Final Fantasy
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Final Fantasy
JOBS
Jobs plays a main part of Final Fantasy XI. As you begin the game, you will start with 6 jobs, but as you progress through the game you can unlock more.
By completing certain quests, the door to many other exciting jobs will open.
You can change your job any time, and eventually gain the ability to select a support job. With a support job, you can effectively "hold two jobs at once." Want to be a warrior who can cast white magic? How about a monk with black magic? With support jobs, the combinations are endless!
Below is the list of Jobs that are avaialable in FFXI, along with any techniques that they can lear.
NOTE: Magic Listings can be found in the Black Magic/White Magic/Summoning/Songs Sections
(Rise of the Zilart added three more "extra" jobs to the game:
Ninja
Samurai
Dragoon
Chains of Promathia did not add any new jobs to the game, but Treasures of Aht Urhgan added three:
Blue Mage
Corsair
Puppetmaster
The unique job capability of Final Fantasy XI is the ability to equip a "main job" and a "subjob" or "support job". The "support job" ability is a quest based in the towns of Mhaura and Selbina, and you are eligible for the quest at level 18. The purpose of a "support job" is to enhance your "main job" and is always half the level of your "main job"; for example, a level 75 White Mage could choose a "support job" of Black Mage, and would have all the abilities that a Black Mage has access to up until level 37 (provided their Black Mage is leveled that high).
Information on
Ninja
Ninjas appear as an advanced job available to players who have reached level 30 and completed the ninja flag quest. The quest itself is mostly just sneaking around, which suits well the class unlike a few other advanced job quests that do not seem to follow with the spirit of the job in question.
Ninjas are one of the two tank classes in the game. A tank is the person in a party that is supposed to make the enemy hate him the most so that the enemy attacks the tank at the exclusion of all others. Ninjas do this with low Vitality and Defense because they have good evasion, agility, and a few spells that allow them to create shadows. This is the most popular Ninja spell, called Utsusumi. It comes in Ichi and Ni formats, which is Japanese for one and two. The ichi form creates 3 shadows, and the ni version creates four.
Samurai
Samurai appear as one of the advanced jobs available to players who have reached level 30. The quest involved in becoming a samurai starts in the pirate city, Norg. Ultimately, characters must travel to The Sanctuary of Zi'Tah to fight a treant and then return to norg to claim his prize; the right to level up as a samurai.
Samurai are significantly different than their previous incarnations. They are described as demon killers and they have abilities like Warding Circle that help raise party members resistances to demons.
The real boon of the Samurai, though, is his weapon, the Great Katana, his Store TP ability that allows him to accumulate TP faster than other melee classes and his Meditate ability that will almost instantly give him 100% TP. TP in Final Fantasy XI is used to do Weapon skills and when weapon skills are done in a particular order they will make a Skillchain causing massive damage. Great Katanas are also notable in the game as being easy to make skill chains with so, while the Samurai might not be king of damage, he can be a major force multiplier and a party player.
Dragoon
Dragoons appear as a job class. Dragoon is not one of the 6 basic jobs, so it must be quested for. The quest to become a Dragoon rather suitably involves slaying a Dragon in Gelsba Outpost. After beating this dragon, the player earns the right to level as a Dragoon.
Dragoons are entrusted with a young dragon, called a wyvern, which they can summon. The wyvern fights along side the dragoon and will take on different characteristics determined by the dragoon's subjob. For the most part, the wyvren will focus on physical attacks and do a breath attack when the Dragoon uses a weapon skill. The one substantial difference to this rule is in the case of a Dragoon having a mage subjob. When that Dragoon casts a spell, the wyvern's breath attack will do no damage, but instead heal a member of the party.
Dragoons get three versions of the trademark jump ability; a normal Jump, High Jump, and Super Jump, which does no damage, but removes the Dragoon from the battlefield just long enough for an enemy to forget about the Dragoon and focus its attacks on other party members. They also get an accuracy bonus, which means they theoretically hit slightly more often than other classes, and Dragon Killer, which gives them increased effectiveness when fighting one of the few Dragon- or Wyvern-type enemies in the game.
Blue Mage
Blue Mage is an advanced job that has recently been added by the expansion Treasures of Aht Urhgan. The job of Blue Mage seems to be melee in nature, though it can be played in a variety of different ways. They can learn enemy abilities that, for the most part, either help themselves, personally, or hamper their enemy or enemies. They also have a few abilities similar to a Beastmaster, in that they intimidate beasts in their presence.
Blue Magic in has a couple of attributes. Blue Mages themselves might be somewhat weaker than other jobs in terms of their statistics; however, most of the abilities they can learn do come with modifiers to the Blue Mage's statistics. This is unlike most incarnations of the Blue Mage.
As far as racial selection goes, there is no one race that would stand significantly better than any other. Blue mage spells cast off of every statistic in the game, depending on the spell in question. If anything, certain blue mages will excel at casting certain spells while lagging behind slightly with others. In all, each race can approach the job as equals, simply from a different perspective.
The Blue Mages are linked to Aht Urhgan and a group or concept know as the Immortals. Aside from elite military rankings, however, Blue Mages have a dark history behind their creation.
Corsair
The Corsair is a special job class, based off the gambler. They are, in a large sense, modeled after pirates in this rendition, but according to the game's plot they are not pirates at all. They are incapable of wearing heavy armor and use mostly their knives, swords, and special hexa-guns to dish out damages. They use the rolling of dice and the drawing of cards to increase attributes of their fellow party-members.
Corsairs have a number of abilities that have very gambling inspired names, like Double-Up, and then another set of abilities that they use which are modeled after other classes and give bonuses based on what you would assume those jobs would be good at. For instance, a Ranger's Roll will give nearby party members increased accuracy. The rolling of dice, however, is not a guaranteed success story. Each ability has lucky and unlucky numbers.
Story-wise, Corsairs were once a sort of naval fleet under the command of the Kingdom of Ephremand, which was invaded and taken over by the Empire of Aht Urghan. The fallen Corsairs pose as undead enemy-type characters and take on a Fomor form and are particularly violent and aggressive. The other Corsairs, a small group known as the Seagull Phratrie, still survives. The Phratrie's hideout is located in Arrapago Reef; their ship was damaged while escaping an Imperial naval fleet, so they cannot sail as they once did. In current times, the Imperials are determined to wipe out the Corsairs once and for all, but they always seem to escape capture one way or another. Even though the Empire has tried bribing and even a double-agent, the Seagull Phratrie always seems to elude their grasp.
Puppetmaster
Puppetmasters are entertainers from the far East on Vana'diel. They use their puppets to entertain audiences, but they are also effective in combat. This is a playable advanced job since the addition of Treasures of Aht Urhgan. Puppets are summonable by the Puppetmaster just like a Dragoon summons his wyvren. The puppet joins the puppetmaster in battle, but unlike any other pet in Final Fantasy, the puppet can actually be equipped with a new head or chasis as well a dozen special upgrades.
Puppetmasters are accompanied by an Automaton, which according to the story of Final Fantasy XI, is a recent invention of a prominent engineer of the Eastern Empire, a galka named Ghatsad. Traditionally, the entertainers of the past had used marionettes to entertain crowds. These new creations are built and maintained by their puppetmaster owners and function without the use of any strings or other attachment. Instead a puppetmaster actually has a remote which he can use to control his pet.
From some of the descriptions of Puppetmasters released by Square-Enix, there are some very vague connections between Puppetmasters and a recurring job in the Final Fantasy series; Machinist. )
http://finalfantasy.neoseeker.com/jobs_xi/
Jobs plays a main part of Final Fantasy XI. As you begin the game, you will start with 6 jobs, but as you progress through the game you can unlock more.
By completing certain quests, the door to many other exciting jobs will open.
You can change your job any time, and eventually gain the ability to select a support job. With a support job, you can effectively "hold two jobs at once." Want to be a warrior who can cast white magic? How about a monk with black magic? With support jobs, the combinations are endless!
Below is the list of Jobs that are avaialable in FFXI, along with any techniques that they can lear.
NOTE: Magic Listings can be found in the Black Magic/White Magic/Summoning/Songs Sections
(Rise of the Zilart added three more "extra" jobs to the game:
Ninja
Samurai
Dragoon
Chains of Promathia did not add any new jobs to the game, but Treasures of Aht Urhgan added three:
Blue Mage
Corsair
Puppetmaster
The unique job capability of Final Fantasy XI is the ability to equip a "main job" and a "subjob" or "support job". The "support job" ability is a quest based in the towns of Mhaura and Selbina, and you are eligible for the quest at level 18. The purpose of a "support job" is to enhance your "main job" and is always half the level of your "main job"; for example, a level 75 White Mage could choose a "support job" of Black Mage, and would have all the abilities that a Black Mage has access to up until level 37 (provided their Black Mage is leveled that high).
Information on
Ninja
Ninjas appear as an advanced job available to players who have reached level 30 and completed the ninja flag quest. The quest itself is mostly just sneaking around, which suits well the class unlike a few other advanced job quests that do not seem to follow with the spirit of the job in question.
Ninjas are one of the two tank classes in the game. A tank is the person in a party that is supposed to make the enemy hate him the most so that the enemy attacks the tank at the exclusion of all others. Ninjas do this with low Vitality and Defense because they have good evasion, agility, and a few spells that allow them to create shadows. This is the most popular Ninja spell, called Utsusumi. It comes in Ichi and Ni formats, which is Japanese for one and two. The ichi form creates 3 shadows, and the ni version creates four.
Samurai
Samurai appear as one of the advanced jobs available to players who have reached level 30. The quest involved in becoming a samurai starts in the pirate city, Norg. Ultimately, characters must travel to The Sanctuary of Zi'Tah to fight a treant and then return to norg to claim his prize; the right to level up as a samurai.
Samurai are significantly different than their previous incarnations. They are described as demon killers and they have abilities like Warding Circle that help raise party members resistances to demons.
The real boon of the Samurai, though, is his weapon, the Great Katana, his Store TP ability that allows him to accumulate TP faster than other melee classes and his Meditate ability that will almost instantly give him 100% TP. TP in Final Fantasy XI is used to do Weapon skills and when weapon skills are done in a particular order they will make a Skillchain causing massive damage. Great Katanas are also notable in the game as being easy to make skill chains with so, while the Samurai might not be king of damage, he can be a major force multiplier and a party player.
Dragoon
Dragoons appear as a job class. Dragoon is not one of the 6 basic jobs, so it must be quested for. The quest to become a Dragoon rather suitably involves slaying a Dragon in Gelsba Outpost. After beating this dragon, the player earns the right to level as a Dragoon.
Dragoons are entrusted with a young dragon, called a wyvern, which they can summon. The wyvern fights along side the dragoon and will take on different characteristics determined by the dragoon's subjob. For the most part, the wyvren will focus on physical attacks and do a breath attack when the Dragoon uses a weapon skill. The one substantial difference to this rule is in the case of a Dragoon having a mage subjob. When that Dragoon casts a spell, the wyvern's breath attack will do no damage, but instead heal a member of the party.
Dragoons get three versions of the trademark jump ability; a normal Jump, High Jump, and Super Jump, which does no damage, but removes the Dragoon from the battlefield just long enough for an enemy to forget about the Dragoon and focus its attacks on other party members. They also get an accuracy bonus, which means they theoretically hit slightly more often than other classes, and Dragon Killer, which gives them increased effectiveness when fighting one of the few Dragon- or Wyvern-type enemies in the game.
Blue Mage
Blue Mage is an advanced job that has recently been added by the expansion Treasures of Aht Urhgan. The job of Blue Mage seems to be melee in nature, though it can be played in a variety of different ways. They can learn enemy abilities that, for the most part, either help themselves, personally, or hamper their enemy or enemies. They also have a few abilities similar to a Beastmaster, in that they intimidate beasts in their presence.
Blue Magic in has a couple of attributes. Blue Mages themselves might be somewhat weaker than other jobs in terms of their statistics; however, most of the abilities they can learn do come with modifiers to the Blue Mage's statistics. This is unlike most incarnations of the Blue Mage.
As far as racial selection goes, there is no one race that would stand significantly better than any other. Blue mage spells cast off of every statistic in the game, depending on the spell in question. If anything, certain blue mages will excel at casting certain spells while lagging behind slightly with others. In all, each race can approach the job as equals, simply from a different perspective.
The Blue Mages are linked to Aht Urhgan and a group or concept know as the Immortals. Aside from elite military rankings, however, Blue Mages have a dark history behind their creation.
Corsair
The Corsair is a special job class, based off the gambler. They are, in a large sense, modeled after pirates in this rendition, but according to the game's plot they are not pirates at all. They are incapable of wearing heavy armor and use mostly their knives, swords, and special hexa-guns to dish out damages. They use the rolling of dice and the drawing of cards to increase attributes of their fellow party-members.
Corsairs have a number of abilities that have very gambling inspired names, like Double-Up, and then another set of abilities that they use which are modeled after other classes and give bonuses based on what you would assume those jobs would be good at. For instance, a Ranger's Roll will give nearby party members increased accuracy. The rolling of dice, however, is not a guaranteed success story. Each ability has lucky and unlucky numbers.
Story-wise, Corsairs were once a sort of naval fleet under the command of the Kingdom of Ephremand, which was invaded and taken over by the Empire of Aht Urghan. The fallen Corsairs pose as undead enemy-type characters and take on a Fomor form and are particularly violent and aggressive. The other Corsairs, a small group known as the Seagull Phratrie, still survives. The Phratrie's hideout is located in Arrapago Reef; their ship was damaged while escaping an Imperial naval fleet, so they cannot sail as they once did. In current times, the Imperials are determined to wipe out the Corsairs once and for all, but they always seem to escape capture one way or another. Even though the Empire has tried bribing and even a double-agent, the Seagull Phratrie always seems to elude their grasp.
Puppetmaster
Puppetmasters are entertainers from the far East on Vana'diel. They use their puppets to entertain audiences, but they are also effective in combat. This is a playable advanced job since the addition of Treasures of Aht Urhgan. Puppets are summonable by the Puppetmaster just like a Dragoon summons his wyvren. The puppet joins the puppetmaster in battle, but unlike any other pet in Final Fantasy, the puppet can actually be equipped with a new head or chasis as well a dozen special upgrades.
Puppetmasters are accompanied by an Automaton, which according to the story of Final Fantasy XI, is a recent invention of a prominent engineer of the Eastern Empire, a galka named Ghatsad. Traditionally, the entertainers of the past had used marionettes to entertain crowds. These new creations are built and maintained by their puppetmaster owners and function without the use of any strings or other attachment. Instead a puppetmaster actually has a remote which he can use to control his pet.
From some of the descriptions of Puppetmasters released by Square-Enix, there are some very vague connections between Puppetmasters and a recurring job in the Final Fantasy series; Machinist. )
http://finalfantasy.neoseeker.com/jobs_xi/
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Join date : 2008-03-22
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