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Silabus Wilde
Crew

Dapper Roisterer

PostPosted: Sat Apr 07, 2007 7:03 pm


Adversaries


The Valdeaunia Region


Demon Knight- Demon Knights are made up of official messengers who served under the Shadow Lord. During the Great War, the Demon Knights would fly to the scattered beastmen forces, delivering orders from their leader.

The Norvallen Region


Orcish Trooper- Specializing in subversive activities, Orcish troopers have acquired enough skills to set out on solitary missions for the Empire.



Orcish Bowshooter- These beastmen are ranged weapon experts who are chosen from among the best archers in the Orcish horde. They receive specialized training in hitting man-sized targets and are said to never miss their mark.



Orcish Gladiator- These masters of the blade are pitted against each other in the blood-soaked Orcish arenas. They are occasionally drafted for military service.



Goblin Pathfinder- These Goblins set out in search of treasure hidden within the ruins and caves of Vana'diel. Pathfinders consider adventurers to be their rivals, and are known to attack without any provocation.



Orcish Footsoldier- These infantry units are sent on extended military expeditions and possess extraordinary stamina. Unlike most other Orcish soldiers, they are well supplied with equipment and provisions.



Goblin Furrier- These fur traders travel to the various beastmen towns to peddle their wares. They are particularly welcomed by the Orcs who make their bases in the colder regions of Vana'diel.

The Ronfaure Region



Orcish Grappler- These fighters are trained in the ways of the martial arts, their iron fists serving as their only weapons. Due to their unparalleled strength, most of the grapplers' techniques cannot be imitated by even the strongest of warriors.



Wild Rabbit- Wild rabbits were introduced to the wooded areas of Ronfaure when the pet rabbits of Elvaan nobles escaped from their cages into the surrounding forests. Over the centuries they have turned violent--undeniably due to their consumption of the poisonous plants that grow in the area. While relatively small in size, these mammals will use their powerful hind legs to attack anything that poses a threat to their nests. Also, their tendency to fight in small groups has taken even the strongest of adventurers off guard. While relatively tough and gamy in flavor, wild rabbit meat is a popular commodity in San d'Oria--as are the soft, cold-resistant skins. The Tarutaru on Mindartia also raise rarabs, distant cousins of the rabbits, as one of their food sources.



Scarab Beetle- These giant insects are found mostly in the northern forests of Quon. While their main source of nourishment consists of tree sap, they have been known to attack travelers who unknowingly wander into their territory. Well aware of the threats that the beetles pose, the Tarutaru sing a folk song of how to protect oneself:

"When you're walking through the beetle's garden
There is one thing you musty-wusty know,
Burn incense when the sun is high,
Put out your lamps when it is lowy-low."

The pliable yet strong shells of these beetles are easy to manipulate, and have long been used by the Mithra to make traditional ornaments and jewelry.

The Derfland Region



Ancient Quadav- Few Quadav warriors live to this age. Those who do make up for their frail bodies and lack of strength with finely polished fighting skills.



Iron Quadav- Veterans of numerous campaigns and well-versed in the arts of war, the Iron Quadav act as officers for the elite guards.



Spinel Quadav- These high-ranking black mages of the elite guard have proven themselves in countless battles, perfecting devastating spells with unquestionably deadly results.



Gold Quadav- Plunderers of uncountable cities and towns, the Gold Quadav are high-ranking officers of the elite raiders.



Topaz Quadav- Veteran mages of the elite guard, the Topaz Quadav wield potent white magic.



Goblin Shaman- These mystics spout out all kinds of prophecies with very little meaning. The vague nature of the omens seems to be preferable to the beastmen, however, allowing them to invent their own interpretations.



Goobbue- The goobbue is a large amphibious creature that inhabits the Derfland region. These voracious omnivores use their flexible, whip-like arms and dislocatable jaws to swallow down practically anything they come across. The parasitic moss that grows in the folds of the goobbue's back is highly valued as an ingredient in various potions and medicines.



Ochu- This is a variety of the man-eating morbol that makes its home in the rolanberry Fields. The ochu draws in its prey by giving off a sweet-sour aroma similar to that of the rolanberry, most likely a scent acquired from its prolonged proximity to the sought-after fruit. As a result of the horticultural magic soaked into the fields, the ochu has weaker tendrils and a faster growth rate than other morbols.

The Zulkheim Region



Goblin Butcher- These traveling butchers deal in everything from rabbit meat to Hume meat. Many of the beastmen who purchase from them favor the pungent flavor of rotten flesh, so freshness is of little importance to these merchants.



Ghoul- These undead skeletons are found in every region of Vana'diel. It is said that the souls of gluttons in life are doomed to an undeath of feeding on the flesh of mortals. The stomach of a ghoul is completely rotted away, and the inability to sate their hunger no matter how many corpses they consume causes these undead to be particularly violent.


The Gustaburg Region



Tunnel Worm- These annelids can be found in nearly every region on the Quon continent. According to Elvaan biologist Baron Clavoaire, the tunnel worm is a peaceful animal that quietly feeds on soil and rock deep below the surface of Vana'diel. However, mistakenly consuming a crystal causes the worm to become disorientated, often resulting in movement toward the surface. The rhythmical vibrations caused by passing adventurers send the worms into a panic, resulting in their sudden appearances above ground.
Due to their unusual eating habits, undigested rare ores are often found within the worms' stomachs.



Ornery Sheep- Hume and Elvaan farmers raise this type of Selbina sheep predominantly in the Zulkheim region. However, these animals are far from tame, and are often left to graze freely about the open plains and plateaus. There have been numerous incidents where adventurers and even shepherds have been attacked by the livestock. Their particularly violent nature often triggers similar behavior in lesser-tempered sheep, forcing farmers to turn to adventurers to rid them of the problematic animals. The large amounts of wool and meat that can be obtained from the ornery sheep serve as ample rewards for the adventurers' services.



Rock Lizard- This reptile feeds on the rotting carcasses of prey slain by other animals. However, rock lizards will attack when there is a lack of food in the area, or if they sense that their potential prey is in a significantly weakened state. While this lizard's massive jaw is capable of crushing large rocks, its poor eyesight prevents it from detecting enemies unless they are close by. With proper caution, it is possible to pass rock lizards completely unnoticed.
The thick, durable skins of the rock lizards have been used in Vana'dielian shoes and armor for centuries.



Amber Quadav- Still new members to the ranks of the Shieldwarriors, these thin-shelled Quadav mages spend much of their time refining their spellcasting abilities.

The Kuzotz Region



Antican Faber- During sieges on enemy fortresses, these soldiers have been entrusted to construct weapons and dig tunnels.



Antican Triarius- Official soldiers of the Antican Legion. Only veteran fighters are entrusted with this high-ranking position.



Doom Scorpion- With a sting that lives up to the name, the poison of the doom scorpion is capable of killing a fully-grown dhalmel in mere minutes. The doom scorpion's native habitat is the deserts of the Kuzotz region. However, after being transported across the ocean by persons unknown, they now thrive in Derfland as an introduced species.



Qufim Island



Giant Ranger- Remnants of the Gigas storming party that fought in the Great War, these rangers keep watch for adventurers who intrude on the island of Qufim.



Bogy- Found haunting every corner of Vana'diel, these frolicking ghosts are said to be unaware of their passage into the afterlife and have returned to possess their former clothing. They love the attention of living beings, and unwittingly sow death and misery with their deadly pranks.

The Aragoneu Region



Yagudo Oracle- These priests serve at the side of Tzee Xicu the Manifest. On rare occasions, the undefiled oracles are offered to Xicu as sacrifices.



Yagudo Sentinel- Chosen from among the strongest priests, the Yagudo Sentinels are charged with the defense of Castle Oztroja. Tempered by lethal martial arts training, they are capable of shattering stone using nothing but their claws.



Yagudo Chanter- Yagudo Chanters are members of the choir that conducts the religious festivals of the Yagudo. Their tremendous cantillation booms forth from throats that have been strengthened by the blood of other races.



Yagudo Inquisitor- These interrogators wring every last drop of information from captured heretics with their skillful questioning and dreaded truth serum.



Yagudo Abbot- High-ranking priests in the Yagudo Theomilitary, the Yagudo Abbots are revered as miracle workers.



Sauromugue Skink- The Sauromugue skink is a vicious member of the raptor family, found exclusively on the Saroumugue Champaign. They have amazing leaping abilities to aid them in hunting down bats, their main source of food. Their name is said to come from a misunderstanding caused by a Windurstian scholar who exaggerated his description of the smaller skink lizards that share the same area.



The Sarutabaruta Region



Yagudo Scribe- While transcribing the thousands of pages of Yagudo scripture, these scribes have come to learn numerous black magic spells, which they use as their weapons.



Mandragora- Through the process of evolution, this sentient form of plant life has developed its own independent culture; the society boasts clothing, homes, and a form of extrasensory communication. While seemingly cute and harmless in appearance, the Mandoraga sense of values differs greatly from that of people or beastmen. These differences often cause friction between the species.
The Mandragora receive nourishment from the sun via photosynthesis, which occurs in the leaves that grow on their heads. Merchants treasure these rare leaves, which can be sold for use in medicines and perfumes.


The Eleshimo Uplands Region


Tonberry Creeper Adventurers named this type of Tonberry after witnessing the silent, stealthy way that they move through the jungle.

The Eleshimo Lowlands Region



River Sahagin- River Sahagin are the remaining members of the Ondo tribe that supposedly resided in the Quon highlands.
PostPosted: Sun Apr 08, 2007 11:39 am


The Beastmen



Orcs Lust for combat drives most of the Orcs to join the ranks of their Imperial Army. All Orcs--male and female--are required to participate in years of military training, and even their social structure is based on military ranks.



Quadav As their shells thicken with age, the titles given to individual Quadav change. Within their strict caste system, those chosen to serve in the Elite Guard are given titles portraying hard and precious metals, while those chosen to be magicians are given titles taken from rare gems.



Yagudo- The self-proclaimed conquerors of the Mindartia continent, the Yagudo created and abide by a Theomilitary system based on their ancient religion. Due to the ties to their religion, these birdlike beastmen often have names taken from theological origins.



Goblins- Unlike other beastmen, Goblins can be found in most regions across Vana'diel. Their flexible lifestyle and adaptability to the surrounding environment have given them the ability to coexist with other beastmen as well as people. Compared to other beastmen, Goblins have developed superior techniques in trades such as smithing and healing.



Antica- The Antica have transformed the former Galkan capital of Altepa into the central location of their empire, which spreads across the islands of Kuzotz. Their militaristic society is built upon advanced personnel management abilities. Upon birth, all individuals are given a number, and a job for which they spend the rest of their lives training. Apart from the information needed to perform their duties, the individual is not allowed any other knowledge. An Antica is only allowed to transfer positions to become a gladiator (used for population control).

The Antica have no concept of personal belongings. All equipment is provided by the Empire, and food rations are based solely on the duties performed by the individual. However, due to their lack of emotion, there is not a single Antica who feels discontent towards this system. This can also be seen on the battlefield. No matter the situation, the lack of fluctuation in morale is the Antica's greatest strength.

Another strength lies in the sheer number of Antica soldiers. In addition to their active legions, an enormous surplus of soldiers lies in stasis within the Antica's stronghold. When revived, the size of their army can increase a hundredfold. However, due to their lack of naval technology, only a few of their troops were able to participate in the Great War campaigns carried out on Quon; their presence had little effect on the outcome of the battles. It is widely believed that had the full Antican army participated in the battles on Quon, the allied forces surely would have been defeated.

While the Antica communicate by fricative sounds made within their necks, they are unable to release loud war cries like the other beastmen. This results in an eerie silence on the battlefield that can send chills down the spine of even the bravest warrior.



Sahagin- These amphibious beastmen reside mainly on the western coastline of the island of Elshimo. They spend the majority of their time practicing primitive fishing techniques to provide an ample supply of shellfish for their survival. Other than to protect their territory, the Sahagin rarely interact with other races. Before the Great War, they adamantly refused invitations by the Shadow Lord to join the beastmen armies--until he convinced them that the steamships of Bastok would eventually destroy their environment. During the war, the Sahagin used their sea maneuvering abilities to attack even the strongest ships in the allied fleet, and were feared by all seafaring soldiers. After the flames of battle had been extinguished, the Sahagin cut off all ties to the other beastmen and returned to their secluded way of life. Apart from limited trading with Norg--they often trade shellfish for metal trinkets salvaged by the pirates--the Sahagin have little contact with the outside world.

Finally, many of the Sahagin worship the elements, and have made deities out of sea serpents and oddly shaped stones within their grotto. However, within their ranks are some who follow the teachings of the Goddess Altana.



Tonberries- These tiny beastmen live solely in the Yhoator Jungle on the eastern half of Elshimo. The Tonberries possess a great deal of anger, or "rancor," in their hearts. It is this anger that binds them as a tribe while driving them to commit terrible acts against all other beings. During the Great War, the majority of the Tonberries remained in their stronghold, the Temple of Uggalepih. However, a few elite members of the tribe were sent to the Shadow Lord to act as his secret agents. These Tonberries would often sneak into the castles of the allied forces and assassinate important generals or political figures. Feared around Vana'diel, these beastmen were often referred to as the "invisible killers."

According to the Tonberries' religion, their creator, the Goddess Uggalepih, had beauty that was envied by the Goddess Altana. A furious Altana transformed Uggalepih into a hideous beast and exiled her to the Outlands. revenge for Altana's actions is said to be one of the origins of their rancor.

Finally, the reason why they are never found without their lanterns or knives is explained in the following verses, often chanted by the Tonberries before battle:

"O brothersss of rancor, take up thy lanternsss,
The truth we shall illuminate.
O sistersss of rancor, take up thy knives,
To cleave our foesss with barren hate.
Through this we ssseek our just reward;
Our goddess's glory be ressstored."



Gigas- "Gigas" is the general term for enormous members of the Gigas, Giant, and Jotunn tribes. Groups of these giants can be found roaming the island of Qufim. As their appearances imply, the Gigas do not possess much in the way of intelligence. While they do possess a language, it consists of the stringing together of simple words or phrases. Their language is often unintelligible--even by members of their own kind. However, what they lack in intelligence is made up for in brute strength. Also, while not as advanced as that of the allied forces, their ship and castle building abilities are comparable to those of the Orcs or Yagudo.

The Gigas were originally from an island far to the north of Quon. Every few decades, the Gigas send a large ship to Qufim to attack the Hume settlements. Their goal is to retrieve supplies and slaves to take back to their homeland. Before the Great War, the Shadow Lord recognized the potential that lay in the giants, and hired a large number of them to fight as mercenaries. After helping to construct Castle Zvahl, the Gigas led the beastman frontline in laying siege to many of the allied forces' fortresses. However, when the beastmen lost the war, the remaining Gigas were left trapped, unable to return to their homeland in the north. With nowhere to go, they set off for Qufim and Delkfutt's Tower, where they remain today--out of reach of the allied armies.



Demons- These winged beastmen are found mainly in the Valdeaunia Region. It is said that their damage-absorbing outer shell was once armor that was enhanced by an evil enchantment. In addition to their highly advanced fighting skills, they are also known to possess high levels of intelligence, which they have used to acquire various types of potent magic. Due to their pitch-black color and ominous appearance, the inhabitants of Vana'diel came to call these beastmen "Demons." However, Demons refer to themselves as "the Kindred." This, along with many other questions about their origins, still remain unanswered.

During the Great War, the Demons served as the Shadow Lord's elite guard, ruling over the other beastmen with fear. To ensure the other beastmen were following orders, many of the Demons would act as messengers, traveling to and from Castle Zvahl. When the Great War was over, the Demons vanished. However, with recent rumors of the Shadow Lord's return, there have been Demon sightings in Valdeaunia. While there are many theories about their origin, the most popular one is that the Shadow Lord made a pact with them after traveling deep into hell.

Silabus Wilde
Crew

Dapper Roisterer


Silabus Wilde
Crew

Dapper Roisterer

PostPosted: Sun Apr 08, 2007 6:09 pm


Ok we are open now. Dispite the tons of text I think you will like it. Pictures are to come.
PostPosted: Sun Apr 15, 2007 5:49 pm


User ImageClasses of FF XI



User Image
Warrior
The Warrior (WAR) is a melee class with high proficiency in many weapon types, especially the Great Axe or one-handed Axe. Warriors are offensively and defensively balanced. Warrior abilities include Provoke, which produces a burst of enmity and may draw an enemy's attention; Berserk, which increases attack at the cost of defense, its opposite Defender, which increases defense at the cost of attack, Warcry, which gives all party members within range a boost in attack, and generates enmity from the enemy, and Aggressor, which increases accuracy at the cost of evasion. Traits include Double Attack, which gives a melee attack a chance to hit twice. The Warrior's 2-hour ability, Mighty Strikes, guarantees that for 30 seconds every melee hit that connects will be a critical strike. The most popular subjobs include Monk for low level tanking and damage, Ninja to dual wield Axes and use Utsusemi, and Thief for those who mainly use Great Axes.


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Thief
The Thief (THF) is a melee class with crucial enmity control abilities. Thief abilities include Sneak Attack, which guarantees a high-damage critical hit when used behind an enemy, and Trick Attack, which displaces hate from melee damage from the thief to a party member that stands between the thief and the enemy. In combination, Sneak Attack and Trick Attack (also known as SATA) are used to plant large amounts of damage on the enemy and place the enmity incurred onto another player (usually a tank). Job traits include Triple Attack, which gives a melee attack a chance of striking three times, and two levels of Treasure Hunter, which increases the chance that an enemy will drop items once defeated. The Thief also gains the trait of Assassin, which allows Trick attack to do even more damage. The Thief 2-hour ability, Perfect Dodge, allows the Thief to dodge all melee attacks for 30 seconds. Popular subjobs for Thief include Monk at low levels to make use of SA + the multi hit Combo Weapon Skill, and later Warrior for Berserk and Double Attack, or Ninja for dual wielding and Ninjutsu.

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White Mage
The White Mage (WHM) specializes in healing and restorative magic, as well as enhancing and some enfeebling magic. White Mages use clubs and staves almost exclusively and may also equip shields. White Mage abilities include Divine Seal, which increases the potency of the next curative spell and Divine Veil, which transforms a status-removing spell (i.e. Erase, Poisona, etc.) from a single target to Area of Effect (AoE) when combined with Divine Seal; traits include Auto-Regen, which gives constant HP regeneration. The White Mage's 2-hour ability, Benediction, instantly restores full HP to the whole party and removes all status ailments. The downside of using Benediction during battle is an extreme increase in enmity toward the White Mage due to sheer amount of HP healed. Black Mage is the most common subjob for Conserve MP, Elemental Seal, and various debuffs; Summoner as a subjob also has a minor following for those who feel that Max MP Boost and Auto Refresh are more helpful.






Black Mage
The Black Mage (BLM) is a mage class that specializes in damage-dealing through "nukes", or powerful offensive magic. Black Mages equip staves and clubs almost exclusively; unlike their White Mage brethren, they are unable to equip most shields; at higher levels, however, they are allowed to equip scythes as main weapons. Black Mage abilities include Elemental Seal, which raises the accuracy of the next spell cast; traits include Conserve MP, which has a chance to lower the MP cost of a spell. The Black Mage's 2-hour ability is Manafont, which allows the player to cast spells without consuming MP for 30 seconds nor having the spells casted being interrupted by anything (less the BLM is silenced, moved a great distance, or is killed). White Mage is the most common subjob as it lets Black Mages double as back up healers and supporters; Recently Red Mage has also become more common as a subjob for those who sware by Fast Cast and the few Red Mage exclusive spells.


Red Mage
The Red Mage (RDM) is a mage/melee hybrid class with particular aptitude for enhancing and enfeebling magic. Red Mages may equip a variety of weapons from swords and daggers for melee damage to wands and staves for stat bonuses. Spells exclusive to the Red Mage include Refresh, which regenerates an affected character’s MP, and Dispel, which removes a beneficial status effect from an enemy. Red Mage abilities include Convert, which swaps current HP and MP pools; traits include Fast Cast, which reduces the casting time of a spell and its cooldown timer. The Red Mage's 2-hour ability, Chainspell, allows for chain-casting of spells instantly and without the normal cooldown period. Due to their jack-of-all-trades nature and their access to several defense-reducing and -absorbing spells, Red Mages at high levels are one of the few classes in the game capable of soloing monsters in their own range of level and strength. The most often used subjobs are White Mage and Black Mage, however Red Mage subjobs are often situational. Generally speaking, it is wise for Red Mages to have as many subjobs available as possible. Subjobs such as Ninja and Dark Knight are particularly useful toward the higher levels of Red Mage.


Advanced Job Classes

The Paladin (PLD) is a melee tank class possessing very high defense, low attack and a small library of white magic spells. Paladins are often found with swords, but may use staves or greatswords as well. Paladin abilities include Shield Bash, a blunt attack that has a chance of stunning the target, Sentinel, which raises the Paladin's defense, and Cover, which allows the Paladin to take damage in place of a party member, so as long as the PLD is in between that party member and the monster. The Paladin's 2-hour ability, Invincible, reduces all physical damage taken by the Paladin to zero for 30 seconds and produces a huge burst of enmity. The Paladin's job traits include Undead Killer, which gives the Paladin a chance to intimidate (similar to a stun which renders the target unable to act) Undead creatures, several bonuses to Defense, and in a May 2006 update concurrent with the Treasures of Aht Urhgan expansion pack, Paladins were given an Auto-Refresh trait that allows them to recover MP over time. Warrior is the most typical and easy to use subjob, however a growing but still minor trend is to sub Ninja and make use of Utsusemi and/or Dual Wield.

Dark Knight
The Dark Knight (DRK) is a melee class possessing very high attack, low defense, and a small library of black magic spells. Dark Knights are proficient in the use of scythes and greatswords. Unique to the job is a line of spells that absorb each of the seven statistics from an enemy, and its particular strength against arcane-type monsters. Dark Knight abilities include Souleater, which sacrifices HP for added attack damage, and Last Resort, which sacrifices defense for added attack damage. The DRK's 2-hour ability, Blood Weapon, produces a large HP drain effect for every melee attack for 30 seconds. Like many other melee jobs, Warrior is the most common subjob; Thief is also used in late game to increase damage of such Weapon Skills as Cross Reaper and Spinning Slash; before Berserk is avalible, very low level Dark Knights should also use White Mage to make use of an otherwise somewhat useless MP pool.


Beastmaster
The Beastmaster (BST) is a pet/melee class that can tame monsters to do their bidding. Beastmasters are the only job capable of gaining significant experience points without a group above the lowest levels, and they are commonly found with an axe. Beastmaster abilities include Charm, which places a monster under the beastmaster’s command if successful, and Call Beast, which uses a special "jug" inventory item to summon a pet; traits include a series of "Killer" effects that give the Beastmaster a chance to intimidate different types of monsters. The Beastmaster's 2-hour ability, Familiar, extends the duration of a charm, and slightly increases pet potency. They also possess the Wide Scan ability, which allows them to locate specific creatures on the map. White mage is the most common subjob as many Beastmasters choose to solo, however in a party Ninja and Warrior are better for dealing damage.





Ranger
The Ranger (RNG) is a melee class that specializes in ranged weapons. Rangers use bows, crossbows and guns for ranged damage, as well as daggers or axes for close-range melee damage. Ranger abilities include Barrage, which fires multiple arrows at once, and Sharpshot, which gives a temporary boost to ranged accuracy; traits include Alertness, which reduces the chance of being seen by an aggressive mob. The Ranger's 2-hour ability, Eagle Eye Shot, is an instantaneous ranged attack with tremendous power and accuracy. Rangers also have an ability, called "Widescan", that allows them to track mobs via the in-game map system. This proves especially valuable when they, or a party, is seeking a specific creature. Ninja is the most popular subjob for dual wield and the added protection of Utsusemi, however others feel maximizing damage with Warrior and Berserk is better.

[img]http://i42.photobucket.com/albums/e330/Zycban/FFXI/GOT/Jobs/brd_test.j[img/]
Bard
The Bard (BRD) a party support class that specializes in enhancing and enfeebling songs. Although Bards are sometimes considered to be a mage class, they do not require MP to do their job. Bards equip instruments as ranged weapons and also light melee weaponry including clubs, swords and daggers. Bards are particularly favored for their area of effect (AoE) sleep song, their accuracy enhancement songs, their attack enhancement songs and their group MP regeneration songs. Besides their songs, Bards have only four job abilities: three passive Resist Silence traits, and the 2-hour ability, Soul Voice, which doubles the effect of songs. White Mage is the most common subjob as it further aids Bards in supporting the party.


Summoner
The Summoner (SMN) is a mage class that is able to summon, at a certain MP/second cost, magical avatars to aid in battle. Summoners primarily use staves and clubs. Currently, the avatars available to summon are Titan, Leviathan, Garuda, Ifrit, Shiva, and Ramuh, known as the Celestial Avatars, and Carbuncle, Fenrir and Diabolos, the Terrestrial avatars. In addition, the Summoner may also call upon spirits that correspond to the eight-element system of Vana’diel. The ability to summon an avatar is acquired by succeeding in battle against that avatar; spirits require scrolls, like any other type of magic. Summoner abilities include Blood Pact, which enables the avatar to use its own unique abilities; traits include Auto-Refresh, which grants the Summoner constant MP regeneration. The Summoner's 2-hour ability, Astral Flow, permits the Summoner to keep an avatar out without spending MP, and allows access to the avatar's special attack, although when used, all current MP would be completely drained. Astral flow also requires at least 2x the Summoners current level in MP to be used successfully, other wise it'll fail. An example would be, if a level 75 SMN uses astral flow, he/she would need at least 150 mp to successfully unleash the avatars respective Astral Flow. White Mage is the most common subjob and enables a Summoner to act as main healer.


Dragoon
The Dragoon (DRG) is a melee/pet class with the ability to summon a Wyvern and perform jump attacks. The polearm is the Dragoon's main weapon. Dragoon abilities include three levels of Jump, the later two being hate-shedding attacks, and Call Wyvern, which calls a wyvern "pet" to battle alongside the Dragoon; traits include Dragon Killer, which grants the Dragoon particular strength against dragon-type mobs. The Dragoon's wyvern also has unique "breath" abilities that are triggered by the Dragoon's actions and vary from offensive attacks to curative effects, depending on the Dragoon's subjob choice. The Dragoon's 2-hour ability, Spirit Surge, gives the Dragoon the power of its wyvern for a short time, enhancing all stats and giving a large TP boost. Like most melee jobs, Warrior is the prime subjob, with Thief having a smaller following; while once a common subjob, Samurai fell out of favor when its massive TP returns were greatly reduced.


Ninja
The Ninja (NIN) is a melee class that specializes in variety combat, and uses ninjutsu (Ninja skill) magic. Ninjutsu differs from standard magic in that every use of ninjutsu skill permanently consumes a "tool" from the Ninja's inventory, rather than magic points as in traditional mage classes. The class's high evasion rate and agility, in combination with the damage-absorbing ninjutsu "Utsusemi", has led players to turn the class from a melee damage dealer into a "blink tank" that avoids damage rather than taking it well. Passive traits of the Ninja class include Stealth, which reduces the chance of being detected by enemies, Dual Wield, which allows the Ninja to equip two one-handed weapons, generally katanas, at once, and Subtle Blow, which reduces the amount of TP gained by the monster when attacking. The Ninja's 2-hour ability, Mijin Gakure, is a suicide attack that deals fire-based damage, based on the player's current hit points, with no experience penalty for the death. Warrior is the most common subjob for tanking and damage dealing; some people have started using Dark Knight as a subjob at very high levels for Soul Eater and Stun; a very rare and rather hard subjob is Black Mage, which can be used to boost Ninjutsu and turn a Ninja into a caster.


Samurai
The Samurai (SAM) is a melee class that specializes in performing weapon skills and skillchains, excelling in gaining TP due to job specific abilities. Samurai wield 2-handed Great Katanas almost exclusively, but also have some skill in polearms and bows. Samurai abilities include Third Eye which evades the next attack; Meditate, which generates 20 TP every 1.5 Seconds for a maximum boost of 100 TP; Hasso which increases damage, accuracy, and speed of two-handed weapons, but increases magic casting times; and Seigan which reduces the casting time of Third Eye and gives it a chance to not be consumed, but requires a two-handed weapon, increases magic casting times, and over writes Hasso. Traits include Store TP, which increases the Samurai’s base TP gain, and Zanshin, which allows the Samurai to perform a follow-up attack should an attack miss. The Samurai's 2-hour ability, Meikyo Shisui, generates 300 TP, and allows the user to execute weapons skills by expending only 100 TP, instead of draining the TP pool completely. This allows it to self-skillchain. Like other melee jobs Warrior is the most common subjob, with Thief in second place; Ranger is also used to give Samurais use of powerful Bow Weapon Skills such as Sidewinder and skills to improve their archery.


Blue Mage
The Blue Mage (BLU) is one of the new jobs included in the newest expansion pack, Treasures of Aht Urhgan. Blue Mages employ the legendary arts of Aht Urhgan, as these formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents. Blue Mages learn their spells from special moves utilized by many different monsters across Vana'diel. Once learned, a Blue Mage can then setup available spells and cast them back on enemies to defeat them, as well as gain statistical bonuses from these spells. The types of Blue Magic that can be attained range from Physical to Magical, and specific Blue Magic can be cast on either themselves, party members or enemies. The Blue Mage's abilities include Burst Affinity, which allows the Blue Mage to use magical Blue Magic in a Magic Burst, and Chain Affinity, allowing a Blue Mage's physical Blue Magic to participate in a Skillchain. With these abilities, a Blue Mage can potentially self-skillchain, and proceed to create a magic burst to do decent damage to an enemy. The Blue Mage's 2-Hour ability, Azure Lore, enhances the effects of Blue Magic. Thief is a very common subjob to boost the power of physical Blue Magic such as Bludgeon and Jet Stream; Ninja is also used to for Utsusemi and Dual Wield; White Mage is common in early levels to make Blue Mages back up healers, though its usefulness declines in later levels.

Corsair
The Corsair (COR) is one of the new jobs included in the newest expansion pack, Treasures of Aht Urhgan. They are descendants of the dauntless pirates that once scourged the seas of the Near East. Corsairs rely on the “Hexagun,” a multi-barreled revolver, and elaborate luck-based abilities to alter the stakes of battle. Corsairs serve mainly as a support role in parties using their luck based skills (known as Phantom Rolls) to increase the other parties abilities, much like a Bard. However, the Corsair has a different selection of abilities and has greater capabilities to inflict damage on enemies with the use of ranged weapons, much like a Ranger. Mid level Corsairs learn Quick Draw to shoot elemental cards with their guns. This attack requires additional Card items, much like a Ninja uses Tools. Quick Draw can not only provide high magical damage, but also increases the effect of debuffs already on the monster, and can be used to inflict Sleep or Dispel. Corsair's two hour is called Wild Card and produces a different effect depending on the number (1-6) rolled. It is interesting to note that, should a 6 be rolled, all job ability cool downs are reset, allowing for other jobs abilities (including non-Corsair 2 hours) to be immediately used. Ranger is the most common subjob to increase a Corsair's damage output, though some feel that Ninja is also useful; White Mage is sometimes used to make Corsairs more supportive, but this can greatly hamper their damage.



Puppetmaster
The Puppetmaster (PUP) was revealed at the 2006 Final Fantasy Fan Festival to be the final new job that will be included in the latest expansion pack, Treasures of Aht Urhgan.[1]. Players are able to control a puppet, known as an automaton, to undertake actions in battle. The type and fighting style of the puppet can be adjusted through upgrades and attachments. At the present time, 4 different models are available with a separate head and body piece for each of them. The job also has some limited skills in hand-to-hand combat which can aid their puppet in battle. The Puppetmaster's two hour ability is called "Overdrive" and increases the fighting ability of the automaton to its maximum level. In low levels Monk is a common subjob to increase Hand to Hand skills, though Warrior becomes common once they learn those Martial Arts traits themselves.

Snowbird Rhovaniel
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The Wilderness. (Casual roleplaying area.)

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