recursal/Fanatic-Fandom huggingface dataset:
Hide

## Job Ability

* User becomes invisible.
* **Obtained:** Thief Level 45
* **Recast Time:** 5:00
* **Duration:** Random

* When Thief is set as Support Job, **Hide** will not break the attention of enemies already targeting the user.
* **Hide** when used as Thief main job:

* When the user has the attention of an enemy that tracks by sight, all enmity is erased.

* **Hide** can be used on the following monsters without the use of Sneak or Deodorize, unless the monster has a pet: Ahriman, Bombs, Clusters, Cockatrices, Colibri, Dolls, Elementals, Flans, Fomors, Gigas, Goblins, Golems, Magic Pots, Moblins, Lamiae, Peistes, Puks, Rocs, Snolls, Tonberries, Wyverns, Yagudo.

* **Hide** can be used on Undead enemies as long as the user's current Hit Points are at or above 75%.

* While Hide will work on these monsters, since they detect by sound, if you don't walk out of aggressive range within a few seconds, they will become aggressive toward you again.
* Using Hide on certain monsters in this category may not work. See Aggression for more information.

* **Hide** can be used on monsters that normally track by scent if rain weather or double snow weather are in effect. Even works on monsters that detect by sound but track by scent.
* If used on an enemy whose environmental conditions are no longer met, for instance, an Elemental without its weather or an Undead enemy during daylight, the enemy will *Immediately* despawn.
* If this ability is active, then the user may use Sneak Attack from any direction.

* Sneak Attack needs to already be active on the user for this to work, since Sneak Attack will remove Hide. However, Trick Attack can be used without removing Hide. See Trick Attack for more information.
* If Rogue's Vest is equipped, the duration of Hide effect is extended.
Feral Howl

## Job Ability

* Terrorizes the target.
* **Obtained:** Beastmaster Level 75
* **Recast Time:** 0:05:00
* **Duration:** Apprx. 0:00:01 - 0:00:10

* Some players report low accuracy from this Job Ability, others report high success rates, even on HNM. It's currently unknown what, if any, stats affect this ability.
* Can be used on all mobs (Example: NMs, charmable and not, take effect on Hydra but in abyssea seems miss every time).
* Duration is random between less than one second up to 10 seconds.
* Very low Enmity.
* Excellent for having another tool available for stunning potentially damaging spells and such. Goblin Bomb Toss, high tier -aga spells, all can be stunned if this lands.
* It will always miss if the monster is already stunned.
**/ja "Feral Howl" <stnpc>**
Choral Justaucorps

*View the entire Choral Attire Set.*
**Used in Quests:** Artifact Armor +1 (Choral Justaucorps +1)

 Synthesis Recipes
*None*
 Desynthesis Recipes
*None*

## Historical Background

A justaucorps, more commonly written as justacorps, is a garment worn in the latter 17th century and earlier 18th century. Of French origin, the justacorps was a knee-length coat, fitted to the waist and flared below, without a waist seam. It featured deep, turn-back cuffs and was worn over a long vest or waistcoat and breeches. The justacorps was an aristocratic garment worn primarily by men, although some women wore the justacorps with a matching petticoat as a riding habit.
Healer's Duckbills

*View the entire Healer's Attire Set.*
**Used in Quests:** Artifact Armor +1 (Healer's Duckbills +1)

 Synthesis Recipes
*None*
 Desynthesis Recipes
*None*

## Historical Background

Duckbill shoes were a very wide square-toed, slipper-like shoes, that originated from the Renaissance and were often decorated with jewels, puffs or slashes.
Blade of Darkness

Requirements
 Items Needed
 Repeatable
 Reward

## Walkthrough

* Speak with Gumbah until he gives you the cutscene that starts this quest. He is located on the upper floor in Bastok Mines inside the house at J-7.
* **Make sure you check your quest log before heading to Palborough Mines.**
* Travel to the Palborough Mines (go from Port Bastok to North Gustaberg, and enter the mines at (K-3)). Head to the third floor. If you have the map for Palborough Mines, the third floor has a giant burn hole in the center.
* Proceed to the boat at (H-8).
* Get on the boat and pull the lever to zoning into Zeruhn Mines while on the boat to receive a cutscene and the Chaosbringer, a level 1 Great Sword for Warriors, Dark Knights, and Rune Fencers.
	+ Anyone can pull the lever; you need only make the trip.
* Kill 100 enemies with Chaosbringer equipped. It doesn't matter what you kill, as long as the sword is equipped and deals the final blow with a standard/critical melee strike.
* Once you have defeated 100 enemies, take the blade to Beadeaux to unlock Dark Knight.
	+ You can travel to Beadeaux as ANY job, not just Warrior or Rune Fencer. The blade does not have to be equipped; it must simply be in your inventory.

### The 100 Kills

* For it to count as a kill, the *finishing blow* must be made through a regular or critical strike with the Chaosbringer.
	+ **WEAPON SKILL KILLS DO NOT COUNT.** Must kill with a regular or critical strike as stated above.
	+ As long as the finishing blow is dealt with the Chaosbringer, the method(s) used to damage the monster are irrelevant. For this reason, WAR/BLM casting Black Magic to weaken enemies, with Fields of Valor Refresh active, is a very effective strategy for low level Warriors.
	+ During Harvest Festival events in real-life October, the Wraith Bats that spawn outside the starter nations have only 1 HP, making them the ideal target for this quest.
* *Weapon skills* that defeat the monster, or *abilities* that do so (such as Jump), do not count towards the kill total.
* Monsters that kill themselves (such as Goblins' Bomb Toss, Bombs' Self-Destruct, and Bees' Final Sting) *do not* count towards the kill total.
* Nothing resets the kill count (other than dropping the blade); you may change areas, jobs, weapons, get K.O.'d, etc.
* Any enemy works for this quest, as long as the above guidelines are followed.
* The enemy does not have to give experience points for it to count toward the 100 total.

## Game Description

Client

Summary
Zeid, the sole master of the way of the dark knight in Vana'diel, has been sighted in the Palborough Mines. If you seek him out, he may make you an apprentice...
Barpoison

**Enhances your resistance against poison.**

**Spell cost**: 9 MP
**Spell element**: **Lightning**
**Magic skill**: Enhancing Magic (Modifies Resistance Bonus)
**Jobs**:
* Level 10 Red Mage
**Casting Time**: 2.5 seconds
**Recast Time**: 10 seconds
**Spell Duration**: 8 minutes

Other Uses
**Resale Price:** 100~102 gil

## Other Information

Note

This spell does not prevent players from being poisoned. This spell only decreases the time that the negative status effect stays on the player. This spell's effectiveness, like any other barspell, is wholly dependent on your Enhancing Magic skill. Low enhancing magic will produce little to no results in increasing your resistances.
Charming Trio

**Zone:** Balga's Dais
**Restrictions:**
          **Level:** 20
          **Members:** 3
          **Time:** 15 minutes
**Orb:** Cloudy Orb (20 Beastmen's Seals)

## Mobs

 Prune x 1
 Phoedme x 1
 Pepper x 1

## Treasure

Your armoury crate will load out of the following groupings:

 Wind Ore

I believe the groupings may be a bit off. It seems there are possibly 3 groupings, and Fiend Blood is a 100% drop rate.
did 2 runs drops were we follows: Potion, Platoon Pole, Platoon Cutter, Fiend Blood: Toad Oil, Mythril Beastcoin, Wool Cloth, Fiend Blood.

Due to this, mainly both the Wool and Mythril in the same pool, i think the groupings are a bit off.

Others Please add you findings, thanks.

## Notes

* All have the Leech special attacks.
* All can cast the magic spells Drain and Aspir.
* Each has a special TP move. Pepper uses Absorbing Kiss (Attribute Drain), Prune uses Random Kiss (randomly varies between HP, TP, or MP Drain), and Phoedme uses Deep Kiss (Status Effect Drain).
* The three leeches are not charmable.
* Sheep Song from a BLU/WHM was resisted by the 3 leeches.

## Historical Background

The names of the 3 leeches in this BCNM are parodies of the three main characters of a TV show called "Charmed" about 3 witches: Piper, Phoebe and Prue.
Banish

**Deals** **Light** **elemental damage to an enemy.**

**Spell cost**: 15
**Spell element**:**Light**
**Target**: Enemy.
**Magic skill**: Divine
**Jobs**:
* Level 5 White Mage
* Level 7 Paladin
**Casting Time**: 3 seconds
**Recast Time**: 14 seconds

Other Uses
**Resale Price:** ~39 gil

## Other Information

Can only be bought if own Nation is first or second place in conquest tally.

Undead
Lowers special defense (damage resistance) of Skeletons and Ghosts by 50% for 15 seconds.
Spell damage vs undead is multiplied by 1.5 (150% damage)
Call Beast

## Job Ability

* Calls a beast to fight by your side.
* **Obtained:** Beastmaster Level 23
* **Recast Time:** 5:00
* **Duration:** Dependent on jug pet used.
* **Usage:** Could be used when Beastmaster is sub job, but inability to equip jugs renders this ability effectively unusable on subjob.

Various pets can be summoned using **Call Beast** each with their own level caps, strengths and weaknesses.
See the list of Familiars.

Notes/Description* In order to use this ability, user must have a jug equipped in the ammo slot.
* After a certain period, which varies based on the jug used, the summoned pet will disappear if it is still alive.
* Jug pets do not decharm, and are approximately as strong as a Decent Challenge, but with lower HP than a normal mob for < level 75, but > level 75 pets have much more hp.
	+ Their level varies between 0 and 2 levels below the Beastmaster (up to their cap).
		- Aprox 1/2 of the jugs will spawn 2 levels below. 1/3 will be 1 level below, and 1/6 will be same level as Master.
	+ Monster Gloves and Monster Gloves +1 cause the level to vary between 0 and 1 level below the Beastmaster (up to their cap). Monster gloves +2 will summon Even Match pets only, assuming that the jug pet is uncapped.
	+ Beast Affinity raises the level cap of jug pets by 2 per merit upgrade, either to a maximum of 99 or as high as the Item Level of your Main Hand weapon.
* Use of Leave will despawn the jug pet.

## References

* Studio Gobli jug pet damage research (JP)
Barwatera

**Increases resistance against water for party members within an Area of Effect.**

**Spell cost**: 12 MP
**Spell element**: **Lightning**
**Target**: Self, effect on party members on Area of Effect.
**Magic skill**: Enhancing
**Jobs**:
* Level 9 White Mage

Notes* The amount of the resistance increase *A* and the effect duration in seconds *D* are related to Enhancing Magic Skill *E* as follows:

# A
40
0.2
E

{\displaystyle A=40+0.2E}

# D

{

150

if
E
≤
180

150
0.8
(
E
−
180
)

if
E
>
180

{\displaystyle D=\left\{\begin{array}{ll} 150 & \text{if} E \leq 180\\
150+0.8(E-180) & \text{if} E > 180
\end{array}\right.}

* Casting Bar- type spells while Afflatus Solace is activated grants an additional defense bonus to the associated element.
**Casting Time**: 0.5 seconds
**Recast Time**: 10 seconds

Other Uses
**Resale Price:** ???~??? gil

## Other Information

Note

This spell does not make players immune to **Water** damage. This spell only increases the chance of a player resisting a **Water** based spell. **Water** based status effects will have a greater chance of having their duration reduced, and **Water** based damage effects will have a greater chance of doing less damage. This spell's effectiveness, like any other barspell, is wholly dependent on your Enhancing Magic skill. Low enhancing magic will produce little to no results in increasing your resistances.
Fast Cast

* Job Traits are always active.

Effect Overview* Reduces both the Cast Time and the Recast Time of the spell. **Fast Cast** gear MUST remain equipped to gain the Recast Time effect
* **Fast Cast** recast reduction is calculated first. Then the reduced recast value is reduced further by haste gear. See Talk:Fast Cast for testing details.
* Gear with 'Enhances "Fast Cast" effect' affects both Cast Time and Recast Time.
* Related effect of Haste (and Slow) affects only Recast Time.
* Recast Time cannot be reduced by more than 50%.
* **Fast Cast** cannot reduce Recast Time by more than 25% (or 50% **Fast Cast**).
* Keep in mind that Cast Time used here means the amount of time for the spell progress bar to reach 75%. Since the calculation is a multiplication, for someone with Fast Cast 1 the spell goes off at 75% \* (1 - 0.1) = 67.5%.
*Casting time -10%, recast -5%*
* **Obtained:** Red Mage Level 15

Fast Cast II
*Casting time -15%, recast -7.5%*
* **Obtained:** Red Mage Level 35

Fast Cast III
*Casting time -20%, recast -10%*
* **Obtained:** Red Mage Level 55
Aggressor Recast

## Merit Point Enhancement

* **Category:** Job-specific - Group 1 (Warrior)

* **Limits:** 5 levels (Merit Point Progression: 1>2>3>4>5 = 15 points total)

* **Description:** Each level decreases your Aggressor recast timer (See: Aggressor) by 10 seconds per level, to a low of 4 minutes, 10 seconds at level 5 (-50 seconds total).
Barsleep

**Enhances your resistance against sleep**

**Spell cost**: 7 MP
**Spell element**: **Light**
**Magic skill**: Enhancing Magic (Modifies Resistance Bonus)
**Jobs**:
* Level 7 Red Mage
**Casting Time**: 2.5 seconds
**Recast Time**: 10 seconds
**Spell Duration**: 8 minutes
**Resale Price:** 59~62 gil

## Other Information

Note

This spell does not prevent players from being put to sleep. This spell only decreases the time that the negative status effect stays on the player. This spell's effectiveness, like any other barspell, is wholly dependent on your Enhancing Magic skill. Low enhancing magic will produce little to no results in increasing your resistances.
Chivalry

## Job Ability

* Converts TP to MP.
* **Obtained:** Paladin Level 75 (Must be Purchased with Merit Points)
* **Recast Time:** 0:10:00 (+5% MP granted per additional upgrade)
* **Duration:** Instant

* MP recovered = (TP \* .5) + ((0.015 \* TP) \* MND)
* 300 TP and 64 MND would return ~438 MP.
* Mind greatly affects amount of MP gained.
Bind

**Binds an enemy in place, immobilizing it.**

**Spell cost**: 8 MP
**Spell element**: **Ice**
**Magic skill**: Enfeebling Magic
**Jobs**:
* Black Mage Lv. 7
* Red Mage Lv. 11
* Dark Knight Lv. 20

Notes* Spell accuracy is most highly affected by Enfeebling Magic Skill, Magic Accuracy, and INT.
* Players under the effect can still move by equiping and unequiping a gear that will make you "phase" while moving to the desired direction.
* If a player Warps or Teleports while bound, they will remain bound after zoning.
* Has a chance to wear off after the enemy receives damage.
**Casting Time**: 2 seconds
**Recast Time**: 40 seconds

Other Uses
**Resale Price:** 61~62 gil
Avatar Magical Accuracy

* **Limits:** 5 Levels (Merit Point progression: 1>2>3>4>5 = 15 points total)
* **Description:** Each level of this enhancement increases Magic Accuracy for all of your summoned Avatars by 3 per level, with a maximum bonus of +15 at level 5.
* **Further Notes:**

* Physical abilities (e.g. Camisado, Crescent Fang, Predator Claws, etc.) are not affected by this enhancement. *See Avatar Physical Accuracy*
* Avatar Magic Accuracy is also enhanced by the addition of Summoning Magic skill exceeding the Summoner's current natural cap.
* It is unclear if this also affects summoned Spirits' spells.
Airship pass for Kazham

Airship pass for Kazham Description:
This pass allows you to ride the
airship between Kazham and Jeuno.

Obtained:

* Kazham Airship Pass Quest: Trade a Giddeus Chest Key, a Palborough Chest Key, and a Ghelsba Chest Key, or pay 148,000g to Guddal in Port Jeuno.

Notes:

* Needed to board the Kazham-Jeuno Airship and access the Elshimo Lowlands and Elshimo Uplands regions.
Beast Jackcoat

*Augments "Reward"*
* Removes Paralyze, Poison, and Blind from pet.

*View the entire Beast Armor Set.*
**Used in Quests:** Artifact Armor +1 (Beast Jackcoat +1)

 Synthesis Recipes
*None*
 Desynthesis Recipes
*None*

## Historical Background

A jack is a Doublet or jacket usually lined with small metal plates, but sometimes just padded. Naming this item a jackcoat is slightly redundant.
Aquan Killer

* Job Traits are always active.
* **Further Notes:**
	+ Occasionally causes aquan type enemies to be intimidated.
	+ One has to have hate for this trait to proc (be it beast or player)

* Aquan Slayer / Marine Slayer
* Beast Trousers / Beast Trousers +1
* Bibiki Seashell
* Bird Earring
* Epsilon Earring (in Salvage only)
* Flawless Ribbon
* Tamer's Ring (as a latent effect)
* Tatami Shield
Formless Strikes

## Job Ability

* While in effect, melee attacks will not be considered physical damage. No effect on weapon skills.
* **Obtainable:** Monk Level 75
* **Recast Time:** 0:10:00
* **Duration:** 0:03:00

* For this reason, it is best used against monsters that resist physical attacks, such as Elementals.
* Attacks are considered non-elemental magical damage instead of Physical damage
* Formless Strikes attacks still give the user and the enemy normal TP.
* Attacks can be "resisted" and deal reduced damage, an effect likely determined by the opponent-player level difference.
* This ability is unaffected by the Magic Attack Bonus trait.
* This ability is incapable of being used as a magic burst.
* Each additional Merit upgrade of this ability increases its effect by 5%.
* In addition to having no effect on Weaponskills, Counter attacks are likewise unaffected.
* Does ***not*** work against enemies using Perfect Dodge.
* Attacks will give enmity as normal.
Cover

## Job Ability

* Allows you to protect party members by placing yourself between them and the enemy.
* **Obtained:** Paladin Level 35
* **Recast Time:** 3:00
* **Duration:** 0:15-0:30

* Raises enmity towards the Paladin and lowers enmity towards the party member under attack.
* If Gallant Coronet is equipped, user will have magical attacks redirected to them as well.
* If Valor Surcoat is equipped, 20% of the damage taken while covering a target will be converted to MP.
* Activates the Latent effect on Save the Queen for accuracy +20.
* Activates the Latent effect on Volitional Mantle for VIT+10.
* It is possible to Counter while covering another player as Monk/Paladin or as Paladin/Monk.
Enthunder

**Adds lightning **damage** to your attacks.**

**Spell cost**: 12 MP
**Spell element**: **Lightning**
**Magic skill**: Enhancing Magic (Modifies Damage, see Notes)
**Jobs**:
* Red Mage lvl 16
**Casting Time**: 3 seconds
**Recast Time**: 10 seconds
**Spell Duration**: 3 minutes

Other Uses
**Resale Price:** ???~??? gil

## Notes

* See Red Mage: En-Spell Damage Calculations
* Will affect both weapons when using Dual Wield.
* Effect wears off immediately upon changing zones.
Chocobo's Wounds

Requirements
 Items Needed
 Title Granted
 Repeatable
 Reward

## Preliminary Notes

* If you have Treasures of Aht Urhgan installed, you will flag Chocobo on the Loose! first instead of this quest. This is a separate and unrelated quest, that is not required in order to obtain a Chocobo License. To bypass Chocobo on the Loose!:
	+ Talk to Brutus a second time and his dialogue will be about Chocobo on the Loose!, saying that it probably went to La Theine Plateau.
	+ Talk to Brutus a third time, and this time he will ask, "What's your problem? You wanna ride a Chocobo?" This marks the start of **Chocobo's Wounds**, from which you can obtain your Chocobo License.
* You will need 4 clumps of Gausebit Grass to complete this quest. These can be obtained in Meriphataud Mountains from defeating Crane Flies or in Dangruf Wadi from Wadi Hares. The flies are stronger but have a much higher drop rate than the hares. The flies are found near the outpost in Meriphataud Mountains. The Gausebit Grass can also be bought from the Auction House under Weapons>Ammo&Misc>Pet Items.

## Walkthrough

**After February 2015 Update, the wait time is now 1 minute instead of day change. Also, works like this on Kupo.**

* Talk to Brutus to start the quest, and answer his two questions.
* Trade a clump of Gausebit Grass to the chocobo that's next to the child Osker.
	+ The chocobo will not accept the grass at this time.
* Come back on another ~~game day~~ minute and try to feed it again.
	+ Again, the chocobo will not accept the grass.
* Come back on a third ~~game day~~ minute and feed it.
	+ The chocobo will now accept the grass, so your Gausebit Grass will go from 4 to 3.
* Successfully feed it three more times (once per ~~game day~~ minute) to complete the quest.
	+ *Optional:* There is an optional cutscene with Dietmund in Lower Jeuno that can be viewed after seeing him in the quest storyline after the third feeding, but before you get your chocobo license.
	+ You are not required to give the Gausebit Grass to the Chocobo in successive days. You can wait any number of days between feedings.

*Note: Trade each time. Simply clicking the chocobo does not work.*

*Tip: If you're hard up for Gil, Gausebit Grass can be easily farmed from Crane Fly in Meriphataud Mountains, as they have a 42% chance to drop the grass per kill.*

## Game Description

Client
Brutus (Chocobo Stables, Upper Jeuno)
Summary
Help nurse the chocobo back to health. It seems to have suffered both mentally and physically. Gausebit wildgrass may do the trick.
Diabolos

**Summons Diabolos to fight by your side.**

**Spell cost**: 15 MP (initial; See Avatar Perpetuation Costs)
**Spell element**: **Darkness**
**Magic skill**: Summoning Magic
**Jobs**: Summoner Level 1
**Casting Time**:7 seconds
**Recast Time**: 30 seconds

## Notes

* Resistant to dark-based damage and enfeebling effects, including dark-based Sleep effects.
* Weak against light-based damage and enfeebling effects.
* Avatar's Favor effect: Refresh (Diabolos's Favor).

## Avatar Abilities

**Diabolos**'s Blood Pacts are all **dark**-based.

### Blood Pact: Rage

 Camisado | 1
 Nether Blast | 65

### Blood Pact: Ward

1 **S/T** column indicates whether a particular Blood Pact participates in Skillchains (S) or uses TP (T). Blood Pacts that use TP can be used as a Magic Burst; however, Astral Flow can also Magic Burst even though it does not actually consume TP.
Confirmed NM

# Levels 70 – 79

Serket

Capricious Cassie

Phantom Worm

Wyvernpoacher Drachlox

Zuug the Shoreleaper

Crimson-toothed Pawberry

Friar Rush

Biast

White Coney

Black Coney

Bloodsucker

Ixtab

Foreseer Oramix

Snow Maiden

Tawny-fingered Mugberry

Phanduron the Condemned

Drexerion the Condemned

Cemetery Cherry

Orcish Warlord

Orcish Hexspinner

Pallas

Antican Legatus

Proconsul XII

Antican Tribunus

Triarius X-XV

Adamantoise

Tonberry Decapitator

Tonberry Tracker

Unut

Tarasque

Beryl-footed Molberry

Lord of Onzozo

Ose

Lindwurm

Orcish Overlord

Diamond Quadav

Narasimha

Yagudo Avatar

Alkyoneus

Antican Consul

Ocean Sahagin

Grand Duke Batym

Duke Haborym

Marquis Allocen

Marquis Amon

Baobhan Sith

Taxim

Ancient Goobbue

Shikigami Weapon

Vouivre

Leshonki

Kreutzet

# Levels 80 – 89

Amikiri

Behemoth

Bune

Frostmane

Pelican

Charybdis

Xolotl

Bomb Queen

Ungur

King Vinegarroon

Guivre

Ash Dragon

Overlord Bakgodek

Za'Dha Adamantking

Tzee Xicu the Manifest

Voluptuous Vivian

Hakutaku

Nidhogg

King Behemoth

Aspidochelone
Familiar

## Job Ability

* Enhances your pet's powers and increases the duration of Charm.
* **Obtained:** Beastmaster Level 1
* **Recast Time:** 2:00:00
* **Duration:** 0:30:00

Beastmasters can use this secret technique to impose their will onto a charmed monster, intensifying their strength and increasing the duration of their service.
* **Familiar** is a Beastmaster's Two Hour Ability.
* In order to use this ability, the Beastmaster must have a pet active, obtained either via Charm or Call Beast.
* While active, Charm status cannot wear off naturally. Since Familiar lasts for up to 30 minutes, a charmed pet will stay with the user for up to 30 minutes from the start of the charm, regardless of level difference. Pay close attention to the 'up to 30 minutes' part. It won't always last 30 minutes. Be careful.
* The enhancement effect of the Monster Trousers +2 increases the Charm duration by 10 minutes, and grants Pet: Haste +10%.

* Familiar only lasts for one pet. If the pet is defeated or lost in some other way (moving to another area, using Leave, etc.), Familiar is cancelled.
* Familiar will not allow a pet summoned with Call Beast to stay summoned past its maximum time. (Example: DipperYuly will only stay summoned a maximum of 120 minutes. If **Familiar** is used 110 minutes after it was summoned, it will disappear 10 minutes later.)
* This ability will boost a pet's HP by 10%. This applies to both charmed and called pets.
* Since Familiar is a two hour special, some people prefer not to make a macro for it to prevent unintentional activation.
Dexterity

Abbreviation: DEX

A stat that is compared with an enemy's agility to determine the likelihood that a character's blow will be a critical.

* The higher an attacker's DEX, the greater their Critical Hit Rate against an opponent is.

**Dexterity** also has a direct impact on a character's accuracy stat. For every two points of DEX a character has, his/her accuracy is raised by one point. However, when using a Two-Handed Weapon, for every 4 points of DEX, your accuracy value is raised by 3. (as of the November '07 Update).

**Dexterity** also plays a significant role in determining the damage caused by Sneak Attack when used by a Thief.

Associated with the element of Lightning. Many thunder-based items add DEX to a Player's Stats. Example: Ramuh's Staff, Thunder Staff, Jupiter's Staff and Byakko's Haidate.

## Breakdown of Level 1 to 75 Dexterity Stats by Race and Job Sorted Highest to Lowest

Based off Thief dexterity score

 Galka | 8
 Hume | 8
 Tarutaru | 8
 Elvaan | 8

Level 1 stats taken from FFXI official strategy guide, spring 2004 version.

Level 75 stats gathered from Allakhazam.com and do not include stat bonuses from sub jobs

## DEX Rankings Based on Job

1. Thief

2. (Tied) Monk, Ninja

5. (Tied) Beastmaster, Black Mage, Dark Knight, Samurai, Warrior

12. (Tied) Bard, Dragoon, Ranger, Red Mage

19. (Tied) Paladin, Summoner

21. White Mage
Arcana Killer

* Job Traits are always active.
* **Further Notes:**
	+ Occasionally causes arcana type enemies to be intimidated.
	+ One has to have hate for this trait to proc (be it beast or player)

Equipment that Enhances this Trait* Beast Trousers / Beast Trousers +1
* Diana Corona
* Flawless Ribbon
* Messhikimaru (as an enchantment)
* Nyx Gorget
* Patroclus's Helm
* Tamer's Ring (as a latent effect)
* Tatami Shield
* Undead Earring

Food that Enhances this Trait* Jack-o'-Lantern
* Naval Rice Ball (while wearing rice ball enhancing equipment)
Accuracy Bonus

* Job Traits are always active.
* **Further Notes:**
	+ Each upgrade of this trait raises a character's accuracy and ranged accuracy.
	+ Repeats of this trait do not stack. For example, a Level 30 Dragoon/Ranger will not receive two **Accuracy Bonus I** traits.

Equipment that Enhances this Trait* None
* **Obtained:** Dragoon Level 30
* **Obtained:** Dragoon Wyvern Level 30

**Total Accuracy Up:** +10

Accuracy Bonus II* **Obtained:** Ranger Level 30
* **Obtained:** Dragoon Level 50
* **Obtained:** Dragoon Wyvern Level 50
* **Total Accuracy Up:** +22

Accuracy Bonus III* **Obtained:** Ranger Level 50
* **Total Accuracy Up:** +35

Accuracy Bonus IV* **Obtained:** Ranger Level 70
* **Total Accuracy Up:** +48
Avatar Magical Attack

* **Limits:** 5 Levels (Merit Point Progression: 1>2>3>4>5 = 15 points total)
* **Description:** Each level increases magic attack for all summoned Avatars by 2 per level, for a maximum bonus of +10 magic attack at Level 5.
* **Further Notes:**

* Physical abilities (e.g. Camisado, Crescent Fang, Predator Claws, etc.) are not affected by this enhancement. *See Avatar Physical Attack*
* This may not be quite the same as magic attack for players. It has been reported that each Avatar Magical Attack merit level adds roughly +1.44% damage to the group 2 merit blood pacts.
* It is unclear if this also affects summoned Spirits' spells.

Equipment that Enhances this effect

* See the talk page for discussion on the Astral Pot's enchantment.
Deodorize

**Lessens chance of being detected by smell.**

**Spell cost**: 10 MP
**Spell element**: **Wind**
**Magic skill**: Enhancing
**Jobs**:
* White Mage lvl 15
* Red Mage lvl 15
**Casting Time**: 2 seconds
**Recast Time**: 8 seconds

Other Uses
**Resale Price:** 259~265 gil

## Notes

* No enemies detect by smell, so Deodorize cannot prevent being attacked by any enemies like Sneak and Invisible can. However, enemies *track* by smell, meaning that once they begin to chase a player they will be difficult to elude without leaving the area unless the player's scent is removed. This is typically caused by running through water, or water weather being present in the area, but can also be caused by this effect.
* Deodorize is lost should the player attacks an enemy or is directly attacked. If you are hit by an AoE effect that was not targeted on you, Deodorize status will remain.
* If used to stop a angry monster from tracking you, care must be taken to apply the Deodorize effect only once you are outside of the enemy's range (or once you have temporarily incapacitated the enemy with something like sleep). Otherwise, the enemy may strike you and Deodorize status will simply be lost.
* The base duration of this spell is highly randomized. It typically lasts anywhere from a little over 30 seconds to 5 minutes. Though one may use it with Composure increasing it's duration threefold. A warning messages will appear when 30 seconds remain on it's duration, with additional warning messages appearing at 20 and 10 seconds accordingly.
* The Deodorize effect cannot be overwritten or renewed by another Deodorize spell. The effect must wear off (either manually or by time expiration) before Deodorize can be applied again.
* As with most Enhancing Magic, the duration of this spell is proportionally shortened when cast on a character under the spell's level. For instance, Deodorize will only last approximately half as long when cast on a level 7 character.
* When combined with a Scholar's Accession stratagem, this spell can give the Deodorize effect to the entire party.
* The Thief job ability Hide normally functions on enemies that detect (aggro) by sight, but if the enemy also tracks by scent it will fail. Applying a Deodorize effect on the THF prior to the use of Hide will allow it to function normally on these enemies, as long as the Deodorize effect is not removed somehow before Hide is used (from either the THF attacking or being attacked).
Aquaveil

**Reduces chance of having a spell interrupted.**

**Spell cost**: 12 MP
**Spell element**: Water
**Target**: Self.
**Magic skill**: Enhancing (Modifies Duration)
**Jobs**:
* Level 10 White Mage
* Level 12 Red Mage
**Casting Time**: 9 seconds
**Recast Time**: 10 seconds
**Spell Duration**: 5 minutes (Maximum)

Other Uses
**Resale Price:** ???~??? gil

## Notes

* This spell will not prevent spell interruption in the case where a status effect inflicted on you prevents spellcasting or the player moves away from where they were when they started casting. It only prevents interruptions caused by damage.
* Guards against a spell being interrupted a set number of times. In a manner similar to Seigan + Third Eye, each time you are struck while casting a spell, the spell will not be interrupted, and Aquaveil may or may not wear off.
Frost

**Deals** **ice** **damage that lowers an enemy's agility and gradually reduces its HP.**

**Spell cost**: 25 MP
**Spell element**: **Ice**
**Magic skill**: Elemental
**Jobs**:
* Black Mage Level 22
**Casting Time**: 2.5 seconds
**Recast Time**: 10 seconds

Other Uses
**Resale Price:** ~700 gil

## Notes

Part of the Elemental Debuff family.
* Negates Choke
* Is negated by Burn
* You may stack **Frost**, Rasp, and Drown together.
* Alternatively, you may stack **Frost** and Shock together.
Hundred Fists

## Job Ability

* Speeds up attacks.
* **Obtained:** Monk Level 1
* **Recast Time:** 2:00:00
* **Duration:** 0:00:45

A secret technique that pummels through the enemies defenses with repeated blows that are quicker than the eye can follow. It can even be used while wielding a club or staff.
* **Hundred Fists** is a Monk's Two Hour Ability.
* Upon usage, character's melee attack delay is greatly reduced, similar to a massive Haste effect. The effect does not kick in until the next melee strike is made, as attack delay is calculated immediately following each attack round.

* Delay is not reduced to zero, or any other set amount. Attack rate is still based on the delay of your weapon. Higher delay weapons will still attack slower than lower delay weapons will.
* Gives the effect of 80% haste, not affected by magical hastes (i.e. marches, haste spell) and also ***not affected by gear haste***.

* During **Hundred Fists**, it is recommended to replace Haste gear with Accuracy / Attack / STR gear, to maximize damage output.
* Completely unaffected by all forms of slow, including raise weakness.
* Usage of any job abilities, magic, or weapon skills normally adds a small amount of delay toward your next attack. This added delay is not reduced by Hundred Fists, meaning that repeated use of any of these while Hundred Fists is active might actually serve to greatly slow down the damage you can inflict. Be sure to evaluate the effect of your JAs/WSs/magic to see if their use is worthwhile. If possible, use any appropriate JAs/WSs/magic prior to initiating Hundred Fists.
* Despite what the name implies, Hundred Fists **will** work with any melee weapon you can equip, not just Hand-to-Hand weapons.
* **Hundred Fists** will reduce the amount of damage healed from the Dancer ability Drain Samba and future ranks to next to nothing, due to the massive delay decrease brought on from the ability.
* Since Hundred Fists is a one hour special, some people prefer not to make a macro for it to prevent unintentional activation.
Growing Flowers

Requirements
 Items Needed
 Reward

## Walkthrough

* Talk to Kuu Mohzolhi; she's obsessed with flowers and will tell you about gardening. She doesn't ask for help but she'd like to have flowers to plant in her garden.
	+ (Optional) Trade a flower to her and she'll mention Chalvatot who likes carnations, but what she really wants is a Marguerite.
* Obtain a Marguerite and trade it to her to complete the quest.

## Game Description

Client
Kuu Mohzolhi (Phoenix Perch Inn, Northern San d'Oria)
Summary
Give the tiny Mithra some flowers so she can plant them in Queen Leaute's garden.
Bird Killer

* Job Traits are always active.
* **Further Notes:**
	+ Occasionally causes bird type enemies to be intimidated.
	+ One has to have hate for this trait to proc (be it beast or player)

* Beast Trousers / Beast Trousers +1
* Flawless Ribbon
* Fowling Earring
* Suzaku's Scythe
* Tamer's Ring (as a latent effect)
* Tatami Shield
Beast Killer

* Job Traits are always active.

Effect Overview* Occasionally causes beast type enemies to be intimidated.
* One has to have hate for this effect to proc (be it beast or player)

* Beast Trousers / Beast Trousers +1
* Byakko's Axe
* Flawless Ribbon
* General's Shield
* Koenig Shield / Kaiser Shield
* Onishibari
* Plantoid Earring
* Tamer's Ring (as a latent effect)
* Tatami Shield
* Vendetta
* Zaide
* Spicy Cracker / Red Hot Cracker

(\*\* while wearing rice ball enhancing equipment)
Conserve MP

* Job Traits are always active.
* **Further Notes:**
	+ The Conserve MP job trait is equivalent to "Conserve MP +25".
	+ With a base activation rate of 25%, Conserve MP allows you to retain approximately 7 MP for every 100 MP spent. The actual amount retained may vary.

Effect Overview* When "Conserve MP" activates, the cost of the spell will be reduced to *n/16 \* (original cost)*, rounded down, where *n* is an integer ranging from 8 to 15. All possible values of *n* have an approximately equal chance to occur. Thus, each activation of Conserve MP save 28.125% of MP cost on average.
* Equipment that gives "Conserve MP +X" increases the activation rate of Conserve MP by approximately X% of spells cast. E.g. Conserve MP +5 in combination with the Conserve MP job trait will give a net activation rate of 30% of spells.
* Conserve MP will not allow you to cast a spell for which you would otherwise have insufficient MP to cast.

See Also* Blood Boon
* Conserve TP

**Trait Value:** 25%
Barparalyzra

**Enhances resistance against paralysis for party members within an Area of Effect.**

**Spell cost**: 22 MP
**Spell element**: **Fire**
**Target**: Self, effect on party members on Area of Effect.
**Magic skill**: Enhancing
**Jobs**:
* Level 12 White Mage
**Casting Time**: 5 seconds
**Recast Time**: 10 seconds

Other Uses
**Resale Price:** ???~??? gil

## Other Information

Note

This spell does not prevent players from being paralyzed. This spell only decreases the time that the negative status effect stays on the player. This spell's effectiveness, like any other barspell, is wholly dependent on your Enhancing Magic skill. Low enhancing magic will produce little to no results in increasing your resistances.
Counter Rate

## Merit Point Enhancement

* **Category:** Job-specific - Group 1 (Monk)

* **Limits:** 5 Levels (Merit Point progression: 1>2>3>4>5 = 15 points total)

* **Description:** Each level of this enhancement increases the frequency of countering an attack by 1%, to a maximum bonus of Counter +5%.

* This is equivalent to most gear that increases Counter.
Flute

**Guild Resale Price:** ~18 gil
 Synthesis RecipesWoodworking (2/13)
**Yield:** *Flute* x 1
**HQ 1:** Flute +1 x 1
**HQ 2:** Flute +2 x 1
**Wind Crystal**
* 1 x Maple Lumber
* 1 x Parchment
 Desynthesis RecipesWoodworking (2/13)
**Yield:** Parchment x 1
**HQ 1:** Maple Lumber x 1
**Lightning Crystal**
* 1 x *Flute*

## How to Obtain

### Merchants

 Name
 Harmodios | Bastok Markets (K-10)
*Harmodios's Music Shop*

### Guild Merchants

 Name
 Chaupire | Northern San d'Oria (E-3)
*Open 6:00 - 21:00*
Barrage

## Job Ability

* Fires multiple shots at once.
* **Obtained:** Ranger Level 30
* **Recast Time:** 5:00
* **Duration:** 1:00

	+ At Ranger level 30, this ability can launch up to four shots.
	+ At Ranger level 50, this ability can launch up to five shots.
	+ At Ranger level 75, this ability can launch up to six shots.
	+ With the enhancement from Hunter's Bracers +1, at 74, this ability can launch an additional shot. They must be equipped while firing, you can use Barrage with the gloves off, as long as you shoot with them on, you can fire an additional shot.
* Lasts for one ranged attack (hit or miss) or 60 seconds.
* TP gained for each shot landed on enemy.
* Once a shot from **Barrage** misses, "subsequent" shots do not fire.
* Does not work with throwing weapons.
High Jump

## Job Ability

* Performs a high jumping attack on enemy.
* **Obtained:** Dragoon Level 35
* **Recast Time:** 2:00
* **Duration:** Instant

* **High Jump** is not 100% accurate.
* Has a maximum distance of 11.5'.
* Damage output is roughly the same as a regular attack, but can be modified with equipment.
* A successfully landed **High Jump** causes user to gain as much TP as a regular attack. This can be modified with equipment.
* **High Jump** gives no TP to the target.
* Barone Corazza and Barone Cosciales increase the TP gained with **High Jump** by two each, combined for an extra +4 TP. The HQ of these pieces increase the TP gained by +2.5 each, for a combined total of +5 TP
* Skystrider increases the TP gained with **High Jump** by 5.
* Upon usage, hit or miss the user will lose 50% of his/her enmity accumulated during the course of battle. If DRG is used as a subjob, the user's enmity will be reduced by 30%.[1]
* The negative Enmity effect will stack with Trick Attack when used behind a player positioned between the target and the user.
* Equipping Wyrm Brais increases the amount of hate that is shed. (from 50% to 60%)[2]
* You gain Enmity for the damage dealt by High Jump, this is likely applied \*after\* the reduction, and is likely equal to the amount of Enmity you would have gained for a normal attack of the same damage.[3]
* Damage modifiers ( Double Attack, Triple Attack, Sneak Attack etc.) are also included into damage calculation but can not be noticed. Souleater doubled the damage of Jump and High Jump on 75 DRK/DRG, from 200 to 400. The drain effect of Blood Weapon has no effect on Jump.
* While Spirit Surge is in effect, an enemy’s TP is reduced by a percentage proportionate to the amount of damage inflicted.
* When Spirit Surge is used, High Jump's recast time will be reset to 0:00.
* Can skill up a specific weapon when using High Jump.

## Origins

Japanese name: **High Jump** (ハイジャンプ *Hai Janpu*)

High Jump appeared as a support ability in *Final Fantasy IX*, increasing the damage dealt by Freya's Jump ability.
Arcane Circle

## Job Ability

* Grants resistance, defense, and attack against Arcana to party members within the area of effect.
* **Obtained:** Dark Knight Level 5
* **Recast Time:** 5:00 minutes
* **Duration:** 1:00 minutes

* If Chaos Sollerets or Chaos Sollerets +1 are equipped, duration of this ability increases to 1:30.
* If Chaotic Earring is equipped, a bonus of Attack +7 is applied.
* Circle Protections grant a +15% boost to both physical and magical damage against the affected monster family.
Assault (Command)

## Job Ability

* **Orders the avatar to attack.**
* **Obtained:** Summoner Level 1
* **Recast Time:** 10 sec
* **Duration:** N/A

* Max range for this ability is 17.5 yalms
* This command will automatically be carried out by the avatar if the Summoner aggros or is at the top of an enemy's hate list and the avatar is not already assaulting something.
* When the avatar automatically executes the command, the Summoner still receives enmity as if they had issued the command to the avatar (which is why the enemy will pursue the Summoner if the avatar is killed or Released).
* When executed automatically, range for this ability is infinite. The avatar will pursue the enemy no matter how far it is, as long as the Summoner is at the top of the hate list.
* Casting Healing Magic on a mage who just put an enemy to sleep may put the summoner at the top of the hate list, causing an idle avatar (or the next one to be summoned) to automatically Assault an enemy, waking it. Summoners in Dynamis must exercise caution regarding healing sleepers.
* **/pet "Assault" <bt>**
* **/pet "Assault" <stnpc>**
* **/ja can be substituted for /pet as well.**
Atop the Highest Mountains

Requirements
 Items Needed
 Repeatable
 Reward

## Walkthrough

* Maat asks you to retrieve three pieces of Frigicite from Xarcabard.
* The Frigicite are found in caves at I-6, J-6, and G-10. Each piece of Frigicite is guarded by a NM that has True Sight and True Hearing. Defeat each NM, and quickly run in and touch the ??? to receive the rewards (key items): You do not need to be in the party killing them to receive the "Something in the ice shifted" text and attain your reward (Just close by to check the ???).

1. Boreal Tiger. The reward is a Round Frigicite.
2. Boreal Coeurl. The reward is a Square Frigicite.
3. Boreal Hound. The reward is a Triangular Frigicite.

* All three NM have the Draw In ability.
* These NMs have fairly quick respawn rates (around 5 minutes, as in normal zone mobs). Touch the ??? quickly.
* If the NMs aggro you, they'll follow you for several seconds, then they'll immediately start casting a spell. Take this time to run out of their range, because if you do, they'll lose hate and they'll return to their spawn point.
* Once you have retrieved the three pieces of Frigicite, simply return to Maat to complete the quest.
Drain

**Steals an enemy's HP. Ineffective against undead.**

**Spell cost**: 21 MP
**Spell element**: **Dark**
**Magic skill**: Dark Magic
**Jobs**:
* Level 10 Dark Knight
* Level 12 Black Mage
**Casting Time**: 3 seconds
**Recast Time**: 60 seconds

Other Uses
**Resale Price:** ~102 gil

## Notes

* Min amount drained is floor(0.5\*(skill + 20))
* Max amount drained is skill + 20
* The message log only displays how much health the caster absorbs. There is no message for the amount of damage dealt, which will be different if the HP absorption heals the caster to full.
* You do not need to have less than 100% HP for Drain to deal damage to the target. Drain will do Dark Elemental damage regardless of the health of its caster.
* Drain can absorb more HP than its target has remaining.
* Will work against the Hydra Corps (which are classified as a kind of undead) that are located in Dynamis - Beaucedine.
* Potency of Drain is most highly affected by Dark Magic Skill.
* The maximum possible value of **Drain** is slightly higher than your current skill, before other bonuses such as Pluto's Staff, drain/aspir enhancing gear and day/weather bonuses take effect.
* Amount drained is determined at random between 50% and 100% of possible maximum. No amount of magic accuracy or skill gear appears to prevent this.
* Hirudinea Earring increases the effect by ~2.5%
* Excelsis Ring increases the effect by 5%.
Diabolic Eye

## Job Ability

* Reduces max. HP, increases accuracy.
* **Obtained:** Dark Knight Level 75
* **Recast Time:** 0:05:00
* **Duration:** 0:03:00

* HP Reduction is 15% of the user's max HP.
* Parade Gorget will only work if after using you have enough convert MP to HP gear so that your HP is 86% of your max HP without Diabolic Eye and the convert HP to MP gear.
Charm

## Job Ability

* Tames a monster to fight by your side.
* **Obtained:** Beastmaster Level 1
* **Recast Time:** 0:15
* **Duration:** Varies - see table below for exact durations

	+ The Gauge ability estimates success for target to be Charmed.
	+ Light Staff and Apollo's Staff grant an extra 10%/15% success rate, respectively.
	+ Charisma also increases the resistance against Charm (from a monster that uses Charm).
* Gear with *Charm +* does not affect the success rate of Charm, but increases the *duration* of the Charm.
	+ Each +1 to Charm increases the duration of charm by 5%; +20 Charm doubles the duration of charm.
* If Charm fails, the mob will engage in battle against you.
* Some mobs cannot be charmed. Using *Charm* on a mob that cannot be charmed will Bind the mob for a short period of time; it will then engage in battle against you.
	+ **Charm** cannot be used if the Beastmaster has an active pet.
* When Charm expires, the former pet will attack you unless you are at least 30' away; mobs that track by scent may track you unless you are under Deodorize effect.

*See also Beastmaster Charm Guide.*
Restrictions* Charm cannot be used on an enemy that is in Call for Help status.
* Charm cannot be used on another Beastmaster's pet.
* Charm cannot be used on Beastmen or Arcana.
* Charm cannot be used on fished-up mobs.
* Charm cannot be used on mobs in Abyssea.

Beastmaster Support Job
When Beastmaster is set as a support job; Charm is affected by the main level of your Beastmaster job.

*For example, if your Beastmaster job is level 40 and is set as a sub for a level 75 job, a monster that checks as Easy Prey will probably be very difficult to Charm. However, if your Beastmaster job is level 75, and if you set it as a support job to another level 75 job, an Easy Prey may be Charmed with ease.* | Macro Syntax* **/ja Charm <stnpc>**

## Charm Duration

This varies with both your level and the difference between your level and the mob's. Particularly when charming Tough mobs, the exact level of the mob makes a significant difference (for example, charm lasts significantly longer on a level 76 mob than on a level 77).

 Easy Prey
 Even Match
 Tough
 Very Tough
 Incredibly Tough
Gilfinder

* **Further Notes:**
	+ The exact formula for calculating the effects of this trait are still unknown.
	+ Tests show it's about 150% of what is regularly dropped

Equipment that Enhances this Trait* Assassin's Culottes
* Andvaranauts
* Bandolero Scarf
* Tarutaru Sash

Equipment that Grants this Trait* **While Enchantment is active:** Palmer's Bangles
Blade Bash

## Job Ability

* Deliver an attack that can stun the target and occasionally cause Plague.
* **Obtained:** Samurai Level 75
* **Recast Time:** 3:00
* **Duration:** Instant

* This ability requires a 2-Handed weapon.
* Blade Bash does not deal damage and you will not gain TP by using it.
* Stun activates 99% (like other "bash" types) and Plague activation rate is 60-70%

Macro Syntax* **/ja "Blade Bash" <t>**