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Gramary Cape
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Great Cape for Brds
# Jun 04 2006 at 8:15 PM Rating: Decent
82 posts
This is a wonderful cape for brds until lvl 54, the lvl where they can get the Jesters Cape (+7 Chr) and the +1 version (+10 Chr).

There is another cape called the Lucent Cape which gives +7 HP +7 MP and +3 Chr and Def 5, that is a better choice than this for Brds and is a lower lvl too but it cost a lot more, around 2-3 mil on the Fairy Server last time I checked.

Besides the Lucent Cape, there is no other cape that I can think of that adds to Songs Accuracy on Mobs, making the Gramary Cape a worthwhile investment.

So if youre very rich, go get the Lucent Cape, if not, then just get this at lvl 50 and the Jester's cape at lvl 54, escpecially since the Gramary Cape is cheap, about 50-70k on the Fairy Server and lower in other servers ive heard.
lovin' it
# Nov 29 2005 at 2:51 PM Rating: Decent
66 posts
i posted a while back when i finally decided to buy one of these, and now i'm posting again. i love this thing, and although i'm waaaay too lazy to do any scientific research on it, i have to say i feel a difference in sticking enfeebles as well as connecting with my nukes (which seems to get harder and harder to do with higher and higher levels). i sold my red +1 and i'm happy i did. now i just need that stupid penitent's rope and i'll be happy as a clam. . . (like i'll ever have 2.7M LOLOLLOL!)
This rocks
# Sep 26 2005 at 1:20 PM Rating: Good
29 posts
I swear by this thing, I even stopped carrying my black cape +1 for it. Aside from the proof posted on this page, I personally can tell you that if I'm leveling on something that I'm on the low side of the mobs exping lvls, I connect a ton more w/ my enfeebs, and more importantly only get 50-75% resisted rarely. Mostly I'll get a 30-50% resist or full hit. I think its one of the most undervalued items in the game.

# Aug 25 2005 at 3:48 PM Rating: Decent
898 posts
These started off at about 6k on Carbuncle, and now they're up to about 30k so they must be getting popular. I just wanted to say that elemental seal increases accuracy of next spell, making it much harder to resist, so I'm pretty sure the magic acc+ on this cape is the same, but possibly weaker, I'm pretty sure they wouldn't make it as powerful as ES.
magical accuracy and attack stuff
# Aug 24 2005 at 2:04 PM Rating: Decent
i think it works like mellee stuff.

acc = weapon skill + (dex/2)
r.acc = weapon skill + (agi/2)
att/r.att = weapon skill + (str/2)

perhaps magic morks like this:

M.attack = magic skill + (int/2)
M.accu = magic skill + (chr/2)
Wm.attack = magic skill + (mnd/2) (for healing and divine magic)

I could be totally wrong.
but it would make sense as to how bard spells work. and how chr effects some spells. I do beleive m.accu only effects your resist rate, just as melee accu effects your hit rate.

** I could be totally wrong but this seems to make the most sense to me.
Magic Accuracy vs. INT
# Aug 24 2005 at 8:01 AM Rating: Good
399 posts
As a Black Mage, I've decided to use this cape rather than a Black or Red Cape +1, and I have good reason. Well, what does INT do? INT, as far as most can tell, functions only as a damage modifier to nukes in the following way:

I/II Nuke Bonus: +INT
III Nuke Bonus: +INT x1.5
IV/Ancient Nuke Bonus: +INT x2

So the minimum damage bonus you'll get from a black/redcape+1 is 3, the max is 6. While that +6 damage could certainly stack with other INT bonus equipment on your person to add up to a huge modifier, let's think instead about what Magic Accuracy does. It has been extensively tested and found that Elemental, Dark, Enfeebling, and Divine Magic skills do NOT affect damage from their related spells but rather the resist rate. This implies that the "Magic Accuracy" stat is a function of your elemental, dark, enfeebling, and divine magic skills and some other unknown quantity. Let's presume for a moment that 3 points of skill equals one point of Magic Accuracy, provided that is true this cape gives an effective +3 Elemental/Dark/Enfeebling/Divine Magic bonus! I'd take that over +3 INT any day. Even if the bonus is smaller (say, 2 points of skill=1 Magic Accuracy) that's still a great help on resists, and while 3-6 damage is nice, I'd rather deal 1200 with Flare and a Gramary Cape than 606 with a Red/Black Cape+1.
RE: Magic Accuracy vs. INT
# Aug 24 2005 at 10:10 AM Rating: Decent
You are thinking of "Magic Attack Bonus". This cape has "Magic Defense Bonus", which means it has no effect on your nukes.
RE: Magic Accuracy vs. INT
# Aug 24 2005 at 12:27 PM Rating: Decent
No, he's not talking about the Magic Def. Bonus this cape gives, he was talking about the Magic Accuracy +1.

Magic Attack Bonus has been discussed already and gives a certain percentage boost to the damage of a nuke spell.
# Aug 24 2005 at 6:59 AM Rating: Decent
Maybe I'm missing something, but it seems a little odd that RNG can wear this, perhaps because of its affiliation with the NIN subjob?
# Aug 24 2005 at 2:12 PM Rating: Decent
Maybe I'm missing something, but it seems a little odd that RNG can wear this, perhaps because of its affiliation with the NIN subjob?

Another reason I can see that this would be useful is I know a few people that like to between partys with rng to sub whm to go solo a few xp points if they are close to the next lvl. As being used in that kind of aspectI could see this being an extreamly useful item for rng. The fact that alot of people sub nin can also be a good reason for this as was stated. Just though Imight throw another idea out there to help clear up why this might be good for rng :-)
# Aug 18 2005 at 9:28 AM Rating: Decent
256 posts
Does anyone know if you have to be in a particular COP mission to get this?? I'm just at 2-3 (where you start Phom. Aqueducts) and I can't this quest started for nothing in the world...
RE: Fame?
# Aug 18 2005 at 3:02 PM Rating: Excellent
hmm i got this after i got into chapter 4... so does anyone get this quest in chapter 3?
some info of this quest
# Aug 17 2005 at 6:23 AM Rating: Good
Here is how i finished this quest, but since i did different parts of this quest in 4 days, so i might lose some memories. please forgive me if i make some mistakes here.

Firstly, i would like to name those floors in the safehold:

1/F = where you go to Phomiuna Aqueducts
2/F = where you go to Lufaise Meadows and Misareaux Coat
3/F = the top floor

1. Start the quest: Tressia is at J-6 of 3/F, talk to her and you will get cs. Then talk with Chemioue and Mengrenaux around her, you will get cs from them too.

2. Find the Witnesses: There are four witnesses:
-Raminey @ 3/F (J-7) just go up a bit from chemioue
-Fouagine @ 3/F (I-8)
-Zadant @ 1/F (H-8) this galka is at the 2/F where a ramp down to 1/F, but on wide scan he is at 1/F.
-Noam @ 2/F (G-9) you can do down the ramp at either F-10 or F-8, through a small tunnel, and you will find a little hume girl~

Go talk with them and get cs
***** REMEMBER your talk order & their positions*****
you can talk anyone of them first, any order is ok. just remember who talks first, 2nd, 3rd and last and their corresponding positions. Because after you talk with them, Tressia will ask you the order of getting information and their positions.

3. Get info in order: after running around and talk with those witnesses, back to Tressia. She will ask you the order of your talk. Who do you talk first?? 2nd?? 3rd?? last?? if you can't make the order right, you can just talk with Tressia again and again till you get the order right. if you get the order right, CS~ and then here is i can't remember. and then she will need you to look at the reports of Chemioue and Mengrenaux. Talk with Chemioue and Mengrenaux and look their reports. Then talk with Treesia again and she will ask the location of the witness in the report. Do you recognise their faces and their positions?? hehe

4. Search the truth: you will find the key item shade cruse at the 1st ??? @ G-9 2/F, right next to Noam. check it again it says the water still fresh. Go North, a few steps ahead you find the 2nd ??? @ G-7 2/F, just in front of the two women. Go East, 3rd ??? @ the gate. Go East, 4th ??? @ the end of the tunnel. Go East, 5th ???
near the bridge. get the CS~

5. Your rewards: after cs at the bridge, back to talk with Tressia, she will tell you your rewards is at Ondieulix (I-7) 2/F. hohoho now you get the Gramary Cape~^^

but as i told you, i might miss some parts or make mistakes. but should be just running around to talk with witness and Tressia. if you can't get cs, talk with witnesses, tressia, chemioue, Mengrenaux again.

i hope my post can help ease your sore feet by running so mmmmmuuuuccchhhh around~

Magic Accuracy and Summons?
# Aug 16 2005 at 1:25 AM Rating: Decent
137 posts
From what I've seen, Magic Accuracy helps the spell from getting resisted. With enfeebling spells they stick better and longer, with Direct Damage spells they have a more consistant higher DMG. I found this out while experimenting with Elemental Seal while lvl BLM, and WHM.

While wearing the Cape on my WHM I also notice that my cure spells can reach the soft cap(Cure IV) and pass the soft cap(Cure, Cure II, Cure III) more often then with my White Cape, and even with experimenting with low MND equipment.

But, my SMN hasn't reached lvl 50 yet, but I was wondering if anyone knows if Magic Accuracy has an affect on Summons. I assume it does since I have had instances were my avatars would hit very stongly against EMs, and then my next avatar would hit half the DMG against EMs. (Same Avatar of course, I generally use Ifrit for soloing)
RE: Magic Accuracy and Summons?
# Aug 25 2005 at 2:05 PM Rating: Good
1,250 posts
Only Avatar: <...> has any effect on summons. Other stats (INT/MND/CHR, Magic atk/def/acc) has no effect whatsoever for summoner.

-- Starfox
RE: Magic Accuracy and Summons?
# Aug 25 2005 at 2:05 PM Rating: Good
1,250 posts
Silly 500 errors...

Edited, Thu Aug 25 15:19:18 2005
RE: Magic Accuracy and Summons?
# Aug 25 2005 at 2:05 PM Rating: Good
1,250 posts
(Note to Illia: 5xx are supposed to be fatal errors)

Edited, Thu Aug 25 15:13:06 2005
# Aug 12 2005 at 11:17 PM Rating: Decent
i dunno about the quest but the cape is cheap
at least on ifrit it is, its going for 7k-9k on AH.this cape would also b good for rdm maat
In Search of the Truth - Quest Reward
# Aug 12 2005 at 4:03 PM Rating: Good
1,854 posts
This the reward for the In Search of the Truth quest in Tavnazian Stronghold. I sold mine for 50K on Fairy. The quest description is available on Somepage, it is quite vague but like the quest itself, a little detective work will help you solve it.

Edited, Fri Aug 12 17:10:46 2005
Magic Accuracy 101
# Aug 12 2005 at 3:12 PM Rating: Decent
Ok, i'm just going to say what magic accuracy is, i'm a red mage, so I know more than anyone.

Magic accuracy works similar to melee accuracy for enfeebles. The lower your accuracy, the more you are resisted, or "miss".
With spells that directly do damage, (stone, aero, fire etc.) Magic spells will either do 100% damage, 50%, 25% or about 10%. (Note that these are rough estimates from my experience on monsters, 25% is the rarest, since you will usually get completely resisted.)
Magic accuracy is defined by a number of things. Int, mnd, magic accuracy bonuses and magic skill. Int and Mnd affect debuffs the most, but int directly affects elemental potency, while mnd directly affects cure and holy magic potency. Every number of magic skill levels (no one can yet confirm this, but I believe it to be every 10) you will gain a slight boost in magic accuracy.

For debuffs, we'll use slow for this example, every amount more MND you have over your enemy increases your magic accuracy for that spell, and vice versa. Having less MND will decrease accuracy. Same goes for black magic debuffs, Ie: blind, except with INT.

After using say slow, (any enfeeble applies to this rule, but slow is being used as an example) If you cast it and it hits (meaning it takes effect), if it wears off and you have to recast it the monster, (or PC in ballista), will have gained resistance. The spells that still do land will remain for a shorter duration.
RE: Magic Accuracy 101
# Aug 13 2005 at 2:44 PM Rating: Decent
Since you're a Rdm and "you know more than anyone" you should also know that Mnd and Int don't affect enfeeble accuracy as much as everyone makes it out to be. They affect the duration and activation a lot more than the accuracy. For those of you that dont know what that means, duration is how long a spell lasts and activation is how often a spell like paralyze is activated.

And you said every 10 levels of magic skill (that you believe, that is) gives a boost in magic accuracy. Is that appart from the accuracy gained from the magic skill itself, like you get the accuracy from 10 magic skill and then another boost besides that?
RE: Magic Accuracy 101
# Aug 13 2005 at 5:37 PM Rating: Decent
21 posts
Think of it this way... Increasing your mind and int increases your magic accuracy the same way that increasing your dex increases your melee accuracy. I think it's something like 2 dex = 1 accuracy. It would be the same with mages. 2 int/mnd = 1 magic accuracy.
RE: Magic Accuracy 101
# Aug 14 2005 at 3:24 AM Rating: Decent
lol, that was supposed to say "I'm sleepy, goodnight!"
RE: Magic Accuracy 101
# Aug 14 2005 at 3:23 AM Rating: Default
ok, I have no idea how magic accuracy is calculated and all, but I don't think any of you do either. That is... all of you say "No, its this... its proven" but how is it proven? I've been playing since NA release, and I've never had a GM ever come in and explain stuff and show formulas and junk... so... I think anyone that argues and says "It's been proven that..." should just shut up. I'm not trying to be an ***, I'm just tired of people saying "It's proven" lol... I'm
RE: Magic Accuracy 101
# Aug 14 2005 at 2:34 AM Rating: Good
um, no.
RE: Magic Accuracy 101
# Aug 14 2005 at 9:06 AM Rating: Excellent
Ok I'm not sure how people know so much about this trait and piece of equipment in specific as I've not heard anyone mention "Well I was wearing this cape last night and here is what happened..." "Well I was wearing this cape last night as 60BLM and here is what happened..."
First let me start with Magic Bursts,
#1 Flood
w/o Gramary Cape:#1-1152 W/Gramary Cape:#1-1299
#2-1068 #2-1299
#3-1152 #3-1299
#4-1152 #4-1221
#5-1068 #5-1299
#2 Blizzaga II
w/o Gramary Cape:#1-0678 W/Gramary Cape:#1-0707
#2-0696 #2-0709
#3-0678 #3-0709
#4-0678 #4-0707
#5-0678 #5-0709

**Note: W/ Flood w/o Gram. Cape #s
as high as 1200 +/- 10 were seen
but rarely, same applies for
Blizzaga II, #s as high as 0709
but rarely. (I'm talking like
1/30 casts)

Ok so here is my FFXI masters degree break down. Magic Accuracy does affect spell damage but only in the sense that spells are less resisted hence more potential for reaching the damage cap. A JP player I was in party with stated that 1299 is the damage cap for Flood. I'm not sure what it might be for Blizzaga II but I'm sure that if I did not reach it, it was close. Just by the numbers I collected, I know only five of each but that shows enough comparison IMO, Magic Accuracy not only helped to attain a higher rate of damage but also more consistently. W/o the cape I saw lower damage with some tad bit higher flux, but only maybe 20-40% of my casts(prolly on the end closer to 20% with more casts to compare @).

Enfeebling Magic-
#1 Paralyze
RDMCapped Enfeeble BLM Capped Enfeeble w/cape
#1-Resisted #1-Stick
#2-Stick #2-Stick
#3-Resisted #3-Resisted

#2 Blind
RDMCapped Enfeeble BLM Capped Enfeeble w/cape
#1-Resisted #1-Stick
#2-Resisted #2-Stick
#3-Stick #3-Stick

Role Reversal
#1 Paralyze
RDM Capped Enfeeble w/cape BLM Capped Enfeeble
#1-Stick #1-Resisted
#2-Stick #2-Resisted
#3-Stick #3-Stick

#2 Blind
RDM Capped Enfeeble w/cape BLM Capped Enfeeble
#1-Stick #1-Resisted
#2-Stick #2-Resisted
#3-Stick #3-Resisted

Ok now, as you can see even with the cape in 12 casts I got resisted once, RDM w/cape never resisted in 12 casts. As I stated earlier I'm sure if you go much more in depth with this research the numbers will prolly be on lower side of the scale. Otherwise this would sell for more than 50k on Seraph.

All-in-all my rating for this EQ is a 8.5 out of 10. Try it out, its cheap and definitely wont hurt your party experience. I've gotten only good results from this cape and usually wear this over the Red Cape+1.

Numbers attained in Cape Terrigan as 60BLM and 60RDM. Should you have any questions please direct to our Customer Service Dept. which can be reached Mon-Fri 9:00-9:15am EST. If you call during non-business hours and wish to leave a message please forget it as you will disconnected immediately. Thank you for your patience.

RE: Magic Accuracy 101
# Aug 24 2005 at 10:22 PM Rating: Decent
66 posts
thank you! that's what i wanted to see^^ i know how much i love my elemental seal, and it looks as though this cape is enough to give a boost similar to it. i'm going to have to buy one and check it out myself. if this cape gets the job done, i'll be up a few hundred thousand when i sell my red +1
RE: Magic Accuracy 101
# Aug 24 2005 at 10:22 PM Rating: Decent
66 posts

Edited, Wed Aug 24 23:29:32 2005
RE: Magic Accuracy 101
# Aug 24 2005 at 10:21 PM Rating: Decent
66 posts

Edited, Wed Aug 24 23:29:05 2005
RE: Magic Accuracy 101
# Aug 16 2005 at 1:14 AM Rating: Decent
137 posts
Joker, that's a good post I'd say.

Also, I'd like to point out that Elemental Seal increases the accuracy of spells, it says it in the in-game description. As a WHM/BLM if I want an enfeeble to stick I use ES. So, they're might be more info on the subject under threads about that job ability.
# Aug 12 2005 at 2:46 PM Rating: Decent
As of 8/12/2005 it is 7k on Odin
# Aug 09 2005 at 6:10 PM Rating: Decent
21 posts
Magic accuracy helps you reach your max potential more often. For instance, say you have high mnd/int/skill. This raises your potential for stronger damage (or debuff). This doesn't mean that you'll reach that potential with every cast, though. Magic accuracy helps to increase the instances where you will be performing at your highest level. To put it in roll terms, say 1 is your lowest damage, and 6 is your highest. Without any magic accuracy, you probably roll a 3 or 4 more than anything else. (For example, a medium damage II spell might do about 250) By increasing your magic accuracy, you begin to roll more 5 and 6 than before. (So your II spells now reach 300-350 more often)
Same with debuffs. You might stick paralyze after the second or third cast, it might activate a couple times, then wear. Increasing your magic accuracy makes it stick first or second try, activate more often, and stay for longer period.
To put it simply, you need a good amount of stats to have the ability to do high damage, but you also need a good amount of magic accuracy to actually bring it out.

Edited, Tue Aug 9 19:22:48 2005
RE: Theory
# Aug 13 2005 at 3:02 PM Rating: Decent
Magic Accuracy wont affect the activation of spells or the duration, only the accuracy of them (less resisted)
RE: Theory
# Aug 14 2005 at 6:16 PM Rating: Decent
21 posts
If an enfeeble is "less resisted" then everything works better... they stick, they activate, and they stay. That's what being not-resisted means.
RE: Theory
# Aug 25 2005 at 4:44 PM Rating: Decent
well you are mainly right there less resisted means more everything for enfeebs but magic acc without proper int/mnd will raise chance of stick but duration will still be low; ES grav Kirin can stay for 10 sec if you are in melee(low int/mnd)mode or stay for 1-3min in the correct gear(maybe a bad example but i did it recently so its what i remebered that happened). Skill > Magic Acc > Int/Mnd/Chr(for songs) is a good way to show how it goes a lot like melee acc, Skill > Acc > Dex. however you take what i say is up to you if you find it helpful or feel its false is your opinion cause in the end only the developers know "exactly" how everything is setup.
RE: Theory
# Oct 05 2005 at 11:34 PM Rating: Decent
21 posts
Yeah, that's pretty much what the original post said.
To clear the confusion..
# Jul 26 2005 at 7:33 PM Rating: Decent
47 posts
Just to help clear away the confusion behind the Magic Acc. trait, Magic Acc.+ cause's the spell to land less reisted. The Job Ability Elemental Seal is the samething -- it gives a big boost to Magic Acc.

Note that Magic Acc. doesn't actually make your spells do more damage in the way that say +INT does.
# Jul 22 2005 at 6:21 PM Rating: Decent
102 posts
magic accuracy????? wtf? I never heard of this before. I thought spells could not "miss" but only be resisted. Is there a magic evasion attribute?
RE: wtf?
# Jul 22 2005 at 9:43 PM Rating: Decent
1,324 posts
I think the magic acc is for a spell to connect and do better than average dmg?, possibly ensuring a constant dmg cap instead of random numbers. There was an RPG that had a "spell fumble" where the spell would deal half dmg cause it "missed" its mark.
RE: wtf?
# Jul 22 2005 at 11:15 PM Rating: Default
151 posts
that is exatly right mages cast a spell and it sometimes does say 300 dammage (max) and other times does 150 or 50 dammage. This is due to magic acc. For example if you are a blm and are chaining spells in hopes of killin off a mob faster you are mostly just wasting mp due to lowered magic acc. cuz of spell repetition.
Hence the magic accuracy ^^
RE: wtf?
# Jul 26 2005 at 7:36 PM Rating: Default
47 posts
I've never heard of spell repeition dropping Magic Acc. That'd be like a WAR loosing Acc. with ever swing.

If that happened, than Chainspell wouldn't be as effective as it is.
RE: wtf?
# Aug 13 2005 at 3:06 PM Rating: Decent
How can you even compare a mage casting spells to a warrior hitting things? That had to have been the stupidest comparison ever...
RE: wtf?
# Aug 23 2005 at 7:12 PM Rating: Decent
47 posts
Because they're not that diffrent?? Did you just totally miss the point? Someone was trying to suggest that a Mob gains elemental resist per-cast, which yes, would be like a Mob gaining DEF or VIT per swing. Elemtal Magic does the samething as ATT♪ -- help cut through DEF.*

Maybe you should try thinking about whats going in a discussion instead of just pulling one part of it out and tooting your horn. >.>

♪ = In my first post I made a mistak and accidently said "ACC" instead of "ATT" which I just caught now.

* = Yes, I know it can be more complicated then that sometimes, I'm just keeping it basic to get my point across.
RE: wtf?
# Aug 11 2005 at 11:39 AM Rating: Decent
2,389 posts
I don't really agree that you're wasting mp if you cast the same spell, but he's right that monsters build a resistence. I especially notice this with gravity and bind. The duration of these spells diminishes and the resist rates themselves go up after a couple of casts.

You'll notice this versus end-game monsters fairly quickly.
# Jul 22 2005 at 4:32 AM Rating: Excellent
152 posts
Too bad this isn't the grammary cape, a lot of people in the game could use one of those!
# Jul 22 2005 at 1:11 AM Rating: Decent
147 posts
"In Search of the Truth" quest in tav safehold, basicly just alot of running around inside the safehold.
Tavnazian Safehold
# Jul 21 2005 at 9:40 PM Rating: Decent
Person would not tell me how, but told me it was a Tavnazian Safehold quest...

doesnt help much but narrows down the list :D
# Jul 21 2005 at 11:29 AM Rating: Default
Anyone know how to get this?
There's many of these on AH in gilgamesh but no one knows!
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