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Ara's almostly-wostly complete guide to Pankration - 9/12/2007 6:10:05 AM 1 votes
Aralays

 

Posts: 969
Rating:
Joined: 5/23/2005
Country: Germany
Status: offline
Hello-wello to my guide for Pankration. I hope you have fun with that barbaric game of slaughter and bloodshed.
 
How to participate in Pankration
 
1. The Start
 

Pankration (Allfight) is done in the Pit in Al Zahbi. If you want to participate go to it (it is under the Shararat Tea House) and search a Hume guy named Zandjarl.

He will trade you some imperial money for Jettons you need here:

1 Bronze Piece = 1 Jettons

1 Silver Piece = 10 Jettons

1 Mythril Piece = 30 Jettons

1 Gold Piece = 200 Jettons

(Seeing that the price relation of these coins is 50:10:5:1 normally, a Gold Coin is the ‘cheapest’ way to get Jettons)

 

You can now buy various things with your Jettons:

  • 2 Jettons:

Soultrapper (Rare/Ex)

A portable device capable of quickly creating soul plates via the complex “feral drain” process. A blank soul plate must be set before use.

Enchantment: Feral Drain (12/12 <1:00, 0:10>)
 

Blank Soul Plate (Ex)

A glass plate used in conjunction with a soultrapper to collect data on monsters and other wildlife.

 

(You get a stack of 12 Soul Plates for every 2 Jettons.)

  • 500 Jettons:

Soultrapper 2000 (Rare/Ex)

A portable device capable of quickly creating soul plates via the complex “feral drain” process. A blank soul plate must be set before use.

Enchantment: Feral Drain (48/48 <0:30, 0:10>)

 
Blank high-speed Soul Plate (Ex)

A glass plate used in conjunction with a soultrapper to quickly collect data on monsters and other wildlife.

 

(You get a stack of 12 high-speed Soul Plates for every 2 Jettons.)

  • 5000 Jettons:

Zoraal Ja’s Helm (Rare/Ex)

Dartorgor’s Coif (Rare/Ex)

No.3’s Garland (Rare/Ex)

Cacaroon’s Hood (Rare/Ex)

Lv.65, Def 21

vs. Lizards: Increases feral drain success rate

vs. Vermin: Increases feral drain success rate

vs. Undead: Increases feral drain success rate

vs. Beasts: Increases feral drain success rate

 

2. The Hunt
 
Now go out in the wild and hunt monsters. Your goal is to do a 'feral drain', which is basically taking a photo of the soul of the chosen monster.
Equip your soultrapper as ranged weapon and your soul plates as ammo and wait until the trapper is ready to be used. Use the enchantment of the soultrapper on the monster you want to feral drain - this will use up one charge of the trapper and also one blank soul plate.
 
The chance for a successful feral drain goes up if you are closer to the monster and if there are no obstacles between you and the target. You can feral drain the same monster multiple times and this action will not be seen as aggressive behaviour be the enemy, so don't fear that a non-aggroing mob will suddenly attack you when you try to get the picture.
 
If the feral drain is successfull, your empty soul plate will be now a filled soulplate which has a description like this one:
 
 
That means the following: You have a soul plate with the picture of a Variable Hare (one of the white versions of the Rabbit-family) and in this picture you have gathered the 'essence' or feral skill of "Attack Bonus", which is worth 30 FP - feral points.
 
You can feral drain the same monster multiple times and you may get the same feral skill again or you might get different ones. For the Variable Hare you might for example also get the feral skill "LIzard Killer" which is worth 8 FP.
 
Hunt different monster to get different feral skills. There are certain monsters which cannot be feral drain. Most of the time humanoid monsters like Zilart or the endbosses of mission-storylines.
 
3. The Prepatarion
 
If you have enough soul plates filled with the pictures of monsters and feral skills, go back to the Pit.
 
There are four fighting cages (Annihilation, Bloodlust, Carnage, Diablo), but we will come to the differences later. There are five employees at every cage, which will provide different services.
 
Official Screener: Abhrem, Idjham, Biwhal, Whashai
 
These guys are your first stop.
They can turn your filled soul plates into a soul reflector, which is necessary to use the monster for fighting. Be careful, because this process is not reversable.
To get a soul reflector, trade a filled soul plate with an ice crystal to the screener, pay one Jetton and a moment later you have a soul reflector.
 
When you now trade the reflector to the Screener he will tell you name, family, job-combination and level of the monster. For the Variable Hare from Uleguerand range that would be:
 
"NimbleDancer, Rabbit, WAR/--, Lv.7"
 
Then the converter gives you a list of the following options:
  • Change the name of your monster: the default name for any monster is PitMonster, but you can chose a first and last name for it.
  • Check the feral skills: You have the option to check the skills commented or uncommented, i.e. watch just the name of the feral skill or watch the name and an explanation. In this list you will find both 'racial' feral skills and feral skills which obtained the monster through your teaching.
    A monster can be born with 0-2 randomly chosen feral skills of its own race, so it is not necessarily the skill on its soul plate. Every monster is also born with a main job (depending on family), while a support job may be there or not.
  • Unlearn Feral Skills: when you have taught some feral skills to your monster you can also unlearn them again, to get the feral points back.
    Note that you cannot unlearn a 'racial' feral skill or forget a job which is there from the start.
  • Check Feral Points: feral points are the 'learning capacity' of monsters. Every feral skill you teach takes up a certain amount of these points and if your points are too low for a certain skill, the monster will not be able to learn the skill.
    Racial feral skills, which are present from the start don't take up any feral points. Note that 'stronger' monsters often have lesser feral points, so weaker enemies can make up for their disadvantages with more abilities.
    (Top on the list seem to be detectors, while corses have the least amount of feral points.)
  • Check the level: the converter will tell you the level of your monster and how many exp it needs to lvl up. The starting level of a monster seems to be (level of the wild monster you feral drained)/10, rounded up.
  • Check discipline and temperament: if your monster has a high discipline, it will more likely follow your commands during the fight. The temperament (wild/tame and aggressive/defensive) decides what abilities your monster will use on its own during a fight.
To teach your monster a new feral skill, you have to trade your soul reflector and a soul plate with the according feral skill to the Screener. If the monster has enough feral points to learn the feral skill, it will cost you one Jetton and then your monster has the new feral skill.
You cannot stack the same skill two times at the same monster, but it is able to overwrite a mainjob with another mainjob. Not every monster can learn every feral skill, check the tables below for compatibility.
 
Soul Reflector Certification: Kadjayhal, Ghalizham, Wharoub, Zhashd
 
These four guys will certificate your soul reflector and make an official soul reflector out of it (for the cost 1 Jetton) when you trade the soul reflector to them. You can just have one official soul reflector at a time and this one is the soul reflector you use in Pankration.
You cannot teach feral skills to the monster of an official soul reflector, but you can de-officialize it as often as you want.
 
Monster Registration: Kaheema, Rayeewa, Tadeewa, Salyadh
 
These ladies will register your monster for Pankration matches in the according cage. Trade them your official soul reflector and your match will be scheduled (if you pay the fee of 1 Jetton).
Normally up to 30 monster can be in the reservation-list for every cage and the monster on the first two spots in the lists will be the participants for the next fight. At the end of a fight all monster in the list go two steps forward and spot #29 and #30 become free again for new participants. The lady will not accept registrations when the list is full.
  • Annihilation, Bloodlust, Carnage: When applying for a Pankration in these cages you can be in a party with another player. If you both trade your official soul reflectors to the registration lady at the same time, you will get a match against each other scheduled.
  • Diablo: The winner of a fight in this cage gets the title 'Champion' and stays in the cage for the next fight. Its HP get restored to full again and the monster will continue to participate in battles until it is defeated and the new winner is declared Champion. Because of that there is just one free spot in the application-queue after every battle.
    There is a list of all Champions of the server.
During the time you apply for the Pankration and the actual fight, you can ask the ladies for the stats (name, family, job-combination, level) of your opponent.
 
After the fight is over, you have to confirm the results of the fight. Trade your official soul reflector to the lady and you will get your reward in form of exp and Jetton. Both numbers seem to be the same amount always and if you have scheduled more fights, you will get the rewards of all fights together.
Do the confirmation regulary because without it, your monster will not level up and you will not get Jettons. The results of a fight are saved for 3 real time days and you cannot get more than 2000 exp/Jettons in whole (so everything above this will be lost).
 
Cage Adjudant: Kanawawa, Kumumu, Nalpupu, Niwawa
 
Shortly before your fight starts you will be paged. Talk to the adjudants and they will bring you to the platforms above the cages. There cou can give your monster advices for the fight via the speaking tube.
 
Note that it is not necessary to participate in that way. You can schedule your fight and then leave the Pit (or log off) and your monster will fight on its own and his temperament will decide what it will use.
 
Commentator: Doel-Demiel, Flapping Gums, Pihk Khalatikal, Juvenal
 
During the Pankration these guys will comment the fight.
 
 
How to raise a successful monster for Pankration
 
This is the complicated part of the guide and not finished yet.
I am writing the complete guide under the following premise (which I think is correct):
All monsters of the same family have the same feral skills regardless of the actual mob. This means that a Lv.1 Savanna Rarab can give the same feral skills as a Lv. 65 Variable Hare. The only difference in feral draining these two mobs is the level of the monster used in Pankration and the colour of its fur.
In the same way all monster with the same job (mainly beastmen) will give the same job-related feral skills regardless of the actual mob-family. So a Yagudo Votary and an Orcish Champion will provide the same feral skills.
 
Here seems to be the problem, that beastmen give not just job-related but also family-related feral skills, so it will take some time until I have organized that part of the tables. You will see alot of red writing, which mean 'unsure'.
 
Notorious Monster seem to not give any special feral skills, but because pit-monster have the same look as the monster they are made from (my NimbleDance has white fur like the Variable Hare I feral drained) it might be possible that special-coloured notorious monster like Genbo or Kirin may create special-coloured pit-monster.
 
Monster-Restriction
 
There are certain monsters you cannot use in Pankration as fighting monsters. Excluded from participation are
- Beastmen (excluding Orcish Warmachines?)
- Cardians, Fomor, Kindred (beastmen-alike monster with a 'real' job except skeletons)
- Lumorians, Empty, Hippogryphs (all monster which are restricted to a CoP-area)
- giantic monster (Adamantoise, Behemoth, Cerberus, Hydra, Wyrm)
 
These monsters will still create feral skills, when feral drained.
 
Feral Points
 
Each monster has a certain number of feral points. The exact number is based on the monster-family and it increases by +1 for every even level the monster gets (so the maximum Lv. of 50 will give +25 feral points). It seems that a monster can have slightly more or less feral points when it is 'born' (i.e. the soul reflector is created).
 
Monster Jobs
 
Every family comes with a main job, which is innate to every member of that family.
 
Main Job: It is not really sure what a main job does.
- it may give a certain kind of damage type (blunt, piercing, slashing) depending on the main weapopn type of that job
- it may give the ability to cast spells
- it may give the ability to use jobabilities
- it may change the stats of the monster like a job does for players
 
Support Job: No clue here also ...
- it may give the ability to use some spells
- it may give the ability to use some jobabilities
 
Jobtraits: These passive boni are NOT activated by default when equipped with a certain main or support job. You need a special feral skill to activate these - which in turn means also, that you can put the jobtraits of one job on a different main/support job-combo.
 
These three aspects of a job are teachable as feral skills. It is possible to overwrite the innate main job with a new one, but this one will use up feral points. Not all combinations of job aspects are possible on every family. (As soon as research is further done, I will list the possible combos per family.)
 
Feral Skills
 
There are four ways how feral skills are handled:
 
a) Numerical Bonus
This is something like STR +25 or Defense +15. The bonus is set and will not change over the course of the game. These skills are very powerful early in the game, but can get (in relation to other types of boni) weaker later.
 
b) Percentual Bonus
This is something like Attack +15%. The relative bonus is set and is tied on the basic stat it modifies. Which means at lower levels the actual bonus is relatively small but it will increase with higher levels.
 
c) Variable Bonus
This is a bonus like Attack Bonus which will get stronger with more fights (it always has the word 'bonus' in its description). Every time your monster fights in a Pankration the level of the trait will increase by +1. Not sure if there is a cap.
These boni can be very weak at first, but if you use the monster more and more, they will get stronger. The problem is with unlearning these feral skills: If you unlearn them and decide to relearn them later, the level will be set to 1 again. They are also more expensive (feral point-wise) than numerical boni.
 
d) Instant Bonus
These are all other kinds of bonus. Of course the largest group.
 
Here are all classes of skills:
  1. Job-Aspects: these exist as Main Job, Support Job and Jobtraits. BLU, COR and PUP do not exist
  2. Primary Stats: these are HP/MP (+50, +15%, Bonus) and STR/DEX/VIT/AGI/INT/MND/CHR (+25, Bonus)
  3. Supportive Stats: these are Regen (Auto, +5), Refresh (Auto, +?) and Regain (Auto, +3) and Store TP (Bonus, +10)
  4. Secondary Stats: these are Accuracy, Attack, Defense, Evasion, Magic Accuracy, Magic Attack and Magic Defense (+15%, Bonus)
  5. Melee Traits: these are Attack Speed (+50, Bonus), Critical Hit Rate (+10%, Bonus), Double Attack (+15%, Bonus), Subtle Blow (+15%, Bonus), Triple Attack (+15%, Bonus)
  6. Elemental Attacks: these are Fire, Ice, Wind, Earth, Thunder, Water, Light, Dark and Neutral (+15%, Bonus)
  7. Elemental Damage Increase: these are Fire, Ice, Wind, Earth, Thunder, Water, Light and Dark (+25, Bonus)
  8. Status Attacks: these are Amnesia, Aspir, Bind, Bio, Blind, Curse, Dia, Drain, Gravity, Paralyze, Poison, Silence, Sleep, Slow, Stun, Terror, TP Drain and Virus Attack
  9. Magic Traits: these are Casting Speed (+15%, Bonus) and Spell Interruption Rate (-25%, Bonus)
  10. Magic Skills: these are Divine, Healing, Enhancing, Enfeebling, Elemental, Dark and Ninjutsu Skill (Bonus)
  11. Magic Scrolls: these are Bard, Black, Dark, Ninjutsu and White Scrolls (teach more spells of that type?); there is also Ninja Tool + (which increases the amount of tools the monster uses)
  12. Killer Traits: there are Amorph, Aquan, Arcana, Beast, Bird, Demon, Dragon, Lizard, Plantoid, Undead and Vermin Killer
  13. Defensive Traits: there are Physical, Magical and Breath Damage Resistance (+15%, Bonus), Elemental Resistance (+2, Bonus) and Elemental Resistance/Opposite Weakness (+/-2, Bonus/Penalty)
  14. Enspells: these are Additional Elemental Damage (+25, Bonus)
  15. Instant spells: these effects count as a spell which is cast before the fight, so it can be used instantly. They include Instant Barspell (all elements), Instant Barstatus (Virus, Paralyze, Petrify, Stone, Poison, Sleep, Blind), Instant Protect and Shell and Instant Elemental Wall (Blaze Spikes, Frost Spikes, Blink, Stoneskin, Shock Spikes, Aquaveil, Dread Spikes). Instant spells count as "Bonus", so they get stronger with an increasing feral skill level
  16. Resist Status: these traits can just be gotten as innate abilities or with a Jobtrait-feral skill



< Message edited by Aralays -- 9/26/2007 11:11:30 AM >
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RE: Ara's almostly-wostly guide to Pankration - 9/12/2007 10:54:32 AM 1 votes
Aralays

 

Posts: 969
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Joined: 5/23/2005
Country: Germany
Status: offline

 

 

Family

Jobs

Feral skill

 

 
 
 
 
Here are the tables of the effects and where they are found:

 

Basic status Bonus:

 

Effekt

Feral Points

Description

Origin

HP +15%

?

---

NM Surmerdar (RNG Troll), Orcish Champion (MNK), NM Pining Abazohn / Qutrub Extortionist (Qutrub)

HP +50

8

---

Yagudo Votary (MNK)

STR +25

17

---

NM Serra (Pugil), Sprinkler (Magic Pot), NM Colossus (Golem), Goblin Bounty Hunter (WAR), Orcish Impaler (DRG), NM Waraxe Beak (Cockatrice), NM Genbu (Adamantoise), Wivre, Elder Goobbue, Tulwar Scorpion

STR Bonus

23

Bonus increases with Lv.

Orkish Neckchopper (DRK)

DEX +25

17

---

Rock Golem / NM Colossus (Golem), Cactuar, Chigoe

DEX Bonus

?

Bonus increases with Lv.

?

VIT +25

17

---

Steelshell (Crab), Tiny Mandragora, Bumblebee (Bee), Worker Crawler

VIT Bonus

?

Bonus increases with Lv.

?

AGI +25

17

---

Orcish Nightraider (RNG), Lamia Rover (COR), Zhayolm Apkallu, Alraune (Mandragora),

AGI Bonus

23

Bonus increases with Lv.

Goblin Ambusher (RNG)

INT +25

17

---

Arch Corse

INT Bonus

23

Bonus increases with Lv.

Antican Faber (BLM)

MND +25

?

---

?

MND Bonus

?

Bonus increases with Lv.

?

CHR +25

?

---

?

CHR Bonus

?

Bonus increases with Lv.

?

 

Fighting Bonuses

 

Effekt

Feral Points

Description

Origin

Attack Bonus

30

Bonus increases with Lv.

NM Serra (Pugil), Sprinkler (Magic Pot), NM Dartorgor (Troll MNK), Orcish Beastrider (DRK), Vanguard Gutslasher (Orc SAM), Orcish Dragoon (DRG), Yagudo Persecutor (SAM), NM Merrow No.11 (SAM), Desert Dhalmel, Stegotaur (Taurus), Ameretat (Malboro), Aydeewa Diremite,

some Rabbit

Attack +15%

23

(30 für Om’Phuabo)

(12 für Ul’Yovra)

---

Groundskeeper (Doll), Acrolith, Goblin Reaper (DRK), Orcish Stonelauncher (Warmachine), NM Prince Seere (Kindred WHM), NM Illuyankas (Hydra), NM Vouivre (Wyvern), Om’Phuabo, Ul’Yovra, Om’Aern (WAR), Defoliate Treant, Debaucher / Expunger (Doomed)

some Antlion

Accuracy Bonus

30

Bonus increases with Lv.

Aw’Euvhi, Cactuar

Accuracy +15%

23

---

Orcish Dragoon (DRG), NM Medusa (Lamia RNG), Wajaom Tiger, Abraxas (Greater Bird), NM Illuyankas (Hydra), Chigoe

Defense +15

?

---

Genbu (Adamantoise)

Defense Bonus

30

Bonus increases with Lv.

Desert Beetle

Defense +15%

30

---

NM Brontobugard (Bugard), Om’Phuabo, Goblin Replica

Attack Speed +50

58

---

Korrigan (Mandragora), Chigoe

some Gigas MNK

Attack Speed Bonus

70

Bonus increases with Lv.

Orcish Grappler (MNK), Yagudo Votary (MNK), Chigoe

Evasion Bonus

30

Bonus increases with Lv.

Korrigan / Puck (Mandragora), NM Lamia No.4 (COR)

some Rabbit

Evasion +15%

23

---

Korrigan (Mandragora)

Critical Hit Rate Bonus

38

Bonus increases with Lv.

Acrolith

Critical Hit Rate +10%

30

---

Goblin Bandit (THF), Orcish Footsoldier (WAR)

Triple Attack +15%

47

---

Goblin Bandit (THF), Mamool Ja Lurker (THF)

Store TP

47

gives the trait?

NM Merrow No.11 (SAM)

Store TP +10%

38

does not give the trait?

Orcish Champion (MNK), Merrow Shiranuih (SAM), Fomor Samurai

Auto Regen +5

38

does not give the trait?

NM Illuyankas (Hydra), Om’Aern (WAR)

Auto Regen

?

gives the trait?

Sabotendar

Auto-Regain +3

58

gives tp%/tick?

NM Illuyankas (Hydra)

Damage Reduction Bonus

38

Bonus increases with Lv.

Mountain Clot (Slime)

Neutral Attack Bonus

17

is that just normal attack?

Dahak (Dragon), Wanderer, Weeper

Neutral Attack +15%

?

is that just normal attack?

Ul’Phuabo

Damage Resistance Bonus

38

 

Ice Elemental, Date Eruca (Crawler), Water Elemental

 

Magical Effekts:

 

Effekt

Feral Points

Description

Origin

Magic Attack Bonus

?

Bonus increases with Lv.

Ebony Pudding (Flan), Soulflayer, Ghoul BLM, Ice Elemental

Magic Attack +15%

23

---

NM Lamia No. 21 (BLM), Soulflayer, Arch Corse

Magic Accuracy Bonus

30

Bonus increases with Lv.

Ice Elemental, Water Elemental

Magic Accuracy +15%

?

---

Black Pudding (Flan)

Magic Defense +15%

23

---

NM Merrow No.12 (BRD), Leviathan Prime

Interruption Rate Bonus

30

Bonus increases with Lv.

Wanderer, Weeper

Interruption Rate -25%

23

---

Sprinkler (Magic Pot), NM Gulool Ja Ja (NIN)

Magic Casting Speed +15%

23

---

Lamia Rover (COR)

 

Status Effekts:

 

Effekt

Feral Points

Description

Origin

Aspir Attack

30

?

Craver

Blinding Attack

23

?

some Antlion

Dia Attack

?

?

Memory Receptacle

Drain Attack

30

Difference from Drain Attack?

Weeper

Draining Attacks

?

?

Goblin Reaper

Paralyze Attack

23

Difference from Paralyzing Attack?

Puktrap

Paralyzing Attack

30

?

Coeurl, Ameretat (Malboro)

Silencing Attack

30

?

Craver

Sleep Attack

23

?

King Apkallu, Zhayolm Apkallu, Puktrap             

Terrorizing Attack

70

?

Quqirn Goldsmith

 

Elemental Effekts:

 

Effekt

Feral Points

Description

Origin

Fire Attack Bonus

17

Bonus increases with Lv.

Friar’s Lantern (Bomb), Groundskeeper (Doll), Savanna Rarab

Fire Attack +15%

12

does not give the trait?

Groundskeeper (Doll), NM Cerberus

Ice Attack Bonus

17

Bonus increases with Lv.

Agloolik (Snoll), Ice Elemental

Instant Ice Spikes

17

starts fight with Ice Spikes

Soulflayer

Instant Blink

12

starts fight with Blink

NM Phantom Puk

Instant Baraero

12

starts fight with Baraero

Abraxas (Greater Bird)

Additional Earth Damage +25

30

gives the trait?

Earth Elemental

Earth Attack Bonus

17

Bonus increases with Lv.

Sylvestre (Mandragora), Killer Bee

Earth Attack +15%

 

does not give the trait?

Spinner (Spider)

Earth Resistance Bonus

?

Bonus increases with Lv.

Leshy (Treant)

Lightning Attack Bonus

17

Bonus increases with Lv.

Lightning Elemental

Additional Water Damage +25

30

gives the trait?

Om’Xzomit

Additional Water Damage

47

gives the trait?

NM Serra (Pugil)

Water Attack Bonus

17

Bonus increases with Lv.

NM Serra (Pugil)

Instant Barwater

12

starts fight with Barwater

NM Serra (Pugil)

Water Resistance +2

 

---

Zhayolm Apkallu

Additional Light Damage +25

30

gives the trait?

Carbuncle Prime

Darkness Attack Bonus

17

Bonus increases with Lv.

Bogy (Ghost)

Darkness Resistance Bonus

12

Bonus increases with Lv.

Soulflayer

Breath Damage Resistance Bonus

38

Bonus increases with Lv.

Typhoon Wyvern

 

Killer Effekts:

 

Effekt

Feral Points

Description

Origin

Amorph Killer

6?

---

all Aquans

Aquan Killer

8

---

all Birds

Arcana Killer

8

---

all Undead

Beast Killer

8

---

all Plantoids

Dragon Killer

?

---

all Demons

Demon Killer

8

---

all Dragons

Lizard Killer

8

---

all Beasts

Plantoid Killer

8

---

all Vermin

Undead Killer

8

---

all Arcana

Vermin Killer

?

---

all Lizards

 

Jobrelated Effekts:

 

Effekt

Feral Points

Description

Origin

Mainjob: BLM

8

---

Moblin Chapman

Subjob: BLM

8

---

Demon Wizard

Jobtrait: BLM

12

?

Antican Faber, Tonberry Hexer

Mainjob: BLU

?

?

?

Subjob:BLU

?

?

?

Jobtrait: BLU

?

?

?

Mainjob: BRD

?

?

?

Subjob:BRD

?

?

?

Jobtrait: BRD

?

?

?

Bard Scrolls

17

more bard songs?

Colibri, Lesser Colibri, Fomor Bard

Mainjob: BST

?

?

?

Subjob: BST

8

---

Goblin Digger

Jobtrait: BST

?

?

?

Mainjob: COR

?

?

?

Subjob: COR

?

?

?

Jobtrait: COR

?

?

?

Mainjob: DRG

?

?

?

Subjob: DRG

?

?

?

Jobtrait: DRG

?

?

?

Mainjob: DRK

8

---

Greater Quadav, Goblin Tinkerer, Goblin Reaper

Subjob: DRK

?

---

NM Vorporlor, Goblin Reaper

Jobtrait: DRK

?

?

Goblin Reaper

Dark Magic Skill Bonus

 

more macc/matt for dark spells?

Goblin Reaper

Mainjob: MNK

8

---

Orcish Brawler, Orcish Champion, Yagudo Initiate

Subjob: MNK

?

?

?

Jobtrait: MNK

12

---

Yagudo Votary

Mainjob: NIN

8

---

NM Gulool Ja Ja, Mamool Ja Warder, Yagudo Herald

Subjob: NIN

8

---

NM Gulool Ja Ja

Jobtrait: NIN

?

?

?

Ninjutsu Scrolls

17

more ninjutsu spells?

Mamool Ja Infiltrator, Lesser Colibri

Ninja Tools +

8

the mob has more tools before it runs out of them

Yagudo Herald

Mainjob: PLD

?

---

NM Vorjirzur

Subjob: PLD

?

?

?

Jobtrait: PLD

12

---

Antican Decurio, orcish Sergeant

Divine Magic Bonus

17

more macc/matt for divine spells?

NM Vogaal Ja (PLD)

Mainjob: RDM

?

?

?

Subjob: RDM

?

---

10 of Coins

Jobtrait: RDM

12

---

Moblin Pickman

Mainjob: RNG

?

?

?

Subjob: RNG

8

---

Antican Funditor

Jobtrait: RNG

?

?

?

Mainjob: SAM

?

---

Fomor Samurai

Subjob: SAM

?

?

?

Jobtrait: SAM

12

---

Yagudo Persecutor, Fomor Samurai

Mainjob: SMN

?

?

?

Subjob: SMN

?

?

?

Jobtrait: SMN

?

?

?

Mainjob: THF

8

---

Goblin Bandit, Vanguard Pillager (orc)

Subjob: THF

?

---

Goblin Robber

Jobtrait: THF

?

?

?

Mainjob: WAR

?

---

NM Girzorhor, NM Heronox

Subjob WAR

8

---

Spekter

Jobtrait: WAR

12

---

Orcish Fighter

Mainjob: WHM

8

---

Amethyst Quadav

Subjob: WHM

?

---

Yagudo Priest

Jobtrait: WHM

?

---

NM Vyurvarjur

White Magic Scrolls

17

more white spells?

Lesser Colibri

 



< Message edited by Aralays -- 9/14/2007 4:07:37 PM >
_____________________________
A multitude of informations about the world we play in: Vana'diel
 
Fun and Excitement in the wonderous world of FFXI
 
(BLU, Chocobos, Fellowship, Latent Effekts, Moghancement, Mysteries, Pankration, Renkei)
_____________________________
(in reply to Aralays)
Proud Member of: TheWindurstShell[UNI]  
Rate this post: | Post #: 2
RE: Ara's almostly-wostly guide to Pankration - 9/12/2007 10:54:55 AM 1 votes
Aralays

 

Posts: 969
Rating:
Joined: 5/23/2005
Country: Germany
Status: offline

The following lists may not be 100% correct: I made them under the premise that all families and all jobs teach a certain “set” of abilities. I have also just listed confirmed abilities.

 

Aquans:

 

Family

Abilities

Crab

Amorph Killer, Defense Bonus, VIT +25

Orobon

 

Pugil

Amorph Killer, Attack Bonus, Water Attack Bonus, Additional Water Damage, Instant Barwater

Sea Monk

 

Uragnite

 

 

Amorpha:

 

Family

Abilities

Flan

Magic Attack Bonus, Magic Accuracy +15%

Hecteyes

 

Leech

Aspir Attacks

Slime

Damage Reduction Bonus

Worm

 

 

Arcana:

 

Family

Abilities

Acrolith

Attack +15%, Critical Hite Rate +10%, Critical Hit Rate Bonus

Bomb

Fire Attack Bonus

Cardian

Cardians give job-related abilities

Cluster

Undead Killer

Detector

 

Doll

Undead Killer, Attack +15%, Fire Attack +15%, Fire Attack Bonus

Evil Weapon

Undead Killer

Golem

Undead Killer, STR +25, DEX +25, Accuracy Bonus

Khimaira

 

Magic Pot

Undead Killer, STR +25, Attack Bonus, Interruption Rate -25%

Mimic

 

Snoll

Ice Attack Bonus

 

Beasts:

 

Family

Abilities

Behemoth

 

Buffalo

Lizard Killer

Cerberus

Fire Attack +15%

Coeurl

Paralyzing Attack

Dhalmel

Attack Bonus

Manticore

Lizard Killer, STR +25

Marid

 

Opo-opo

 

Rabbit

Lizard Killer, Attack Bonus, Evasion Bonus, Fire Attack Bonus

Ram

 

Sheep

 

Tiger

Accuracy +15%

 

Beastmen:

 

Family

Abilities

Bugbears

 

Warmachine

Attack +15%

all other

all other Beastmen give job-related abilities

 

Birds:

 

Family

Abilities

Apkallu

Aquan Killer, AGI +25, Sleep Attack, Water Resistance +2

Colibri

Aquan Killer, Bard Scrolls, White Magic Scrolls, Ninjutsu Scrolls

Bat Triplet

 

Bird

 

Cockatrice

STR +25

Giant Bat

 

Hippogryph

 

Greater Bird

Aquan Killer, Accuracy +15%, Instant Baraero

 

Demons:

 

Family

Abilities

Ahriman

 

Kindred

Kindred give job-related abilities

Dvergar

 

Imp

 

Soulflayer

Magic Attack +15%, Magic Attack Bonus, Instant Ice Spikes, Darkness Resistance Bonus

Taurus

Attack Bonus

 

Dragons:

 

Family

Abilities

Dragon

Neutral Attack Bonus

Hydra

Demon Killer, Attack +15%, Accuracy +15%, Auto-Regen +5, Auto-Regain +3

Pet Wyvern

 

Puk

Demon Killer, Instant Blink

Wyrm

 

Wyvern

Demon Killer, Attack +15%, Breath Damage Resistance Bonus

 

Empty:

 

Family

Abilities

Craver

Aspir Attack, Silencing Attack

Gorger

 

Memory Receptacle

Dia Attack

Seether

 

Thinker

 

Wanderer

Neutral Attack Bonus, Interruption Rate Bonus

Weeper

Neutral Attack Bonus, Interruption Rate Bonus, Drain Attack

 

Lizards:

 

Family

Abilities

Adamantoise

STR +25, Defense +15

Bugard

Defense +15%

Eft

 

Lizard