by Aralays of Fenrir (updated: 12th may 2021)
Trust Researcher: Clarion Star (Port Bastok), Gondebaud (South San d’Oria), Wetata (Windurst Woods)
Key Item: Bastokan Trust Permit, San d’Orian Trust Permit, Windurstian Trust Permit
To obtain the ability to call Alter Egos, the player has to reach lvl 5 on any job and then talk to one of the trust researchers in the three nations to learn about the Trust Initiative. After getting the explanation, the player has to talk to the local Rank 1 NPC (Naji, Metalworks / Excenmille, North San d’Oria / Kupipi, Heavens Tower) to learn the first Trust magic spell. The player has to call the Alter Ego once in a field zone and then has to return to the NPC to obtain the respective nations Trust Permit KI.
To gain the trust permit KI of the other nations after this, the player just has to talk to the trust researchers and the rank 1 NPC, but doesn’t have to call the Alter Ego and report back. The trust permit KI allows to gain three-nations-related Alter Egos.
Trust Ciphers & Records of Eminence:
Item: Trust Ciphers
Players can obtain ciphers for various Alter Egos. Trading a cipher to a nations trust researcher unlocks the Trust magic spell for the player. There is a series of non-repeatable Records of Eminence (Tutorial > Basic / Intermediate) which awards ciphers by calling any Alter Ego for the first record and then the Alter Ego gained from the cipher rewarded by the last record until all Records are done.
Trust Researcher: Jamal (Ru’lude Gardens)
Key Item: Bundle of half-inscribed Scrolls
After obtaining all nation-related Alter Egos, trust researcher Jamal in Jeuno will hand the player the KI Bundle of half-inscribed Scrolls which allows to obtain ciphers of NPCs in the Shadowreign-era and of the Arkangels. Jamal will offer the RoEs (Other > RoE Quests 3) for the Arkangels after the player got Shantotto and Rainemard.
Trust Researcher: Marjory (Ru’lude Gardens)
Key Items: Memory Gem > Filled Memory Gem
After unlocking Job Points, gaining all five Arkangels from Jamal and at least another 59 trusts (excluding the unity leaders, at this point a player can have up to 108), Marjory hands the player the KI Memory Gem and unlocks three new capacity points-focused RoEs (Other > RoE Quests 3). These three RoEs grant one cipher each (which also can be dropped from the lvl 130 battle content Sinister Reign in Ra’kaznar against doppelgangers of prominent NPCs from the Seekers of Adoulin storyline).
After finishing all three RoEs, the KI will become the Filled Memory Gem.
Mission / Quest:
Some Alter Egos are primary or secondary rewards from certain Missions or Quests, often learned during a cutscene. If a player has finished the mission or quest before the Alter Ego was released, talking to the related NPC or checking a shimmering spot in the according zone will trigger the cutscene or produce a cipher.
Repeat Login Campaign:
Players gain login points for each day they log into FFXI during a Repeat Login Campaign. The campaign normally starts around the 10th of a month and will generate points for the next three weeks. During the campaign and until the next campaign starts, these points can be traded in at the Greeter Moogles for various items. The Greeter Moogle sells trust ciphers for 500 login points, either introducing a new Alter Ego or bringing back old ciphers.
Events:
Some Alter Egos are obtained from specific unique or seasonal Events and may be learned via cutscene or by obtaining a cipher. They often show up again a year later in the same (or a similar) seasonal event.
Alter Ego Extravaganza:
The Alter Ego Extravaganza is an event happening four times a year, in which ciphers for certain Alter Egos can be bought with various currencies from the according NPCs. Each Extravaganza allows to buy different ciphers, normally rotating through all these Alter Egos twice a year.
The merchants are Conquest Overseers (Conquest Points), Imperial Overseers (Imperial Standing), Assault Mission Givers (Assault Points), Shenni in Bastok, Shixo in San d’Oria and Shuvo in Windurst during the shadowreign era (Allied Notes), Field Manuals and Ground Tombs (Tabs), Eminence Researchers (Sparks of Eminence) and Ujlei Zelekko at the Adoulinian Peacekeepers (Bayld).
A.M.A.N. Validator:
For 480 Deeds of Heroism - playing for 12 months and doing the according 4 Records of Eminence each month - the player is rewarded the cipher for Dr. Monberaux.
Unity Concord (UC):
Equipment: Unity Shirts
Alter Egos with the tag (UC) are the leaders of unity concords. When a player gains enough accolades in a single conquest period (real world week), the leader of their unity concord is unlocked for two weeks and can be called like each other trust. If the player fails to meet the quota in two weeks or if he changes unity concords, the ability to call the leader as trust is locked until unlocked again.
The performance of (UC) Alter Egos depends (slightly) on unity ranking and (highly) on personal evaluation, gaining new jobabilities, jobtraits, weaponskills, access to their subjob and improved AI when the sum goes up and losing them when it goes down again.
A player can claim lvl 1 unity shirts from the according A.M.A.N. NPCs. Wearing the appropriate shirt when calling the (UC) Alter Ego presumably grants the unity leader bonuses which scale with the unity-ranking, according to SE. Players haven’t been able to determine any visible bonus yet.
Key Items: Rhapsody in White, Rhapsody in Crimson
The partyleader can call up to 3 Alter Egos to their side, each trust magic spell having a casting time of 3s and a recast of 4 minutes, the later being reset by switching zones. The Alter Ego will appear with full HP/MP and the recast of all spells and abilities set to 0. By talking to them or with the command “/refa <x>” (x being the number of the partyslot) or “/refa all” a player can send one or all Alter Egos away.
Upon obtaining the KIs Rhapsody in White and Rhapsody in Crimson from the “Rhapsodies of Vana’diel” storyline, the player can call a fourth and fifth Alter Ego respectively.
Trust magic does not consume MP, will not aggro magic-aggressive enemies and cannot be cast while silenced or muted, while having aggro or enmity of an enemy or while being in an alliance. Each Alter Ego takes up one partyslot and they cannot be called if too many players are in the party.
Alter Egos can be called in most field and dungeon areas and in many battlefields including Macrocosmic Orb battlefields. They benefit from Atmas and Vorseals in Abyssea and Escha and can be called during Lair Reives and Domain Invasions, even when the player has enmity.
Alter Egos cannot be called in Limbus, Moblin Mazes, Besieged, Salvage and Assault and neither in orb-battlefields except the ones for Macrocosmic Orbs, as mentioned above.
There exist two Alter Egos of Aldo, Excenmille, Lilisette, Lion, Maat, Mumor, Nashmeira, Naja Salaheem, Prishe, Shantotto, Tenzen and Zeid each. Players can just call one of each at the same time. Shantotto / Shantotto II and Domina Shantotto are two different people though and can be called together.
Certain Alter Egos will gain some kind of bonus when called together with specific other Alter Egos. The team-members and synergy effects are listed at the end of the document.
Alter Egos talk to their player when called and often change their greeting when another Alter Ego is already summoned and the original NPCs know each other. This changed greeting is NOT a proof for a synergy effect. Only the teams listed at the bottom have confirmed team synergies.
When travelling, the first Alter Ego will follow the player, all other Alter Egos will follow the Alter Ego before them. If one Alter Ego is slept, bound, stunned or petrified, the ones following it will not move either until the effect wears off. As long as the Alter Egos are not in combat they will recover increasing amounts of HP and MP as if they were resting, but will take no other actions.
They despawn when the player dies, changes zones or logs out.
As soon as the player attacks an enemy with his melee weapon, the Alter Egos will attack the same enemy. The Alter Egos continue to attack this enemy until the player disengages, in this case they disengage also. The Alter Egos will not disengage when the player unlocks his target and runs out of melee combat range. When the player switches his target but does not actually attack the new enemy, then the Alter Egos will continue using their auto-attacks against the first enemy, but will use their spells and jobabilities against the new enemy.
The list below will describe Alter Egos as combative, cautious or stationary and conservative or offensive. “Combative” Alter Egos move into melee range, “Cautious” Alter Egos will move away from the attacked enemy, to be outside of aoe attack range, and “Stationary” Alter Egos will stop moving as soon as an enemy is engaged. “Conservative” Alter Egos tend to store TP (up to 2000 or 3000) and close skillchains initiated by the player or other Alter Egos while “Offensive” Alter Egos tend to spend TP as soon as they can to use a weaponskill. Different behaviours from these will be described separately.
Cautious Alter Egos can cause a problem when they draw enmity from the enemy: the enemy will go after them, the Alter Ego will try to reposition itself and run away, still followed by the enemy and so the Alter will de facto start to kite the enemy around, preventing melee fighters from hitting the enemy. The party should contain high-enmity melee fighters or tanks to control and keep enmity if they use cautious Alter Egos.
Key Items: Rhapsody in Fuschia
Alter Egos use the same jobs as players (currently there is no Alter Egos whose mainjob is BLU or SMN) but Trust-magic is divided in seven categories, according to the overall AI behaviour and party role during combat of the Alter Ego.
Alter Egos have attributes according to their combination of race, mainjob and subjob. Some of them use the same job as main- and subjob (in this case just one job is listed below) and have accordingly high but lopsided attributes.
An Alter Ego has the same level as their player when summoned, but doesn’t level up with the player and has to be resummoned in this case. At player level 99 the Alter Egos gain a bonus to all attributes according to their players average equipment ilvl when called (this bonus is not an one-size-fits-all effect, but different for different Alter Egos). This bonus also includes Haste.
After getting the KI Filled Memory Gem from Marjory, the level of all Alter Egos will be increased by the number of players in the party, including the summoning player.
Alter Egos will only use weaponskills and jobabilities listed below but will know all jobtraits of their mainjob/subjob combination, but not necessarily at the same tier as a player of the same level. The exceptions to this are Gilfinder and Treasure Hunter, which are only present when explicitly listed and never go above tier 1. If an Alter Ego can cast magic, it knows all tiers of the according spells depending on the level of the Alter Egos mainjob/subjob. If a merited version of the spell exists (for example RDMs Phalanx II), the Alter Ego will know the merited spells of its mainjob. Other merits are just known if listed below.
Some Alter Egos know unique weaponskills, jobabilities or spells which are listed in italics.
Pet jobs never call pets.
The auto-attacks of Alter Egos use the normal damage type of their equipped weapon. Alter Egos using ranged attacks stand in a perpetual sweet spot, so their attacks will always strike true.
Some Alter Egos use a “Special” attack. This attack has a noticable longer range than normal melee strikes and can deal melee, ranged or elemental damage as listed below. Special attacks dealing physical damage (regardless if it is melee or ranged damage) benefit from traits supporting melee attacks (for example “Double Attack”) if the Alter Ego has the according trait or outside effects supporting melee attacks (Samba or geomancy), special attacks dealing elemental damage will always hit and benefit from magic-boosting geomancy but cannot hit critically.
Some, but not all, Alter Egos receive bonuses based on the equipment they use (for the other ones, equipment is purely cosmetic), which is listed in the descriptions below. All Alter Egos using relic and mythic weapons benefit from the aftermath, but the weapons are stage I, so at lvl 99 they will have ilvl 119 weapons, but neither afterglow nor the dmg/acc-bonus of the stage III weapons.
Supportive spells and similar effects created by Alter Egos will (area of effect) or can (single target, if their AI will chose these targets) enhance other players besides their player and other Alter Egos, but ignore pets and Adventuring Fellows.
Upon obtaining the KI Rhapsody in Fuschia from the “Rhapsodies of Vana’diel” storyline, the Alter Egos will gain a bonus to all attributes (except HP or MP) including a trait resembling Auto-Haste. This is in addition to the attribute-bonus derived from the players average equipment ilvl described above.
Group Food effects will also buff Alter Egos, although most group foods just offer low benefits and status boosts. One option is to use group foods to buff the Alter Egos, then remove the food effect with Antacid and eat the “proper” player-food.
Lhu Mhakaracca (/WAR)
Weapon: Relic Axe Guttler - Spinning Axe, Rampage, Decimation, Onslaught
Combat: Combative, Offensive
Abilities: Berserk
Merits: JA Feral Howl
Tactics: Lhu seems to prefer Spinning Axe, but when using Onslaught she benefits from the relic
aftermath (att +10%). She uses Feral Howl to interrupt TP-abilities.
Obtained: Alter Ego Extravaganza (Allied Notes, Windurst (S), winter/summer)
Teodor
Weapon: Special (varies) - Frenzied Trust (conal), Hemocladis (aoe, dark, amnesia, drain), Open
Coffin (dark, bio), Ravenous Assault (drain), Sinners Cross (bind), Start from Scratch (full
erase, infinite blink, regen, shadow-aura)
Combat: Combative (as soon as he uses the first melee attack), Conservative
Spells: Aeroga/-ja, Blizzaga/-ja, Firaga/-ja, Stonega/-ja, Thundaga/-ja, Waterga/-ja
Tactics: Teodors attacks switch between physical swipes with his cane (ensilence or endispel) and
magical (dark) damage.Teodor uses his spells only to burst skillchains and can often burst
on skillchains he participated in.
Hemocladis can only be used when the aura from Start from Scratch is active and consumes
this aura.
Note: As the Undying Naakual and former Deathborne Xol Teodor is undead and therefore
intimidates and is intimidated by arcana. He cannot be targeted by Cure and Curaga but can
still benefit from other healing effects. He is also immune to Aspir, Drain, Death and Doom.
Obtained: Login Campaign
Luzaf
Weapons: Sword and Dagger, Mythic Gun Death Penalty - Akimbo Shot, Bisection, Grisly Horizon,
Leaden Salute
Combat: Combative, Conservative
Abilities: Quick Draw, Triple Shot
Traits: Accuracy Bonus, Magic Accuracy Bonus, Skillchain Bonus, Store TP
Merits: Quick Draw Accuracy (+10), Quick Draw Recast (-10 sec)
Tactics: Luzaf targets the elemental weakness of enemies when using Quick Draw, he tries to dispel
buffs with Dark Shot and sleep enemies before they use TP-abilities with Light Shot. When
using Leaden Salute, Luzaf benefits from the mythic aftermath (r.acc +20, r.att +60, 40%
chance for double dmg) on ranged attacks. Luzaf will not use any Phantom Rolls.
Note: Luzaf has higher skill ratings for his weapons than normal corsairs. Each time he is
summoned, he chooses a single weaponskill he will use each time he uses a weaponskill
except for closing skillchains.
Obtained: Login Campaign
Dancers only use Haste Samba if a dedicated healer (RDM, SCH, WHM) is in the party. Without a dedicated healer, they will use Drain Samba instead.
Lilisette
Weapons: Dagger - Dancer’s Fury, Whirling Edge
Combat: Combative, Offensive
Dances: Rousing Samba (aoe crit hit +10%), Sensual Dance (aoe +15% att, enemy: att down, MAB
down), Thorned Stance (def up, m.def up), Vivifying Waltz (Divine Waltz)
Tactics: Lilisette switches between an offensive fighting style (will use Sensual Dance) and a
defensive fighting style (will use Thorned Stance) depending if she has hate or not.
Note: Rousing Samba will not overwrite the samba effect of a player, but if players apply another
samba, just Lilisette will benefit from Rousing Samba. Despite wielding two daggers, she just
attacks with one of them.
Obtained: Quest (A Forbidden Reunion)
Lilisette II
Weapons: Dagger - Dancer’s Fury, Whirling Edge
Combat: Combative, Offensive
Dances: Rousing Samba (aoe crit hit +10%, self crit hit 75%), Vivifying Waltz (Divine Waltz)
Note: Rousing Samba will not overwrite the samba effect of a player, but if players apply another
samba, just Lilisette will benefit from Rousing Samba. Despite wielding two daggers, she just
attacks with one of them.
Because she doesn’t waste TP on Sensual Dance and Thorned Stance, Lilisette II deals
significantly more damage than Lilisette I at the cost of granting no attack bonus to the party.
Obtained: Mission (Rhapsodies of Vana’diel - Ganged Up On)
Mayakov
Weapons: Two Swords - Fast Blade, Vorpal Blade, Swift Blade, Coming Up Roses
Combat: Combative, Offensive
Abilities: Saber Dance
Dances: Climactic Flourish, Drain Samba, Feather Step, Haste Samba
Tactics: Mayakov uses Climactic Flourish before using weaponskills.
Note: On very short fights (around up to 30 seconds) Alexei gets outdamaged by some other Alter
Egos, because at the start of the fight he sets up Samba and Steps instead of using
weaponskills. But on any longer fights Mayakovs combination of Saber Dance, Climactic
Flourish, his excellent weaponskills (Coming Up Roses is one of - if not *the* - the strongest
weaponskills any Alter Ego has) and the improved party performance he grants via Feather
Step and Haste Samba makes him to the top melee fighter Alter Ego with by far the highest
damage output.
Obtained: Login Campaign
Balamor
Weapon: Special (dark) - Feast of Arrows (aoe bind), Regurgitated Swarm (aoe knockback, paralyze,
TP reset), Setting the Stage (conal amnesia, slow)
Combat: Combative, Offensive
Spells: Absorb-spells
Note: Balamor is the Deathborne Xol and as undead creature he cannot be targeted by Cure and
Curaga, is immune to Aspir, Drain, Death and Doom and and is intimidated by / can
intimidate arcana.
Obtained: Mission (Rhapsodies of Vana’diel - Pretender to the Throne)
Zeid II
Weapon: Great Sword - Groundstrike
Combat: Combative, Conservative
Abilities: Last Resort, Souleater
Spells: Absorb-Attri, Stun
Tactics: Zeid tries to interrupt TP-abilites with Stun and uses Groundstrike to close skillchains.
Obtained: Mission (Rhapsodies of Vana’diel - Volto Oscuro)
Flaviria (UC)
Weapons: Lance - Skewer, Impulse Drive, Celidon’s Torment (ignores defense)
Combat: Combative, Offensive
Abilities: Jump, High Jump, Super Jump
Merits: JA Angon
Obtained: Unity
Shikaree Z (/WHM)
Weapons: Lance - Raiden Thrust, Skewer, Wheeling Thrust, Impulse Drive
Combat: Combative, Offensive
Abilities: Ancient Circle, Jump, High Jump, Super Jump
Spells: Cure, Erase, Haste, Stona
Obtained: Mission (Chains of Promathia - Three Paths), talk to Perih Vashai
Babban Ny Mheillea (/WAR)
Weapon: Hand to Hand - uses Mandragora TP-abilites, Petal Pirouette (aoe TP-reset)
Combat: Combative, Offensive
Note: Babban Ny Mheillea is a plantoid, so she can intimidate beasts and is intimidated by vermin.
If her player wears (or lockstyles) a mandragora costume they can understand her language
(when summoned, etc.)
Obtained: Event (Sunshine Seekers)
Lhe Lhangavo (/WAR)
Weapon: Hand to Hand - Backhand Blow, Raging Fists, Dragon Kick, Asuran Fists
Combat: Combative, Offensive
Abilities: Chakra, Dodge, Focus, Impetus, Provoke
Merits: JA Formless Strikes, Invigorate (Chakra grants Regen)
Obtained: Login Campaign
Maat
Weapon: Hand to Hand - all skill-based weaponskills, Asuran Fists, Bear Killer (knockback)
Combat: Combative, Offensive
Merits: JA Formless Strikes, JA Mantra
Note: Maats Mantra will also grant Haste.
Obtained: Quest (Shattering Stars, has to be done on 6 different jobs)
Maat (UC)
Weapon: Hand to Hand - all skill-based weaponskills, Asuran Fists, Hollow Smite
Combat: Combative, Offensive
Abilities: Chakra
Note: Maat (UC) has a very high kick attack rate.
Obtained: Unity
Naja Salaheem (/WAR)
Weapon: Club - True Strike, Black Halo, Hexastrike, Peacebreaker (halves def and m.def)
Combat: Combative, Offensive
Abilities: Counterstance, Dodge, Focus
Tactics: Naja Salaheem will use Counterstance only when she has hate.
Obtained: Login Points
Naja Salaheem (UC) (/WAR)
Weapon: Club - Hexastrike, Peacebreaker, Justicebreaker (halves def and m.def), Nott (restores HP)
Combat: Combative, Offensive
Traits: Quadruple Attack, Store TP, Triple Attack
Note: This version of Naja exclusively uses a single weaponskill which is randomized each time
she is summoned.
Obtained: Unity
Prishe (/WHM)
Weapon: Hand to Hand - Knuckle Sandwich (conal), Nullifying Dropkick (knockback),
Auroral Uppercut (aoe stun)
Combat: Combative, Offensive
Spells: Cure
Obtained: Mission (Chains of Promathia - Dawn)
Prishe II (/WHM)
Weapon: Hand to Hand - Knuckle Sandwich (conal), Nullifying Dropkick (knockback),
Auroral Uppercut (aoe stun)
Combat: Combative, Offensive
Abilities: Psychoanima (intimidation)
Spells: Curaga
Tactics: Prishe can cast Curaga to wake the party from sleep.
Obtained: Mission (Rhapsodies of Vana’diel - Call to Serve)
Matsui-P (/BLM)
Weapon: Katana + Sword - all skill-based katana weaponskills and Blade: Ku
Combat: Combative, Special
Abilities: Futae, Innin, Sange
Spells: Aero, Aisha, Blizzard, Burn, Doton, Fire, Hyoton, Kakka, Katon, Migawari, Myoshu, Raiton,
Stone, Stun, Suiton, Thunder, Utsusemi, Water, Yurin
Tactics: Matsui-P tries to burst skillchains with an elemental ninjutsu followed by a black spell and
attempts to stun enemy TP-abilities.
After the player has used a weaponskill, Matsui-Ps next weaponskill will be one that opens
the highest possible skillchain the player can close with their just used weaponskill, which in
turn will cause Matsui-P to repeat the same weaponskill again. He can open skillchains for
All tier 1 and 2 weaponskill-attributes except for Fusion (in which case he will default to the
secondary attribute of the players weaponskill). Matsui-P will call out which weaponskill-
attribute the player should use to close the skillchain and waits with his weaponskill until
both he and the player have 1000 TP.
Note: Matsui-P acts very similar to Ayame in regards to weaponskills, but his use of spells and
ninjutsu as well as his tendency to not run up to an enemy and lose TP when he is too far away to successfully execute an WS makes him a worse trust for unlocking weaponskills. On his own his damage output is higher than hers though.
He has an apparently permanent and undispellable MAB-buff which prevents most other MAB-buffs from influencing him.
Obtained: automatically; just accessible between december ‘20 and may ‘21 (may change)
Excenmille (/SAM)
Weapon: Polearm - Double Thrust, Leg Sweep, Penta Thrust
Combat: Combative, Offensive
Abilities: Sentinel
Spells: Cure, Flash
Tactics: Excenmille tries to interrupt TP-abilities with Leg Sweep.
Obtained: San d’Oria Trust Permit (Rank 1)
Mildaurion (/WAR)
Weapon: Special (ranged) - Great Wheel (aoe), Light Blade (light), Stellar Burst (aoe light, silence),
Vortex (aoe dark, terror)
Combat: Combative, Offensive
Traits: Store TP
Note: Mildaurions Store TP is exceptionally high. She never uses any jobabilities or casts spells.
Obtained: Login Campaign
Selh’teus (/SAM)
Weapon: Special (melee) - Luminous Lance (light), Revelation (light)
Ability: Rejuvenation (aoe restore HP, MP and TP)
Combat: Combative, Offensive
Traits: Regain
Note: Selh’teus doesn’t seem to use Rejuvenation when the party has only 2 members and he
doesn’t register partymembers “immune” to healing (like Balamor or Teodor). Apparently
Rejuvenation is not a weaponskill, but can be used whenever he feels like it (possibly a
Waltz-analogue with really low TP cost and recast).
Obtained: Mission (Rhapsodies of Vana’diel - Call of the Void)
Nashmeira II (/WHM)
Weapon: Hand to Hand - Imperial Authority (knockback, stun, hate reset)
Combat: Combative, Offensive
Spells: Curaga, Cure, Erase, <Status>-na
Traits: Auto-Refresh 2
Note: Nashmeira seems to have no guard skill at all, but she can cast Cure up to tier 6, as if she
had two mainjobs.
Obtained: Mission (Rhapsodies of Vana’diel - Ever Forward)
Ayame
Weapon: Great Katana - all skill-based weaponskills and Tachi: Kasha
Combat: Combative, Special
Abilities: Hasso, Meditate, Third Eye
Tactics: After the player has used a weaponskill, Ayames next weaponskill will be one that opens
the highest possible skillchain the player can close with his just used weaponskill, which in
turn will cause Ayame to repeat the same weaponskill again. She can open skillchains for all
tier 1 and 2 weaponskill-attributes except for Distortion (in which case she will default to the
secondary attribute of the players weaponskill).
Ayame waits with her weaponskill until both she and the player have 1000 TP, which makes
her an excellent Alter Ego to use for unlocking quested and mythic weaponskills.
Obtained: Bastok Trust Permit (Rank 3)
Ayame (UC)
Weapon: Great Katana - all skill-based weaponskills, Tachi: Kasha, Tachi: Mudo
Combat: Combative, Conservative
Abilities: Hasso, Meditate, Seigan, Sengikori, Shikikoyo, Third Eye
Tactics: Ayame (UC) will restore her players TP with Shikikoyo after they use a weaponskill when
She has 2000+ TP. Ayame (UC) uses Seigan and Third Eye only when she draws enmity.
Obtained: Unity
Gilgamesh
Weapon: Great Katana - Tachi: Goten, Tachi: Kagero, Tachi: Kasha, Tachi: Kamai, Iainuki (conal,
knockback)
Combat: Combative, Conservative
Abilities: Hagakure, Hasso, Sekkanoki, Third Eye
Tactics: When the recast of Sekkanoki is ready, Gilgamesh stores 2000 TP and does a
self-skillchain. Otherwise he can close Light and Darkness with players or Alter Egos.
Obtained: Alter Ego Extravanganza (Sparks of Eminence, winter/summer)
Iroha (/WHM)
Weapon: Glaive and Bow - Amatsu: Choun, Amatsu: Fuga, Amatsu: Gachirin (fire), Amatsu: Hanadoki
Combat: Combative, Conservative
Abilities: Hagakure, Hasso, Meditate, Third Eye
Spells: Protectra, Shellra
Traits: Blessing of Phoenix (reraise), Save TP
Tactics: When using Meditation, Iroha can produce a four-step self-skillchain with Hanadoki > Choun
> Fuga > Gachirin (Liquefaction, Fusion, Light). Blessing of Phoenix will Reraise Iroha once
per summoning.
Note: Iroha casts Protectra and Shellra V, as if she had two main jobs.
Obtained: Mission (Rhapsodies of Vana’diel - An Unending Song)
Iroha II (/WHM, /BLM)
Weapon: Glaive and Bow - Amatsu: Gachirin (fire), Amatsu: Hanadoki, Amatsu: Kyori (magical, fire),
Amatsu: Suien (fire)
Combat: Combative, Conservative
Abilities: Rise from the Ashes (aoe cure, stoneskin), Hasso, Meditate, Third Eye
Spells: Flare, Protectra, Shellra
Traits: Save TP
Tactics: When using Meditation, Iroha can produce a four-step self-skillchain with Kyori > Hanadoki >
Suien > Gachirin (Fragmentation, Light, Light) and tries to magic burst Flare II on the last
renkei-effect.
Note: Iroha casts Flare II, Protectra V and Shellra V, as if she had only main jobs. Rise from the
Ashes can NOT reraise Iroha anymore, but is executed so fast at low HP it may look like a
reraise.
Obtained: Mission (Rhapsodies of Vana’diel - A Rhapsody for the Ages)
Noillurie (/PLD)
Weapon: Relic Katana Amanomurakumo - Tachi: Yukikaze, Tachi: Gekko, Tachi: Kasha,
Tachi: Kaiten
Combat: Combative, Offensive
Abilities: Hasso, Meditate, Sekkanoki, Third Eye
Spells: Cure
Tactics: Noillurie normally only uses Tachi: Kaiten and benefits from relic aftermath (Store TP +7).
When the recast of Meditate and Sekkanoki are ready, she will use both together to create
a four-step self-skillchain of Yukikaze > Gekko > Kasha > Kaiten (Fragmentation, Light,
Light).
Obtained: Alter Ego Extravaganza (Allied Notes, San d’Oria (S), winter/summer)
Tenzen
Weapon: Great Katana - Amatsu: Torimai, Amatsu: Kazakiri, Amatsu: Yukiarashi,
Amatsu: Tsukiboro, Amatsu: Hainakusa, Amatsu: Tsukikage (ignores shadows)
Combat: Combative, Offensive
Abilities: Hagakure, Hasso, Meditate, Third Eye
Note: Does not have access to Oisoya and therefore cannot create Cosmic Elucidation. His
weaponskills, except Tsukikage, are renamed skillbased Great Katana-weaponskills.
Obtained: Records of Eminence
Aldo (UC)
Weapon: Two Daggers - Sarva’s Storm (weight)
Combat: Combative, Offensive
Abilities: Bully, Sneak Attack
Traits: Gilfinder, Treasure Hunter.
Merits: Triple Attack (+5%)
Obtained: Unity
Chacharoon
Weapon: Twig, Slingshot - Pocket Sand (aoe blind), Sharp Eye (aoe gravity), Tripe Grip (amnesia,
attack boost)
Combat: Combative, Offensive
Tactics: Chacharoon uses his slingshot for ranged damage every couple of attacks. He attacks
surprisingly fast and has a noticable high critical rate and critical damage bonus (but very
low base damage)
Obtained: Quest (Trial of the Chacharoon)
Fablinix (/RDM)
Weapon: Dagger, Crossbow - uses Goblin TP-abilities
Combat: Combative, Offensive
Traits: Gilfinder, Treasure Hunter
Spells: Cure, Enwater, Stun
Tactics: Fablinix normally attacks with his dagger, but uses a ranged attack with his crossbow every
couple of swings. He tries to interrupt TP-abilities with Stun.
Note: Fablinix is a goblin so he can get intimidated when trying to cure Rongelouts who has
Beastmen Killer.
Obtained: Event (Adventurer Appreciation Campaign)
Jakoh Wakhondalo (UC)
Weapon: Dagger - Dancing Edge, Evisceratio, Sarva’s Storm (weight)
Combat: Combative, Offensive
Abilities: Conspirator, Feint, Sneak Attack, Trick Attack
Tactics: Jakoh Wakhondalo combines Sneak Attack with Dancing Edge and Trick Attack with
Evisceration if she, the enemy and the player are positioned correctly.
Obtained: Unity
Lekho Habhoka (/BLM)
Weapon: Dagger, Throwing Daggers - Debonair Rush, Inspirit (aoe Cure + Erase), Lunar Revolution
(linear, light), Iridal Pierce (aoe light)
Combat: Combative, Offensive
Traits: Magic Accuracy Bonus
Spells: Aero, Blizzard, Fire, Stone, Thunder, Water
Tactics: Lekho normally attacks with his dagger, but uses a ranged attack with his throwing daggers
every couple of swings. Lekho tries to overcome enemy resistances: He won’t waste MP on
spells if the enemy takes more dmg from his piercing auto-attacks, but when he casts, he targets elemental weakness and tries to magic burst.
Obtained: Login Campaign
Lion II (/NIN)
Weapon: Dagger - Grapeshot (conal, stun), Pirate Pummel (burn), Powder Keg (conal, defense down
and magic defense down), Walk the Plank (aoe bind, dispel, knockback)
Combat: Combative, Offensive
Traits: Gilfinder, Treasure Hunter
Ninjutsu: Utsusemi
Note: Lion tries to interrupt TP-abilities with Grapeshot. Her kick attacks are just a different combat
animation, not a true kick attack.
Obtained: Mission (Rhapsodies of Vana’diel - A Land After Time)
Maximilian (/WAR)
Weapon: Swords - Fast Blade, Circle Blade, Vorpal Blade, Swift Blade
Combat: Combative, Offensive
Traits: Gilfinder, Treasure Hunter
Obtained: Alter Ego Extravaganza (Allied Notes, Bastok (S), winter/summer)
Nanaa Migho
Weapon: Dagger - Wasp Sting, Dancing Edge, King Cobra Clamp (linear, paralyze, stun)
Combat: Combative, Offensive
Abilities: Despoil
Traits: Gilfinder, Treasure Hunter
Tactics: She rarely tries to interrupt TP-abilities with King Cobra Clamp.
Note: Despoiled items go to the players inventory.
Obtained: Windurst Trust Permit (Rank 3) and Quest (Migho’s Amigo)
Romaa Migho
Weapon: Sword - Savage Blade, King Cobra Clamp (linear, paralyze, stun)
Combat: Combative, Offensive
Abilities: Feint, Steal, Sneak Attack, Trick Attack
Merits: Aura Steal (Steal drains enhancing effects)
Tactics: Romaa Migho will only use Trick Attack when in the correct position with the player. She
uses (Aura) Steal after the enemy used an enhancing TP-ability. She rarely tries to interrupt
TP-abilities with King Cobra Clamp.
Obtained: Bundle of half-inscribed Scrolls and Quest (At Journey’s End)
Abenzio (/THF)
Weapon: Hand-to-Hand - uses Goobbue TP-abilities
Combat: Combative, Offensive
Note: Abenzio is a plantoid, so he can intimidate beasts and is intimidated by vermin. If his player
wears (or lockstyles) a mandragora costume they can understand his language (when
summoned, etc.)
Obtained: Login Campaign
Abquhbah
Weapon: Fists - Combo, Backhand Blow, Salaheem Spirit (aoe all attributes +24, -1 every 2 ticks)
Combat: Combative, Offensive
Abilities: Berserk, Restraint, Warcry
Obtained: Mission (Rhapsodies of Vana’diel - Ever Forward)
Areuhat (/PLD)
Weapon: Sword - Seraph Blade, Vorpal Blade, Savage Blade / uses also Wyrm TP-abilities Dragon
Breath, Hurricane Wing
Combat: Combative, Conservative
Abilities: Berserk, Blood Rage
Note: Areuhat doesn’t use any PLD jobabilities and spells, but has Undead Killer and native MP.
Obtained: Login Campaign
Cid
Weapon: Club, Gun - True Strike, Hexastrike, Critical Mass (fire), Fiery Lashings (aoe, fire)
Combat: Combative, Conservative
Abilities: Aggressor, Berserk
Obtained: Alter Ego Extravaganza (Sparks of Eminence, spring/autumn)
Halver (/WHM)
Weapon: Polearm - Raiden Thrust, Penta Thrust, Impulse Drive
Combat: Combative, Offensive
Abilities: Berserk, Provoke
Spells: Cure
Obtained: Nation Rank 3 and Mission (Rhapsodies of Vana’diel - The Path Untraveled)
Invincible Shield (UC) (/MNK)
Weapon: Great Axe - Raging Rush, Steel Cyclone, Soturi’s Fury (slow)
Combat: Combative, Offensive
Abilities: Blood Rage, Provoke, Restraint, Retaliation, Warcry
Merit: Savagery, Tomahawk
Obtained: Unity
Iron Eater (/SAM)
Weapon: Great Axe - Armor Break, Shield Break, Steel Cyclone
Combat: Combative, Offensive (without Restraint)
Abilities: Berserk, Provoke, Restraint
Merits: Double Attack (+5%)
Tactics: Iron Eater only uses Provoke if his player has enmity, but will not attempt to grab hate from
another player or Alter Ego. While Restraint is active, he stores his TP to 3000 and then
immediately uses Steel Cyclone.
Obtained: Bastok Trust Permit (Rank 6) and Volker obtained already
Klara
Weapon: Sword - Fast Blade, Vorpal Blade, Savage Blade, Temblor Blade (aoe)
Combat: Combative, Offensive
Abilities: Berserk, Provoke, Warcry
Obtained: Bundle of half-inscribed scrolls and Quest (Bonds of Mythril)
Naji
Weapon: Sword Joyeuse - Burning Blade, Red Lotus Blade, Vorpal Blade
Combat: Combative, Offensive
Abilities: Provoke
Note: Naji wields the Joyeuse and has a higher double attack rate than other warriors.
Obtained: Bastok Trust Permit (Rank 1)
Roungelots
Weapon: Sword - Red Lotus Blade, Seraph Blade, Savage Blade, Tongue Lash (aoe terror)
Combat: Combative, Offensive
Abilities: Berserk, Warcry
Traits: Beastmen Killer
Obtained: Login Campaign
Volker
Weapon: Sword - Red Lotus Blade, Vorpal Blade, Spirits Within, Berserk-Ruf (Warcry)
Combat: Combative, Offensive
Abilities: Berserk, Defender, Provoke, Retaliation, Warcry,
Tactics: Volker switches between an offensive fighting style (will use Berserk and Warcry) and a
defensive fighting style (will use Defender and Retaliation) depending if he has hate or not.
Note: Berserk-Ruf works as single-target Warcry. I
Obtained: Bastok Trust Permit (Rank 6)
Young Excenmille (/SAM)
Weapon: Greatsword - Gyre Strike (paralyze), Orcsbane (aoe), Songbird Swoop, Stag's Charge
Abilities: Stag's Call (aoe +15% attack, +15% Haste, MAB +15),
Combat: Combative, Offensive
Tactics: The weaponskills Orcsbane and Songbird Swoop are mainly used against Orcs and Kindred
respectively and deal enhanced damage to these enemies.
Obtained: Bundle of half-inscribed scrolls and Quest (Face of the Future)
Ingrid II (/WAR)
Weapon: Club - Inexorable Strike (light, stun), Merciless Strike, Ruthlessness (drain, conal),
Self-Aggrandizment (aoe cure, full Esuna)
Combat: Combative, Offensive
Spells: Banish
Tactics: Ingrid uses her Banish-spells exclusively to magic burst.
Obtained: Memory Gem
Elivira Gogol
Weapons: Sword, Relic Gun Annihilator - Split Shot, Slug Shot, Heavy Shot, Coronach
Combat: Combative, Offensive
Abilities: Barrage, Berserk, Decoy Shot, Double Shot
Tactics: When using Coronach Elivira benefits from the relic aftermath (enmity -10).
Obtained: Alter Ego Extravaganza (Allied Notes, Bastok (S), winter/summer)
Margret
Weapons: Dagger, Bow - Piercing Arrow, Sidewinder, Arching Arrow, Refulgent Arrow
Combat: Cautious, Offensive
Abilities: Barrage, Decoy Shot, Double Shot, Sharp Shot, Stealth Shot
Tactics: Margret tends to support her TP-abilities with as many jobabilites as possible. If the enemy
has less than a certain threshold of HP (10-15%), Margret will use neither weaponskills nor
Barrage - and if Barrage is already activated but the enemy drops below that threshold
before she uses her next ranged attack, Margret stops attacking completely, to not waste the
Barrage.
Note: Before the version update that introduced “Cautious” behaviour, Margret was “Stationary”
and used melee attacks if enemies were brought close to her.
Obtained: Alter Ego Extravaganza (Bayld, winter/summer)
Semih Lafihna
Weapons: Bow - Sidewinder, Arching Arrow, Lux Arrow (light), Stellar Arrow (aoe dark)
Combat: Cautious, Conservative
Abilities: Barrage, Sharp Shot, Stealth Shot
Tactics: Semih Lafihna tries to close skillchains and produce a renkei-effect of an element the enemy
is weak to. Lux Arrow and Stellar Arrow are both able to close Tier 3-skillchains. She is
regarded as the top ranged Alter Ego but because of her immense damage-output and her
cautious fighting style she has to be combined with a tank or she will kite the enemy around
all the time, making it difficult for melee fighters to hit them.
Obtained: Nation Rank 3 and Mission (Rhapsodies of Vana’diel - The Path Untraveled)
Tenzen II
Weapon: Bow - Oisoya
Combat: Cautious, Offensive
Note: Does not have access to Amatsu: Tsukikage and therefore cannot create Cosmic
Elucidation. Oisoya is a renamed Namas Arrow.
Obtained: Mission (Rhapsodies of Vana’diel - Crashing Waves)
Gessho (/WAR)
Weapon: Katana - uses Yagudo TP-abilities, Shiko no Mitate (defense up, stoneskin, Issekigan)
Shibaraku (aoe stun, knockback)
Combat: Combative, Offensive
Abilities: Provoke, Yonin
Ninjutsu: Hojo, Kurayami, Utsusemi
Tactics: Gessho will just use the highest tier of Hojo and Kurayami, but will alternate between
Utsusemi: Ichi and Ni, depending on cooldown. He tries to interrupt TP-abilities with
Happobarai and Shibaraku.
Note: Gessho is a tengu, a yagudo from the far eastern empire. Most of his TP-abilities hav
Japanese names but are the same as the ones used by other yagudo.
Obtained: Mission (Treasures of Aht Urghan - Passing Glory)
August (/WAR)
Weapon: Special (all alluvion weapons) - Alabaster Burst, Daybreak (full erase, status boost, regen,
refresh, store TP, damage taken down, creates wings), Fulminous Fury, Noble Frenzy, No
Quarter, Null Field, Tartaric Sigil
Combat: Combative, Offensive
Abilities: Divine Emblem, Palisade, Provoke, Sentinel
Spells: Cure, Holy, Reprisal
Tactics: Augusts auto-attacks switch according to weapon used between melee, ranged and light
elemental damage, so his damage output varies somewhat between individual swings
depending on enemy weaknesses and resistances. He will only use Holy in combination with
Divine Emblem and uses No Quarter only when the wings from Daybreak are present
(which consumes the wings).
Note: August wears the Founders Gear and has accordingly all Killer Effects. He is the best
tank Alter Ego.
Obtained: Memory Gem
Rahal (/WAR)
Weapon: Sword and Shield - Fast Blade, Seraph Blade, Swift Blade, Savage Blade
Combat: Combative, Conservative
Abilities: Berserk, Provoke, Sentinel, Shield Bash
Traits: Dragon Killer
Spells: Cure, Enlight, Flash, Phalanx
Tactics: Rahel prefers Flash over Provoke and only uses Berserk when he does not have hate. He
tries to interrupt TP-abilities and high-tier spells with Shield Bash.
Obtained: Alter Ego Extravaganza (Conquest Points, spring/autumn)
Valaineral (/WAR)
Weapon: Sword and Shield - Red Lotus Blade, Swift Blade, Savage Blade, Uriel Blade (aoe light)
Combat: Combative, Offensive
Abilities: Provoke, Sentinel
Spells: Cure, Flash
Note: Contrary to the original, this Alter Ego does not wield the Hauteclaire and so does not
have an enlight effect on his attack.
Obtained: Records of Eminence
Amchuchu (/WAR)
Weapon: Great Sword - Power Slash, Sickle Moon, Dimidiation
Combat: Combative, Offensive
Abilities: Berserk, Embolden, One For All, Provoke, Rune Enchantment, Swordplay, Ward: Valiance
Merits: JA Battuta, Inspiration (Valiance grants Fast Cast)
Spells: Flash, Foil, Phalanx, Protect, Refresh, Regen, Shell
Tactics: Amchuchu casts enhancing spells just on herself. She harbors runes according to the
current day until she takes elemental damage, then she starts to use runes enhancing her
resistance against this element.
Note: Amchuchu is the second-best tank Alter Ego (and easier to obtain than August).
Obtained: Login Campaign
Offensive casters tend to use the highest tier of elemental spell available to them, as long as the enemy is above 25% HP. Below this threshold or if they don’t have sufficient MP, they start to use weaker spells.
Most Offensive Casters and Alter Egos using /blm, /rdm or /sch target Threnodies cast upon the enemy or their natural elemental weaknesses, if no Threnody is present.
Ajido-Marujido (/RDM)
Weapon: Special (ranged)
Combat: Cautious
Traits: Cure Potency Bonus, Fast Cast Bonus, Magic Burst Bonus
Spells: Aero, Blizzard, Cure, Fire, Dispel, Slow, Stone, Thunder, Water
Tactics: Ajido-Marujido prioritizes Dispel over elemental spells. When he draws hate, he will stop
casting spells and start to use his weak attacks until the enemy attacks someone else.
Note: Ajido-Marujido has higher ratings in his magic skills than normal black mages, but despite
this he will not cast at all on enemies with high resistances.
Obtained: Windurst Trust Permit (Rank 6)
Domina Shantotto
Weapon: Scythe - Guillotine, Cross Reaper, Shadow of Death, Salvation Scythe (Bio, Paralyze,
Poison, Slow)
Combat: Combative, Offensive
Spells: Aero, Blizzard, Fire, Stone, Thunder, Water
Tactics: Domina Shantotto starts the fight with a barrage of nukes before she starts to melee. When
she draws hate, she will stop casting spells until the enemy attacks someone else.
Obtained: Login Campaign
Mumor II
Weapon: Club - Final Eternal Heart, Firesday Night Fever (boost to all status, grants visible aura),
Lovely Miracle Waltz, Neo Crystal Jig, Shining Summer Samba, Super Crusher Jig
Combat: Combative, Offensive
Spells: Aero, Blizzard, Fire, Stone, Stun, Thunder, Water
Tactics: Mumor can use Stun and Final Eternal Heart only with the aura from Firesday Night Fever.
Using Final Eternal Heart consumes the aura.
Notes: Mumor just fights with a single club, despite being equipped with two.
Obtained: Event (Sunbreeze Festival)
Rosulatia (/GEO)
Weapon: Special (earth) - Baneful Blades, Dryad Kiss (haste), Matriarchal Fiat, Wildwoods Indignation
Combat: Combative, Offensive
Spells: Stone, Stonega, Stonera
Tactics: Rosulatia prefers to melee and casts spells not very often.
Note: Rosulatia is a plantoid, so she can intimidate beasts and is intimidated by vermin.
Obtained: Memory Gem
Ullegore
Weapon: Staff - uses corse TP-abilities, Bored to Tears (slow)
Combat: Combative, Offensive
Spells: Aero, Blizzard, Comet, Fire, Stone, Stun, Thunder, Water
Tactics: Ullegore uses Memento Mori (MAB +20) before casting Comet.
Note: Ullegore is undead and so can intimidate arcana and is intimidated by them in turn. Despite
being undead, he can be cured, but he is still immune to Aspir, Drain, Death and Doom.
His MP Pool is extremely high (~5000 with ilvl 119 and KI Rhapsody in Fuschia).
Obtained: Login Campaign
Leonoyne (/BLM)
Weapon: Greatsword - Freeze Bite, Shockwave, Herculean Slash, Spine Chiller (conal terror)
Combat: Combative, Offensive
Traits: Enblizzard
Spells: Blizzaga, Ice Spikes
Note: Leonyone recovers MP when he is hit with physical attacks. He obviously never targets
elemental weaknesses except the enemy is weak to ice.
Obtained: Alter Ego Extravaganza (Allied Notes, San d’Oria, winter/summer)
Adelheid
Weapon: Club - Blinding Microtube, Paralyzing Microtube, Silencing Microtube, Twirling Dervish (aoe)
Combat: Combative, Offensive
Abilities: Dark Arts (Addendum: Black), Light Arts (Addendum: White)
Spells: Aero, Anemohelix, Aurorastorm, Blizzard, Cryohelix, Cure, Fire, Firestorm, Geohelix,
Hailstorm, Hydrohelix, Ionohelix, Luminohelix, Noctohelix, Protect, Pyrohelix, Rainstorm,
Sandstorm, Shell, Stone, Stun, Thunder, Thunderstorm, Voidstorm, Water, Windstorm
Tactics: Adelheid always uses elemental spells matching the element off the day: she starts by
buffing herself with the according -storm, followed by the fitting -helix and finishes with the
elemental nuke. If she participates in a skillchain, she tries to magic burst a fitting -helix.
Note: Her Microtubes are the spells Blind, Paralyze and Silence but used with TP instead of MP.
Her Dark Arts doesn’t seem to have any penalties for white magic spells.
Obtained: Records of Eminence
Ingrid (/PLD)
Weapon: Club - Seraph Strike, Judgment, Hexa Strike
Spells: Banish, Cursna, Haste
Combat: Combative, Offensive
Note: Cursna has the highest priority of all of Ingrids spells.
Obtained: Mission (Seekers of Adoulin - The Merciless One)
Monberaux
Weapon: ---
Combat: Cautious
Abilities: Cover, Mix: Dark Potion (dark dmg to enemy), Mix: Dragon Shield (aoe MDB +10),
Mix: Dry Ether (restores 160 MP), Mix: Elemental Power (aoe MAB +20), Mix: Final Elixir
(fully restores HP/MP), Mix: Panacea (aoe Erasega)
Traits: Resist Sleep
“Spells”: Boost-<all Stat>, Cure, Protectra+Shellga, Regenga, <Status>-na
Tactics: Monberaux is a Chemist, using medicinal mixtures on the party. All his mixes are abilities
and therefore not subject to silence. The listed “spells” are also mixes, just listed this way for
brevity. Because of the speed in which he uses his abilities, he is an excellent status-healer.
Life Water (Regenga) is only used when multiple partymembers are in yellow HP, Elemental Power is only used with an offensive Caster (BLM, SCH, GEO) in the group.
By donating Elixirs or Hi-Elixirs to him in Upper Jeuno, Monberaux gets charges of Final
Elixir. He gets one charge per item donated and can store up to two. By donating 10% of a
Players current gil (between 10.000 and 100.000), Panacea becomes AoE for one
summoning
Note: Chemist a job not appearing otherwise in FF XI. It seems that internally Monberaux counts
as PLD, using Cover and having Resist Sleep. He doesn’t fight and I never saw him pull
enmity, so Undead Killer is unconfirmed. Another proof for the PLD-theory is that the AI of
other Trusts treat him as tank and not as a dedicated healer.
Obtained: A.M.A.N. Validator for 480 Deeds of Heroism
Apururu (/RDM) (UC)
Weapon: Club - Nott (restores HP and MP)
Combat: Cautious
Abilities: Convert
Traits: Regain
Merits: Devotion, Martyr
Spells: Cure, Curaga, Haste, Protect, Protectra, Shell, Shellra, <Status>-na, Stoneskin
Tactics: Apururu does not melee, instead she uses Nott when she got enough TP via Regain. She
can use Curaga to wake up sleeping parties.
Note: As long as Apururu has Refresh, she will almost never use Nott to recover MP, but just to
recover HP - regardless of her actual MP. In this case she can be “locked down” to spam
Cure I at low MP, never restoring her MP for better spell, so it is best to combine her with
Alter Egos which do NOT grant her Refresh. She is widely regarded as the best healer Alter
Ego.
Obtained: Unity
Ferreous Coffin (/WAR)
Weapon: Relic Club Mjollnir - Randgrith
Combat: Combative, Offensive
Spells: Cure, Haste, Raise, <Status>-na
Tactics: Ferreous Coffin only uses Randgrith and benefits from relic aftermath (acc +20). He will just
remove enfeeblings from partymembers which have hate and can just raise other players,
but not his own player or other Alter Egos.
Note: Ferreous Coffin wears the Cleric’s Attire and benefits from Auto-Refresh II.
Obtained: Alter Ego Extravaganza (Sparks of Eminence, winter/summer)
Kupipi
Weapon: Club - Starlight, Moonlight
Combat: Stationary, Offensive
Spells: Cure, Erase, Flash, Paralyze, Protectra, Shellra, Slow, <Status>-na
Tactics: Kupipi is an excellent status-healer and will remove enfeeblings almost instantly and she will
also remove Sleep by casting Cure on partymembers.
Note: If the player runs out of healing range, Kupipi will switch from Stationary to Combative for the
rest of the fight.
Obtained: Windurst Trust Permit (Rank 1)
Yoran-Oran (UC)
Weapon: Club - Nott (restores HP and MP)
Combat: Cautious
Abilities: Afflatus Solace
Traits: Regain
Spells: Cure, Protect, Protectra, Shell, Shellra, <Status>-na, Stoneskin
Tactics: Yoran-Oran does not melee. Instead he uses Nott when he got enough TP via Regain.
Note: He doesn’t seem to have Apururus occasional “Refresh-lockdown” but the missing Curaga
and Haste make him a slightly worse healer.
Obtained: Unity
Bards just use Ballad if their player has low MP, regardless of the MP of other players and Alter Egos.
Joachim (/WHM)
Weapon: Ranged Attacks
Combat: Stationary
Songs: Ballad, Elegy, Madrigal, March, Minne, Minuet, Paeon
Spells: Cure, <Status>-na
Tactics: Joachims songs (default combination are Madrigal and March), have a very wide range and
he recasts them after they wear off. He wields the Daurdabla and has 4 song slots, but
normally just uses the standard 2 song slots. Just in emergencies he will fill the 3rd and 4th
slot with Paeons.
Note: Joachim throws an unlimited supply of traverser stones as his auto-attack >.>
Obtained: Records of Eminence
Ulmia
Abilities: Pianissimo
Combat: Stationary
Songs: Ballad, March, Minne, Minuet, Prelude, Scherzo
Tactics: Ulmia uses Pianissimo always with Ballad or Prelude and prioritizes her player with these
effects. She only uses Scherzo when at least one party member is at low hp. She recasts
her songs shortly before they wear off.
Obtained: Mission (Chains of Promathia - Dawn)
Qultada
Weapons: Sword, Hexagun - Burning Blade, Savage Blade, Sniper Shot, Detonator
Combat: Combative, Offensive
Abilities: Double Up, Quick Draw, Triple Shot
Traits: Magic Accuracy Bonus
Merits: Snake Eye (next Double Up 1 or goes to 11), Winning Streak (Phantom Roll duration +100s)
Rolls: Chaos Roll, Corsairs Roll, Evokers Roll, Fighters Roll, Hunters Roll
Tactics: Qultadas standard Phantom Rolls are Chaos Roll and Fighters Roll. He will replace Chaos
Roll with Hunters Roll if his players accuracy against the currently fought enemy is under a
certain threshold. He replaces Fighters Roll with Evokers Roll if any partymember has native
MP and will replace Fighters and Evokers Roll with Corsairs Roll, if his player has Dedication
or Commitment active. He uses Snake Eye when he is one point away from a lucky roll or
from 11. He can bust his rolls.
Qultada dispels with Dark Shot and uses it and the other elements of Quick Draw to
enhance status effects but never just to deal damage.
Obtained: Alter Ego Extravaganza (Sparks of Eminence, spring/autumn)
Sylvie (UC) (/WHM)
Weapon: Club - Nott (restores HP and MP)
Combat: Combative
Abilities: Entrust
Traits: Regain
Spells: Cure, Erase, Haste, Indi-Acumen, Indi-Frailty, Indi-Fury, Indi-Haste, Indi-Precision,
Indi-Refresh, Indi-Regen, <Status>-na
Tactics: Sylvie never melees and uses Nott when she has enough TP. She always stays close to her
player, so if he uses a backline job and stays away from the enemy, a tank-Altar Ego might
be outside of Sylvies bubble.
Depending on the job of her player she will use a specific combination of self-focused and
entrusted Indi-spells: For tanks she uses Indi-Haste and entrusts Indi-Refresh (PLD, RUN)
or Indi-Regen (NIN). For offensive casters (BLM, RDM, SCH) she uses either Indi-Acumen
or Indi-Focus (if m.acc of the player is low) and entrusts Indi-Refresh. For supportive casters
(BRD, GEO, SMN, WHM) she uses Indi-Refresh and entrusts Indi-Acumen. For all other
jobs she uses either Indi-Fury or Indi-Precision (if acc / r.acc of the player is low) and
entrusts Indi-Frailty.
Note: Because of her set spells a BLU-player will not get refreshed by Sylvie. To not overwrite a
GEO-players own Indi-spell, she won’t use entrust at all when her player is GEO.
Obtained: Unity
Koru-Moru
Combat: Stationary
Abilities: Convert
Spells: Cure, Dia, Distract, Flurry, Haste, Phalanx, Protect, Refresh, Shell, Slow
Tactics: He casts just one spell out of Flurry, Haste and Refresh on each partymember, depending
on the targets main job, starting with refreshing himself. He just uses Phalanx on a
partymember that has hate. Koru-Moru has a pretty low Cure priority, using it just if all
enhancing and enfeebling effects are applied already.
Note: Koru-Moru has a wand, but it is just for looks, he does not have any melee capabilites.
Obtained: Records of Eminence
Passive-support geomancers cannot be affected in any way by players and enemies and never melee - as long as their player is not defeated they are de facto invulnerable. The spells of passive-support geomancers are perpetually active, have no visible bubble and stack with the same spell of a player geomancer. Important note: despite most of these geomancers granting multiple Indi-effects, the actual icon on the player will just mention one of them - the others are “invisible” but still there.
These rules include also the Star Sibyl but obviously not Sylvie (UC).
Brygid
Combat: Stationary
Spells: Indi-CHR, Indi-Barrier, Indi-Fend
Obtained: Login Campaign
Cornelia
Combat: Stationary
Spells: Indi-Haste, Indi-Focus, Indi-Precision
Obtained: automatically; just accessible between sep ‘17 and may ‘18 / may ‘22 and nov ‘22
King Kupofried
Combat: Stationary
Spells: Commitment, Dedication
Notes: Kupofrieds aura is not enough to cause Qultada to use Corsairs Roll, but stacks with
Corsairs Roll and the Dedication/Commitment of a player.
Obtained: Event (Adventurer Appreciation Campaign)
Kuyin Hathdenna
Combat: Stationary
Spells: Indi-Precision
Obtained: Login Campaign
Moogle
Combat: Stationary
Spells: Indi-Refresh
Notes: The presence of Moogle will also increase magical skill up rate.
Obtained: Event (Adventurer Appreciation Campaign)
Sakura
Combat: Stationary
Spells: Indi-Regen
Notes: The presence of Sakura will also increase combat skill up rate.
Obtained: Alter Ego Extravaganza (Tabs, spring/autumn)
Synergy: Pieuje (UC) only uses Regen when healing his brother.
Trion (Tank - PLD/WAR)
Weapon: Sword and Shield - Red Lotus Blade, Savage Blade
Combat: Combative, Offensive
Abilities: Provoke, Royal Bash (Shield Bash), Royal Saviour (Palisade, Sentinel, Stoneskin), Sentinel
Spells: Cure, Flash
Tactics: Trion tries to interrupt TP-abilities with Flat Blade and Royal Bash.
Note: Royal Bash is stronger than a normal Shield Bash. Royal Saviour is a secondary,
stronger version of Sentinel. Trion alternates between this and the normal version of
Sentinel.
Obtained: San d’Oria Trust Permit (Rank 6)
Pieuje (UC) (Healer - WHM/PLD)
Weapon: Club - Starlight, Moonlight, Nott (restores HP and MP)
Combat: Combative, Offensive
Abilities: Afflatus Misery
Traits: Cure Potency +25%, Regain
Spells: Auspice, Cure, Erase, Esuna, Haste, Protectra, Regen, Shellra, Slow, <Status>-na
Tactics: If the players unity evaluation is too low, Pieuje changes to “Stationary” combat behaviour.
Because of this it is better to call him as first or second Alter Ego. His Regain is slightly
weaker than the one of Apururu (UC) and Yoran-Oran (UC), but when he fights, he tends to
gain TP during combat faster than them. As long as only himself is missing MP, he
prefers Nott over Moonlight, otherwise he tries to restore MP for the whole party.
Obtained: Unity
Synergy: Rainemard casts enhancing spells just on himself and Curilla.
Rainemard (Melee Fighter - RDM)
Weapon: Sword - Burning Blade, Rod Lotus Blade, Savage Blade, Vorpal Blade
Combat: Combative, Offensive
Abilities: Composure
Spells: Distract, <En>-spells, Frazzle, Haste, Phalanx, Protect, Refresh, Shell
Tactics: Rainemard targets the elemental weaknesses of enemies with his very powerful enspells.
Obtained: Bundle of half-inscribed scrolls
Curilla (Tank - PLD)
Weapon: Sword - Red Lotus Blade, Seraph Blade, Swift Blade
Combat: Combative, Offensive
Abilities: Sentinel
Traits: Cure Potency Bonus, Cure Casting Time Down
Merits: Guardian (Sentinel enmity loss -95%), Sentinel Recast (-50 sec)
Spells: Cure, Flash
Obtained: San d’Oria Trust Permit (Rank 3)
Synergy: Robel-Akbel will open skillchains for Karaha-Baruha to close. His presence will also grant a
higher degree of fast cast to Kayeel-Payeel and Kayeel-Payeel will only cast his strong
thunder-spells. When the Star Sibyl is present, Karaha-Baruhas Auto-Refresh increases by
2 MP/tick. All of his weaponskills except Spirit Taker (which he will use less because of his
Increased Auto-Refresh) are magical and so will of course benefit from her Indi-Acumen,
making him a pretty good damage dealer / healer-hybrid.
Kayeel-Payeel (Offensive Caster - BLM/SMN)
Weapon: Relic Staff Claustrum - Starburst, Gate of Tartarus, Tartarus Torpor (aoe sleep, m.def /
m.eva down)
Combat: Combative, Offensive
Spells: Blizzard/ga/ja, Burst, Freeze, Thunder/ga/ja, Water/ga/ja
Tactics: Kayeel-Payeel has a very high amount of Fast Cast and tries to magic burst spells. Outside
of magic bursts, he prefers spells of the current day or weather. He benefits from the relic
aftermath of Gate of Tartarus (refresh 8 mp/tick) and will use it when he runs out of MP.
Obtained: Alter Ego Extravaganza (Allied Notes, Windurst (S), winter/summer)
Robel-Akbel (Offensive Caster - BLM/SMN)
Weapon: Staff - Spirit Taker, Null Blast (restores MP), Quietus Sphere (aoe dark dmg)
Combat: Combative, Offensive
Spells: Aero/ja, Blizzard/ja, Fire/ja, Stone/ja, Thunder/ja, Water/ja
Tactics: Normally Robel-Akbel just uses single-target spells but if a skillchain which targets the
enemies weakness is created, he tries to magic burst this with -ja spells.
Obtained: Login Campaign
Karaha-Baruha (Healer - WHM/SMN)
Weapon: Staff - Sunburst, Starburst, Spirit Taker, Lunar Bay, Howling Moon
Combat: Combative, Conservatice
Spells: Bar-<element>-ra, Cure, Haste, Protectra, Shellra, <Status>-na
Tactics: Karaha-Baruha will just cast Barspells after a partymember takes damage from the
according element. He does not summon Fenrir, but uses his bloodpacts as weaponskills.
Obtained: Login Campaign
The Star Sibyl (Passive Support - GEO)
Combat: Stationary
Spells: Indi-Acumen, Indi-Focus
Notes: The Star Sibyls Indi-Focus does not have an icon.
Obtained: Login Campaign
Synergy: The King of Hearts uses the full range of his enhancing spells on Shantotto or Shantotto II in
the same way as on himself and his player and even prioritizes her over the player and
himself. Just one version of Shantotto can be called at the same time.
Shantotto (Offensive Caster - BLM)
Spells: Aero, Blizzard, Fire, Stone, Thunder, Water
Combat: Cautious
Tactics: When Shantotto draws hate, she will stop casting until the enemy attacks someone else.
Obtained: Windurst Trust Permit (Rank 6) and Ajido-Marijudo obtained already
Shantotto II (Offensive Caster - BLM)
Weapon: Special (dark) - Doctor’s Order, Empirical Research, Final Exam, Lesson in Pain (m.def
down)
Combat: Stationary, Conservative
Spells: Aero, Blizzard, Fire, Stone, Thunder, Water
Note: Shantotto only uses tier I-spells, but her MAB is so absurdly high, they are equal in power
to spells appropriate to her actual level. Because of this, she rarely runs out of MP. She is
clearly the best offensive caster of all Alter Egos and very good at magic bursting skillchains.
Obtained: Login Campaign
King of Hearts (Active Support - Cardian)
Weapon: Staff - uses Cardian TP-abilities
Combat: Combative, Conservative
Spells: Cure, Dia, Erase, Firaga/ja, Haste, Phalanx, Protect, Refresh, Shell, <Status>-na, Temper
Tactics: The King of Hearts only uses enhancing effects on himself and his player except Phalanx,
which he also uses on the partymember with enmity. He tries to magic burst Liquefaction-,
Fusion- and Light-skillchains with Firaga. King of Hearts has a high priority of removing
enemy enhancing effects with his TP-ability “Shuffle”.
Note: The King of Hearts mainly acts as a RDM/PLD but has access to spells of WHMs and BLMs,
so he has capabilities of all four cardian-suits. He benefits from a permanent Composure-
effect and gains +50% enhancing duration when casting on other targets than himself. Sadly
he cannot recognize if his player has spellcasting capabilities, so he casts Refresh on the
player regardless of job and might waste MP and casting time that way. From time to time the King of Hearts may randomly “level up”, which restores some HP and MP. It doesn’t seem to be actively triggered but can occur at any time during combat.
The King of Hearts is an arcana so he can intimidate and is intimidated by undead - this
includes undead Alter Egos (Balamor, Teodor,Ullegore) and also DRKs (Leonoyne, Zeid),
when trying to cast healing spells or Phalanx on them!
Obtained: Alter Ego Extravaganza (Sparks of Eminence, spring/autumn)
Synergy: When Lion is in the party, Aldo gains enhanced Dual Wield. When Zeid is in the party, Aldo
gains enhanced attack. This synergy is not produced by Lion II or Zeid II and Aldo (UC)
cannot benefit from it either.
Aldo (Melee Fighter - THF)
Weapon: Two Daggers, Gun - Choreographed Carnage, Iniquitous Stab, Lock and Load, Shockstorm
Edge (aoe)
Combat: Combative, Conservative
Abilities: Bully, Sneak Attack
Merits: JA Assassins Charge
Tactics: Aldo tries to close skillchains and attempts to produce the highest tiered renkei-effect, not
the one that targets an enemies weakness.
Obtained: Event (Adventurer Appreciation Campaign)
Lion (Melee Fighter - THF)
Weapon: Dagger - Grapeshot (conal, stun), Pirate Pummel (burn), Powder Keg (conal, defense down
and magic defense down), Walk the Plank (aoe bind, dispel, knockback)
Combat: Combative, Offensive
Traits: Gilfinder, Treasure Hunter
Notes: Lion tries to interrupt TP-abilities with Grapeshot. Her kick attacks are just a different combat
animation, not a true kick attack.
Obtained: Login Campaign
Zeid (Melee Fighter - DRK)
Weapon: Great Sword - Freezebite, Groundstrike, Abyssal Drain (Drain III), Abyssal Strike (stun)
Combat: Combative, Offensive
Abilities: Last Resort, Souleater
Spells: Absorb-spells, Aero, Aspir, Blizzard, Drain, Endark, Fire, Stone, Stun, Thunder, Water
Tactics: Zeid tries to interrupt TP-abilites with Stun and Abyssal Strike.
Obtained: Login Campaign
Note: The quest-order to unlock the Arkangels is Galka → Elvaan → Mithra → Tarutaru → Hume.
After obtaining the spell (not just the cipher!), the player has to talk to Jamal to report, zone
and then talk to him again for the next quest.
Synergy: When all five are present, they gain a bonus to magic defense.
Arkangel Galka (Melee Fighter - SAM/DRG)
Weapon: Great Katana - Tachi: Yukikaze, Tachi: Gekko, Tachi: Kasha, Tachi: Fudo,
Dragonfall (aoe, bind)
Combat: Combative, Special
Abilities: Hagakure, Hasso, High Jump, Jump, Konzen-Ittai, Meditate, Sekkanoki
Traits: Conserve TP
Merits: Store TP
Tactics: Arkangel Galka prefers to close skillchains initiated by the player and activates Konzen-Ittai
when the player has enough TP to perform a weaponskill and waits for that to happen - he doesn't seem to use the chainbound-effect himself and normally it wears off if the player doesn't exploit it. He gains TP fast enough to often accidentally create skillchains on his own and will self-skillchain after using Meditate and/or Sekkanoki. He also has an unique trait which allows him to use a “free” weaponskill to close skillchains when his TP are below 1000 once every couple of seconds.
Note: Arkangel Galka does not call his wyvern.
Obtained: Bundle of half-inscribed scrolls, talk to Jamal to unlock RoE “Quell your Rage”
Arkangel Mithra (Melee Fighter - BST/THF)
Weapon: Axe - Rampage, Calamity, Cloudsplitter, Havoc Spiral (aoe, sleep)
Combat: Combative, Conservative
Abilities: Sneak Attack, Trick Attack
Traits: Gilfinder, Treasure Hunter
Tactics: Arkangel Mithra sets up weaponskills with Trick Attack when standing behind a
partymember and Sneak Attack when standing behind the mob. She only uses one of them
at the same time, with TA taking precedence over SA. Havoc Spiral only gets used extremly
rarely and the chance seems to slightly increase when the party fights multiple enemies.
Obtained: Bundle of half-inscribed scrolls, talk to Jamal to unlock RoE “Stifle your Envy”
Arkangel Elvaan (Tank - PLD/WHM)
Weapon: Sword and Shield - Vorpal Blade, Chant du Cygne, Arrogance Incarnate (= Spirits Within),
Dominion Slash (aoe, silence)
Combat: Combative, Conservative
Abilities: Divine Emblem, Palisade, Sentinel, Shield Strike (cone, stun)
Traits: converts 5% of damage taken to MP, Cure Potency +50%, Damage Taken -10%
Merits: Chivalry, Cure Cast Time
Spells: Cure, Enlight, Flash, Holy, Phalanx, Reprisal
Tactics: She uses Flash only after using Divine Emblem.
Note: Arkangel Elvaan doesn't use any WHM-only abilities or spells, but she IS a /WHM and has
the according Auto-Regen and other traits, including Magic Defense Bonus, making her a
good “physical/magical hybrid tank”.
Obtained: Bundle of half-inscribed scrolls, talk to Jamal to unlock RoE “Temper your Arrogance”
Arkangel Hume (Tank - WAR/NIN)
Weapon: Swords - Swift Blade, Chant du Cygne, Cross Reaver (cone, stun)
Combat: Combative, Offensive
Abilities: Berserk, Innin, Provoke, Yonin, Warcry
Traits: creates +1 shadow with Utsusemi
Ninjutsu: Hojo, Kurayami, Migawari, Utsusemi
Tactics: On his own, Arkangel Hume acts as tank and uses Warcry and Yonin, but does not use
Berserk and Innin. If there is another tank in the party, he switches to a damage dealer
behaviour and uses Berserk and Innin but no longer Warcry and Yonin. He uses Provoke in
both situations. Arkangel Hume tends to open a skillchain as soon as another partymember
has 1000 TP.
Obtained: Bundle of half-inscribed scrolls, talk to Jamal to unlock RoE “Eliminate your Apathy”
Arkangel Tarutaru (Offensive Caster - DRK/BLM)
Weapon: Scythe - Guillotine, Amon Drive (aoe, paralyze, petrify)
Combat: Combative, Offensive
Abilities: Elemental Seal, Last Resort, Souleater
Spells: Aero, Aspir, Bio, Blizzard, Fire, Poison, Sleepga, Stone, Thunder, Water
Tactics: Arkangel Tarutaru uses Last Resort and Souleater whenever the recast is ready and tries to
keep up Poison and Bio fulltime on the enemy. At the start of the fight and each time after
using Amon Drive, he casts Sleepga, augmented by Elemental Seal if the recast is ready.
He only uses elemental spells to magic burst skillchains, often trying to burst two spells on
the same skillchain (the second burst failing most of the time due to high casting times).
Aspir is used to burst Compression-skillchains and also casted freely when his MP are
below 50%, but are only used against enemies which have MP.
Obtained: Bundle of half-inscribed scrolls, talk to Jamal to unlock RoE “Overcome your Cowardice”.
Synergy: When all three are present, Makki-Chebukki can cause Kukki-Chebukki to cast Meteor by
shouting “MEEE”. Kukki-Chebukki and Cherukiki may join with “TEEE” and “ORRR!” which
increases the damage of the spell. A player-BLM CAN join this Meteor-casting.
Makki-Chebukki (Ranged Fighter - RNG)
Weapon: Bow - Flaming Arrow, Dulling Arrow, Sidewinder, Empyreal Arrow
Combat: Cautious
Abilities: Barrage, Flashy Shot, Sharpshot
Note: During lightsday, Makki-Chebukki takes a break and does nothing.
Obtained: Alter Ego Extravaganza (Conquest Points, spring/autumn)
Kukki-Chebukki (Offensive Caster - BLM)
Combat: Cautious
Spells: Aero/ga/ja, Blizzard/ga/ja, Fire/ga/ja, Sleep/ga, Stone/ga/ja, Thunder/ga/ja, Water/ga/ja
Tactics: Kukki-Chebukki just uses spells matching the element the current day, so he also takes a
break during lightsday.
Obtained: Alter Ego Extravaganza (Conquest Points, winter/summer)
Cherukiki (Healer - WHM)
Combat: Cautious
Traits: Regen Potency Bonus
Merits: Regen Effect (+5 HP/tick)
Spells: Cure, Haste, Paralyze, Protectra, Regen, Shellra, Slow
Tactics: Cherukiki prefers Regen over Cure.
Obtained: Mission (Chains of Promathia - Chains and Bonds)
Synergy: With Nashmeira in the party, Mnejing gains enmity +10 and defense +10% while Ovjang
gains enmity -10 and MAB +10. This synergy is not produced by Nashmeira II.
Nashmeira (Melee Fighter - PUP/WHM)
Weapon: Hand to Hand - Imperial Authority (knockback, stun, hate reset)
Combat: Combative, Offensive
Spells: Cure, <Status>-na
Note: Nashmeira seems to have no Guard skill at all.
Obtained: Mission (Treasures of Aht Urghan - Eternal Mercenary)
Mnejing (Tank - Valoredge Automaton)
Weapon: Cutter and Shield - Slapstick, Chimera Ripper, String Clipper, Shield Subverter (aoe silence)
Combat: Combative, Offensive
Attachments: Barrier Module (Increased Block Chance, Shield Mastery), Disruptor (Dispel), Equalizer
(Damage Taken -37.5%), Flashbulb (Flash), Strobe (Provoke)
Tactics: Mnejing tries to interrupt TP-abilities with Shield Bash.
Note: Mnejing can use the effects of his attachments despite not having any maneuvers on him.
Obtained: Alter Ego Extravaganza (Assault Points, spring/autumn)
Ovjang (Offensive Caster - Stormwaker Automaton)
Weapon: Hand to Hand - Sixth Element (magic dmg)
Combat: Combative, Offensive
Spells: Aero, Blizzard, Dispel, Fire, Paralyze, Silence, Slow, Stone, Thunder, Water
Obtained: Alter Ego Extravaganza (Assault Points, spring/autumn)
Synergy: Rughadjeen has Damage Taken -29% and only uses Sentinel if any other serpent general is
present. If Rughadjeen is in the party, Zazarg gets dmg +15%, Najelith gets R.Acc / Barrage
acc +40, Gadalar gets M.Acc/MAB +24 and Mihli Aliapoh gets Cure Potency +24%.
Zazarg (Melee Fighter - MNK)
Weapon: Hand to Hand - Howling Fist, Dragon Kick, Asuran Fists, Meteoric Impact (conal earth)
Combat: Combative, Offensive
Obtained: Quest (Fist of the People)
Najelith (Ranged Fighter - RNG)
Weapon: Dagger, Bow - Cyclone, Sidewinder, Empyreal Arrow, Typhonic Arrow (conal wind)
Combat: Stationary, Offensive
Abilities: Barrage, Double Shot
Traits: Critical Hit Rate Bonus, Store TP
Obtained: Login Campaign
Rughadjeen (Tank - PLD)
Weapon: Great Sword Algol - Sickle Moon, Ground Strike, Victory Beacon (conal light)
Combat: Combative, Offensive
Abilities: Divine Emblem, Holy Circle, Sentinel
Traits: Damage Taken down, Fast Cast, Potency of 'Cure' effects received increased
Spells: Cure, Flash, Holy
Tactics: Rughadjeen will use Flash only in combination with Divine Emblem as his main tool to create
enmity. He wields the Algol and so has a enfire effect and a 3% triple attack rate.
Obtained: Login Campaign
Gadalar (Offensive Caster - BLM)
Weapon: Scythe - Spinning Scythe, Vorpal Scythe, Spiral Hell, Salamander Flame (aoe fire)
Combat: Combative, Offensive
Spells: Blaze Spikes, Firaga
Note: Gadalar recovers MP when he is hit with physical attacks. He obviously never targets
elemental weaknesses except if the enemy is weak to fire.
Obtained: Quest (Embers of His Past)
Mihli Aliapoh (Healer - WHM)
Weapon: Club and Shield - True Strike, Brainshaker, Hexastrike, Scouring Bubbles (aoe water)
Combat: Combative, Offensive
Abilities: Afflatus Solace
Spells: Cure, Erase, Paralyze, Protectra, Shellra, Slow, <Status>-na
Note: Prioritizes herself with status removal.
Obtained: Records of Eminence
Synergy: When in the same party as any version of Arciela, Ygnas gains Indi-Refresh (2 MP/tic)
and increases his Auto-Refresh to 3 MP/tic. Just one version of Arciela can be called at the
same time.
Arciela (Active Support - RDM/PLD)
Weapon: Special (light) - Dynastic Gravitas (aoe amnesia), Guiding Light (aoe +25% Att, Def,
MAB and M.Def), Illustrous Aid (aoe heal)
Combat: Stationary, Offensive
Abilities: Bellatrix of Light (enhancing spell duration +15%), Bellatrix of Shadows
Traits: Regain
Spells: Addle, Haste, Paralyze, Phalanx, Protect, Refresh, Shell, Slow
Tactics: Arciela uses her Bellatrix-abilities to switch between light stance (uses enhancing spells,
Guiding Light and lllustrous Aid) and dark stance (uses enfeebling spells and Dynastic
Gravitas). Arciela just enhances herself and her player, but not other Alter Egos.
Obtained: Mission (Seekers of Adoulin - The Light Within)
Arciela II (Active Support - RDM/BLM/WHM)
Weapon: Special (light) - Darkest Hour, Dignified Awe (amnesia, terror), Expunge Magic, Harmonic
Displacement, Naakual’s Vengeance (aoe dmg, self-cure), Sight Unseen, Unceasing Dread
Combat: Stationary, Offensive
Abilities: Ascension (aoe dmg, enhancing spell duration +15%), Descension (aoe dmg)
Traits: Fast Cast (just elemental spells)
Spells: Addle, Aero, Blizzard, Fire, Flurry, Haste, Paralyze, Phalanx, Protect, Refresh, Shell, Slow,
Stone, Thunder, Water
Tactics: Arciela switches between Ascension stance (uses enhancing spells) and Descension
stance (uses enfeebling spells), dealing damage each time she switches stances. Arciela
has a very powerful Fast Cast-effect she uses to burst multiple spells in the same skillchain.
Note: Contrary to her first version, Arciela II enhances all partymembers but she prioritizes
enfeebling above enhancing. Her spells are as powerful as if she had three mainjobs.
Obtained: Mission (Rhapsodies of Vana’diel - What He Left Behind)
Ygnas (Healer - WHM/GEO)
Weapon: Hand to Hand - Deific Gambol (aoe dmg, terror), Phototrophic Blessing (aoe cure,
Regen 30 HP/tic, def up, m.def up), Phototrophic Wrath (aoe enlight, haste, att up,
MAB up), Sacred Caper (dmg, poison)
Combat: Cautious, Conservative
Traits: Auto-Refresh, Cure Potency +50%, Regain
Spells: Bar-<element>-ra, Cure, Erase, Haste, Protectra, Shellra, <Status>-na
Tactics: Ygnas does not melee, he just waits for Regain to get 3000 TP to use one of his
Weaponskills, except for Phototrophic Blessing, which he uses when 3 or more party
members have yellow hp (he does not count partymembers “immune” to healing like
Balamor or Teodor).
Note: Ygnas is a plantoid so he might get intimidated if he tries to cast a spell at August
who has all Killer-effects
Obtained: Quest (Arciela Directive); Sandy Overlook in Ceizak Battlegrounds
Synergy: Morimar closes each skillchain Darrcuiln opens. Morimar prioritizes skillchaining with
Darrcuiln over any other action, so he will not use Vehement Resolution (and therefore also
not 12 Blades of Remorse) except if Darrcuiln is prevented from using TP-abilities (while
fighting Yztargs for example) for a long time and Morimar is “stuck” at 3000 TP.
Darrcuiln (Melee Fighter - WAR)
Weapon: Special (varies) - Aurous Charge, Howling Gust (wind, choke), Righteous Rasp, Stalking
Prey (aoe, wind, terror), Starward Yowl (wind, slow)
Combat: Combative, Offensive
Tactics: Darrcuilns autoattacks switch between physical slashes and wind-magical yowls. Despite
not being magical, his slashes still have a 100% hit rate.
Note: Darrcuiln is a beast, so he can intimidate lizards and is intimidated by plantoids.
Obtained: Login Campaign
Morimar (Melee Fighter - BST)
Weapon: Great Axe - 12 Blades of Remorse, Arduous Decision (aoe, silence), Camaraderie of the
Crevasse (aoe dispel and TP reset), Into the Light (aoe), Vehement Resolution (full erase,
regen, double attack up, rage aura)
Combat: Combative, Conservative
Tactics: Morimars auto-attacks sometimes have enbind and sometimes reduce TP of the enemy. 12
Blades of Remorse can only be used when the aura from Vehement Resolution is active and
consumes this aura. He seems to close only skillchains initiated by his player or Darrcuiln.
Obtained: Alter Ego Extravaganza (Bayld, spring/autumn)
Synergy: Mumor gains increased Samba Duration from Uka Tothlins presence, while Uka Tothlin
gains enhanced Waltz potency from Mumors presence. This does not work with Mumor II.
Mumor (Melee Fighter - DNC/WAR)
Weapon: Club - Skullbreaker
Combat: Combative, Offensive
Merits: Saber Dance
Dances: Drain Samba, Haste Samba, Stutter Step, Violent Flourish
Tactics: Mumor tries to interrupt TP-abilities with Violent Flourish.
Obtained: Event (Summerfest - Fantastic Fräulein Mumor)
Uka Tothlin (Melee Fighter - DNC/WAR)
Weapon: Club - Judgment
Combat: Combative, Offensive
Dances: Box Step, Curing Waltz, Drain Samba, Haste Samba, Healing Waltz, Reverse Flourish,
Violent Flourish
Tactics: Uka Tothlin tries to interrupt TP-abilities with Violent Flourish.
Obtained: Login Campaign
This table lists all unique weaponskills of the Alter Egos and - as far as known - their skillchain attributes.
Missing from the list are unique weaponskills of (UC) Alter Egos (because they are just reskinned versions of empyrean weaponskills and have the according attributes), purely magical weaponskills of monster- and beastmen-Alter Egos (because they are most likely treated like magical blue spells) and weaponskills which only enhance/heal the user (because they cannot skillchain anyway).
Alter Ego | Weaponskill | Attributes |
Abenzio | Beatdown Blow Uppercut | ? ? Liquefaction / Impaction |
Adelheid | Binding Microtube Paralyzing Microtube Silencing Microtube Twirling Dervish | Distortion ? ? Fusion |
Aldo | Choreographed Carnage Inquisitous Stab Lock and Load Shockstorm Edge | ? Gravitation Fusion Detonation |
(Alexei) Mayakov | Coming Up Roses | Fragmentation |
Arciela | Darkest Hour Dignified Awe Dynastic Gravitas Expunge Magic Harmonic Displacement Naakual’s Vengeance Sight Unseen Unceasing Dread | Gravitation ? ? ? Reverberation Induration ? ? |
Areuhat | Dragon Breath Hurricane Wing | Fusion Detonation |
Arkangel Elvaan | Dominion Slash | ? |
Arkangel Galka | Dragonfall | ? |
Arkangel Hume | Cross Reaver | ? |
Arkangel Mithra | Havoc Spiral | LIGHT |
Arkangel Tarutaru | Amon Drive | ? |
August | Alabaster Burst Fulminous Fury Noble Frenzy No Quarter Null Field Tartaric Sigil | Distortion / Detonation Fragmentation Gravitation LIGHT / Distortion Fusion / Transfixion Compression / Scission |
Babban Ny Mheillea | Headbutt Leaf Dagger Petal Pirouette Scream Wild Oats | ? ? ? ? Transfixion |
Balamor | Feast of Arrows Regurgitated Swarm Setting the Stage | ? ? ? |
Chacharoon | Pocket Sand Sharp Eye Tripe Grip | ? ? ? |
Cid | Critical Mass Fiery Lashings | Fusion / Impaction Fusion / Fragmentation |
Darrcuiln | Aurous Charge Howling Gust Righteous Rasp Stalking Prey Starward Yowl | Distortion / Transfixion Fusion Fusion / Transfixion LIGHT / Fusion Gravitation |
Domina Shantotto | Salvation Scythe | ? |
Fablinix | Goblin Rush | Fusion / Impaction |
Gadalar | Salamander Flame | ? |
Gessho | Hane Fubuki Happobarai Hiden Sokyaku Shibaraku | Transfixion Reverberation / Impaction ? Gravitation |
Gilgamesh | Iainuki Tachi: Kama | Detonation DARKNESS |
Ingrid | Inexorable Strike Merciless Strike Ruthlessness | Fusion Impaction ? |
Iroha | Amatsu: Choun Amatsu: Fuga Amatsu: Gachirin Amatsu: Hanadoki Amatsu: Kyori Amatsu: Suien | Liquefaction Impaction LIGHT / Fragmentation Reverberation, Scission Induration Fusion / Liquefaction |
Karaha-Baruha | Howling Moon Lunar Bay | DARKNESS / Gravitation Gravitation / Compression |
King of Hearts | Bludgeon Deal Out Double Down Shuffle | Fusion / Liquefaction Distortion ? ? |
Klara | Temblor Blade | ? |
Lekho Habhoka | Debonair Rush Iridal Pierce Lunar Revelation | Detonation / Transfixion LIGHT / Fragmentation Gravitation / Reverberation |
Leonoyne | Spine Chiller | ? |
Lilisette | Dancer’s Fury Whirling Edge | Fragmentation Distortion |
Lion / Lion II | Grape Shot Pirate Pummel Powder Keg Walk the Plank | Transfixion / Reverberation Fusion / Impaction Fusion / Compression LIGHT / Distortion |
Luzaf | Akimbo Shot Bisection Grisly Horizon | Compression Scission / Detonation DARKNESS / Distortion |
Maat | Bear Killer | ? |
Mihli Aliapoh | Scouring Bubbles | ? |
Mildaurion | Great Wheel Light Blade Stellar Burst Vortex | Fragmentation / Scission LIGHT / Fusion DARK / Gravitation Distortion / Reverberation |
Mnejing | Shield Subverter | ? |
Morimar | 12 Blades of Remorse Arduous Decision Camaraderie of the Crevasse Into the Light | Distortion Fragmentation / Compression Detonation / Impaction LIGHT / Fusion / Impaction |
Mumor | Final Eternal Heart Lovely Miracle Waltz Neo Crystal Jig Shining Summer Samba Super Crusher Jig | ? ? ? ? ? |
Naja Salaheem | Justicebreaker (UC) Peacebreaker | ? ? |
Najelith | Typhonic Arrow | Fusion |
Nanaa Mihgo | King Cobra Clamp | Fragmentation |
Nashmeira | Imperial Authority | Fragmentation |
Ovjang | Sixth Element | Gravitation |
Prishe | Auroral Uppercut Knuckle Sandwich Nullifying Dropkick | Fragmentation Fusion Induration |
Romaa Mihgo | King Cobra Clamp | Fragmentation |
Robel-Akbel | Null Blast Quietus Sphere | Fusion Fragmentation |
Rongelouts | Tongue Lash | ? |
Rosulatia | Baneful Blades Matriarchal Fiat Wildwoods Indignation | ? ? ? |
Rughadjeen | Victory Beacon | ? |
Selh’teus | Luminous Lance Revelation | ? ? |
Semih Lafihna | Lux Arrow Stellar Arrow | LIGHT / Fusion DARKNESS / Gravitation |
Shantotto | Doctor’s Order Empirical Research Final Exam Lesson in Pain | DARKNESS / Gravitation Fragmentation / Transfixion LIGHT / Fusion Distortion / Scission |
Tenzen | Amatsu: Tsukikage Oisoya | ? ? |
Teodor | Frenzied Trust Hemocladis Open Coffin Ravenous Assault Sinners Cross | Fragmentation ? Fusion ? Gravitation |
Young Excenmille | Gyre Strike Orcsbane Songbird Swoop Stag’s Charge | ? ? ? ? |
Zazarg | Meteoric Impact | Fragmentation |
Zeid | Abyssal Drain Abyssal Strike | ? ? |
Name
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Combat: ?
Abilities: ?
Traits: ?
Merits: ?
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