I am SirLavitz, on the Valefor Server. Most may know me on this Forum, from my current Sticky, Summoner Guides and Useful Links. I wanted to create the ultimate Database for all Information, on Summoner. I tried that with the Sticky... but it was just to much for a single thread, on top of the 40+ Useful Links already there.
So, here you are fellow Summoners. This is the compilation, The Summoner Database Compilation. All the information you find in this Guide, came from a few places:
*) My own tests and personal Experiences. Much of this will be in sections like the "Informational Leveling Guide", and "Unlocking the Job, Summoner". I also put together the Merit Charts for us to view.
*) Tests and Results from others. Much of this will be found in sections like "Mathematics for Summoners".
*) And also, From Threads and Guides that others make. This is like the "Avatar/Elemental Perpetuation Chart", that was created by another.
**Table of Contents**
------------------------------------------------------------------------
----------------**Unlocking the Job, Summoner**-----------------
----------------*Carbuncle and You*--------------------------------
----------------**Informational Leveling Guide**------------------
----------------**Equipping Your Summoner**---------------------
----------------**Merit Charts and Info**--------------------------
----------------*Perpetuation Costs Chart*-------------------------
----------------***Mathematics for Summoner***-------------------
------------------------------------------------------------------------
* Denotes a small section of this Guide.
** Denotes a Larger/Major section of this Guide.
*** Denotes a Very Large section, with Sub-sections.
*Unlocking the Job, Summoner*
***Preparation:To gain the Quest to unlock this job, you must first achieve Level 30 with another job. You are going to want the White Mage leveled some, because this will be your main Subjob, 95% of the time during your Summoner Career. An ideal plan, would be to Level WHM to 30, unlock Summoner, and so on.
Once you have achieved your Level 30, you must find yourself a Carbuncle's Ruby. This Ruby, is dropped off of Leech mobs, in many places. The most common places to find this, would be in the Maze of Shakrami, Qufim, and Buburimu Peninsula. You are going to want atleast one LVL 50+ friend, to help you with this, depending on where you go for the Ruby. Also, the "Treaure Hunter" Job Trait, is extremely desirable for this, because of the very poor drop rates on the Ruby. ***
Now that you have obtained Level 30, and also your Carbuncle's Ruby, you can start the actual Quest for unlocking the job, Summoner.
In Windurst Walls, go into the House of the Hero. Speak with "Ajido-Marujido". He will tell you some stuff now.
Now, your new goal, is to obtain the *7* Weather Elementals. These can be found and obtained, if you enter a particular zone which has a certain weather active. If done right, you will receive a Cut Scene. Here are some common Areas to find your Elementals --
Red/Heat-Valkurm Dunes, Rolanberry Fields, Altepa Deserts, Meriphatud Moutains, Yhoator Jungle. The most common times to find this, is around Noon, game time.
Orange/Clear Skies-Almost anywhere
Yellow/Sand-Valkurm Dunes, Tahrongi Canyon, Konschat Highlands
Green/Wind-Tahrongi Canyon, Mhaura, La Theine Plateau
Indigo/Ice-Xarcabard, Beaucedine Glacier
Blue/Rain- La Theine, Pashhow Marshlands, Rolanberry, Buburimu
*Important Notes*
----Make sure you have your Carbuncle's Ruby in your inventory, at all times. This item is needed, when you are trying to obtain your Weathers.
----Also, make sure to write down which Weather Patterns you obtain. This is very crucial, if you do not do all 7 Patterns in one sitting.
Once all *7* Weather Patterns are obtained, head on over to La Theine Plateau. You will find a bunch of large rocks, ( Looks almost like Stonehenge kinda...), over near G-6. There will be a point here, ???. Trade your Ruby, to this point. You will receive a nice long CutScene, with our favorite Blue-Furry Avatar, Carbuncle.
{Congratulations!} You have now unlocked the Job, Summoner. You will start out, with only one summon though. But don't worry, his name is Carbuncle. He will be your new best friend for some time.
Once you have unlocked SMN, if you have a 60+ Job, then you can fight the 60+ Primes, to obtain Avatars this way. There are Level 20 Solo Battles you can do as a SMN also though, to obtain your Avatars.
Carbuncle and You
Upon starting out with your brand new shiny job, Summoner, you will be eager to play with Carbuncle. However, it may not be the most "MP-efficient", during your Solo periods early on. A suggested path, may be that for you to completely solo, ( No Carbuncle usage) to Level 5. By Level 5 on, I would use Carbuncle a little more. MP can be a little hard to come by at this level, even for Taru-tarus.
Get to understand your Carbuncle more during your soloing time. Experiment around using his abilities, and how his dmg compares to yours, etc. Learn how hate compares between you two.
Learn to befriend Carbuncle, because he is going to be the cheapest Avatar you will have access to, not to mention he learns some nice abilities down the road.
What is this Summoning Magic Skill I have?
Sometimes, when you summon an Avatar, you may see some skillup in this Magic Skill of yours. This magic skill, does 2 things-
1.)Reduces Spell Interruption Rate when Summoning
2.)Reduces Spell recasting Timers for Elemental Spirits
Number 1., can be a little beneficial to you soon, at Level 20. When you are in the 10-20 Level Range, and LFG, I would do 1 of 2 things-
*) Be soloing for Experience
*) Be Skilling up this Magic Skill
***Informational Leveling Guide***
Levels 10-20
During this time, you may be anxious to hit up actual 6-man Experience Parties. By doing this, there are pros and cons though.
Pros
- You can learn more about your Role in Parties
- You can see how your Carbuncle does against VT-IT Mobs
Cons
- You only have access to Cure1, making it hard to main heal. As long as you have a Whm or Rdm in the party, both of you should be able to cover healing though.
- During these "low levels", often "less smarter" players will party with you. In other words, you WILL have some bad parties early on.
- You do not learn as much, as you would with just you 1 on 1 with Carbuncle.
My Suggestion for this Leveling period:
- Try to Solo some, and Party some. This way, you can learn some about both styles of play.
- You can easily solo to 12-15. Around 13-16, a normal 6-man Party may be good, because Jobs are getting a little better ( Abilities and new Equipment is available for most, at about 15 )
- At about 16-20, you could easily solo Worms, over in the Maze of Shakrami, for pretty good experience.
- Another option for EXP, would be a Duo/Trio in the Maze of Shakrami, at about Level 12-15. Jobs to Duo/Trio with, should be Mages or Rangers.
Level 20 - The Test
***Background Info: You can now obtain the other Avatars, by beating them in a fight with Carbuncle. You cannot get Fenrir and Diabolos this way.
You can obtain a quest, for the Fight, in the correlating City to the Avatar ( IE: Ifrit/Kazham,Shiva/Sandoria , Titan/Bastok , etc. )
The Fights really are not that hard and complicated, but they ARE lengthy to explain everything. Because of this, I am not going to go into details about the actual fight, in this Guide.
For an actual Level 20 Avatar Fight Guide, Click here
I will however, explain the part of Fame for these quests.***
***Fame Preparation: Ok, so you need atleast Level 2 Fame, in the correlating City. Don't worry, this is pretty easy.
Sandoria, Bastok, Rabao - There is a very easy quest, that raises fame in these 3 places, at the same time.
Only the Best, is the quest.
I personally, traded TWENTY stacks of Boyahda Moss. I lost 2.2k gil per stack traded, but I got about Level 7 Fame+ in the Cities, as well as high Jeuno Fame.
Kazham, Mhaura - This wasnt to bad either. These 2 City's fame, was based around Windurst Fame. I do now know exactly how much you need to do for Level 2 Fame, but here is about what I had done-
*) Subjob Quest in Mhaura
*) Bastore Sardine in Windurst Waters about 10 times
*) Cornette Quest in Windurst Walls about 10 times
*) Windurst was my home nation, so I don't know if Rank Missions affected it or not.
That was all I had done, and it got me the quests for Ramuh in Mhaura and Ifrit in Kazham.
Norg - Norg fame is probably the trickiest. Here is what I did -
*) Unlocked Samurai Job, as well as Ninja Job
*) Did Yagudo Necklace Quest about 15-20 times in Windurst Woods. If I remember right, the Rice Ball price in Jeuno needs to be at the most, 168 gil each. That should mean you have atleast Level 2 Norg/Tenshodo Fame.
Levels 20-40
Hopefully, now you have all of your Avatars ( Excluding Diabolos and Fenrir. If you have them, great. If not, don't worry, soon it will be your time. ). With access to so many more Avatars now, you will probably be anxious to try them all out. Also at this time, is alot of really good and new Equipment.
***Qufim Island: From Levels 20-25, you will most likely spend your Leveling here. There is the Diving Beetle Camp in Sauromugue Champaign, but not many go there.
In Qufim, you will find that Ramuh's Thunderspark Bloodpact, is extremely damaging. And when Magic Bursted, it will do wonders. This will probably be one of your top DD Pacts for some amount of time as well. At this time, if your Party asks you to MB the Skillchain, and its not a Thunder SC, bust out the correlating Avatar for it. The Avatars' TierII Spells, will MB nicely. They will perform well for you, up until about Level 30. At that time, The Tier II Spells, will just be weaker and weaker with higher Mobs. Stick to ThunderSpark, Double Punch, and Tail Whip for DD BloodPacts for a while now.
Also, at Level 22SMN/WHM11, you will obtain the spell Cure2. This will help you become a more efficient Healer, in that it has 3 times the power of Cure1. You will probably be asked to cover the "Healer" role more often, because of this.
Because Qufim is just outside of Port Jeuno, preparation for going out for Experience Leveling sessions, is rather minimal. ***
***Preparation:I highly recommend you finishing your Trial Avatar Fights before coming here. Having an arsenal of expanded Avatar choice, is great to enjoy.
At Level 20, the Summoner has the option of Equipping a new Hand piece, Carbuncle's Mitts. Do not overlook this. See the "Equipping Your Summoner" section below, for more information. ***
Level 40-50
In these Levels, leveling should be fairly easy. Melee Jobs are getting access to much more DD Equipment, allowing even more Damage to be dealt by them. Monsters at this Range did not undergo a massive boost in power, compared to the 30's.
At 42, You will get the spell Cure3. You can efficiently Main Heal now, given that you are subbing WhiteMage, should you choose to do so.
During this Range, you will also be learning more BloodPacts. One extremely useful one, is Titan's EarthenWard. It gives Stoneskin, to every party member within range. With Ninja Tanks, this will aid them greatly.
Level 50+
During your Career 50+, many things may change for you. At 51, you gain access to the Elemental Staves, and also possibly a Free Carbuncle.
Also, 50+ can offer you different things depending on Subjob. /WhiteMage offers you Auto-Regen. /Bard will give you the song Mage's Ballad ( Which gives you 1 MP per 3 seconds).
Your Role in a Party, may change alot during these levels. I will now give brief descriptions of possible various roles you may encounter.
*[white]Main Healing Role*[/yellow]
With this Role asked of you, your Job will be to keep everyone alive. You will be subbing /WHM, and will/should be making use of Cures, Regen, Protectra/Shellra, and sometimes Bar-spells.
During this time, if you are not very crunched for MP, you could add in something else...
If you do have Carbuncle Mitts, and the Light Staff, you have a Free Carbuncle for use. You could leave your Carbuncle out to melee the Mob, to add a little damage. If you have extra MP, then making use of his Healing RubyII, and Meteorite BloodPacts is a nice addition.
You just have to remember here, if you are making use of your Free Carbuncle, then while he is out, you will not be receiving your 1 MP per 3 seconds. That is actually making Carbuncle free, than 1 MP per 3 seconds perpetuation cost.
*Equipping Your Summoner*
This Equipment section of the Guide, will be more of a *Reference* to special or note-worthy pieces of Equipment. It will *Not* be an actual Summoner Equipment Guide. Also, it will be in the chronological order of Level that it can be Equipped. All Bold/Colored Equipment titles, are Links to more information regarding them. ~ Thanks
If you are looking for an actual Summoner Equipment Guide, then use this Link:
Amri's Guide to SMN Equipment ( 1-50 )
This Guide is very nicely formatted, as well as offering Links to items, and also useful information the whole way.
Carbuncle Mitts : MP+14 Carbuncle Perpetuation halved rounded up
What makes this Item just so good, is the -Perpetuation for Carbuncle. Perp Cost / 2 rounded up, is awesome. This Rare/Ex Item is essential to getting to a *FREE* Carbuncle. Obtaining this item is a challenge though. For a nice extensive Guide on how to Obtain these, please refer to this Link:
Guide- So you want Carbuncle Mitts?
Tamas Ring : MP +15~30 Intelligence +2~5 Mind +2~5 Enmity -3
This ring is obtained when you have completed your CoP missions. You have a choice of this Ring, or 2 other Rings. This one is really geared for Mage Jobs, while the other 2 have other uses. If you got a different Ring, that is ok. There are other Ring choices for Summoner, just please note this one offers a couple useful stats to the Summoner.
Austere Robe : Avatar Perp. Cost -1 BloodPact Timer - 3
The Austere Robe is great for Summoner. -1 Perpetuation alone is great, and the -3 seconds off the BloodPact Timer is nice to have sometimes. There is also the Austere Hat, and Austere Cuffs. When combined, these 3 pieces give you a whopping -1 Perp Cost, and -6 seconds off the BP Timer, not to mention some Summoning Magic Skill+ in there. Despite the Cuffs being pretty nice, Carbuncle Mitts will almost always be a better piece to use. If you are using other Avatars, then the 1 MP difference and -1 second off BP Timer is there, on the Cuffs though.
Level 51- Elemental Staves
Each Staff, has an element. Their names, are as follow:
Fire Staff, Ice Staff, Wind Staff, etc etc.
Most of these Staves are quite cheap these days, with the most expensive ones being still under 500k. Despite that, you are going to WANT all of them. There are 8 in all, including Dark and Light Staves.
The "hidden effects" when these are equipped on you, are awesome for Summoner. If you have an Ice Staff equipped with Shiva out, then your normal Perpetuation cost for her, will be reduced by 2. This goes for each of the Avatars/Corresponding Elemental Staff.
The HQ versions of these Staves, will cost a pretty penny on most servers. These Staves will reduce the corresponding Avatar's Perpetuation Cost by 3 though.
Evoker's Spats : MP+15 - Evasion Skill+10 - Enhances Avatar's Accuracy - Enmity-2
These are your Artifact Legs, equippable at Level 52. These are one of your better AF pieces as well. They offer most of what you want, except +hMP. The "Enhances avatar Accuracy" is very very nice to have also. I highly recommend you not putting off obtaining your AF, simply because of this piece. Make use of it well.
Evoker's Pigaches : MP+15 - AGI+5 - Enmity-2 - Enhances Avatar Evasion
These are your Artifact Feet. These are pretty good, for solo and Party. They offer MP+ and Enmity-, which is always welcome.
When you are Soloing, and your Avatar is tanking ( hopefully... ), these boost their Evasion some, allowing them to survive longer for you. Your Artifact Legs and Feet both are pretty useful to you, so be sure to make use of them !
Vermillion Cloak : MP+10/1% - Evasion-10 - Adds Refresh Effect
Ahh, the Vermy Cloak. What makes this piece so pricy, and nice to have, is the "Refresh" part. You already have {Auto-Refresh}, and with this piece.... you will be getting +2 MP per 3 seconds. Whats great about this, is that you can still put Juice/Ballads/Refresh Spell on you if you have the Jobs/Items with you. Just having a Bard or RDM with you in the Party, will allow you to be getting +3-5 MP per 3 seconds.
Evoker's Ring : MP+25 - SMN Magic Skill+10 - Avatar Perpetuation Cost-1
This Ring is great, mainly for the -1 Perpetuation Cost. It really does add up over time. This Ring is obtained by Quest: Mama Mia
Yinyang Robe : MP+25 - Adds "Refresh" Effect - BP Timer-5 - Avatar Enmity+5
This is probably one of the best Summoner Body Pieces in the Game. However... it is dropped from an NM, Shikigami Weapon. This NM's respawn time is at 21 Hours, with a Drop rate hovering at 50% or so. Use the Link's information for more about claiming it.
Summoner's Bracers : MP+25 - SMN Magic Skill+10 - BP Timer-2 - Enhances Avatar Accuracy
These are your AFv2 Hands, obtained from Dynamis - Bastok. Because these enhance Avatar Accuracy more, they prove very handy. These are also great when paired with AF Legs, simply for even more Accuracy.
Summoner's Pigaches : MP+20 - VIT+3 - BP Timer-2 - Enhances Avatar Attack
These are your AFv2 Feet, obtained from Dynamis - Sand'Oria. These are yet another great boost to your Avatars, for the increased Attack Power for them.
Summoner's Doublet : MP+20 - BP Timer-3 - +3% Avatar Critical Hit Rate - Depending on Day: Avatar Perpetuation Cost-3
This is your AFv2 Body. It is obtained from Dynamis - Beaucedine. It has some very useful stats, but not exactly easy to obtain. Never-the-less, a very note-worthy piece of Equipment.
* Merit Charts and Info*
Upon reaching Level 75, you gain access to gain Limit Points, instead of Experience Points.
10k Limit Points gives you 1 Merit Point. Merits can be used to increase stats and attributes of your character, to make you stronger than that of a Level 75.
Chart wise, I will only be showing Categories that Summoner can Merit in, instead of all Jobs.
HP + MP: [orange] Total of 8 Upgrades Attributes: Total of 10 Upgrades Combat Skills: Total of 12 Upgrades Magic Skills: Total of 6 Upgrades Others: Total of 6 Upgrades Summoner-Specific: Total of 10 Upgrades
Take Note: You can merit a sub-category a max of 5 times. Example: You can merit MP a max of 5 times, leaving 3 more upgrades available to only HP.
HP @ MP You can make a total of 8 upgrades in this category, costing 250,000 limit points. Upgrade 1 2 3 4 5 6 7 8 1 merit 2 merits 3 merits 4 merits 5 merits 5 merits 5 merits 5 merits HP [orange] Increases maximum HP by 10. MP Increases maximum MP by 10. Attributes You can make a total of 5 upgrades in this category, costing 360,000 limit points. Upgrade 1 2 3 4 5 3 merit 6 merits 9 merits 9 merits 9 merits Strength Increases maximum STR by 1. Dexterity Increases maximum DEX by 1. Vitality Increases maximum VIT by 1. Agility Increases maximum AGI by 1. Intelligence Increases maximum INT by 1. Mind Increases maximum MND by 1. Charisma Increases maximum CHR by 1. Combat Skills You can make a total of 12 upgrades in this category, costing 330,000 limit points. Upgrade and Merit amounts look like this: 1 > 2 > 3 > 3 > 3 > 3 > 3 > 3 > 3 > 3 > 3 > 3 Staff Increases Staff Skill by 2. Dagger Increases Dagger Skill by 2. Club Increases Club Skill by 2. Evasion Increases Evasion Skill by 2. Parry Increases Parry Skill by 2. Magic Skills You can make a total of 6 upgrades in this category, costing 150,000 limit points. Upgrade 1 2 3 4 5 6 1 merit 2 merits 3 merits 3 merits 3 merits 3 merits Summoning Magic Increases maximum SMN Magic Skill by 2. Others Category You can make a total of 6 upgrades in this category, costing 150,000 limit points. Upgrade 1 2 3 4 5 6 1 merit 2 merits 3 merits 3 merits 3 merits 3 merits Enmity Increase Increases Enmity by 1 point. Enmity Decrease Decreases your Enmity by 1 point. Crit. Hit Rate Increases your Crititcal Hit Rate by 1%. Enemy Crit. Rate Decreases Enemy Crit. Hit rate by 1%. Spell Interrupt-Rate Decreases your Spell Interrupt. Rate by 2%. Summoner Job Specific You can make a total of 10 upgrades in this category, costing 300,000 limit points. This category is Job Exclusive. Upgrade 1 2 3 4 5 1 merit 2 merits 3 merits 4 merits 5 merits Avatar Accuracy Increases Avatar physical accuracy by 3. Avatar Attack Increases Avatar physical attack by 2. Avatar Magic Acc. Increases Avatar Magic accuracy by 3. Avatar Magic Atk. Increases Avatar Magic attack by 2. Elemental MP Cost Decreases perpetuation cost of Elemental Spirit by 1.
Avatar/Elemental Perpetuation Costs
This does not take into account auto-refresh or any -perpetuation/refresh equipment. Perpetuation costs (including auto-refresh and/or -perpetuation) may not be below 0. Only by equipping refresh equipment (such as Vermillion Cloak) can you recover MP while having an avatar out.
Carbuncle Mitts has a hidden effect of giving Carbuncle: -50% Perpetuation Cost (rounded up). This -Perpetuation is considered before any other -Perpetuation equipment.
Carbuncle Fenrir Avatar Elemental
Spell Cost 5MP 15MP 7MP/15MP* 10MP
MP/tick: 1 Lv. 1 Lv. 1 --- ---
2 Lv. 9 Lv. 8 --- Lv. 1
3 Lv. 18 Lv. 15 Lv. 1 Lv. 5
4 Lv. 27 Lv. 22 Lv. 10 Lv. 9
5 Lv. 36 Lv. 30 Lv. 19 Lv. 14
6 Lv. 45 Lv. 37 Lv. 28 Lv. 18
7 Lv. 54 Lv. 45 Lv. 38 Lv. 23
8 Lv. 63 Lv. 51 Lv. 47 Lv. 27
9 Lv. 72 Lv. 59 Lv. 56 Lv. 32
10 --- Lv. 66 Lv. 65 Lv. 36
11 --- Lv. 73 Lv. 68 Lv. 40
12 --- --- Lv. 71 Lv. 45
13 --- --- Lv. 74 Lv. 49
14 --- --- --- Lv. 54
15 --- --- --- Lv. 58
16 --- --- --- Lv. 63
17 --- --- --- Lv. 67
18 --- --- --- Lv. 72
* All Celestial Avatars are 7MP. Diabolos is 15MP.
** Credit to StarFox from Odin, for the work and creation of this chart.
Original Avatar/Elemental Perpetuation Costs Thread **
*Mathematics for Summoner*
Club WS 100% 200% 300% #Hits Secondary Att. TP Adjust.Brainshaker 1.00 1x STR_30% More Stun Skullbreaker 1.00 1x STR_35% More INT down True Strike 1.00 1x STR_50% Crit Rate Judgement 2.00 2.50 4.00 1x STR_32%, MND_32% Black Halo 1.50 2.50 3.00 2x STR_30%, MND_50%
Staff WS 100% 200% 300% #Hits Secondary Att. TP Adjust.Heavy Swing 1.00 1.25 2.25 1x STR_30% Shell Crusher 1.00 1x STR_35% More DEF down Full Swing 1.00 3.00 5.00 1x STR_50% Spirit Taker 1.00 1.50 2.00 1x INT_50%, MND_50% * Retribution 2.00 2.50 3.00 1x STR_30%, MND_50%
* The Spirit Taker DMG done, will be converted in MP to you.
BloodPact Dmg % and Types
First off, here is how you can tell a Physical vs. Magical BloodPact.
A Magical, will reduce your Avatar's TP to 0. A Physical BP will not affect an Avatar's TP at all.
DMG Type Multiplier Bonus DMG to
Hand-to-Hand 1.125x Bones
1.25x Pots
Blunt 1.25x Bones
1.5x Pots
Piercing 1.25x Birds
0.5x Bones
Slashing 1.125x Undead Dogs
Carbuncle
Poison Nails - Piercing (Poison Dmg)
Fenrir
Moonlit Charge - Blunt (Adds Blind)
Crescent Fang - Piercing (Adds Paralyze)
Eclipse Bite - Slashing
Garuda
Claw - Piercing
Predator Claws - Slashing
Leviathan
Barracuda Dive - Slashing
Tail Whip - Blunt (Adds Gravity effect)
Spinning Dive - Slashing
Ramuh
Shock Strike - Blunt (Stuns)
Chaotic Strike - Blunt (Stuns)
Titan
Rock Throw - Ranged (Adds Slow effect)
Rock Buster - Blunt (Adds Blind effect)
Megalith Throw - Ranged (Adds Slow effect)
Mountain Buster - Blunt (Adds Bind effect)
Ifrit
Punch - Hand to hand
Burning Strike - Hand to hand (Fire Dmg)
Double Punch - Hand to hand
Flame Crush - Hand to hand (Fire Dmg)
Shiva
Axe Kick - Hand to hand
Double Slap - Hand to hand
Rush - Hand to hand
Diabolos
Camisado - ?Unknown?
*Credit to Vipervenom for this.*
TP Modifiers for TierIV Nukes
100 TP = Base x 1.256
200 TP = Base x 1.444
300 TP = Base x 1.578
*Credit to Hakktaru for this.*
**[white]BloodPact Mathematics by Avatar[/orange]**
Carbuncle: Bringer of Rainbows
Healing Ruby (Magical)
Restores target party member's HP.
Healing Calculation: (Avatar Level x 2) + 8 HP.
Poison Nails (Physical: Piercing)
Deals damage and poisons target.
Shining Ruby (Enhancing)
Gives Carbuncle and party members within area of effect of "Shining Ruby", an effect similar to "Protect" and "Shell."
The "Shining Ruby" effect will stack with all levels of "Protect" and "Shell".
Duration: 3m00s.
Glittering Ruby (Enhancing)
Randomly enhances one attribute for Carbuncle and party members within area of effect.
Duration: 3m00s. The enhancement will slowly deteriorate over time
Meteorite (Magical)
Deals light elemental damage.
Healing Ruby II (Magical)
Restores HP for Carbuncle and party members within area of effect.
Healing Calculation: (Avatar Level x 4) + 28 HP.
Searing Light (Magical)
Astral Flow Bloodpact
Delivers light elemental damage to enemies within area of effect.
Fenrir: Keeper of Tomorrow
Moonlit Charge (Physical: Blunt)
Deals damage and blinds target.
Crescent Fang (Physical: Piercing)
Deals damage and paralyzes target.
Lunar Cry (Unknown)
Lowers target's Accuracy and Evasion. Amount of Accuracy and Evasion reduced is based on the current Moon Phase:
Moon Phase Lunar Cry Ecliptic Growl Ecliptic Howl `````````````````````````````````````````````````````````````````````````` New Moon Acc-1 Eva-31 STR+1 INT+7 Acc+1 Eva+25 Waxing Crescent Acc-6 Eva-26 STR+2 INT+6 Acc+5 Eva+21 Waxing Crescent Acc-11 Eva-21 STR+3 INT+5 Acc+9 Eva+17 First Quarter Moon Acc-16 Eva-16 STR+4 INT+4 Acc+13 Eva+13 Waxing Gibbous Acc-21 Eva-11 STR+5 INT+3 Acc+17 Eva+9 Waxing Gibbous Acc-26 Eva-6 STR+6 INT+2 Acc+21 Eva+5 Full Moon Acc-31 Eva-1 STR+7 INT+1 Acc+25 Eva+1 Waning Gibbous Acc-26 Eva-6 STR+6 INT+2 Acc+21 Eva+5 Waning Gibbous Acc-21 Eva-11 STR+5 INT+3 Acc+17 Eva+9 Last Quarter Moon Acc-16 Eva-16 STR+4 INT+4 Acc+13 Eva+13 Waning Crescent Acc-11 Eva-21 STR+3 INT+5 Acc+9 Eva+17 Waning Crescent Acc-6 Eva-26 STR+2 INT+6 Acc+5 Eva+21
Careful note here, with Ecliptic Growl.
STR: This is the +stat amount, for Strength, Dexterity, and Vitality
INT: This is the +stat amount, for Intelligence, Mind, Charisma, and Agility.
Both Ecliptic Growl and Howl, have 3 Minute durations.
Eclipse Bite (Physical: Slashing)
Delivers a threefold attack. Cannot skillchain.
Howling Moon (Magical)
Astral Flow Bloodpact
Delivers darkness elemental damage to enemies within area of effect.
Ifrit: Celestial Avatar of Fire
Punch (Physical: Hand-to-Hand)
Deals damage.
Fire II (Magical)
Deals fire elemental damage.
Burning Strike (Physical: Hand-to-Hand)
Deals fire elemental damage.
Double Punch (Physical: Hand-to-Hand)
Delivers a twofold attack.
Crimson Howl (Enhancing)
Gives Ifrit and party members within area of effect the effect of "Warcry".
Duration: 0m30s.
Fire IV (Magical)
Deals fire elemental damage.
Flaming Crush (Physical: Hand-to-Hand)
Delivers a threefold attack that deals fire elemental damage. Cannot skillchain.
Meteor Strike (Unknown)
Prime Bloodpact
Deals fire elemental damage.
Inferno (Magical)
Astral Flow Bloodpact.
Delivers fire elemental damage to enemies within area of effect.
Shiva: Celestial Avatar of Ice
Axe Kick (Physical: Hand-to-Hand)
Deals damage.
Blizzard II (Magical)
Deals ice elemental damage.
Frost Armor (Enhancing)
Gives Shiva and party members within area of effect the effect of "Ice Spikes".
Duration: 1m30s.
Sleepga (Magical)
Puts all enemies within area of effect to sleep.
Double Slap (Physical: Hand-to-Hand)
Delivers a twofold attack.
Blizzard IV (Magical)
Deals ice elemental damage.
Rush (Physical: Hand-to-Hand)
Delivers a fivefold attack. Cannot skillchain.
Heavenly Strike (Unknown)
Prime Bloodpact
Deals ice elemental damage.
Diamond Dust (Magical)
Astral Flow Bloodpact
Delivers ice elemental damage to enemies within area of effect.
Garuda: Celestial Avatar of Wind
Claw (Physical: Piercing)
Deals damage.
Aero II (Magical)
Deals wind elemental damage.
Whispering Wind (Magical)
Restores HP for Garuda and party members within area of effect.
Healing Calculation: Needs confirmation.
Hastega (Enhancing)
Gives Garuda and party members within area of effect the effect of "Haste".
Duration: 1m30s. Gives +10% Haste effect.
Aerial Armor (Enhancing)
Gives Garuda and party members within area of effect the effect of "Blink" (3 Shadows).
The "Blink" effect will not stack with "Copy Image".
Duration: 15m00s.
Aero IV (Magical)
Deals elemental damage.
Predator Claws (Physical: Slashing)
Delivers a threefold attack. Cannot skillchain.
Wind Blade (Unknown)
Prime Bloodpact
Deals wind elemental damage.
Aerial Blast (Magical)
Astral Flow Bloodpact
Delivers wind elemental damage to enemies within area of effect.
Titan: Celestial Avatar of Earth
Rock Throw (Physical: Blunt)
Delievers a ranged attack and slows target.
Stone II (Magical)
Deals earth elemental damage.
Rock Buster (Physical: Blunt)
Deals damage and binds target.
Megalith Throw (Physical: Blunt)
Delivers a ranged attack and slows target.
Earthen Ward (Enhancing)
Gives Titan and party members within area of effect the effect of "Stoneskin".
Damage Absorption Calculation: (Avatar Level x 2) + 50 HP.
Duration: 15m00s.
Stone IV (Magical)
Deals earth elemental damage.
Mountain Buster (Physical: Blunt)
Deals damage and binds target. Cannot skillchain.
Geocrush (Unknown)
Prime Bloodpact
Deals earth elemental damage and stuns target.
Earthen Fury (Magical)
Astral Flow Bloodpact
Delivers earth elemental damage to enemies within area of effect.
Ramuh: Celestial Avatar of Lightning
Shock Strike (Physical: Blunt)
Deals damage and stuns target.
Thunder II (Magical)
Deals lightning elemental damage.
Rolling Thunder (Enhancing)
Gives Ramuh and party members within area of effect the effect of "Enthunder."
Duration: 1m00s.
Thunderspark (Magical)
Deals lightning elemental damage and paralyzes enemies within area of effect.
Lightning Armor (Enhancing)
Gives Ramuh and party members within area of effect the effect of "Shock Spikes."
Duration: 1m30s.
Thunder IV (Magical)
Deals lightning elemental damage.
Chaotic Strike (Physical: Blunt)
Delivers a threefold attack and stuns target. Cannot skillchain.
Thunderstorm (Unknown)
Prime Bloodpact
Deals lightning elemental damage.
Judgment Bolt (Magical)
Astral Flow Bloodpact
Delivers lightning elemental damage to enemies within area of effect.
Leviathan: Celestial Avatar of Water
Barracuda Dive (Physical: Slashing)
Deals damage.
Water II (Magical)
Deals water elemental damage.
Tail Whip (Physical: Blunt)
Deals damage and weighs target down.
Spring Water (Magical)
Restores HP for Leviathan and party members within area of effect.
Will remove one status ailment (only certain ailments apply).
Healing Calculation: (Avatar Level x 3) + 47 HP.
Slowga (Magical)
Slows enemies within area of effect.
Water IV (Magical)
Deals water elemental damage.
Spinning Dive (Physical: Slashing)
Deals damage. Cannot skillchain.
Grand Fall (Unknown)
Prime Bloodpact
Deals water elemental damage.
Tidal Wave (Magical)
Astral Flow Bloodpact
Delivers water elemental damage to enemies within area of effect.
Diabolos: Ruler of Dreams
Camisado (Physical: Blunt)
Deals damage.
Somnolence (Magical)
Deals darkness elemental damage and weighs target down.
Nightmare (Magical)
Puts all enemies within the area of effect to sleep and inflicts a "Bio" effect.
The "Sleep" and "Bio" effects of Nightmare can be overwritten by Sleepga II.
Ultimate Terror (Magical)
Drains attributes of enemies within area of effect, and applies them to Diabolos.
Attributes drained by Diabolos slowly deteriorate over time.
Duration: Needs confirmation.
Noctoshield (Enhancing)
Gives Diabolos and party members within area of effect the effect of "Phalanx."
Damage Absorption Calculation: Needs confirmation.
Duration: 3m00s.
Dream Shroud (Enhancing)
Enhances magic attack and magic defense of Diabolos and party members within area of effect.
Enhancements are based upon the current hour of the Vana'diel day, but full scope of this Bloodpact still isn't fleshed out.
Duration: 3m00s.
Nether Blast (Magical)
Delivers a ranged attack that deals darkness elemental damage. Diabolos' TP does not effect damage.
Seems to deal a fixed amount of damage, but can be effected by day/weather effects, as well as changing Diabolos' magical attack rating.
Cacodemonia (Unknown)
Prime Bloodpact
Curses enemies within area of effect.
Need confirmation on whether or not this Bloodpact deals damage.
Ruinous Omen (Magical)
Astral Flow Bloodpact
Reduces the HP of enemies within area of effect by a random percentage.
Unknown at this time how the random percentage is determined due to lack of testing.
Thank you Jeryhn, for the work of this information. His OP Thread, can be found at this Link:
Original BloodPact Info Compilation Thread
Notes on BloodPact Mathematics:
Tests and experiments have given us this knowledge. This is the most accurate information we currently have. If you think otherwise, or have tested other things, please feel free to share with us. More knowledge is always welcomed.
For more Useful Links and Guides, please refer to this Link:
Sticky: Summoner Guides and Useful Links
Because Leveling, and what your Roles are, it is an extremely controversial and complex time. Because of this, I am having trouble finishing the "Informational Leveling Guide" section. I want it to not be controversial, or for some to be unhappy with it.
I am still constantly making minor adjustments, and updates/edits. Formatting is changing little by little it seems, to be visually nicer.
Soon, hopefully, a new large section will be added in. It will be a section showing when your Avatars get which BloodPacts, and also descriptions of each one.
I hope you find this Database Thread to be useful. Whether you like it or not, if you posted any kind of feedback, such as suggestions, comments, questions, etc, it would be greatly appreciated. Thank you fellow Summoners :)
~ Lavitz
Edited, Jul 7th 2006 at 3:18pm EDT by SirLavitzgamer
