| |
Information by Scholar of the Summoner Job, Nusakan
" By making pacts with the legendary 'avatars', these heretic mages have unlocked the secrets to the forbidden magic of Vana'diel."
Masters of the Celestials and Terrestrials, the Summoners give a piece of themselves to be able to call upon the aid and power of
the great Avatar Spirits. These powers are flexible, ranging from some abilities that can help protect the party, and some abilities
to weaken their enemies, a large majority of this power revolves around commanding the great Avatars to fight for their cause. With
the strength of the earth, heavens, and wielding the essence of magic itself, the Summoner is able to act as an unconventional mage
of all sorts, and similar to a Beastmaster in essence that they have another force to do their bidding for them. The Summoner is
power to be reckoned, and a good ally to have when the balance of magic in a party is weak. |
 |
|
 |
|
 |
A leveled existance, a hume gets by fairly well with a balance of magic and physical endurance. They may
not be exceptional with their magic, Humes suffer no noticible penalties |
|
 |
Extremely limited in their magical ability, Elvaan can find this job quite difficult. Their physical prowess does
little to help them here, and their difficulty using even support magics hinders them greatly. |
|
 |
Already strong in magic of all sorts, Tarutaru make an almost natural choice for this job. Between their strength
with support magic and their large magic pools, a tarutaru is a summoner that keeps going and going and going... |
|
 |
Similar to a hume, a mithra gets by decently as a Summoner. Not particularly exceptional, but certainly no major or noticible penalties. |
|
 |
Though blessed with a larger Hit Point pool that makes them one of the most survivable Summoners, a galka's natural
physical talents are almost completely wasted, and their penalties with magic make them a challenge in this job the same as with any other magic using job. |
|
|
Getting the Job |
The Summoner is an advanced job and was introduced in the Zilart
expansion pack (included free with the NA version of FFXI). In order to receive the Summoner quest the character must
be at least level 30. In addition, use of a chocobo will help greatly, as well as maps and familiarity with most of the zones in the world.
To begin the quest, the character must obtain a Carbuncle's Ruby. This blood red gem can be found
as a rare loot of most any leech type creature, though the lower the level of the leech, the rarer the drop it is.
This can be the hardest part of the quest for most people, taking many hours and many hard combats, or it may be quite
simple. A player should be reminded that this is one of those instances where having helped a theif could pay you
back, as the Treasure Hunter skill can be extremely valuable. As a note, among the best places to hunt leeches there is
Valkurm Dunes, Buburimu Peninsula, Qufim, and Korroloka Tunnel.
Once obtained a Carbuncle's Ruby, travel to the city of Windurst. In the northern most part of the
Windurst Walls district is the House of the Hero. With the Ruby in hand, go to the door of the House of the Hero and
examine it. A scene will play out regarding the Carbuncle's Ruby, where a voice from within will ask you to obtain the
seven spectrums of light. The seven spectrums of light are actually elements of the weather, and most be collected
from any zone during the particular weather effect.
The weather effect is obtained by zoning into the zone while the weather effect is in place, such
as zoning into Konschtat during Lightning weather to obtain the Violet light. However, only zones with are open to the
sky can be harvested, caves, dungeons, and other underground type zones can not be obtained. Also, the light is obtained
during the acting of zoning in, not simply being in the area when the weather effect starts. If you are in a zone
when a weather effect starts, you must zone out and back into the area to obtain the light.
Some colors of light are more difficult to obtain than others, and some may take quite a bit of
patience. To start with, the easiest color ro obtain is Orange. Orange is the color of clear skies. Orange is fairly
easy to obtain from the zone directly outside any of the three natins, and in any zone where there is currently no weather effect in place.
The second group of colors that are fairly easy to obtain are the elements available from the teleportation
crags, in Tahrongi Canyon at Mea, in Konschtat Highlands at Dem, and in La Theine Plateau at Holla. The colors are
Green (which corresponds to Wind) and Yellow (that corresponds to Earth) which can be obtained in Tahrongi. The colors
of Violet (which corresponds to Thunder) or Yellow (that corresponds to Earth) which can be obtained in Konschtat
Highlands. And finally the colors of Green (which again corresponds to Wind), or Indigo (which corresponds to Water)
that can be obtain in La Theine.
The last group of colors, which are Red and Light Blue, are the most difficult to obtain. Red corresponds
to Fire, and fire weather is not so common as it would sound. Though available in quite a few zones, such as Meriphataud
Mountains or Valkurm Dunes, it will actually require a few days of scorching heat and clear skies to actually produce
fire weather. This means that the Weather Linkshell NPCs throughout the world can be very useful, as would an abundance
of patience. Ice however, is more difficult because of the very few zones which will have ice weather. Though avalable
very rarely in Batallia Downs, the best suggestion is to make a trek through the dangerous Ranguemont pass to the
ice lands of Beaucedine Glacier.
The passage through Ranguemont Pass can be quite dangerous, especially without a map, so my one
personal advice is to either get a guide to lead the way, or come very well prepared with Silent Oils and Prism Powders.
Virtually every single creature within the Pass is aggressive, and their is a fair mix between monsters that detect by
sight and by sound that you will want to be Sneak-Invis the entire time, or will want a stalwart companion capable
of killing the monsters that attack. Once through the Pass, however, you will find yourself in a land were the ice weather
almost never stops. That being the case, Light Blue becomes quite easy to obtain.
Once all colors of the light have been obtained, you will receive a message that Carbuncle appears
and runs away towards the direction of La Teine Plateau. To complete the quest, travel to La Theine Plateau in pursuit.
Once there, travel to G-6, where you will find a ring of stones marked in the center with a ???. At night, Ghosts
swarm the area, so by far the safest time to come is during the day. Trading the Carbuncle's Ruby to the ???, you will
obtain a scene with Carbuncle, after which you are now open to be a Summoner and have gained your first summons, Carbuncle himself!
|
|
Job Traits |
Trait Name |
Level Gained |
Description |
| Max MP up |
10 |
Grants the character a slight increase to maximum MP amount |
| Clear Mind |
15 |
Increases the amount of Magic Points Gained while resting (+3) |
| Resist Slow |
20 |
Grants the character a slight resistance against slow spells and abilities |
| Auto Refresh |
25 |
Character Automatically regenerates Magic Points at all times. |
| Clear Mind |
30 |
Increases the amount of Magic Points Gained while resting (+6) |
| Max MP Up |
30 |
Grants the character a slight increase to maximum MP amount |
| Resist Slow |
40 |
Grants the character a slight resistance against slow spells and abilities |
| Clear Mind |
40 |
Increases the amount of Magic Points Gained while resting (+9+(1 per)) |
| Max MP Up |
50 |
Grants the character a slight increase to maximum MP amount |
| Resist
Slow |
60 |
Grants the character a slight resistance against slow spells and abilities |
| Clear
Mind |
60 |
Increases the amount of Magic Points Gained while resting (+12+(1 per)) |
| Max MP Up |
70 |
Grants the character a slight increase to maximum MP amount |
| Clear Mind |
70 |
Increases the amount of Magic Points Gained while resting (+12+(2 per)) |
|
| Job Abilities |
Ability Name |
Level Gained |
Duration of Use |
Duration of Recharge |
Description |
| "Astral Flow" |
1 |
0:03:00 |
2:00:00 |
Opens up the corresponding Pet Command to use an Astral Flow. Astral Flow is a mega-damage pet command which does an amount of damage corresponding to the caster's remaining MP, and drains the MP pool completely. While active, Prime Avatars cost zero upkeep. |
| /ja "Astral Flow" <me> |
| Non-Specific Pet Commands |
Ability Name |
Level Gained |
Duration of Use |
Duration of Recharge |
Description |
| "Assault" |
1 |
0:00:00 |
0:00:10 |
Sends the Summons to physically attack the target (in the case of elemental spirits, this will include magic) |
| /pet "Assault" <t> |
| "Release" |
1 |
0:00:00 |
0:00:10 |
Dismisses the summons |
| /pet "Release" <me> |
| "Retreat" |
1 |
0:00:00 |
0:00:10 |
Commands summons to cease whatever action or combat it is in and return to the caster. |
| /pet "Retreat" <me> |
| "Bloodpact" |
1 |
0:00:00 |
0:01:00 |
Bloodpact is the selection of abilities specific to each summons, including Astral Flow abilities, Magic Spells, and special attacks or defense abilities. |
Varies by Bloodpact Ability Continues with specific ability. |
|
| Skill Cap Rankings |
| |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
| Rank |
- |
F |
- |
- |
- |
- |
- |
- |
- |
- |
F |
B- |
- |
- |
- |
- |
F |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
A- |
| Primary Weapon: Staff |
Skill Level
|
Weapon Skill |
Job Level |
Elements |
Description |
Damage |
Macro |
| 10 |
Heavy Swing |
3 |
 |
 |
|
Damage varies according to TP |
1.00 1.25 2.25 1x STR_30% |
/ws "Heavy Swing" <t> |
| 40 |
Rock Crusher |
14 |
 |
|
|
Earth Based Attack |
1.00 2.00 2.50 Earth INT_30% |
/ws "Rock Crusher" <t> |
| 70 |
Earth Crusher |
24 |
 |
 |
|
Earth Based Area of Effect Attack |
1.00 2.25 3.50 Earth STR_20% INT_20% |
/ws "Earth Crusher" <t> |
| 100 |
Starburst |
34 |
 |
|
|
Varied Light or Dark Damage |
.875 1.625 2.00 Light/Dark MND/INT_50% |
/ws "Starburst" <t> |
| 150 |
Sunburst |
51 |
 |
 |
|
Varied Light or Dark Damage |
.875 2.00 3.125 Light/Dark MND/INT_50% |
/ws "Sunburst" <t> |
| 175 |
Shell Crusher |
56 |
 |
 |
|
Light Based Attack |
1.00 1.00 1.00 1x STR_35% More DEFDown |
/ws "Shell Crusher" <t> |
| 200 |
Full Swing |
62 |
 |
 |
|
Attack Ignores Defense with Additional Effect Blind |
1.00 3.00 5.00 1x STR_50% |
/ws "Full Swing" <t> |
| 225 |
Spirit Taker |
71 |
 |
 |
|
Attack Ignores Defense with Additional Effect Blind |
1.00 1.50 2.00 1x INT_50% MND_50% vs.MP |
/ws "Spirit Taker" <t> |
| 230 |
Retribution
(must sub WAR, MNK, WHM, or PLD) |
73 |
 |
 |
 |
Attack with Additional Effect Silence |
2.00 2.50 3.00 1x STR_30% MND_50% |
/ws "Retribution" <t> |
| Job Specific Equipment (JSE) 50 |
 |
To obtain this item, the character must defeat Summoner Fomor in Phomiuna Aqueducts or the Sacrarium. |
Aries Subligar (Legs) [Lv50 DEF23 HP Recovered While Healing+1] |
To obtain this item, the character must defeat Black Mage Fomor in Phomiuna Aqueducts or the Sacrarium. |
 |
To obtain this item, the character must complete the "Brigid the Stylist Returns" Quest in Bastok Markets. To obtain the quest, the player must speak with Brygid wearing full Artifact Armor. Select the armor of choice, and Brygid will
request you meet her wearing a specific set of clothing, the list of which will include the JSE Subligar obtained from Phomiuna Aqueducts as well as in the Sacrarium, which is rare/ex so must be obtained on your own.
The Subligaria required to complete the SMN/WHM JSE is the Capricornus Subligar, found as a drop off of Summoner Fomor. |
Duende Cotehardie(Body) [Lv50 DEF26 "Conserve MP"+4 Dark Spirit Perpetuation -1] |
To obtain this item, the character must complete the "Brigid the Stylist Returns" Quest in Bastok Markets. To obtain the quest, the player must speak with Brygid wearing full Artifact Armor. Select the armor of choice, and Brygid will
request you meet her wearing a specific set of clothing, the list of which will include the JSE Subligar obtained from Phomiuna Aqueducts as well as in the Sacrarium, which is rare/ex so must be obtained on your own.
The Subligaria required to complete the BLM/SMN JSE is the Aries Subligar, found as a drop off of Black Mage Fomor. |
| Job
Specific Equipment (JSE) 50 |
 |
Crafted on Fire Crystal
Adaman Ingot
Darksteel Sheet x2
Gold Ingot
Mercury
Rainbow Thread
Tiger Leather
Velvet Cloth |
|
 |
Crafted on Earth Crystal
Darksteel Chain x2
Gold Thread
Kejusu Satin
Scarlet Linen Cloth
Velvet Cloth |
|
 |
Crafted on Fire Crystal
Darksteel Chain x2
Darksteel Sheet x2
Gold Ingot
Tiger Leather
Viridian Urushi |
 |
 |
Crafted on Fire Crystal
Adaman Sheet
Darksteel Chain x2
Darksteel Scales x2
Gold Thread
Tiger Leather
Viridian Urushi |
 |
 |
Crafted on Wind Crystal
Adaman Chain
Kejusu Satin
Silk Cloth
Steel Sheet
Urushi |
 |
| AF1-AF1 |
Kukulcan's Staff (Staff)
[Lv41 DMG22 DLY366 MP+20] |
The Puppet Master |
| AF1-AF2 |
 |
Class Reunion |
| AF1-AF3 |
 |
Carbuncle Debacle |
| AF1-AF4 |
 |
The player is charged with obtaining a coffer key and opening a coffer
in Sea Serpent Grotto. On opening the coffer in Sea Serpent Grotto, the player will obtain a key item, a pair of Old Gauntlets. The
Old Gauntlets are taken to Port Jeuno, where in the Auction House area is an Old Crate. Examining the Old Crate will bring forth the
ghost of Bolghertz, who offers to repair his handiwork, but to do so he must have the Shadow Flame. To obtain the Shadow Flame, travel
to Castle Zvahl Baileys in Xarcabard. At F-8 in Castle Zvahl Baileys, you come to find a sealed gate, set with 4 Flame Torches. Examining
any one of the Flame Torches brings forth the spirit of Dark Spark, a NM Bomb type mob. The party defeats Dark Spark, then examining
the Torch again the player obtains the Shadow Flame. Dark Spark need only be defeated once for any member in the party needing the
Shadow Flame. Returning to Port Jeuno and examining the crate again, the Spirit of Bolghertz takes the Shadow Flame and with it recrafts
the artifact hands. |
| AF1-AF5 |
 |
The
player is charged with obtaining a coffer key and opening a coffer
in Toraimarai Canal. |
| AF1-AF6 |
 |
The player is charged with obtaining a coffer key and opening a coffer in Temple of Uggalepih. |
Genkai
5 - Limit Break Fight Level 70 (The Maat Fight) |
The final genkai is a one-on-one fight against Maat at level 66+ and
a Summoner testimony is traded to Maat. The testimony can be gotten from Blood and Gore Demons in Bailey's, and the Yagudo Templar in Oztroja.
No subjob is allowed and Maat will have the same ability as a SMN except that he uses hand-to-hand instead of a Staff. When fighting
Maat, expect him to use Astral Flow and most likely Asuran Fist.
A few things to know about the Maat fight. First, Maat won´t attack you until you hit him, so you´ll always get the first
swing in. Second, no one is sure if there´s any special condition that will get Maat to quit (i.e. Thf needs to steal).
He often uses Combo, Shoulder Tackle and Spinning Rush.
-- How I fought Maat --
??? |
| Weapon Skill Notorius Monster - WSNM Staff |
[ ??? ]
??? |
| Relic Weapon |
Relic Staff (Staff)
[Lv75 DMG1 DLY999] |
Dynamis - Jeuno |
Sage's Staff (Staff)
[Lv75 DMG1 DLY402 In Dynamis: DMG55 Fire+7] |
L.Jadeshell x5
Lancewood Lumber
Pidgeon's Blood
Urushi |
Dynamis Staff (Staff)
[Lv75 DMG55 DLY402 In Dynamis: DMG58 Fire+9] |
100 Byne Bill x16
Ash Staff
Elm Staff
Mahogany Staff |
Thyrus (Staff)
[Lv75 DMG72 DLY402 In Dynamis: Weaponskill "Gate of Tartarus"] |
M.Silverpiece x62
Attestation of Virtue |
Amanomurakumo (Staff)
[Lv75 DMG72 DLY390 Accuracy+20 Weaponskill "Gate of Tartarus" Additional Effect: Dispel] |
10,000 Shell
Celestial Fragment at Ifrits Cauldron : Crater |
| Merits
- Summoner Exclusive |
| Avatar
Physical Accuracy |
This
Merit increases the accuracy of physical attacks for all avatars |
| Avatar
Physical Attack |
This
Merit increases the damage of physical attacks for all avatars |
| Avatar
Magical Accuracy |
This
Merit increases the accuracy of magical attacks for all avatars |
| Avatar
Magical Attack |
This
Merit increases the damage of magical attacks for all avatars |
| Elemental
MP Cost |
This
Merit incrementally decreases the cost for Elemental Summons perpetuation |
| |