recursal/Fanatic-Fandom huggingface dataset:
Thieve's Tools of Stealth

These magical thieves' tools are a great boon to any thief or rogue. They do not appear to be made of metal, but instead appear to be constructed of a very dark, hard substance, perhaps obsidian. While they are magical, no means of detecting magic can reveal this fact. **Property**:  The tools confer an increase in skill dice to a rogue's open locks and remove traps rolls.

**Property (Attuned, but doesn't take an attunement slot)**:  The greatest power of the tools is revealed when they are placed inside their case, and the case is touched to the user's skin. The case magically melds into the individual's body. There the tools safely remain, until the owner concentrates on bringing them to the surface. If a rogue is slain while the tools are melded with his skin, the tools reemerge.

**A thief's tool set usually includes the following equipment**: one set (universal lock picks, prybar, waxed cord with two hooks and six thin steel spikes. whipsaw, cutters, two small black velvet bags., black leather gloves and mask, iron grapnel with 2·foot shank and end-ring), and 30 gp.

**Source**: Polyhedron Newszine 82
Session 20

## Members

* Oleander Thorne the Fighter (Matt)
* Naryrr the Druid (Natalie)
* Rolar the Ranger (Josh)
* Innos Goldrake the colonel (Slav)

## The Adventure

We begin our sess in in the town of Phoroshi .  The adventurers are discussing their options and recouperating in the Rusty Nail Tavern.  They divide up their funds and go shopping.  In Falk's Natural Medicine shop Oleander picked up some strange mushrooms. Some of them beneficial and some not so much. Rolar also made some purchases, and Naryrr bought the shop out of healing potions.  Jurgen stepped away from the party to help out at the local temple to Bob and they left Palkobo to work for the local carpenter.

Following up on the Pradaqa hook, the party went to meet a strange man in a strange swamp.  There they encountered a tall dragonborn.  Naryrr was the only one to realize that this wasn't a Taldor.  Oleander drew his weapon and Rolar knocked an arrow.  Things were about to go down, but Oleander fumbled miserably and the brass dragonborn did nearly as badly.  With the situation diffused, the party and the lone adventurer joined forces. A local, Col. Innos, hated the Taldor and the party needed a hide out. They ventured together toward Pradaqa.

On the way, they encountered a random patrol of Taldor and beat them senseless. Eventually they made it to Pradaga and fought some brutish Taldor on the first floor.

XP
--

5,000 Each

Current XP: 59,000

Current level: 9; 5,000 XP until next level

## Loot

* 400 gp
* Scroll of Darkvision (Druidic)
* 4 Taldor amulets of Pelil (25 gp each)
* Potion of Resistance (cold)
* Potion of Healing (2d4+2)
* Potion of Climbing
* Scroll of Identify (Wizard)
* Scroll of Comprehend Languages (Wiz)
Avatar Physical Attack

* **Limits:** 5 levels (Merit Point progression: 1>2>3>4>5 = 15 points total)
* **Game Description:** Increases avatars' Physical Attack by 2 per level, for a maximum bonus of +10 Physical Attack at level 5. Note that this affects all physical damage caused by the avatar, just like a player's attack rating.
* **Further Notes:**

* Magical abilities (e.g. Element II/IV Blood Pacts, Meteorite, Nether Blast, and Astral Flow blood pacts) are not affected by this enhancement. *See Avatar Magical Attack*

Equipment with this effect

* Evoker's Gages only applies the attack bonus for Leviathan.
* Karura Hachigane only applies the attack bonus for Garuda.
Oleander

## Background

Oleander Thorne is a Lawful Neutral human fighter that specializes in finesse weaponry. He works as a freelancing mercenary taking on various quests that require his fighting skills and the deaths of any monster or foe. He chooses his jobs knowing that every life has a price, but so does death. Oleander has no issue working alongside others, as long as they don't get in the way of cashing in on his bounty or accidentally ending up on the wrong end of his rapier. A strong ally is just as important as a sharp sword.

Oleander was brought up in a small mercenary group known as the "Brothers of the Impending Thorn". This small order are known for their dedication to the mission with a high rate of success. To them, life and death are an intertwined balance. If one is to truly value life, they must equally value death. Sometimes the cost of one's continued living is the price of another's end.

*"A farmer butchers a chicken so as to live another day without hunger. A soldier slays their foe in order to return home to the arms of their wife. A lord hires an assassin to kill a tyrannical king to end suffering under his rule. A simple rose has its thorns so that it too may live. Death will come, but life will march on."* --Brotherhood Proverb

Due to the brotherhood's view on life and death, fighting and combat are seen as where one meets a foe to pay for their life. If one does not fully value their opponent's death, then they do not fully value their own live and are destined for defeat. Assurance of one's life means assurance of the other's death and the Brother's of the Impending Thorn come prepared with any tactic necessary. To them, there is no sense of honor in combat, only in death. Because of this they make use of all sorts of methods in combat to best guarantee they come out victorious. Surprise attacks, setting traps, vicious tactics, and most notably the application of various poisons in combat. Those who have fought alongside a brother know how devastating their poisons can be, assuming their blade didn't make quick work of them first.

At a young age, Oleander found himself being brought up in this small order. While their reputation is known, the training and inner workings of the small band of brothers are a still closely kept secret. Oleander continues to live by the Brotherhood's ideals and teaching, but due to yet to be revealed reasons, Oleander has left the brotherhood and has struck out on his own.
Zadore's Poison Sheath

Zadore the Timid, a rather cowardly wizard, invented this deadly weapon case. Each time a blade is drawn from this sheath it can be coated with different poisons.
The sheath has 4 bladders that hold up to 2 doses of poison. Loading the poisons can be done over a short or long rest, but applying them just takes a small push to squirt out some poison.
The Instruction Manual highly cautions against squirting two different kinds of poison at once.  The results tend to be unreliable at best and will destroy the sheath (and possibly the wielder at worst).
Forget

Forget
Damage
WIS Save: Negate

Range: 30 yds.

Duration: Permanent

AoE

1-4 creatures in a 20-ft. cube

By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell).For every three levels of experience of the spellcaster, another minute of past time is forgotten.

This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten.

From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. WIS with a -2 penalty; if two, they save with -1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom.

A priest's heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so.
Current Party Loot

## **Money**

* 450 gp
* 2 ep
* 1 sp
* 9 cp
* 658 “gp” (actually copper coins with a wash of gold, which the ogre is too dim to recognize)
* 300 lead pieces
* Paldrag, Jojo, and Naryrr have 125 GP
* Card with (?) credits

## **Magic Items**

* Doss Flute (Harraka)

* Boots of Levitation (Rolar)
* The Shield. This belt buckle is a powerful defensive item. It blocks all magic missiles & ranged attacks that do less than 5 damage. (Rolar)
* +1 Lion Hide Armor (Hide Armor + Keen Smell) (Naryrr)
* Bag of Holding (Naryrr)
* Cloak of Protection (Naryrr)
* Staff of Healing (Naryrr)—temporarily Oleandar
* Wand of Binding (Naryrr)
* Wand of Lightning (Naryrr)
* 17 Poison Arrows (Oleander)
* 6 +1 Arrows (Rolar)
* +1 Rapier (Oleander)
* +1 Hand axe - Temper (Oleander)
* 2 Bracers of Archery (Rolar)
* Thieve's Tools of Stealth (Oleander)
* +1 Platemail Armor (Innos)
* Boots of Elvenkind (Naryrr)
* Boots of Striding and Springing (Innos)
* +1 Studded Leather Armor (Oleander)
* Wand of Scorching Ray (Naryrr)

Luckstone: Requires attunement. Grants holder +1 to all checks.(Innos)

* Thunderous Cymbal - ring - 3 charges - spend one charge to cast level 1 thunderwave centered on the wearer of the ring. Extra charges can be used to cast it at higher levels. Regain 1d4-1 charges during a long rest.(Rolar)

## Unclaimed Magic Items

* Robe Of A Necromancer. Any spell from the necromancer's spell list(1) has a 1 in 4 change to stay in a caster's memory when cast.

## Legendary Artifacts

* Winterblade (held by Paldrag) - Now the Sword of Bheleu
* Tantrum (held by Oleander)
* Staff of the Woodlands (held by Naryrr)

## **Jewelry/items**

* 1 Golden Crest of Pelor (Naryrr)
* 1 Masterwork longspear(+1 to damage) 50 gp value each (1 Slave)
* 2 100-gp pearls (Naryrr)
* 200-gp ruby (Naryrr)
* 11 worthless glass gems
* ~~Cool carpet - weighs 30 lbs and valued at 250 gp~~ (Sold to cover Oleander's IOU)

## Potions

* Oil of etherealness (Natalie)
* 16 Potions of Healing (8 Natalie, 2 Matt, 2 Alex, Josh 2, Slave 2)
* 7 Potions of greater healing (5 Natalie, 1 Matt, 1 Zap)
* 1 Potion of superior healing (1 Natalie)
* Potion of growth (Natalie)
* 2 Potions of invisibility (Natalie)
* 2 Potions of stone to flesh (Natalie)
* Potion of Hill Giant Strength (Natalie)
* Potion of +2 to DEX (1 hour duration) (Matt)
* Potion of fly (Alex)
* 2 Potions of gaseous form (Matt)

## Scrolls

* L2 Scroll of cure wounds (Paldrag)
* Protection from undead (Naryrr)

₪ All gems and mundane loot is considered sold in town.  If you want a certain ring, gem, or necklace, make sure to speak up about it.
Capricious Cassie

**Family:** Morbols
**Crystal:** **Earth**
**Weak against:** Fire
**Notorious Monster**
**Title Obtained:** Cassienova

* Amity Cape (???%)
* Cassie Earring (???%)
* Hi-Reraiser (???%)
* Malboro Fiber (???%)
* Malboro Vine (???%)
* Reraiser (???%)
* Vile Elixir (???%)
* Vile Elixir +1 (???%)
* 15,312 ~ 32767 gil

## Notes

* Timed spawn around (G-6) underground.
	+ Exact respawn time is currently unknown; it is less than 12 hours.
* Special Attacks: **Draw In**, **Bad Breath**, **Sweet Breath**, **Impale**, **Drain Whip**.
	+ **Bad Breath** and **Sweet Breath** have an AoE range of 50'.
	+ **Bad Breath** and **Sweet Breath** are **Area of Effect** attacks, **NOT Cone Attack**, due to its NM status (refer to Voluptuous Vivian). If you have mages/support, make sure they keep that *50' distance*, only running in to cure/buff the tanks.
	+ **Impale** resets the target's hate and inflicts severe Poison. Cannot be blinked by Utsusemi.
	+ **Drain Whip** absorbs either HP, MP, or TP. Cannot be blinked by Utsusemi.
	+ **Draw In** only occurs when Cassie's target is in a hallway.
* *Gradually* rages after 30 minutes.
* Very vulnerable to Slow and Petrification from Coeurl (MON)'s Petrifactive Breath, but seems to be very resistant to paralysis.

## Video

File:FFXI NM Saga 225 Capricious Cassie vs BST85 Full Battle
Dodge

## Job Ability

* Enhances user's evasion.
* **Obtained:** Monk Level 15
* **Recast Time:** 5:00
* **Duration:** 2:00

* If the Temple Gaiters are equipped, **Dodge** will raise evasion by 30 points.
* If Temple Gaiters are unequipped while **Dodge** is active, the enhanced effect will continue.
* Some people prefer to macro Dodge in with other abilities to save space.
Clear Mind

* Job Traits are always active.
* **Further Notes:**
	+ Each upgrade of this trait increases the amount of MP Recovered While Healing.
	+ Repeats of this trait do not stack.
		- For example, a Level 31 RDM/BLM will not receive **Clear Mind I** twice.
	+ Standard recovery of MP per tick while resting without this trait is as follows: +12, +13, +14...

Equipment that Enhances this Trait* Although no equipment directly enhances **Clear Mind**, there is equipment that increases your MP Recovered While Healing.

Summoner Level 15
Black Mage Level 15
White Mage Level 20
Red Mage Level 31* **MP Per Tick:** +15, +16, +17...

Clear Mind II* **Obtained:**

Summoner Level 30
Black Mage Level 30
White Mage Level 35
Red Mage Level 53* **MP Per Tick:** +18, +19, +20...

Clear Mind III* **Obtained:**

Summoner Level 45
Black Mage Level 45
White Mage Level 50
Red Mage Level 75* **MP Per Tick:** +21, +23, +25...

Clear Mind IV* **Obtained:**

Summoner Level 60
Black Mage Level 60
White Mage Level 65* **MP Per Tick:** +24, +26, +28...

Clear Mind V* **Obtained:**

Summoner Level 70
Black Mage Level 75* **MP Per Tick:** +27, +30, +33...
Charisma

Abbreviation: CHR

Charisma is a stat that helps determine the effectiveness of:

* Bard Songs

* The success rate of a Beastmaster's Charm Job Ability

* It is rumored to affect a number of other Job Abilities and passive "Killer" Job Traits (e.g. Undead Killer).

* CHR increases resistance to Bard songs and Charm. (Source)

* Certain Weapon Skills (such as Dancing Edge, Shadowstitch, Primal Rend, and Mordant Rime) and certain Blue Magic (such as Bludgeon and Eyes on Me) are affected by Charisma.

* Reduces Light Maneuver burden if master CHR is higher than automaton CHR.

This stat is associated with the Light element.

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

Based off Beastmaster Charisma score

 Hume | 8
 Tarutaru | 8
 Galka | 7
 Mithra | 7

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

## CHR Rankings Based on Job

1. Beastmaster

2. Bard, Summoner

5. Dragoon, Paladin, White Mage

10. Black Mage, Red Mage, Samurai

14. Monk, Ranger, Warrior

18. Ninja

20. Dark Knight, Thief

## See Also

* Charm - Equpment that Enhances Charisma
A Squire's Test II

Requirements
 Items Needed
 Repeatable
 Reward

Template:Quest/Cutscene

## Walkthrough

* Talk to Balasiel (F-7) in Southern San d'Oria.
* The following steps are optional. You can immediately head to La Theine Plateau without talking to either Chanpau or Morjean and still complete the quest.
	+ Talk to Chanpau (E-7) in Southern San d'Oria.
	+ Zone into Northern San d'Oria, and talk to Morjean in the Cathedral (L-7) (Manuscript room). (This step cannot be completed if you are currently between the steps of speaking with Morjean and collecting the Wyvern Egg for the Dragoon flag quest The Holy Crest.)

**NOTE:** If Morjean will only say "Ah, good day. I am Morjean, a researcher here...", it doesn't hold up the quest. Before heading out, be sure to have some sort of Sneak/Invisible to avoid aggro, and Warp for a quick escape once you have the Stalactite Dew.

* Travel to La Theine Plateau, enter the ravine at F-6. After passing the Equesobillot NPC, follow the left wall until you zone into Ordelle's Caves.
* These are directions for one who starts at the north end of Map 2:

* Following the right wall, travel to G-4 (Map 2, A). You are now on Map 1.
* Following the right wall, travel to G-6 (Map 1, C). You are now on Map 2.

* To your left, touch the ??? that rests in the pool of water.

**NOTE:** Keep Sneak up at all times! In this room, Shriekers, Hognosed Bats, and Jellies aggro by sound.

* Quickly search for the second ??? near the center of this room to receive the Key Item: Stalactite Dew. If you did not receive the key item, you have missed a step or you took **too long** between the ??? points.

**NOTE:** It is possible for a Will-o'-the-Wisp to be by the pool or the Stalactite and it will aggro by sight.

* Return to Balasiel for your recognition. You can take A Knight's Test without having to zone after completing the quest if the requirement has been passed.

## Game Description

Client
Balasiel (Watchdog Alley, Southern San d'Oria)
Summary
Journey to the waterfall in Ordelle's Caves, and bring back proof of your visit.
Session 19

## Members

* Oleander Thorne the Fighter (Matt)
* Naryrr the Druid (Natalie)
* Rolar the Ranger (Josh)

## The Adventure

Rolar tried, but couldn't avoid the bar fight. It looked bad for a bit, but the wolves kept the other patrons at bay, and the use of magic kind of scared them as well. Eventually, after a few of the guys went down, the fight broke up and the Avatar of Bob swooped in with his Spelljammer ship and rescued the party.

   Moving on in the Firefly Universe, the party opted to get some surgery done to their nervous systems.  For the low cost of one kidney, they all got a DEX bonus.  Rolar the Ranger was the first to figure out that the party had the means to regenerate a lost kidney and he jumped on that opportunity.

Oleander searched the back streets for some more items that could be of use.  He found some.

Naryrr chose one of the larger cities, but was outvoted.  The party visited Phoroshi.  They came across some interesting things and a few new plot hooks:

* Assignment from the King in Yellow, an enigmatic old man who seems to know you and your destiny. You need to travel to Dus Hara and steal what you find on the seven alters of the seven gods of DUS. You kinda feel that this is part of your destiny.
* The deed to a tower. You figure you are on a new plane and a home might be nice. Bob gave you the deed, so it is legit, who doesn't want a home tower?
* Stopping the Dwarven feud. Two tribes want some artifacts. They are ignoring current events (a strange race called the Taldor is taking over the outlying areas of the land). You got no dog in this fight, unless the Taldor screw with you, but also ... artifacts.
* Bonus hook: You hear that Keraptis has also visited the land of Tarq, and his tomb is rumored to be somewhere in the land. He usually has some good loot around.

XP
--

6,000 Each

Current XP: 54,000

Current level: 9; 10,000 XP until next level

## Loot

* 3 People traded a kidney for a DEX boost
* Deed to Pradaqa Tower (Location unknown)
* Mini Tome of Favors
Choral Cannions

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

 Synthesis Recipes
*None*
 Desynthesis Recipes
*None*

## Historical Background

Canions were tubular, thigh-hugging extensions worn from breeches to knee popular from about 1570-1620. Separate "netherstocks" could be gartered either over or under them.
Tantrum

## Temper

   Temper is a powerful battleaxe forged by halflings and lost hundreds of years ago. If wielded by a non-halfling, and a nat 1 is rolled, you develop a fear of crit misses. All attacks, saves, and ability checks are made with disadvantage until the end of your next turn.

You gain a +1 bonus to attack and damage rolls made with this magic weapon (+2 when dual wielded with Temper).

### Thrown Weapon.

Temper has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 lightning damage, or an extra 2d8 lightning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

### Shock Wave.

You can use an action to bash the weapon into your chest and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must make a DC 14 CON save or become stunned (and prone) for one round. Once used this property can’t be used until the next dawn.

### Berserker.

Once per long rest, while in battle, you can fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, have resistance to bludgeoning, piercing., and slashing damage. You also gain advantage on all attacks, but all attack have advantage against you until the end of your next turn.
Call Wyvern

## Job Ability

* Summons a Wyvern to fight by your side.
* **Obtained:** Dragoon Level 1
* **Recast Time:** 20:00
* **Duration:** Instant
* **Special:** Only available if Dragoon is your main class.

This is a Dragoon's primary ability, which allows them to call forth the wyvern with which they formed a pact. Wyverns act on their own accord, so Pet Commands are very limited for Dragoons.
* **Call Wyvern** is a Dragoon-only ability. It is not available with Dragoon set as your subjob.
* A defeated Wyvern cannot be resummoned until this ability's recast time is complete.
* A wyvern can be resummoned immediately if it has full health when dismissed.
* Temporarily logging out of the game or mounting a Chocobo will cause a Wyvern to depart.

## Origins

Japanese name: **Call Wyvern** (コールワイバーン *Kōru Waibān*)

Wyverns (ワイバーン *Waibān*, sometimes rendered 飛竜 *Hiryū* lit. Flying Dragon), have appeared in numerous Final Fantasy games, notably in *Final Fantasy II*, where they were once used as steeds by the Dragoons of the kingdom of Deist.
Controller Setup

The PlayOnline tools for configuring a controller are located in the following directory:

..\PlayOnline\SquareEnix\FINAL FANTASY XI\ToolsUS

It is called "FINAL FANTASY XI Config". Assuming you created a folder named "PlayOnline" for your installation. The start menu shortcuts to those applications are not created with our installer.

Use this link for issues with controller settings resetting on FFXI launch or use the following steps.

How to reactivate such a setup with the current problem?

1. Go into the FFXI folder AND the ToolEU (US if you're american) subfolder
2. Load the FFXI Pad config application
3. Select "Default" preset
4. Proceed to re-set all the buttons and sticks the way you want them
5. Exit and save

If you're using a logitech controller with X-Input, you may have to switch that off or find the appropriate drivers to install on your computer.
Evasion Bonus

* Job Traits are always active.

Equipment that Enhances this Trait* None

**Total Evasion Up:** +10 .

Evasion Bonus II* **Obtained:** Thief Level 30.
* **Total Evasion Up:** +22 .

Evasion Bonus III* **Obtained:** Thief Level 50.
* **Total Evasion Up:** +35 .

Evasion Bonus IV* **Obtained:** Thief Level 70.
* **Total Evasion Up:** +48 .
Blood Pact: Rage

## Job Ability

* **Orders the avatar to use special attacks.**
* **Obtained:** Summoner Level 1
* **Recast Time:** 1 minute
* **Duration:** N/A

* Blood Pact: Rage will focus on direct damage and special attacks.
* MP is no longer consumed should the player execute a Blood Pact ability but it fails to activate.
* Blood Pact: Rage will no longer activate or trigger a recast timer if an avatar has the effect of amnesia.
* Distance-related activation failures will not trigger a recast time.
* However, activation failure caused by the effect of the dragoon job ability "Super Jump" will remain unchanged
Elder Memories - The Old Lady

Requirements
 Items Needed
 Reward

## Walkthrough

* Talk to Isacio (G-10) Selbina to activate quest Elder Memories or talk to Vera (G-10) Mhaura to activate quest The Old Lady.
	+ Once one quest is active the other can never be activated.
	+ Both quests have varied objectives but will result in the same reward.
* If you talked to Isacio, obtain Damselfly Worm, Magicked Skull, and Crab Apron.
* If you talked to Vera, obtain Wild Rabbit Tail, Dhalmel Saliva, and Bloody Robe.
* Trade in the items to the respective NPCs to unlock Support Job access for player.
	+ You will not be able to change your Support Job until after changing zones.

## Game Description

Client
Isacio (Waterfront, Selbina)
Summary
You must prove yourself worthy before you can learn Isacio's fighting techniques.
## Game Description

Client
Vera (Outside Warehouse, Mhaura)
Summary
Fulfill her request if you want the promised rewards.
Enhances Effects of Rice Balls

To activate the enhanced effect, you need to be under a *rice ball* food effect, and be wearing the items. There are 8 varieties of cooked rice balls, plus an NPC Fellow rice ball. Wearing two items with the same ability doubles the effect, wearing three items with the same ability triples the effect.
Aspir

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

**Spell cost**: 10 MP
**Spell element**: **Dark**
**Magic skill**: Dark Magic
**Jobs**:
* Level 20 Dark Knight
* Level 25 Black Mage

**Casting Time**: 3 seconds
**Recast Time**: 60 seconds

Other Uses
**Resale Price:** ~512 gil

## Notes

* Potency of the spell is most highly affected by Dark Magic Skill.
* Min amount aspired is floor(0.5\*floor(skill/3 + 20))
* Max amount aspired is floor(skill/3 + 20)

## Generally Effective Targets

* Beetles
* Buffalo
* Cockatrice
* Colibri
* Crabs
* Diremites
* Elementals
* Evil Weapons
* Flans
* Hecteyes
* Hippogryphs
* Magic Pots
* Rafflesia
* Rocs
* Soulflayers
* Wanderers
* Worms
* Wamoura
* Phuabo
* Yovra
* Pet Wyverns
* Dynamis Beastmaster Pets generally have mp
* Campaign mobs generally have mp; mobs spawned from turrets and belfries, however, do not.
A Knight's Test

Requirements
 Title Granted
 Repeatable
 Reward

## Walkthrough

* For your final test to become a knight, speak with Balasiel once more. He will read to you from the Book of Tasks a riddle on where to go next. This riddle leads you to the guards in Victory Square.
* Speak with Baunise Southern San d'Oria (H-9) (on the parapet over Westgate) to obtain the Book of the West, and then to Cahaurme Southern San d'Oria (J-9) (on the parapet over Eastgate) to obtain the Book of the East. These books direct you to seek an item in Davoi to give to Balasiel.
* Travel to Davoi.
	+ You will require Sneak and Invisible in Davoi. Use Sneak on all water mobs and Invisible for all Orcs. Some Orcs will still aggro to 99 players with item level 119 gear , and you can be detected by them even while making your way through the river.
* Examine the Disused Well at (E-10) to retrieve the Knight's Soul key item.

* The directions below can get a little confusing. To make it easier on yourself, look at the Davoi map. You need to get into the river at (J-10) (blue strip) and follow it to (D-8).

* + The easiest way to do this is to head south from the entrance to Davoi along the path at (J-8).
	+ Head straight south through that camp to the path at (K-10). Head southwest through that path until you reach water.
	+ Follow the water until you reach a fork, and follow the fork west. Follow the water until it bends north (very west of map), and you can move onto a path heading south at (D-8).
	+ Move southeast through that camp and straight south along the path to the Disused Well at (E-10).
	+ Be cautious of a possible NM that may be guarding the well: Blubbery Bulge. Usually it is only a Davoi Mush.
* Return to Balasiel for your reward and the ability to become a Paladin.

Note: The Paladin job will not show in your Job Level list until you have selected it as a main or sub job from your Mog House.

## Game Description

Client
Balasiel (Watchdog Alley, Southern San d'Oria)
Summary
Solve the riddle of the task book.
Ayame and Kaede

Requirements
 Items Needed
 Repeatable
 Reward

## Walkthrough

* Talk to Kaede in Port Bastok at (J-5) (northernmost house) for a cutscene that includes her father Ensetsu, who is in the other room.
* Next talk to Kagetora in Warehouse 2.
* Go back and talk to Ensetsu who will ask you for a favor.
* Go to the Korroloka Tunnel (K/L-8) Map 5 to find a ??? that spawns three Korroloka Leeches.
	+ There are Thread Leeches nearby that link with the Korroloka Leeches.
	+ It is helpful to clear the area of the leeches before checking the ??? to avoid links.
* Kill the Korroloka Leeches and click on the ??? to get some Strangely Shaped Coral
	+ If you receive the message "You see nothing out of the ordinary," simply wait for the leeches' bodies to vanish. Then you can get the coral by checking the ???. Not everyone has this issue.
	+ If more than one party member needs this fight, only one person needs to pop the three leeches. After the last leech fades away, have a different party member who needs the item click the ???, then have the player who spawned the leeches click it afterwards. Otherwise the player who did not spawn the leeches will be unable to obtain the Strangely Shaped Coral.
* Talk to Ensetsu in Port Bastok, who tells you to take the coral to Norg.
* Go to Norg, which can be found within Sea Serpent Grotto.
	+ If this is your first trip to Norg, you will need the Airship pass for Kazham or be on the Rhapsodies of Vana'diel mission The Beginning or higher to be able to go there.
* Talk to Ryoma on the docks in Norg at (H-8) to receive a Sealed Dagger.
* Return the dagger to Ensetsu for a cutscene that finishes the quest.

### Notes

* The Korroloka Leeches immediately attack the player who examines the ???. If this player is low-leveled, he/she may die from this. It is a good idea to have that player use Sneak (item/spell/ability) to prevent this, or have another player use an AoE attack to quickly attract the leeches' attention.
* If the player who examines the ??? dies, even if all the Korroloka Leeches are killed before they are raised, they can still obtain the Strangely Shaped Coral by checking the ???.

## Game Description

Client
Ensetsu (House, Port Bastok)
Summary
Ensetsu wishes to reclaim an item he has sold to the Tenshodo, but they will not exchange it for anything other than a Strangely Shaped Coral (key item) from the Korroloka Tunnel. You must go and retrieve it for him.
Elemental Breath

## Statistics

**Dragoon wyvern ability:** Level 1

**Trigger support jobs:**

*Attacker Type Wyvern:* Warrior, Monk, Thief, Beastmaster, Ranger, Samurai

*Hybrid Type Wyvern:* Paladin, Dark Knight, Ninja, Bard

## Notes

Triggers when the dragoon uses the weapon skill.

The element of the breath is random, but there is usually a good chance that it will use one that the mob is weak to.

The different types of breath are:

* **Flame Breath** - Fire damage
* **Frost Breath** - Ice damage
* **Sand Breath** - Earth damage
* **Hydro Breath** - Water damage
* **Gust Breath** - Wind damage
* **Lightning Breath** - Lightning damage

Notes:

-The formula for calculating **Elemental Breath** is (Current Wyvern HP \* 0.182)

- With Wyrm Armet the formula is (Current Wyvern HP \* 0.212)

-Deep Breathing changes the formula to (Current Wyvern HP \* 0.364)

-A level 75 Dragoon's Wyvern has 991 HP.Thus the cap at 75 without additional Wyvern HP equipment is 180.

-Like all breath spells in the game, **Elemental Breaths** are subject to 1/2 resists, 1/4 resists, 1/6 resists, 1/8 resists.

-**Elemental Breath** ignores statistics such as Magic Defense Bonus in calculating damage.

-**Elemental Breath** may be used in a Magic Burst, and will do so whenever the appropriate skillchain is closed by the Dragoon.
Empathy

# Job Trait Overview

* Job Traits are always active.
* The first level of Empathy allows a Dragoon to copy one status effect to his or her wyvern each time Spirit Link is used. Each subsequent level of Empathy copies one additional status effect (so Empathy level 2 copies two effects each Spirit Link, while level 3 copies 3, and so on).

* The status effects that are copied are chosen at random from all the compatible status effects on the Dragoon.
* Status effects can be copied regardless of whether they are currently active on the wyvern or not, so the same status effect can be copied and overwritten multiple times.
* The copied effects have a duration equal to the time remaining on the original status effect (so the effects on the wyvern and the dragoon will typically wear off at the same time).
* Empathy allows Dragoons to use Spirit Link when his or her wyvern is at full health. Using Spirit Link this way does not consume any of the Dragoon's HP.
* Drachen Armet +1 does not enhance Empathy in any way.
* Copying of Protect V and Shell V currently glitched, as the Wyvern will remove the buffs from your character upon using Spirit Link with Empathy merits.

**Obtained:** Dragoon Level 75 Merit Group 2

**Merit Point Cost:** 3 > 4 > 5 > 5 > 5

**Maxed Level:** 5

## Currently known buffs

* Accuracy Boost
* Aquaveil
* Attack Boost
* Bar Elemental
* Bar Status Effect
* Berserk
* Boost
* Blink
* Circle Protections
* Defense Boost
* Elemental spikes
* Dodge
* Enspells
* Evasion Boost
* Flee
* Focus
* Haste
* Intension
* Last Resort
* Magic Attack Boost
* Magic Defense Boost
* Magic Shield
* Mantra
* Max HP Boost
* Max MP Boost
* Pax
* Physical Shield
* Potency
* Protect
* Quickening
* Refresh
* Regain
* Regen
* Reraise *(Wyvern won't raise after being defeated)*
* Shell
* Shining Ruby
* Songs *(Wyvern won't raise if defeated with Hymnus active)*
* Souleater
* Stoneskin
* Third Eye
* Utsusemi
* Warcry
* Deep Breathing
* Deodorize
* Divine Seal
* Enchantments from items
* Elemental Seal
* Food
* Invisible
* Light Arts
* Sanction
* Signet
* Sneak
* Sneak Attack
* Synthesis Image Support
* Trick Attack

Undetermined* Aftermath
Attack

**Also:** Atk, ATK.

Stat that is compared to the target's Defense to determine the minimum and maximum amount of damage for melee attacks.
The formula of your Attack seems to be like the Ranged Attack formula, keeping in mind that 1 STR equals .75 Attack for most weapons and 1 STR equals .625 Attack for Hand-to-hand weapons.
**Formula**:

1-Handed Attack = {( 8 + Combat Skill + 3STR/4 + (+attack from gear) + (+attack trait/ability/minuet)) \* berserk effect (if available)} \* (1+ percentage increase from food )
2-Handed Attack = {( 8 + Combat Skill + 3STR/4 + (+attack from gear) + (+attack trait/ability/minuet)) \* berserk effect (if available)} \* (1+ percentage increase from food )
Hand-to-hand Attack = {( 8 + Combat Skill + STR\*.625 + (+attack from gear) + (+attack trait/ability/minuet)) \* berserk effect (if available)} \* (1+ percentage increase from food )
**Food**:
Banishga

**Deals** **Light** **elemental damage to enemies within an area of effect.**

**Spell cost**: 41 MP
**Spell element**:**Light**
**Magic skill**: Divine
**Jobs**:
* White Mage Level 15
**Casting Time**: 5 seconds
**Recast Time**: 30 seconds

Notes* Casting Banishga while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you have sustained. ***The record of damage taken is reset upon use.***

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

## Other Information

Undead
Lowers defense of Skeletons and Ghosts.
Spell damage vs undead is multiplied by 1.5 (150% damage)
Behemoth

**Family:** Behemoth
**Crystal:** **Water**
**Notorious Monster**
**Title Obtained:** Behemoth's Bane(*Behemoth's Dominion only*)

* Behemoth Hide up to x2 (???%)
* Comet Tail (???%)
* Thundercloud (???%)
* Savory Shank (???%)

## Notes

* Respawn: 21-24 hours

* Every thirty minutes a ten second window will open. During this window, there is a chance Behemoth will spawn.
* If Behemoth does not spawn during a window the next window will be thirty minutes from the *opening* of the previous window.
* These windows continue every half hour between 21 and 24 hours until Behemoth spawns.
* If Behemoth has not spawned before the 24 hour mark, it is **certain** he will spawn on the final window at 24 hours.
* After three days, King Behemoth has a chance of spawning.

* Can be defeated by 4 level 75's; a DD, a WHM, a tank, and a support job. Known to be duod by a NIN/WAR and RDM/WHM.
* Behemoth will rage after 45 minutes.
* Behemoth can also be slept but is highly resistant

## Historical Background

In Biblical legend, the Behemoth was a giant land creature. It is described as the most powerful land animal, a primal beast which cannot be defeated by humans (because it can only be killed by its creator, Yahweh) in the *Book of Job* in the Old Testament. It is implied to be a mammal and herbivore from its description. It was the counterpart to the Leviathan. In Judaic legend, the Behemoth (having the horns and the strength) and the Leviathan (having the fins and the power) will fight, but both be slain by Yahweh, who will distribute their meat as food along with meat from the Ziz (a gigantic bird) (Behemoth is said to represent the land, Leviathan the sea, and Ziz the air). The Apocryphal *Book of Enoch* states Behemoth dwells in the Dundayin Desert, east of the Garden of Eden. The word behemoth has entered the English language as anything extremely large or powerful. Behemoth is Hebrew for "animals". It is believed the Arabic Bahamut is a translation of Behemoth (though oddly enough, Bahamut is a giant fish and the animal atop him, Kujata, is a giant bull).
Adventurer Coupon

**Stackable:** *Not Stackable* | Other Uses
**Used in Quest:** Traded to Adventurer's Assistant in exchange for 50 gil.
* Bastok Markets: Reet (G-7)
* South San d'Oria: Ailevia (I-9)
* Windurst Woods: Jack of Spades (H-10)

 Synthesis Recipes
*None*
 Desynthesis Recipes
*None*

## How to Obtain

### Starting Character

* Every character starts with one of these in their inventory.
* You also are given one when you change to a new nation.
A Lady's Heart

Requirements
 Items Needed
 Reward

## Walkthrough

* Speak with Valah Molkot at J-12 in Port Bastok, she will eventually mention something about a red flower.
	+ (Optional) Try trading her a flower, she'll accept it but says what she really wants is an Amaryllis.
* Trade her an amaryllis and she will teach you the back alleys of Bastok, enabling you to exit to any residential area within Bastok from your mog house.

***Note**: If you're having trouble receiving the quest, you can still complete it by simply trading the flower to her.*

## Game Description

Client
Valah Molkot (Near Residential Area, Port Bastok)
Summary
Valah, the Mithra girl, wants you to impress her with a certain gift.
Chaos Cuirass

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

 Synthesis Recipes
*None*
 Desynthesis Recipes
*None*

## How to Obtain

### Quest

* Borghertz's Shadowy Hands (Castle Oztroja Coffer which is opened with Oztroja Coffer Key)

## Historical Background

A cuirass (from the Latin *coriaceus*, meaning made of leather, and further from the Latin word *corium* which was a leather breastplate), is the plate armor formed of a single piece of metal or other rigid material or composed of two or more pieces, which covers the front of the wearer's person. In a suit of armor, however, since this important piece was generally worn in connection with a corresponding defence for the back, the term cuirass commonly is understood to imply the complete body-armor, including both the breast and the back plates. Thus this complete body armor appears in the Middle Ages frequently to have been described as a pair of plates. A related item, the Corselet, is a comparatively light cuirass.
Benediction

## Job Ability

* Restores a large amount of HP and removes all status ailments for party members within area of effect.
* **Obtained:** White Mage Level 1
* **Recast Time:** 2:00:00
* **Duration:** Instant

A secret ability that all White Mages can use, Benediction calls forth a blessing from the Goddess that instantly heals the wounds of your comrades. The effect is tremendous, but if used during a fight, there are more than a few times when the White Mage ends up sacrificing themselves for the good of the party.
* **Benediction** is a White Mage's Two Hour Ability.
* Upon usage, instantly restores a large amount of HP and removes (almost) all status ailments of party members within the area of effect.
	+ Formula for restored HP seems to be (max HP of target) \* (level of WHM) / (level of target).
* Benediction removes all status ailments (except for Amnesia, Terror, Charm, Songs, and Weakness).
	+ The only exception to this rule is the Assault mission "Lamia No.13" where Benediction, Dispel, and other dispel-like spells can remove charm.
	+ As with Cursna, Benediction only has a chance of removing Doom.
* Accrues an amount of enmity to the user based on the amount of HP restored.
* Since Benediction is a one hour special, some people prefer not to make a macro for it to prevent unintentional activation.
Dia

**Lowers an enemy's defense and gradually deals** **Light** **elemental damage.**

**Spell cost**: 7 MP
**Spell element**:**Light**
**Target**: Enemy.
**Magic skill**: Enfeebling
**Jobs**:
* Level 1 Red Mage
* Level 3 White Mage

**Casting Time**: 1 second
**Recast Time**: 5 seconds

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

## How to Obtain

* *Automatically given if you start as Red Mage (Note: This scroll is ).*

## Other Information

Effect Duration

1 Minute (60 Seconds)
DOT damage 1hp/tic
* Initial damage soft caps at 2.

Enemy Defense Down effect

Defense is reduced by 27/512 (5.27%)
This effect cannot be resisted except with Magic Shield.
Dia / Bio Priority

Dia and Bio do not stack.
Bio III > Dia III > Bio II > Dia II > Bio > **Dia**
Example: If Dia is cast, and Bio is cast afterwards, Dia will be overwritten. If Dia II is then cast, Bio will be overwritten. If Bio II is cast, Dia II will be overwritten.
**Note:** This is not necessarily the case for player characters who have been hit with both spells.
Useful Macros
/ma "Dia" <t> *Casts onto current target*
/ma "Dia" <bt> *Casts onto last target claimed by party*
/ma "Dia" <stnpc> *Allows you to select a target from available NPCs*
The Meaning of Dia
The spell "Dia" comes from the Japanese release of Final Fantasy I. In the original localization of the game it was renamed as "Harm", "Hrm2", and so on. It is an abbreviation of "Dispel Undead" with the "U" in undead being an "A" in Japanese. While names in Final Fantasy XI are influenced by english, it was left as Dia to connotate with "daylight"(as per Latin-based languages) because daylight is often depicted as harmful to the undead. As such, in the localization of the FF1 remakes Harm was changed back into Dia (and animated as a blast of sunlight in graphically advanced remakes of the game to follow the theme).
Despite seeming to be a truncation of the word "diamond" in English, in Japanese the spell "Dia" bears no relationship to diamonds and is spelled and pronounced ディア(dia /diä/, "Dee-ah"), not ダイヤ(daiya /däɪjä/, "Dye-ah").
It is worth noting that Dia was initially a Divine Magic spell, but was changed to Enfeebling Magic. The counterpart, Bio, is still a Dark Magic spell. This is why Red Mage has a Divine skill and no Divine spells (Red Mage had Flash originally as well). (it is not because they might want to use divine spells from a sub job)
## Application

* Use of Dia in a party should be balanced with the use of Bio as the two spells overwrite each other.
Baraero

**Increases your resistance against** **wind****.**

**Spell cost**: 6 MP
**Spell element**: **Ice**
**Magic skill**: Enhancing Magic (Modifies Resistance Bonus)
**Jobs**:
* Level 13 Red Mage

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 Time**: 0.5 seconds
**Recast Time**: 10 seconds

Other Uses
**Resale Price:** ~190 gil

## Other Information

Note

This spell does not make players immune to **wind** damage. This spell only increases the chance of a player resisting a **wind** based spell. **wind** based status effects will have a greater change of having their duration reduced, and **wind** 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.
Banish Effect (Merit)

## Merit Point Enhancement

* **Category:** Job-specific - Group 1 (White Mage)

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

* **Description:** Each level of this enhancement increases the damage and Defense Down effect when Banish spells are used on undead opponents, to a maximum of +10 damage and Defense Down.
A Minstrel in Despair

Requirements
 Items Needed
 Reward

## Walkthrough

*This quest is hidden, and cannot be seen in your Quest list until completed.*
* Head to Lower Jeuno and trade the Poetic Parchment (obtained from the previous quest) to Mertaire for a cutscene.

## Game Description

Client
Mertaire (Merry Minstrel Meadhouse, Lower Jeuno)
Summary
Show the desperate bard Mertaire the words to the song.
Drachen Armet

*Wyvern uses breaths more effectively*
* A Defensive wyvern will use Healing Breath when HP is at 50% or less.
* A Multipurpose wyvern will use Healing Breath when HP is at 33% or less.
* An Offensive wyvern will use Elemental Breaths to exploit a monster's weakness.
	+ Wyverns already do this to a fair degree of accuracy (~80% of the time) without the Armet. Wyverns may gradually develop this as they increase in level.

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

 Synthesis Recipes
*None*
 Desynthesis Recipes
*None*

## Historical Background

An armet is a fifteenth-century Italian helmet consisting of a skull (part of a helmet that covers the top, back and sides of the head above the ears), two hinged cheek pieces which fasten at the front, and a visor. The Armet was distinguished by being the first helmet of its era to completely enclose the head while being compact and light enough to move with the wearer.
Current Characters

## Current

* Paldrag the Paladin (Alexander)
	+ Palkobo the Rogue - Currently holds half of Paldrag's sould due to a botched Rez
* Naryrr the Druid (Natalie)
* Oleander Thorne the fighter (Matt)
* Rolar the Ranger (Josh)
* Innos Goldrake the colonel (Slav)

## Henchmen

* Zap the Kobold Rogue
* Jurgen the cleric
* Qesnef the Ogre Mage

## Reserve List

* Harakka the Bard (Adam)
* Enjolras "Jojo" the Tiefling Wizard (Brian)
* Nameless Sorcerer (Daniel)

## Retired

* Dukat the Monk (Calvin)
* Mel the Sorceress (Mel)
* Beatrix the Rogue - Head of the new Thieves Guild of Baridel Castle
Defense

The stat that reduces the damage from a melee attack. Damage taken is related to the attacker's attack value vs. the defender's Defense value.

A character's defense is a sum of various factors, including their main job level, their current VIT score (at a ratio of two points of VIT to one point of defense), all currently equipped gear, food, the trait Defense Bonus, and spell effects such as Protect or Knight's Minne.

Base defense (Defense before gear/spells/abilities/traits) is calculated using the following formula:

Level ≤ 50
Base Defense = ([VIT/2] + 8 + Level)
50 ≤ Level ≤ 60
Base Defense = ([VIT/2] + 8 + Level + (Level-50))
Level ≥ 60
Base Defense = ([VIT/2] + 8 + Level + 10)
## From Studio Gobli

### Mob **defense** and evasion (2006-04-12)

* Mob **defense**: [f(level,family defense rank) + 8 + (VIT/2) + job traits] \* family multiplier
* Mob evasion: f(level,main job evasion skill rank) + (AGI/2) + job traits

* Function f:

 E | 4+[(Lv-1)\*2.5] | 126+[(Lv-50)\*4.5]

Verifying these formulas, edited previous version to reflect current state of verification

* Levels below 1 use the Level 1 calculation.
* Most mob families have a defense rank of C.
	+ Crawlers have a defense rank of E.
	+ Roc have a defense rank of B.

* Most mob families have a defense multiplier of 1.0.
	+ Bugards, Buffalo and Antlions have a multiplier of ~1.2 (1 + 51/256, to be exact)
Drachen Finger Gauntlets

*Enhances wyvern's accuracy*
* Adds +5 accuracy to the Wyvern.

*View the entire Drachen Armor Set.*
**Used in Quests:** Artifact Armor +1 (Drachen Finger Gauntlets +1)

 Synthesis Recipes
*None*
 Desynthesis Recipes
*None*

## Historical Background

Finger Gauntlets are armored gloves for the hands with each finger protected by its own separate set of narrow strips of plate. Finger gauntlets provided greater articulation than standard Gauntlets.