder: lvl 50

Invisible: lvl 50

Cure III: lvl 52

Protect II: lvl 54

Enwater: lvl 54

Thunder I: lvl 58

Dia II: lvl 62

Dispel: lvl 64

Phalanx: lvl 66

Stone Skin: lvl 68

Stone II: lvl 70

Bio II: lvl 72

Shell II: lvl 74



Ranger:

Ew, nothing special here. You already have wide scan, the bow skills are useless, but scavenger is rather nice. The stat boosts aren't very helpful either.

Sharpshooter: lvl 1

Scanvenger: lvl 20

Camouflage: lvl 40

Continuous Shot: lvl 60



Job Traits:

Precaution: lvl 10

Accuracy Boost: lvl 20

Rapid Shot: lvl 30

Resist Poison: lvl 40

Accuracy Boost: lvl 60



Bard:

This actually isn't too bad a choice for a sub job. It adds ALOT of charisma, but the songs are kind of gimped, since you can't equip an instrument. Not to bad of a choice though.

Job Ability:

NONE! yeah... no job abilties earned with this combo >.<



Job Traits:

Resist Silence: lvl 10

Resist Silence: lvl 50



Songs:

Minne: lvl 1

Minuet: lvl 6

Pian: lvl 10

Requiem: lvl 14

Pastoral of Herb: lvl 18

Madrigal: lvl 22

The Mamba: lvl 26

Pian II: lvl 30

Requiem II: lvl 34

Operetta: lvl 38

Minne II: lvl 42

Mental Etude: lvl 48

Lullaby: lvl 54

Quick Etude: lvl 56

Matchless: lvl 58

Fine Etude: lvl 60

Prelude: lvl 62

Dexterous Etude: lvl 64

Obado: lvl 66

Strength Etude: lvl 68

Pian III: lvl 70

Light Carol: lvl 72

Requiem III: lvl 74



Dark Knight:

Nothing special here, good melee stat boosts, but nothing else. The traits and abilities don't add anything very benefical, and neither is the BLM, since not only do you have to deal with lower MP from sub, but DRKs dont have very much to begin with.

Job Abilities:

Arcane Circle: lvl 10

Last Resort: lvl 30

Weapon Bash: lvl 40

Darkness: lvl 60



Job Traits:

Attack Up: lvl 20

Resist Paralysis: lvl 40

Arcana Killer: lvl 50

Attack Up: lvl 60



Magic:

Stone I: lvl 10

Posion I: lvl 12

Drain I: lvl 20

Water I: lvl 22

Bio: lvl 30

Aero I: lvl 34

Bind: lvl 40

Osmoses I: lvl 40

Fire I: lvl 43

Poisonga: lvl 52

Blizzard I: lvl 58

Sleep: lvl 60

Abosorb MND: lvl 62

Tractor: lvl 64

Absorb CHR: lvl 66

Thunder I: lvl 70

Absorb VIT: lvl 70

Absorb AGI: lvl 74



Paladin:

Defense up traits, and other melee job abilties and traits just make you a gimp tank, and the half level white magic isnt that helpful since you will have poor MP with PLD as a sub. Nothing that boosts your main abilities.

Job Abilities:

Holy Circle: lvl 10

Shield Bash: lvl 30

Sentinel: lvl 60

Protect: lvl 70



Job Traits:

Undead Killer: lvl 10

Defense Up: lvl 20

Resist sleep: lvl 40

Defense Up: lvl 60



Magic:

Cure I: lvl 10

Banish I: lvl 14

Protect I: lvl 20

Cure II: lvl 34

Shell I: lvl 40

Cure III: lvl 60

Protect II: lvl 60

Banish: lvl 68



Ninja:

Ninjitsu is always helpful, but very expensive. Dual Wield doesn't help too much since you wouldn't be able to equip a shield if you had two weapons. Again, not to great of a choice.

Job Abilities:

Again... no job abilties gained from this subjob. >.<



Job Traits:

Stealth: lvl 10

Resist Bind: lvl 10

Dual Wield: lvl 10

*



Ninjitsu:*



Samurai:

Nice boost to TP gain, but if you play solo, you wont be doing many renkeis anyways. Otherwise, nothing special.

Job Abilities:

Demon Circle: lvl 10

Heart Eye: lvl 30

Silent Concentration: lvl 60



Job Traits:

Resist Blind: lvl 10

Store TP: lvl 20



Dragoon:

Ewwwwwwwww. Bad choice. This job generally makes a bad subjob, because its main strength is summoning the Wyrven, but if its your sub, you won't be able too. No reason at all to sub Dragoon.

Job Abilities:

Enchant Circle: lvl 10

Jump: lvl 20

High Jump: lvl 70



Job Traits:

Attack Up: lvl 20

Dragon Killer: lvl 50

Hirate Up: lvl 60



Summoner:

Uh, you won't be getting anything good from this. You will have a good amount of MP, but it won't do you any good with half level summons and no spells to cast. Not only will the half level summons suck, but they make it so you cant charm, since you can only have one pet >.<

Job Abilities:

Attack: lvl 1

Call: lvl 1

Release: lvl 1

Those are all pet abilties I might add that correspond to your summon.



Job Traits:

MP Max Up: lvl 20

Resist Slow: lvl 40

Auto Refresh: lvl 50



Summons:

All summons are gained via quests (the summons that have been seen in past FF games) or via scrolls (elementals) and are all lvl 1. So Im just going to go down the list.



Carbuncle

Ifrit

Garuda

Leviathan

Ramuh

Titan

Shiva



The elemental summons are just based on magic elements, i.e. Water Element.



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3.5) Equipment Assistance

Beastmasters, seeing as they solo alot, can wear heavy armor. This allows them to have a decent amount of defense so they can tank for their pets if they are solo playing, and they can take some decent hits as a tank if they are in a party. There are some types of armor they can't wear, like some mage specific or MNK/NIN/SAM (stuff like martial slacks that only those three can wear) that a BST can't wear, and at higher levels the armor starts to be more Job specific so they can't wear that kind. But you won't be short of any defense.



Weapons-

Here I'll just list the weapons a BST can equip and how they rank.

(ranking system is 1=Great 2=Decent 3=Basic 4=Below Average)

Sword=4

Axe=1

Dagger=2

Scythe=2

Club=3



Looking at the Weapon stats of a BST, Axe is the best kind of weapon for a BST, but in a party, you might want to use Scythe if you don't plan to tank incase the party needs a higher damager dealer. Generally is best to stick with Axe though since Axe does decent damage, has decent delay, and allows you to equip a shield.



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3.6) Stat Calculator

This URL leads to a decent stat calculator that will give you stats based on race, job, and sub job. Just keep in mind that it doesnt take into consider- ation any job traits that boost HP or MP.

http://ccwf.cc.utexas.edu/~nhart/Status_calculator.htm



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3.8) Artifact Armor

Artifact Armor, commonly referred to as AF armor, is job specific armor with really nice boosts to skills and stats for that job. To see what AF armor looks like, take this URL.

http://studentweb.stcloudstate.edu/smro9901/index.htm

Now, time for some stats and how to unlock it.



Condition to Undertake: Beastmaster of at least Lv 40

Client:Brutus

Location/Map: Upper Jeuno / Chocobo Stable

AF Name and Type:Barbaroy Axe / 1H Axe

Equipment Characteristics: Lv 40, Damage 32, Delay 288, STR+2, CHR+2

Contents of the Quest: *

Tips: Get a bell from the Treasure Chest in the middle floors of Delkfutt's Tower.

The key is dropped by Giants.

Get the key, and report Brutus and complete the quest.

If you are LV40, you can go alone.



Condition to Undertake: To have completed the quest of (BST/AF1).

Beastmaster of LV50 at least.

Client:Brutus

Location/Map: Upper Jeuno / Chocobo Stable

AF Name and Type:Beast Gaiter / Feet

Equipment Characteristics: Lv 52, Def 10, HP +11, AGI +3, "take care of pet" effect up, tame +2

Contents of the Quest: *

Tips: Inverstigate around Underground Pool of the underground of Fei'yin. Investigate the pond of F-5 in the underground and an NM Dabotz' s Ghost appears. Kill it and investigate the pond again. An event takes place.

Go back to the Chocobo Stable of Upper Jeuno.

Go to the Castle Oztroja and open the Treasure Chest.

Trade the torque of beasts ("collar of animal") that you get from the Chest to the monkey Tebhi and in front of Mashoseki of the Castle Oztroja.

Report it to Brutus and complete the quest.



Condition to Undertake: To have completed the quest of (BST/AF2).

Beastmaster of LV50 at least.

Client:Dietmund

Location/Map: Lower Jeuno

AF Name and Type:Beast Trouser / Legs

Equipment Characteristics: Lv 60, Def 30, HP +15, CHR +4, "killer" stat up, tame +6

Contents of the Quest: *

Tips: You're told to bring a whistle and so trade a mahogany lumber to a child in the Chocobo House in Upper Jeuno and get a whistle.

Go to the Eldieme Mound. Investigate the coffin. NM monsters of a dog and two tigers appear.

Recommended PT configutration: 12 members of LV58 at least.



Condition to Undertake: To have cleared the AF1 quest. Beastmaster of LV50 at least.

Client:Guslam

Location/Map: Upper Jeuno / Protective Equipment Shop

AF Name and Type:Beast Gloves / Hands

Equipment Characteristics: Lv 54, Def 12, HP +11, DEX +3, evade +5, tame +3

Contents of the Quest: Somewhere in the world, there told to be The Arm Guard which was specially manufactured by Bolghertz and a craftsman whose maitrise was one in a hundred years...

Tips: Search for Treasure Coffer at the Crawler's Nest.

The key is dropped by 'Rumble Crawler' and 'Wespe'.

Rumble Crawler is found at G-9, the place with the shape of donut. (There are some in other places.)

The location of Treasure Coffer which has been found currently:

- The small ROOM of G-9 in the place with the shape of donut.

- The turning point at F-9.

- The corner in the small ROOM of G-8.

Talk to Guslam at the Protective Equipment Shop in Upper Jeuno and talk to the mithra (Yin Pocanakhu) at Tenshodo. Investigate? ? ? In front of the tax-free shop and an event takes place. And make a contract with Bolghertz.

Then you are told to bring 'Flame of Darkness' ("flame of darkness") from the Castle Zvahl.

Go straight the crossroad of the Castle Zvahl Baileys, and at the furthest place where demons flock together and there is the Torch.

Investigate it and an NM 'Dark Spark' appears. Kill it and get the flame of darkness ("flame of darkness").

Bring it to Port Jeuno and investigate? ? ? In front of the tax-free shop and get the Arm Guard.

Recommended PT configutration: 2 members of LV55 at least. (for the key). 6 members at least for the latter part.



Condition to Undertake: To have received the offer of 'The Lost Manitou Arm Guard of Bolghertz' or completed it.

Client:*

Location/Map: *

AF Name and Type:Beast Helmet / Head

Equipment Characteristics: Lv 56, Def 22, HP +15, INT +5, "calm pet" effect up, tame +4

Contents of the Quest: *

Tips: The key is dropped by 'Fallen Officer' & 'Bhuta'.

The location of Treasure Coffer which has been confirmed so far:

- Slightly after going through the 2nd Anti-Manitou Gate and the broken stairs to go back rightward.

- After going trough the 2nd Anti-Manirou Gate, turn left and go strait and the hollow ON the leftward in the beetle area.

- The frog area (H-8) ON the rightward.

- In front of the incinerator

- After going trough the 3nd Anti-Manirou Gate and turn left and go straight to the end.

Recommended PT configutration: 4 members of LV55 at least. (Indispensable for both of the key and the coffer)



Condition to Undertake: Treasure Coffer of ??? the ?.

Client:*

Location/Map:*

AF Name and Type:Beast Jack / Body

Equipment Characteristics: Lv 58, Def 44, HP +20, VIT +3, "take care of pet" stat up - poison recovery improves etc, tame +5

Contents of the Quest: *

Tips: The keys are dropped by 'Darksteel Quadav', 'Ancient Quadav' and 'Sapphire Quadav'.Coffer is found at each small ROOM of M-6 to N-7, K-7, K-8, and L-6.

Recommended PT configutration: 6 members of LV58 at least. (for the key)