Information by Scholar of the Summoner Job, Nusakan

" By making pacts with the legendary 'avatars', these heretic mages have unlocked the secrets to the forbidden magic of Vana'diel."

Masters of the Celestials and Terrestrials, the Summoners give a piece of themselves to be able to call upon the aid and power of the great Avatar Spirits. These powers are flexible, ranging from some abilities that can help protect the party, and some abilities to weaken their enemies, a large majority of this power revolves around commanding the great Avatars to fight for their cause. With the strength of the earth, heavens, and wielding the essence of magic itself, the Summoner is able to act as an unconventional mage of all sorts, and similar to a Beastmaster in essence that they have another force to do their bidding for them. The Summoner is power to be reckoned, and a good ally to have when the balance of magic in a party is weak.


 
A leveled existance, a hume gets by fairly well with a balance of magic and physical endurance. They may not be exceptional with their magic, Humes suffer no noticible penalties
Extremely limited in their magical ability, Elvaan can find this job quite difficult. Their physical prowess does little to help them here, and their difficulty using even support magics hinders them greatly.
Already strong in magic of all sorts, Tarutaru make an almost natural choice for this job. Between their strength with support magic and their large magic pools, a tarutaru is a summoner that keeps going and going and going...
Similar to a hume, a mithra gets by decently as a Summoner. Not particularly exceptional, but certainly no major or noticible penalties.
Though blessed with a larger Hit Point pool that makes them one of the most survivable Summoners, a galka's natural physical talents are almost completely wasted, and their penalties with magic make them a challenge in this job the same as with any other magic using job.
Getting the Job

   The Summoner is an advanced job and was introduced in the Zilart expansion pack (included free with the NA version of FFXI). In order to receive the Summoner quest the character must be at least level 30. In addition, use of a chocobo will help greatly, as well as maps and familiarity with most of the zones in the world.

   To begin the quest, the character must obtain a Carbuncle's Ruby. This blood red gem can be found as a rare loot of most any leech type creature, though the lower the level of the leech, the rarer the drop it is. This can be the hardest part of the quest for most people, taking many hours and many hard combats, or it may be quite simple. A player should be reminded that this is one of those instances where having helped a theif could pay you back, as the Treasure Hunter skill can be extremely valuable. As a note, among the best places to hunt leeches there is Valkurm Dunes, Buburimu Peninsula, Qufim, and Korroloka Tunnel.

   Once obtained a Carbuncle's Ruby, travel to the city of Windurst. In the northern most part of the Windurst Walls district is the House of the Hero. With the Ruby in hand, go to the door of the House of the Hero and examine it. A scene will play out regarding the Carbuncle's Ruby, where a voice from within will ask you to obtain the seven spectrums of light. The seven spectrums of light are actually elements of the weather, and most be collected from any zone during the particular weather effect.

   The weather effect is obtained by zoning into the zone while the weather effect is in place, such as zoning into Konschtat during Lightning weather to obtain the Violet light. However, only zones with are open to the sky can be harvested, caves, dungeons, and other underground type zones can not be obtained. Also, the light is obtained during the acting of zoning in, not simply being in the area when the weather effect starts. If you are in a zone when a weather effect starts, you must zone out and back into the area to obtain the light.

   Some colors of light are more difficult to obtain than others, and some may take quite a bit of patience. To start with, the easiest color ro obtain is Orange. Orange is the color of clear skies. Orange is fairly easy to obtain from the zone directly outside any of the three natins, and in any zone where there is currently no weather effect in place.

   The second group of colors that are fairly easy to obtain are the elements available from the teleportation crags, in Tahrongi Canyon at Mea, in Konschtat Highlands at Dem, and in La Theine Plateau at Holla. The colors are Green (which corresponds to Wind) and Yellow (that corresponds to Earth) which can be obtained in Tahrongi. The colors of Violet (which corresponds to Thunder) or Yellow (that corresponds to Earth) which can be obtained in Konschtat Highlands. And finally the colors of Green (which again corresponds to Wind), or Indigo (which corresponds to Water) that can be obtain in La Theine.

   The last group of colors, which are Red and Light Blue, are the most difficult to obtain. Red corresponds to Fire, and fire weather is not so common as it would sound. Though available in quite a few zones, such as Meriphataud Mountains or Valkurm Dunes, it will actually require a few days of scorching heat and clear skies to actually produce fire weather. This means that the Weather Linkshell NPCs throughout the world can be very useful, as would an abundance of patience. Ice however, is more difficult because of the very few zones which will have ice weather. Though avalable very rarely in Batallia Downs, the best suggestion is to make a trek through the dangerous Ranguemont pass to the ice lands of Beaucedine Glacier.

   The passage through Ranguemont Pass can be quite dangerous, especially without a map, so my one personal advice is to either get a guide to lead the way, or come very well prepared with Silent Oils and Prism Powders. Virtually every single creature within the Pass is aggressive, and their is a fair mix between monsters that detect by sight and by sound that you will want to be Sneak-Invis the entire time, or will want a stalwart companion capable of killing the monsters that attack. Once through the Pass, however, you will find yourself in a land were the ice weather almost never stops. That being the case, Light Blue becomes quite easy to obtain.

   Once all colors of the light have been obtained, you will receive a message that Carbuncle appears and runs away towards the direction of La Teine Plateau. To complete the quest, travel to La Theine Plateau in pursuit. Once there, travel to G-6, where you will find a ring of stones marked in the center with a ???. At night, Ghosts swarm the area, so by far the safest time to come is during the day. Trading the Carbuncle's Ruby to the ???, you will obtain a scene with Carbuncle, after which you are now open to be a Summoner and have gained your first summons, Carbuncle himself!

Summoner Spells
Job Traits
Trait
Name
Level
Gained
Description
Max MP up 10 Grants the character a slight increase to maximum MP amount
Clear Mind 15 Increases the amount of Magic Points Gained while resting (+3)
Resist Slow 20 Grants the character a slight resistance against slow spells and abilities
Auto Refresh 25 Character Automatically regenerates Magic Points at all times.
Clear Mind 30 Increases the amount of Magic Points Gained while resting (+6)
Max MP Up 30 Grants the character a slight increase to maximum MP amount
Resist Slow 40 Grants the character a slight resistance against slow spells and abilities
Clear Mind 40 Increases the amount of Magic Points Gained while resting (+9+(1 per))
Max MP Up 50 Grants the character a slight increase to maximum MP amount
Resist Slow 60 Grants the character a slight resistance against slow spells and abilities
Clear Mind 60 Increases the amount of Magic Points Gained while resting (+12+(1 per))
Max MP Up 70 Grants the character a slight increase to maximum MP amount
Clear Mind 70 Increases the amount of Magic Points Gained while resting (+12+(2 per))
Job Abilities
Ability
Name
Level
Gained
Duration
of Use
Duration
of Recharge
Description
"Astral Flow" 1 0:03:00 2:00:00 Opens up the corresponding Pet Command to use an Astral Flow. Astral Flow is a mega-damage pet command which does an amount of damage corresponding to the caster's remaining MP, and drains the MP pool completely. While active, Prime Avatars cost zero upkeep.
/ja "Astral Flow" <me>
Non-Specific Pet Commands
Ability
Name
Level
Gained
Duration
of Use
Duration
of Recharge
Description
"Assault" 1 0:00:00 0:00:10 Sends the Summons to physically attack the target (in the case of elemental spirits, this will include magic)
/pet "Assault" <t>
"Release" 1 0:00:00 0:00:10 Dismisses the summons
/pet "Release" <me>
"Retreat" 1 0:00:00 0:00:10 Commands summons to cease whatever action or combat it is in and return to the caster.
/pet "Retreat" <me>
"Bloodpact" 1 0:00:00 0:01:00 Bloodpact is the selection of abilities specific to each summons, including Astral Flow abilities, Magic Spells, and special attacks or defense abilities.
Varies by Bloodpact Ability
Continues with specific ability.

The Avatars

Skill Cap Rankings
  Grappling Weapon Skill Dagger Weapon Skill Sword Weapon Skill Great Sword Weapon Skill Axe Weapon Skill Great Axe Weapon Skill Scythe Weapon Skill Polearm Weapon Skill Katana Weapon Skill Great Katana Weapon Skill Club Weapon Skill Staff Weapon Skill Archery Weapon Skill Markmanship Weapon Skill Throwing Weapon Skill Guard Defense Skill Evasion Defense Skill Shield Defense Skill Parry Defense Skill Divine Magic Skill Healing Magic Skill Enhancing Magic Skill Enfeebling Magic Skill Elemental Magic Skill Dark Magic Skill Singing Magic Skill String Instrument Skill Wind Instrument Skill Ninjutsu Magic Skill Summoning Magic Skill
Rank - F - - - - - - - - F B- - - - - F - - - - - - - - - - - - A-
Primary Weapon: Staff
Skill
Level
Weapon Skill Job
Level
Elements Description Damage Macro
10 Heavy Swing 3 Impaction Fusion   Damage varies according to TP 1.00 1.25 2.25 1x STR_30%   /ws "Heavy Swing" <t>
40 Rock Crusher 14 Induration     Earth Based Attack 1.00 2.00 2.50 Earth INT_30%   /ws "Rock Crusher" <t>
70 Earth Crusher 24 Transfixion Impaction   Earth Based Area of Effect Attack 1.00 2.25 3.50 Earth STR_20% INT_20%   /ws "Earth Crusher" <t>
100 Starburst 34 Liquifaction     Varied Light or Dark Damage .875 1.625 2.00 Light/Dark MND/INT_50%   /ws "Starburst" <t>
150 Sunburst 51 Scission Detonation   Varied Light or Dark Damage .875 2.00 3.125 Light/Dark MND/INT_50%   /ws "Sunburst" <t>
175 Shell Crusher 56 Reverberation Impaction   Light Based Attack 1.00 1.00 1.00 1x STR_35% More DEFDown   /ws "Shell Crusher" <t>
200 Full Swing 62 Induration Detonation   Attack Ignores Defense with Additional Effect Blind 1.00 3.00 5.00 1x STR_50%   /ws "Full Swing" <t>
225 Spirit Taker 71 Induration Detonation   Attack Ignores Defense with Additional Effect Blind 1.00 1.50 2.00 1x INT_50% MND_50% vs.MP   /ws "Spirit Taker" <t>
230 Retribution
(must sub WAR, MNK, WHM, or PLD)
73 Darkness Compression Reverberation Attack with Additional Effect Silence 2.00 2.50 3.00 1x STR_30% MND_50%   /ws "Retribution" <t>

Job Specific Equipment (JSE) 50
To obtain this item, the character must defeat Summoner Fomor in Phomiuna Aqueducts or the Sacrarium.
Aries Subligar (Legs)
[Lv50 DEF23 HP Recovered While Healing+1]
To obtain this item, the character must defeat Black Mage Fomor in Phomiuna Aqueducts or the Sacrarium.
To obtain this item, the character must complete the "Brigid the Stylist Returns" Quest in Bastok Markets. To obtain the quest, the player must speak with Brygid wearing full Artifact Armor. Select the armor of choice, and Brygid will request you meet her wearing a specific set of clothing, the list of which will include the JSE Subligar obtained from Phomiuna Aqueducts as well as in the Sacrarium, which is rare/ex so must be obtained on your own.

The Subligaria required to complete the SMN/WHM JSE is the Capricornus Subligar, found as a drop off of Summoner Fomor.
Duende Cotehardie(Body)
[Lv50 DEF26 "Conserve MP"+4 Dark Spirit Perpetuation -1]
To obtain this item, the character must complete the "Brigid the Stylist Returns" Quest in Bastok Markets. To obtain the quest, the player must speak with Brygid wearing full Artifact Armor. Select the armor of choice, and Brygid will request you meet her wearing a specific set of clothing, the list of which will include the JSE Subligar obtained from Phomiuna Aqueducts as well as in the Sacrarium, which is rare/ex so must be obtained on your own.

The Subligaria required to complete the BLM/SMN JSE is the Aries Subligar, found as a drop off of Black Mage Fomor.

Job Specific Equipment (JSE) 50
Crafted on Fire Crystal
Adaman Ingot
Darksteel Sheet x2
Gold Ingot
Mercury
Rainbow Thread
Tiger Leather
Velvet Cloth
 
Crafted on Earth Crystal
Darksteel Chain x2
Gold Thread
Kejusu Satin
Scarlet Linen Cloth
Velvet Cloth
 
Crafted on Fire Crystal
Darksteel Chain x2
Darksteel Sheet x2
Gold Ingot
Tiger Leather
Viridian Urushi
Crafted on Fire Crystal
Adaman Sheet
Darksteel Chain x2
Darksteel Scales x2
Gold Thread
Tiger Leather
Viridian Urushi
Crafted on Wind Crystal
Adaman Chain
Kejusu Satin
Silk Cloth
Steel Sheet
Urushi

AF1-AF1 Kukulcan's Staff (Staff)
[Lv41 DMG22 DLY366 MP+20]
The Puppet Master
AF1-AF2 Class Reunion
AF1-AF3 Carbuncle Debacle
AF1-AF4 The player is charged with obtaining a coffer key and opening a coffer in Sea Serpent Grotto. On opening the coffer in Sea Serpent Grotto, the player will obtain a key item, a pair of Old Gauntlets. The Old Gauntlets are taken to Port Jeuno, where in the Auction House area is an Old Crate. Examining the Old Crate will bring forth the ghost of Bolghertz, who offers to repair his handiwork, but to do so he must have the Shadow Flame. To obtain the Shadow Flame, travel to Castle Zvahl Baileys in Xarcabard. At F-8 in Castle Zvahl Baileys, you come to find a sealed gate, set with 4 Flame Torches. Examining any one of the Flame Torches brings forth the spirit of Dark Spark, a NM Bomb type mob. The party defeats Dark Spark, then examining the Torch again the player obtains the Shadow Flame. Dark Spark need only be defeated once for any member in the party needing the Shadow Flame. Returning to Port Jeuno and examining the crate again, the Spirit of Bolghertz takes the Shadow Flame and with it recrafts the artifact hands.
AF1-AF5 The player is charged with obtaining a coffer key and opening a coffer in Toraimarai Canal.
AF1-AF6 The player is charged with obtaining a coffer key and opening a coffer in Temple of Uggalepih.

Genkai 5 - Limit Break Fight Level 70 (The Maat Fight)
The final genkai is a one-on-one fight against Maat at level 66+ and a Summoner testimony is traded to Maat. The testimony can be gotten from Blood and Gore Demons in Bailey's, and the Yagudo Templar in Oztroja.

No subjob is allowed and Maat will have the same ability as a SMN except that he uses hand-to-hand instead of a Staff. When fighting Maat, expect him to use Astral Flow and most likely Asuran Fist.

A few things to know about the Maat fight. First, Maat won´t attack you until you hit him, so you´ll always get the first swing in. Second, no one is sure if there´s any special condition that will get Maat to quit (i.e. Thf needs to steal).

He often uses Combo, Shoulder Tackle and Spinning Rush.

-- How I fought Maat --


???

Weapon Skill Notorius Monster - WSNM Staff
[ ??? ]
???

AF2-AF1 Dynamis - Windurst
AF2-AF2
Dynamis - Bastok
AF2-AF3 Dynamis - San d'Oria
AF2-AF4 Dynamis - Beaucedine
AF2-AF5 Summoner's Horn (helm)
[Lv75 DEF18 MP+25 INT+3 "Blood Pact" ability delay -3 Weather: Avatar perpetuation cost -3]
Dynamis - Xarcabard

Relic Weapon
Relic Staff (Staff)
[Lv75 DMG1 DLY999]
Dynamis - Jeuno
Sage's Staff (Staff)
[Lv75 DMG1 DLY402 In Dynamis: DMG55 Fire+7]
L.Jadeshell x5
Lancewood Lumber
Pidgeon's Blood
Urushi
Dynamis Staff (Staff)
[Lv75 DMG55 DLY402 In Dynamis: DMG58 Fire+9]
100 Byne Bill x16
Ash Staff
Elm Staff
Mahogany Staff
Thyrus (Staff)
[Lv75 DMG72 DLY402 In Dynamis: Weaponskill "Gate of Tartarus"]
M.Silverpiece x62
Attestation of Virtue
Amanomurakumo (Staff)
[Lv75 DMG72 DLY390 Accuracy+20 Weaponskill "Gate of Tartarus" Additional Effect: Dispel]
10,000 Shell
Celestial Fragment at Ifrits Cauldron : Crater

Merits - Summoner Exclusive
Avatar Physical Accuracy This Merit increases the accuracy of physical attacks for all avatars
Avatar Physical Attack This Merit increases the damage of physical attacks for all avatars
Avatar Magical Accuracy This Merit increases the accuracy of magical attacks for all avatars
Avatar Magical Attack This Merit increases the damage of magical attacks for all avatars
Elemental MP Cost This Merit incrementally decreases the cost for Elemental Summons perpetuation

 
  © 2001-2005 SQUARE ENIX CO., LTD. All Rights Reserved. Title Design by Yoshitaka Amano. FINAL FANTASY, TETRA MASTER and VANA'DIEL are registered trademarks of Square Enix Co., Ltd. SQUARE ENIX, PLAYONLINE and the PlayOnline logo are trademarks of Square Enix Co., Ltd.