nyuuzyou/wikis huggingface dataset:
Sylvan Caban +1

== Notes ==
* Enhances Velocity Shot decreases delay by 10% (+5 Snapshot).
** Must be worn when the shots are started, though not necessarily when Velocity Shot is activated.
==Related Links==
*Sylvan Attire Set +1
*Amini Attire Set
== References ==
Velocity Shot Testing (Kyata, BG)
Category:Empyrean Armor +1
Sylvan Caban +2

==Notes==
*Enhances Velocity Shot reduces delay by 10% (+5 Snapshot)
**Must be worn when the shots are started, though not necessarily when Velocity Shot is activated.
*The Velocity Shot enhancement also provides an unquantified boost to Ranged Attack.
==Related Links==
*Sylvan Attire Set +2
*Amini Attire Set
== References ==
Velocity Shot Testing (Kyata, BG)
Sylvan Caban +2 Testing (Helel, BG)
Category:Empyrean Armor +2
Sylvie

====Starts Quests====
*Dances with Luopans
**If you throw away the Matre Bell, she offers to replace it for 300,000 Gil or 150,000 Bayld.
*Elementary, My Dear Sylvie
*For Whom the Bell Tolls
*The Bloodline of Zacariah
*The Communion
The Sacred City of Adoulin NPCs
Category:Western Adoulin NPCs
Synergistic Splendors Await! (11/29/2010)

__NOTOC__
Synergists of Vana'diel, start firing up your furnaces! The upcoming version update will see the upper limit of Synergy skill raised to level 80 (Artisan), and with a host of recipes—featuring lavish new furnishings and much, much more—there's sure to be something for everyone to enjoy!
Headlining the recipe book are the guild stalls first announced at VanaFest 2010. These opulent items are prime examples of the perfect marriage between form and function, as they will proudly display your passion for your chosen craft, while giving you a significant crafting skill increase to boot!
And why stop there? You can decorate your stall further with yet more stylish items depicting the finest wares each guild has to offer. Certain items can be crafted via synergy, while others can be obtained in exchange for the guild points acquired through certain guild quests.
==Fishermen's Guild==
==Carpenters' Guild==
==Blacksmiths' Guild==
==Goldsmiths' Guild==
==Weavers' Guild==
==Tanners' Guild==
==Boneworkers' Guild==
==Alchemists' Guild==
==Culinarians' Guild==
These furnishings are just the tip of a massive iceberg of items that no synergist worth his or her fewell will want to miss!
Category:SE Development News
Synergy/Recipes

Synergy is a new form of Synthesis involving up to six crafters and a special apparatus called a Synergy Furnace. In order to trade materials and initiate a Synergy recipe, you must Speak to a synergist NPC and acquire the Synergy Crucible Key Item. It is possible to take part in Synergy without a crucible of your own, but you cannot initiate a recipe so things like Tatter and Scrap Augments are off limits to you. See the Synergy main craft page for more information about the craft.
Due to the vast amount of Synergy Recipes in the game, we needed to divide them into individual pages according to rank. Please click on the rank you wish to view.
Category:Synergy
Synergy/Recipes/Apprentice

Category:Synergy
== Apprentice (40-49) ==
===Re-cursing Armor===
You are able to re-curse any non-item level piece of purified armor back into the cursed/hexed item, including their HQ counterparts. This ability was introduced in the August 2015 version update. The main purpose of being able to do this was in case players wanted to upgrade the armor they already owned to the item level variety, as this was also the update that added the Item level 119 abjurations and equipment. 
The process is completed via Synergy and requires the Adept rank to perform. See the recipe list below for details. The recipe for each piece is similar to the next, with the only exception being a Colossal Skull for NQ items and Umbral Marrow for HQ items. NQ recipes cannot HQ into HQ cursed pieces or vice-versa. NQ pieces re-curse into NQ cursed items, and the same goes with HQ.
Note: The piece of purified armor that you wish to turn back into cursed armor must have any Augments removed before performing the Synergy recipe to re-curse it. Simply trade only the augmented purified piece of armor to a Synergy furnace to remove any augment.
Synergy Augments

Players are able to augment certain pieces of gear using Synergy. Crafting skills are not required to augment gear with Synergy, but Synergy skill determines the odds of receiving a high-quality yield and, thus, stronger augments.
Synergy Augments can be removed, and players will have the ability to accept potential augments after the Synergy process is complete. Items can be augmented through Synergy multiple times, but existing augments must either be retained or overwritten by new ones (cannot be combined across multiple synergy attempts). Recipes will be available by speaking to Synergy Engineers stationed near Synergy Furnaces.
The first round of augmentable items are primarily Abjuration Armor and Shijin Gear. These are handled through Tatter and Scrap Synergy:
Genbu's Shield / Genbu's Kabuto / Suzaku's Scythe / Suzaku's Sune-Ate / Seiryu's Sword / Seiryu's Kote / Byakko's Axe / Byakko's Haidate / Kirin's Pole / Kirin's Osode / Hecatomb Cap / Hecatomb Harness / Hecatomb Mittens / Hecatomb Subligar / Hecatomb Leggings / Hecatomb Cap +1 / Hecatomb Harness +1 / Hecatomb Mittens +1 / Hecatomb Subligar +1 / Hecatomb Leggings +1 / Koenig Schaller / Koenig Cuirass / Koenig Handschuhs / Koenig Diechlings / Koenig Schuhs / Kaiser Schaller / Kaiser Cuirass / Kaiser Handschuhs / Kaiser Diechlings / Kaiser Schuhs / Adaman Celata / Adaman Hauberk / Adaman Mufflers / Adaman Breeches / Adaman Sollerets / Armada Celata / Armada Hauberk / Armada Mufflers / Armada Breeches / Armada Sollerets / Shura Zunari Kabuto / Shura Togi / Shura Kote / Shura Haidate / Shura Sune-Ate / Shura Zunari Kabuto +1 / Shura Togi +1 / Shura Kote +1 / Shura Haidate +1 / Shura Sune-Ate +1 / Zenith Crown / Dalmatica / Zenith Mitts / Zenith Slacks / Zenith Pumps / Zenith Crown +1 / Dalmatica +1 / Zenith Mitts +1 / Zenith Slacks +1 / Zenith Pumps +1 / Crimson Mask / Crimson Scale Mail / Crimson Finger Gauntlets / Crimson Cuisses / Crimson Greaves / Blood Mask / Blood Scale Mail / Blood Finger Gauntlets / Blood Cuisses / Blood Greaves / Shadow Helm / Shadow Breastplate / Shadow Gauntlets / Shadow Cuishes / Shadow Sabatons / Valkyrie's Helm / Valkyrie's Breastplate / Valkyrie's Gauntlets / Valkyrie's Cuishes / Valkyrie's Sabatons / Shadow Hat / Shadow Coat / Shadow Cuffs / Shadow Trews / Shadow Clogs / Valkyrie's Hat / Valkyrie's Coat / Valkyrie's Cuffs / Valkyrie's Trews / Valkyrie's Clogs
The second round of augmentable items are Abjuration Armors from Legion and Voidwatch. These are augmented using Abdhaljs's Honor through Abdhaljs's Honor Synergy.
* Hrafn Armor Set / Auspex Attire Set / Paean Attire Set / Tenryu Armor Set / Kheper Attire Set
* Huginn Armor Set / Spurrina Attire Set / Iaso Attire Set / Tenryu Domaru Set +1 / Khepri Attire Set
Category:Synergy Category:Tradeskills
T.Abjuration: Bd.

==Notes==
*Trade a Transitory Abjuration: Body and a Hexed Jacket or a Hexed Jacket -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kheper Jacket or a Khepri Jacket, respectively.
==Related Links==
*Transitory Abjurations
*Kheper Attire Set
*Khepri Attire Set
Category:Abjurations
T.Abjuration: Ft.

==Notes==
*Trade a Transitory Abjuration: Feet and a Hexed Gamashes or a Hexed Gamashes -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kheper Gamashes or a Khepri Gamashes, respectively.
==Related Links==
*Transitory Abjurations
*Kheper Attire Set
*Khepri Attire Set
Category:Abjurations
T.Abjuration: Hd.

==Notes==
*Trade a Transitory Abjuration: Head and a Hexed Bonnet or a Hexed Bonnet -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kheper Bonnet or a Khepri Bonnet, respectively.
==Related Links==
*Transitory Abjurations
*Kheper Attire Set
*Khepri Attire Set
Category:Abjurations
T.Abjuration: Hn.

==Notes==
*Trade a Transitory Abjuration: Hands and Hexed Wristbands or Hexed Wristbands -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain Kheper Wristbands or Khepri Wristbands, respectively.
==Related Links==
*Transitory Abjurations
*Kheper Attire Set
*Khepri Attire Set
Category:Abjurations
T.Abjuration: Lg.

==Notes==
*Trade a Transitory Abjuration: Legs and a Hexed Kecks or a Hexed Kecks -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Kheper Kecks or a Khepri Kecks, respectively.
==Related Links==
*Transitory Abjurations
*Kheper Attire Set
*Khepri Attire Set
Category:Abjurations
THA:CSMNG-Equipment-New

===Equipsets===
As you should have noticed by now, I have set up this guide with the needs and advice geared towards the new or returning player. And my gearing suggestions will follow that idea. Many guides will tell you what is the absolute best gear available in the game... which isn't really helpful to you unless you have powerful friends and/or deep pockets. Which the vast majority of people just don't have. And if you do have such resources available, .That being said.The jump from my recommendations to what is the "absolute best" is generally just a +1 variant, and I will be making note of other gear available that is equivalent or what I suggest.
Remember my mantra: Think for yourself.Remember that this is only a guide meant to suggest things to you, not the words of a living god meant to be followed to the letter.
So first things first. You just pinged 99 and now what is it that you should be wearing?
Explanation		
Ok. So, let's get this out in the open. The Sparks Armor is terribad. Especially for Summoner. But even just in general. Their stats are laughably low for gear that is supposed to be "almost 119"... With many RF1~3 pieces eclipsing them in value based in stat and/or augment in just their iLv.109 form... Not to mention that Vesca sells actual iLv.117 armor for Bayld... But what about "muh set bonus"? Well that too is generally terrible. Loosing relevant stats and ability augments just to have a miniscule gain from being forced to 5/5 the set... literally the only people who care about the fact that this terribad gear is "117", .
Take care, mind you, this only applies to the armors. The weapons are actually legitimately good and worthwhile. And there is no shame in using them when you just start out as a fresh 99. In fact, let's look at that, shall we?
{| align="center"	
Refresh: 4/tic resting; 3/tic w/Avatar
Skill: +81 (514Total)
Perp: -15 (-14cap)
:Accuracy: +40
:Haste: +7%	
Skill: +84 (517Total)⇒ -5sFavor
BPdelayI: -17s (-15scap)
BPdelayII: -4s
:Total: -24s
THA:CSMNG-Equipment1

From here on, I will be showing you what you should strive for. As mentioned above, this is likely not the absolute best gear available... but it is the most . Furthermore, I will be assuming 1200+ Job Points, as, much like BLU, all SMNs should strive for 1200 to be truly worthwhile to their groups. Everything before 1200 should be you .As I have said, this guide isn't for the holder with 7 Aeonics and over 800M gil... It's for the average person. So don't expect anything like multiple Ultimate Weapons or anything like that. Reasonable recommendations.
===="Alexander" Set====
{| align="center"	
Skill: +156~157 (Total)
THA:CSMNG-Equipment4

====Elemental Siphon Set====
{| align="center"	
Skill: +132~133 (588~589Total)
Siphon: +110
Refresh: 4/tic
====Weapon Skill Sets====	
====Weapon Skill Sets====
=====Garland of Bliss Set=====
{| align="center"	
MND: +168
Mdmg: +46
MAB: +225
WSdmg: +10%
TOC-Summoner Guide

{| class="collapsible" style="background: #F9F9F9; border: 1px solid #AAAAAA; vertical-align: center; padding-left:0.5em; padding-right:0.5em; max-width: 195px; font-size: 95%; line-height: 1.30em;"
! Contents
|-
|1 Subjob Selection
:1.1 Useful Subjobs
:1.2 Other Subjobs
:1.3 Useless Subjobs
2 Avatars
:2.1 Elemental Spirits
3 Leveling
:3.1 A Note on Skill-ups
:3.2 The Baby Levels (1~15)
::3.2.1 1~8:
::3.2.2 8~15:
:3.3 The RSE Levels (15~33)
::3.3.1 15~27:
::3.3.2 27~33:
:3.4 The Stinky Crawly Levels (33~75)
::3.4.1 33~56:
::3.4.2 56~64:
::3.4.3 64~75:
:3.5 The Final Levels (75~99)
4 Merits
:4.1 Job Points
::4.1.1 0JP
::4.1.2 Su1
::4.1.3 Su2
::4.1.4 550JP
::4.1.5 1200JP
::4.1.6 ★Master!
5 Endgame Battle Roles
6 Abilities and Macros
:6.1 Macro Book 1
::6.1.1 Page 1
::6.1.2 Carbuncle Page
::6.1.3 Ifrit Page
::6.1.4 Shiva Page
::6.1.5 Garuda Page
::6.1.6 Titan Page
::6.1.7 Ramuh Page
::6.1.8 Leviathan Page
::6.1.9 Fenrir Page
::6.1.10 Diabolos Page
:6.2 Macro Book 2
::6.2.1 Cait Sith Page
::6.2.2 Elemental Siphon Page
7 Equipment
:7.1 Staves
::7.1.1 Ultimate Weapons
::7.1.2 Non-Ultimate Weapons
:::7.1.2.1 Idle Staves
:::7.1.2.2 "Physical" Blood Pact Staves
:::7.1.2.3 "Magical" Blood Pact Staves
:7.2 Equipsets
::7.2.1 "Alexander" Set
::7.2.2 Idle Set
::7.2.3 Fast Cast Set
::7.2.4 Blood Pact Delay Set
::7.2.5 Physical Blood Pact Set
::7.2.6 Hybrid Blood Pact Set
::7.2.7 Magical Blood Pact Set
::7.2.8 Enfeebling Blood Pact Set
::7.2.9 Enhancing/Healing Blood Pact Set
::7.2.10 Elemental Siphon Set
::7.2.11 Cure Potency Set
::7.2.12 Weapon Skill Sets
:::7.2.12.1 Garland of Bliss Set
:::7.2.12.2 Shattersoul Set
|}
TP Multiplier

TP Multiplier (ƒTP) is a multiplier of your Base Damage when performing weapon skills and physical blue magic, or when Beastmaster Pets, Summoner's Avatars, and Puppetmaster's Automatons use their various TP abilities.
As the name implies, this is the function that relates your TP to a multiplier of the damage you would do. It should be noted that not all WSs have changing ƒTP, and some may have other things that depend on TP (like Critical Hit Rate). As far as we know, you can use the same Linear Interpolation outlined below to determine the effects of different TPs on those weaponskills as well.
== Calculating ƒTP ==
The value of TP multiplier grows linearly between 2 anchor points at 1000 - 2000 and 2000 - 3000 for WS, 0 - 1500 and 1500 - 3000 on physical blue magic. This value can be calculated using Linear Interpolation.
Linear Interpolation Formula:
:PreviousAnchor is 1000 for TP between 1000 and 2000, 2000 for TP between 2000 and 3000
:NextAnchor is 2000 for TP between 1000 and 2000, 3000 for TP between 2000 and 3000
:dTP = diffence in TP between current TP and the previous anchor, ie 100 if TP is 1100, 500 if 1500, 100 if 2100... etc.
:Equation: ƒTP(PreviousAnchor) + dTP * (ƒTP(NextAnchor) - ƒTP(PreviousAnchor))
Examples:
:The WS Calamity has the following ƒTP anchor values:
::ƒTP(1000) = 1.00 = f100
::ƒTP(2000) = 1.50 = f200
::ƒTP(3000) = 4.00 = f300
:ƒTP(1500)
::f100 + 0.5 * (f200 - f100)
::1.00 + 0.5 * (1.50 - 1.00)
::1.00 + 0.5 * 0.5
::1.00 + 0.25
::1.25
:ƒTP(2500)
::f200 + 0.5 * (f300 - f200)
::1.50 + 0.5 * (4.00 - 1.50)
::1.50 + 0.5 * 2.5
::1.50 + 1.25
::2.75
:Note that the slope of the ƒTP function for most WS does not change at 200%, so for those WS the formula can be simplified.
== Additional Attacks ==
For 1H and 2H Melee Weapons Skills Hits after the first (be it from double attack, triple attack or WSs that naturally hit more than once), all have an ƒTP of 1.0. Furthermore, only the first hit's ƒTP is increased in "Damage varies with TP" Weaponskills.
For certain Weapon Skills and most physical blue magics, the first hit's ƒTP is mirrored by all future hits (this includes the boost to ƒTP from Elemental Gorgets and Belts). The weapon skills and pet abilities that follow this rule have it noted on their pages and are a part of :Category:FTP Replicating WS.
== See also ==
* Weapon Skill
* Base Damage
* Weapon Skill Damage
* :Category:FTP Replicating WS
* Discovery of Ranged ƒTP Properties (Saelae, Alla)
** Verification of mathology (Kirschy, BG)
** Further Verification Gorget ƒTP is tranferred (Byrth, BG)
* ƒTP Scaling testing (Daisetsu, BG)
* TP Effect testing on Spirits Within (Robonosto, Blogger)
* TP-related crit rate testing (Daisetsu, BG)
Category:Game Mechanics
Tachi: Ageha

* Defense Down testing (Prothescar, BG)
* fTP/Mod testing (Foldypaws, BG)
* Tachi: Ageha re-testing (Carbuncle.Xenhas, FFXIAH)
* Tachi: Ageha fTP/Mod testing again (Motenten, BG)
*june update that changed proc rate
*Intial test after proc date update june 2017
Tactician Magician's Cloak Set

(MNK, WHM, BLM, RDM, THF, DRK, BRD, RNG, SMN, BLU, COR, PUP, DNC, SCH)	(MNK, WHM, BLM, RDM, THF, DRK, BRD, RNG, SMN, BLU, COR, PUP, DNC, SCH)	(MNK, WHM, BLM, RDM, THF, DRK, BRD, RNG, SMN, BLU, COR, PUP, DNC, SCH)	(MNK, WHM, BLM, RDM, THF, DRK, BRD, RNG, SMN, BLU, COR, PUP, DNC, SCH)
Head 	Tactician Magician's HatDEF:16 	 	
Body 	Tactician Magician's CoatDEF:31 INT+1 MND+1 CHR+1 +3 +3 	 	
Hands 	Tactician Magician's CuffsDEF:10 Evasion+5 	 	
Legs 	Tactician Magician's SlopsDEF:22 +6 	 	
Feet 	Tactician Magician's PigachesDEF:9 +10 	 	
Category:Armor Set
Tahrongi Canyon

==Zone Information==
==NPC==
==Quests==
== Notorious Monsters ==
== Adversaries ==
== Historical Significance ==
The twisting canyons of Tahrongi were carved out of the surrounding mountains thousands of years ago when powerful rivers ran through the region. While this spectacle of nature awes all who pass through, the danger that lurks within its walls should not be underestimated.
== Related Links ==
Ahropahgo Pass
Tales' Beginning

Note: This page was previously non-existent. This first appearance will seem extra rough an require a more skilled editor to assist in making it "look better".
The function of "Tales' Beginning" is to permit players the ability to set aside the activation of a mission for a later time as some cut scenes can be rather long or just occur at the worst times for players seemingly-unexpectedly during normal game play.
(Missions are sometimes referred to as a quest by others however missions are not the same thing because they are the main/expansion story line. They appear in-game if you flip the main menu under their own category "Missions")
When a player chooses to set aside these cut scenes a book by the name of "Tales' Beginning" is subsequently created by the game itself and placed somewhere nearby in the same area/zone. If a player wishes to locate this book and possesses a map of the given area in question they can locate it there if they view the map from the main menu and then flip said map-menus colored-dots to the green category.
Alternatively the player can also view the coordinates for the book under the main menu > missions > and then selecting the story line and it's only option; to which they're seeking coordinates for.
Using the book will yield options to resume the story line that was set aside.
*The book floats above the ground and has a more shiny appearance than the Survival Guide for those familiar.
**Upon choosing to resume your story and viewing the cut-scene this book will remove itself from the area.
**The Tales' Beginning book can only be seen visually in-game or on the map by the player(s) who set their story on hold.
Talk About Wrinkly Skin

== Walkthrough == 
* Talk to Orsa-Porsa at the Morimar Basalt Fields Frontier Station.
* Trade him an Apkallu Egg, Felicifruit and Uleguerand Milk to obtain a Hot springs care package key item.
* Head to the Hot Springs at H-7 (Biv #2 is closest).
* Remove all equipment, barring rings and earrings, and check Hot Springs for cutscene.
* Return to Orsa-Porsa to complete the quest and receive 500 bayld and the Calor resilience key item.
Category:Adoulin Quests Category:Morimar Basalt Fields Quests
Tandem Strike

==References==
*Lack of /checkparam Function (shamgi, FFXIAH)
*Tier V is +50 Accuracy and Magic Accuracy (Quetzalcoatl.Falkirk, FFXIAH)
*Tier V is +50 Accuracy for the Pet (Quetzalcoatl.Xilkk & Spaitin, FFXIAH)
Category:Job Traits
Tangling with Tongue-twisters

== Walkthrough ==
*Speak to Kupipi (A) at (H-12) to begin the quest.
*She will ask for you to defeat one of the 5 mentioned monsters:
**Cuelebre, Adze, Minhocao, Chukwa, or Mictlantecuhtli
*If you defeat one with the quest active, you will receive a Bloodied arrow upon the first time completing the quest.
**If you are completing this quest a second time or more, you will instead receive a Crimson bloodstone.
*Return to Kupipi (A) to complete the quest.
**Evoliths with Katana Weapon Skill: Critical Hit Rate+3% have been reported, along with Double Attack+6%.
Category:Abyssea Quests Category:Abyssea - Tahrongi Quests
Tango with a Tracker

== Walkthrough ==
*Speak to Despachiaire to obtain Letter from Shikaree X.
*Head to Boneyard Gully and select "" to enter a battlefield.
*You have 30 minutes to complete this quest. You are also allowed 6 party members to help you with the fight.
**Trusts are not allowed in the fight arena.
*This fight is against:
**Shikaree X: BST/NIN
**Shikaree X's Rabbit: Resistant to sleep but not bind and gravity.
***If it is killed before Shikaree X, another one will be summoned in it's place.
**Shikaree Y: DRK/MNK
*The Shikaree's are both difficult to sleep and the effect will not last long on either of them.
*They gain TP very quickly and will attempt to Skillchain with eachother.
*Once all three are defeated, the fight will end and you will receive your reward.
Category:Other Quests Category:Tavnazian Safehold Quests
Tantra Cyclas +2

==Notes==
*Martial Arts+5
*Augments Impetus
**Grants +1% critical hit damage per successful attack.
**Grants +2 Accuracy per successful attack
**Retroactively applies to Impetus counter if equipped halfway through building potency, but must be equipped for critical hit damage bonus.
==Related Links==
*Tantra Attire Set +2
*Bhikku Attire Set
== References ==
Martial Arts Testing (Gypped, Alla or daisetsu, BG) - Alla thread with the same information
Impetus Crit Damage bonus Testing (Kirschy, BG)
Category:Empyrean Armor +2