Trust Magic Guide

by Aralays of Fenrir (updated: 12th may 2021)

Obtaining Alter Egos

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.

Calling

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.

Synergy

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.

Behaviour outside combat

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.

Behaviour during combat

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.

Combat Roles and Jobs

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.

  • Sword - Melee Fighters
  • Bow - Ranged Fighters
  • Shield - Tanks
  • Staff - Offensive Casters
  • Wand - Healers
  • Harp - Active Support
  • Bag - Passive Support

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.

Role: Melee Fighters

  • Beastmaster

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)

  • Black Mage

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

  • Corsair

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

  • Dancer

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

  • Dark Knight

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)

  • Dragoon

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

  • Monk

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)

  • Ninja

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)

  • Paladin

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)

  • Puppetmaster

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)

  • Samurai

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

  • Thief

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)

  • Warrior

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)

  • White Mage

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

Role: Ranged Fighter

  • Ranger

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)

  • Samurai

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)

Role: Tank

  • Ninja

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)

  • Paladin

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

  • Rune Fencer

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

Role: Offensive Caster

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.

  • Black Mage

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

  • Dark Knight

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)

  • Scholar

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

  • White Mage

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)

Role: Healer

  • Chemist

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

  • White Mage

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

Role: Active Support

  • Bard

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)

  • Corsair

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)

  • Geomancer

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

  • Red Mage

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

Role: Passive Support

  • Geomancer

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)

Team: Brothers d’Oraguille (San d’Oria)

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

Team: Father and Daughter (San d’Oria)

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)

Team: Moon and Stars (Windurst)

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

Team: The Professor and the King (Windurst)

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)

Team: Defenders of the Nations (Rise of the Zilart)

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

Team: Arkangels (Rise of the Zilart)

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”.

Team: Triplet Trouble (Chains of Promathia)

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)

Team: Imperial Troupe (Treasures of Aht Urghan)

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)

Team: Serpents of the Empire (Treasures of Aht Urghan)

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

Team: Adoulinian Nobility (Seekers of Adoulin)

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

Team: Battle Comrades (Seekers of Adoulin)

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)

Team: Mighty Maidens (Summerfest)

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

Skillchain Table

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

Weapon:        ? - ?

Combat:        ?

Abilities:        ?

Traits:                ?

Merits:                ?

Dances:        ?

Spells:                ?

Tactics:                ?

Note:                ?

Obtained:        ?