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		<id>https://horizonffxi.wiki/w/index.php?title=Standard_EXP_Party_Guide_-_Black_Mage&amp;diff=119761</id>
		<title>Standard EXP Party Guide - Black Mage</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Standard_EXP_Party_Guide_-_Black_Mage&amp;diff=119761"/>
		<updated>2026-06-09T17:32:00Z</updated>

		<summary type="html">&lt;p&gt;Nathanoo.: /* Party Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Guides]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px outset #000000;&amp;quot;&lt;br /&gt;
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|align=&amp;quot;center&amp;quot; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;|&#039;&#039;&#039;This article is only a &#039;&#039;[[:category:Guides|guide]]&#039;&#039;.  Information expressed in a guide is usually more opinion than fact and should be taken as such.  Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players.  However, there may be differing opinions than those expressed in a guide.  &amp;lt;br&amp;gt;Strategies and information in guides may not work for everyone.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Black Mages are far more flexible than many players realize. They bring destruction, debuffing, crowd control, and even light healing to standard parties. As the job advances into the mid and later levels, BLM becomes more technical and requires a working knowledge of several mechanics to perform well: preferred melee weapon skills, skillchain properties, and understanding the party lineup you’re supporting.&lt;br /&gt;
&lt;br /&gt;
Partying in a standard group as a BLM will test your communication, awareness, macro management, and timing. You’ll need to watch the frontline’s TP gain closely, coordinate magic bursts, and balance nuking with support. Because of these moving parts, the skill ceiling for BLM is noticeably higher compared to many other jobs in a standard EXP party.&lt;br /&gt;
&lt;br /&gt;
Fortunately, this guide is here to help. Its goal is to teach Black Mages how to shine in standard parties from the mid to late levels—and to encourage BLMs to start their own groups to show others what the job can really do.&lt;br /&gt;
&lt;br /&gt;
This guide is also for party leaders. A BLM offers a unique backline option: instead of buffing allies, they amplify the party’s damage by bringing powerful bursts that capitalize on melee coordination. With a tank, healer, and puller already present, you can often begin leveling much faster by inviting a BLM rather than waiting (sometimes for hours) for a support job to appear.&lt;br /&gt;
&lt;br /&gt;
TL;DR:&lt;br /&gt;
Black Mages perform extremely well in standard parties from the mid to late levels when they:&lt;br /&gt;
&lt;br /&gt;
*handle backup healing/cleansing&lt;br /&gt;
&lt;br /&gt;
*debuff &lt;br /&gt;
&lt;br /&gt;
*and have at least one reliable skillchain to burst off of (plus free nuking)&lt;br /&gt;
This can be achieved easily with a THF puller and a traditional 4 frontline / 2 backline setup.&lt;br /&gt;
&lt;br /&gt;
BLMs also excel in tankless XP setups (3× Melee/NIN, THF or BRD puller, Healer, BLM), serving as a debuffer/support who delivers strong bursts and still contributes solid DPS.&lt;br /&gt;
&lt;br /&gt;
Additionally, BLMs should make full use of Drain to boost their DPS whenever possible (avoid using it on bats and undead—just use low-tier nukes instead).&lt;br /&gt;
&lt;br /&gt;
Bottom line: You don’t always need a dedicated support job if you have a BLM. Get to EXPing faster—bring someone who can throw out bursts and keep the party alive in a pinch.&lt;br /&gt;
&lt;br /&gt;
Please note: This guide does not argue that standard groups are better or worse than other group styles. Only that standard leveling groups are absolutely viable for Black Mage and can be a fun and effective way to play with friends. Play how you like—and enjoy the journey.&lt;br /&gt;
&lt;br /&gt;
== Party Preparation ==&lt;br /&gt;
Spells, Spells, Spells.  Unlike melee who rely on weapons and armor, Black Mages rely almost entirely on their spell list. To perform well in an EXP party, you must keep every spell up to date—single-target nukes (Tier I–IV), -ga spells, Drain, and Aspir. Yes, -ga spells are just as important as single-target nukes. Higher-level spells have higher base damage, and -ga spells become key tools for burst damage.&lt;br /&gt;
&lt;br /&gt;
Many scrolls can be purchased from NPCs, while others come from quests, monster drops, or the Auction House. Expect spell prices to rise as you level. For example, you’ll need roughly 50,000 gil to purchase all NPC spells up to level 30 with zero fame (not counting Drain, Warp, Tractor, or Aspir).&lt;br /&gt;
&lt;br /&gt;
As costs increase, plan to take short breaks from leveling to make gil—farming low-level mobs, selling crystals/clusters, crafting, HELM activities, or fishing are common methods. This guide won’t cover gil-making in detail, but you will need some income to stay current.&lt;br /&gt;
&lt;br /&gt;
The only spells you can safely skip in a standard leveling party are the Ancient Magic scrolls (e.g., Flare). More on that later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your primary goal is INT, which boosts both your magic attack and accuracy for black magic. The higher your INT compared to the enemy’s INT, the more damage you’ll deal and the fewer resists you’ll see.&lt;br /&gt;
&lt;br /&gt;
You should also build a MND set for white magic debuffs (Paralyze, Slow, Silence). Higher MND increases both potency and accuracy for these spells.&lt;br /&gt;
&lt;br /&gt;
Starting at level 51, &#039;&#039;&#039;elemental staves&#039;&#039;&#039; become game-changing. They add significant damage and accuracy to your nukes, and the Dark Staff dramatically improves MP recovery and strengthens Drain and Sleep.&lt;br /&gt;
&lt;br /&gt;
Recommended purchase order:&lt;br /&gt;
&lt;br /&gt;
Dark Staff – Resting MP and stronger Sleep/Drain&lt;br /&gt;
&lt;br /&gt;
Ice Staff – Big boost to Paralyze and Blizzard spells&lt;br /&gt;
&lt;br /&gt;
Wind Staff – Helps with Silence and Aero spells&lt;br /&gt;
&lt;br /&gt;
Earth Staff – Helps land Slow and Stone spells&lt;br /&gt;
&lt;br /&gt;
Light Staff – Lower priority for BLM (more useful for WHM/RDM/SMN)&lt;br /&gt;
&lt;br /&gt;
Don’t stress about HQ staves. NQ versions are strong enough for standard parties; HQs are luxury upgrades. If you do aim for HQs, follow the same purchase order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Like melee, BLMs perform better with food. Look for foods that give +INT, such as fruit pies and rice cakes.&lt;br /&gt;
&lt;br /&gt;
If you want convenience and cheap MP regen, consider leveling Cooking:&lt;br /&gt;
&lt;br /&gt;
Lv 30: Pineapple juice (great for low downtime at early levels)&lt;br /&gt;
&lt;br /&gt;
Lv 40: Melon juice&lt;br /&gt;
&lt;br /&gt;
Lv 50: Grape juice&lt;br /&gt;
&lt;br /&gt;
Lv 60: Yagudo drinks (excellent for mid-late levels if no refresher is present)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skill Levels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keeping your Elemental, Dark, and Enfeebling magic skills capped is crucial. Under-skilled magic will get resisted frequently, hurting both your DPS and your ability to land debuffs.&lt;br /&gt;
&lt;br /&gt;
If your skills fall behind (usually due to frequent level sync), take time to skill up—worm-type enemies are ideal targets. Silence them, then spam spells until your skills cap.&lt;br /&gt;
Worm locations:&lt;br /&gt;
https://horizonffxi.wiki/Category:Worms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful Addons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several addons vastly improve performance in a standard EXP party:&lt;br /&gt;
&lt;br /&gt;
Recast / TTimers&amp;lt;br&amp;gt;&lt;br /&gt;
Shows recast timers so you always know when Drain, Elemental Seal, Divine Seal, and other key abilities are available.&lt;br /&gt;
&lt;br /&gt;
Chains&amp;lt;br&amp;gt;&lt;br /&gt;
Displays incoming skillchains and tells you which elements you can magic burst with—extremely helpful for timing your nukes.&lt;br /&gt;
&lt;br /&gt;
TParty or XIUI&amp;lt;br&amp;gt;&lt;br /&gt;
Arguably the most important: these addons let you see your melee’s TP. Knowing when they’re about to WS allows you to time your bursts, manage aggro, and sync your casts more effectively.&lt;br /&gt;
&lt;br /&gt;
===On Subjobs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideally you want to level both WHM and RDM for your subjobs.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White mage subjob is recommended if your group does not have a support role or tank in it.&#039;&#039;&#039;  This will be the majority of your standard leveling parties: 4 frontline melee, 2 mages (you and healer).    Expect to lean more as a support/debuffer/off healer to fit in your party.  You still should be able to get MBs in.  If your group is facing mobs that have damaging AoE abilities (for curaga) or lots of status ailments (courels) it&#039;s probably better to go /WHM to support the main healer as well. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t expect to be topping the DPS charts if there is no support in your party at higher levels.  That&#039;s OK!  Leave most of the DPS to the 4 frontline so you can maintain mp. You should at least be 2 or 3rd place if you like DPS numbers.  Your role is still important by supporting the healer, debuffing, stunning, and magic bursting.  Consider limiting free nuking.&lt;br /&gt;
&lt;br /&gt;
Melee are encouraged to sub /NIN in this setup  in favor of damage mitigation.  But there are ways around this if your party has a Tank + THF in it for hate control for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Mage subjob is recommended if your party has a support role + tank in it&#039;&#039;&#039;.  This party will have a 3 mage backline, 3 melee frontline.  Or a BRD + healer + BLM situation. Expect to still backup heal in a pinch. But you&#039;ll be free-nuking a lot more.  Fast cast will help you be able to double magic burst.  You&#039;ll also get a bit more INT for your spells&#039; damage and accuracy with RDM sub.  The 3 melee frontline should be encouraged to sub /WAR /SAM or /THF for more DPS as there will be at least 3 people that can heal or 2 with a refresh.&lt;br /&gt;
&lt;br /&gt;
Whether you are subbing WHM or RDM, expect to backup heal!&lt;br /&gt;
&lt;br /&gt;
=== Macros ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; width=50%&amp;quot;|&lt;br /&gt;
Standard party or not, you want to be able to quickly access your spells. &#039;&#039;&#039;All spells are important and you want to be able to access any spell on the fly along with the proper equipment swap.&#039;&#039;&#039; You&#039;re going to need to access lower level nukes when you need to quickly kill a monster before it may kill you/when you need to chain nuke something down.  Here are some examples of how to set up your macros for easy/quick access so you don&#039;t have to waste time searching through your menus (So you don&#039;t miss a magic burst or back up heal opportunity).&lt;br /&gt;
&lt;br /&gt;
Each macro set will have your single target and -GA nukes in the same position for each tier (1-4). With this macro set up, you can quickly scroll through your tiers of single target spells and -GAs.  You will also have access to resting, drain, and stun on each page, also in the same position.  Could also swap in Aspir as needed.  Each macro will have the spell as well as appropriate gear swap for each spell (staves, skill+, etc) Ex: /equipset 10.  &lt;br /&gt;
&lt;br /&gt;
The macros labeled &amp;quot;DOTS&amp;quot; and &amp;quot;CURES&amp;quot; at the end of each set will jump your macros to the appropriate macro set via &amp;quot;/macro set x&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NUKES&amp;quot; will jump your macros to the appropriate tier of nukes/-agas&lt;br /&gt;
&lt;br /&gt;
Again, these are all just some examples in how to set up your macros for accessing spells on the fly.  Your preferences may differ!  &lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
[[File:Blmmacroupdate.png|thumb|left|Tier 1 Nukes and -AGAs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blmmacroupdate2.png|thumb|left|Tier 2 Nukes and -AGAs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blmmacroupdate3.png|thumb|left|Tier 3 Nukes and -AGAs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dotsblm.png|thumb|left|DoTs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Enfeebblm.png|thumb|left|Debuffs/Enfeebs]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ccblm.png|thumb|left|Crowd Control Spells]]&lt;br /&gt;
&lt;br /&gt;
[[File:CuresMacros.PNG|thumb|left|Cures/Support]]&lt;br /&gt;
&lt;br /&gt;
[[File:Curejumpmacro.png|thumb|left|Example script to jump to cures macro set]]&lt;br /&gt;
&lt;br /&gt;
[[File:Thundermacroblm.png|thumb|left|Example spell macro script]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leveling Party Composition ==&lt;br /&gt;
And now a lesson on exp party composition...&lt;br /&gt;
&lt;br /&gt;
The most common leveling party that includes a BLM looks like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Frontline (1 puller, 1 optional tank) + 2 Backline (Main Healer + BLM).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
*PLD, THF, SAM, WAR, RDM, BLM&lt;br /&gt;
*NIN, THF, DRG, DRK, WHM, BLM&lt;br /&gt;
*PLD, BRD, WAR/SAM, MNK/WAR, WHM, BLM&lt;br /&gt;
*THF/NIN, MNK/NIN, WAR/NIN, DRK/NIN, RDM, BLM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why Standard Parties Don’t Need a Support Job&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A traditional EXP party doesn’t always require BRD/RDM/SMN if you already have a tank and healer — especially if one of the backline jobs is BLM.&lt;br /&gt;
&lt;br /&gt;
A good BLM can:&lt;br /&gt;
*Back-up heal and cleanse&lt;br /&gt;
&lt;br /&gt;
*Debuff&lt;br /&gt;
&lt;br /&gt;
*Provide crowd control&lt;br /&gt;
&lt;br /&gt;
*Magic burst&lt;br /&gt;
&lt;br /&gt;
*Add burst DPS to speed kills&lt;br /&gt;
&lt;br /&gt;
Without a support, your party trades steady DPS + low downtime for burst DPS + occasional downtime between chains. Both styles work — but a BLM makes the “burst” version very strong.&lt;br /&gt;
&lt;br /&gt;
===THF Synergy: The Secret Weapon for BLM Standard Parties===&lt;br /&gt;
&lt;br /&gt;
If your party includes a BLM, you will need a frontline puller (often THF or BRD).&lt;br /&gt;
&lt;br /&gt;
But THF is extremely good with BLM:&lt;br /&gt;
*THF is a consistent puller (so you don’t sit in Jeuno for hours waiting for a BRD).&lt;br /&gt;
*THF guarantees at least one consistent skillchain, giving BLM reliable burst windows.&lt;br /&gt;
*THF naturally manages enmity, making BLM nuking safer.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
Your party does not need BRD if you already have a THF.&lt;br /&gt;
You can run both, but you don’t need BRD for your party to be good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The “Tricky Part” of BLM in Standard Parties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At higher levels, a BLM in a regular party requires:&lt;br /&gt;
*A reliable puller&lt;br /&gt;
*Some back-up healing and debuffing&lt;br /&gt;
*At least one coordinated skillchain to burst on&lt;br /&gt;
&lt;br /&gt;
This is all solved with:&lt;br /&gt;
&lt;br /&gt;
✔ Four frontline &amp;lt;br&amp;gt;&lt;br /&gt;
✔ A healer &amp;lt;br&amp;gt;&lt;br /&gt;
✔ A THF puller (or BRD)&lt;br /&gt;
&lt;br /&gt;
That’s it. Very easy to form and highly consistent.&lt;br /&gt;
&lt;br /&gt;
===Why Some “Old-School” Parties Struggle===&lt;br /&gt;
&lt;br /&gt;
Some leaders build the classic old-FFXI style party:&lt;br /&gt;
Tank + Healer + Support + (only) 2–3 DPS&lt;br /&gt;
&lt;br /&gt;
Problems:&lt;br /&gt;
*Not enough DPS to reach chain 5+&lt;br /&gt;
*Melee may sub /NIN and lose damage&lt;br /&gt;
*Support jobs + tanks + healers are always in demand → very long waiting times&lt;br /&gt;
*You are stuck waiting for the “ideal” lineup instead of playing&lt;br /&gt;
*Adding a BLM instead of a support gives you an immediate party that kills fast.&lt;br /&gt;
&lt;br /&gt;
Waiting for meta jobs = lost EXP/hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optimal DPS Flow Without a Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dropping the support job opens a slot for:&lt;br /&gt;
&lt;br /&gt;
✔ 3 DPS &amp;lt;br&amp;gt;&lt;br /&gt;
✔ The puller &amp;lt;br&amp;gt;&lt;br /&gt;
✔ + tank + healer&lt;br /&gt;
&lt;br /&gt;
This drastically increases your party’s ability to spike down mobs quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“But… what about Refresh?”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Refresh is useful — but not required on Horizon due to several era+ improvements:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Conserve MP (Lv25): Reduces spell cost ~25% of the time&lt;br /&gt;
&lt;br /&gt;
Drain/Aspir: Sustain your MP while dealing damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHM Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Devotion (45): Big MP restore every 10 minutes&lt;br /&gt;
&lt;br /&gt;
Divine Veil + Regen: Long-lasting enhanced potency regen reduces healing load&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLD Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chivalry (45): Converts TP into MP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starlight WS: Extra MP while using hammers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRG Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DRG/WHM or DRG/RDM (60+): Effective co-healer + DPS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Server-wide Enhancements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Boosted resting MP formula&lt;br /&gt;
&lt;br /&gt;
Boosted Clear Mind traits&lt;br /&gt;
&lt;br /&gt;
These all significantly reduce the need for Refresh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How a BLM Changes the Flow of Battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a THF pulling and setting up SCs, every other mob can die extremely quickly due to a clean SC + MB.&lt;br /&gt;
&lt;br /&gt;
The other 2 frontline may also set up another chain for the BLM.  Doing so &#039;&#039;&#039;will&#039;&#039;&#039; accelerate the party&#039;s kill speed.  It takes a bit of job/skillchain knowledge to build the right setup to pull this off however to ensure the other 2 melee can chain together.&lt;br /&gt;
&lt;br /&gt;
The healer rests longer between spikes&lt;br /&gt;
&lt;br /&gt;
Even without a support job, uptime is surprisingly high&lt;br /&gt;
&lt;br /&gt;
Your party may have slightly more downtime between chains waiting on respawns — but your kill speed makes up for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can absolutely run a strong EXP party with:&lt;br /&gt;
*4 frontline (including THF puller)&lt;br /&gt;
*1 healer&lt;br /&gt;
*1 BLM&lt;br /&gt;
&lt;br /&gt;
No support needed.&lt;br /&gt;
Faster to form.&lt;br /&gt;
More DPS.&lt;br /&gt;
More burst potential.&lt;br /&gt;
More skillchains.&lt;br /&gt;
And the BLM can cover debuffs + backup healing + crowd control.&lt;br /&gt;
&lt;br /&gt;
== BLM&#039;s Role and Utility in a Leveling Party ==&lt;br /&gt;
&#039;&#039;&#039;The “Offensive Support Tactician”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A common misconception is that Black Mage is pure DPS with no utility. While this may be true in a manaburn, it is not true in a normal EXP party. BLM plays an offensive support role — a tactician who reads the flow of battle and acts where the party needs it most.&lt;br /&gt;
&lt;br /&gt;
A skillful BLM:&lt;br /&gt;
*Enhances skillchain damage (MB / double MB)&lt;br /&gt;
*Supports melee coordination&lt;br /&gt;
*Debuffs &lt;br /&gt;
*Contributes backup healing&lt;br /&gt;
*Helps manage links/puller safety&lt;br /&gt;
*Enables the party to take on higher-level mobs&lt;br /&gt;
*Protects the frontline DPS with well-timed [[stun]]s&lt;br /&gt;
*Reduces stress on the healer&lt;br /&gt;
&lt;br /&gt;
This makes the job more active and complex than people expect — and gives it a fairly high skill ceiling to master.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage That Ignores Defensive Buffs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM also solves a common problem:&lt;br /&gt;
Some mobs use defense up or evasion up abilities (like Cocoon or Shell Guard), making physical DPS struggle. Magic bursts ignore this entirely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crowd Control &amp;amp; Safety Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the puller brings links or aggro, or a party member gets jumped on the way to camp, BLM provides reliable CC:&lt;br /&gt;
&lt;br /&gt;
*Sleep&lt;br /&gt;
*Sleep II&lt;br /&gt;
*Sleepga&lt;br /&gt;
*Sleepga II&lt;br /&gt;
*Bind&lt;br /&gt;
&lt;br /&gt;
Using Elemental Seal ensures these land on even the highest-level targets.&lt;br /&gt;
&lt;br /&gt;
Some camps practically require a BLM or BRD because of dense linking mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enabling Higher-Level Targeting (More EXP)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From the mid to late levels a BLM in the party allows targeting mobs 9–10+ levels higher than the party — even without a refresher job.&lt;br /&gt;
Why?&lt;br /&gt;
&lt;br /&gt;
*Level 50+ melee get far stronger WS&lt;br /&gt;
*BLM gets elemental staves&lt;br /&gt;
*AF gloves provide +15 elemental skill&lt;br /&gt;
*Skillchain → Magic Burst → Double MB deletes mobs&lt;br /&gt;
*Damage jumps dramatically&lt;br /&gt;
&lt;br /&gt;
The higher the enemy, the more EXP chains reward you — and the party outlevels the camp much more slowly.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeing Melee From /NIN (More DPS for the Party)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a tank, a THF, and SC+MB burst damage, melee don’t need to sub /NIN in most standard parties.  Subjobs like /WAR, /SAM, or /THF offer significantly more DPS.&lt;br /&gt;
&lt;br /&gt;
Why /NIN becomes unnecessary:&lt;br /&gt;
*A tank + THF controls enmity&lt;br /&gt;
*Skillchain + MB kills the mob before hate becomes a problem&lt;br /&gt;
*BLM can Stun (Lv45+) to protect melee taking aggro&lt;br /&gt;
*BLM off-healing reduces emergency healing spikes&lt;br /&gt;
&lt;br /&gt;
Melee without shadows simply need to avoid opening a fight with a WS and should watch their threat.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM Reduces Stress on the Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM is a self-sufficient DPS:&lt;br /&gt;
*Drain&lt;br /&gt;
*Blink&lt;br /&gt;
*Stoneskin&lt;br /&gt;
*Regen&lt;br /&gt;
*Stun&lt;br /&gt;
*Off-cures&lt;br /&gt;
&lt;br /&gt;
Unlike melee DPS, BLM rarely needs:&lt;br /&gt;
*Haste&lt;br /&gt;
*Constant healing&lt;br /&gt;
*Extra attention&lt;br /&gt;
&lt;br /&gt;
This frees the main healer to rest more often, preserving MP during long chains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLM Improves Melee Coordination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee love skillchaining—but coordinating SCs can be messy without structure.&lt;br /&gt;
&lt;br /&gt;
BLM naturally: &lt;br /&gt;
*Establishes the SC order&lt;br /&gt;
*Prevents DPS from stepping on each other&lt;br /&gt;
*Gives melee satisfying teamwork moments&lt;br /&gt;
*Increases the party kill speed without the need of a support &lt;br /&gt;
&lt;br /&gt;
Melee want to SC; BLM gives them a reason and a rhythm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enfeebling: The Underrated Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM has C+ enfeebling, which is:&lt;br /&gt;
*Higher than WHM’s enfeebling&lt;br /&gt;
*Boosted by elemental staves (for extra accuracy)&lt;br /&gt;
*You can reliably land: Paralyze, Slow, Blind&lt;br /&gt;
&lt;br /&gt;
These dramatically reduce the mob’s effectiveness and MP strain on the healer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility Spells (The Extra Bonuses)&#039;&#039;&#039;&lt;br /&gt;
BLM’s toolkit gives your party comfort, safety, and efficiency:&lt;br /&gt;
*Lv25 – Tractor: Pull bodies from dangerous spots&lt;br /&gt;
*Lv29 – Escape: Safely warp out of dungeons&lt;br /&gt;
*Lv45 – Stun: Save shadows, protect melee, interrupt abilities&lt;br /&gt;
*Lv50 – Warp II: Instant travel convenience (everyone loves this)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subjob Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
/WHM&lt;br /&gt;
*Cures, Curaga, -na spells&lt;br /&gt;
*Regen&lt;br /&gt;
*Divine Seal (major cure/curaga)&lt;br /&gt;
*Raise &amp;amp; Reraise (Lv50)&lt;br /&gt;
*Sneak 40 / Invis 50&lt;br /&gt;
&lt;br /&gt;
/RDM&lt;br /&gt;
*Cures, Regen&lt;br /&gt;
*Sneak 40 / Invis 50&lt;br /&gt;
*Dispel at 64&lt;br /&gt;
**Incredibly valuable if no RDM/BRD/SMN is present&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When to Sub /WHM vs /RDM&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the party does not have a support job (very common), /WHM is preferred for:&lt;br /&gt;
*Backup cures / clean-up&lt;br /&gt;
*Divine Seal&lt;br /&gt;
*Regen support&lt;br /&gt;
*Raise/Reraise insurance&lt;br /&gt;
&lt;br /&gt;
You become more of an enfeebler + off-healer, while still focusing on MBs for DPS.  Avoid heavy AoE camps without Aspir unless your group is skilled.&lt;br /&gt;
&lt;br /&gt;
==A Word on the Early levels==&lt;br /&gt;
As started earlier, the early levels (12-25ish) involve mostly free-nuking (casting a damaging spell that will not burst/is not after a skillchain).  &lt;br /&gt;
&lt;br /&gt;
Consider soloing from 1-12 in the starter zones.  Groups are much easier to get into from level 12+.  &#039;&#039;&#039;Make use of poison when soloing.  It has been boosted on horizon and does great DOT.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may luck out with geared and coordinated melee that chain in low level parties but generally melee accuracy is pretty low for consistent chaining and TP gains.&lt;br /&gt;
&lt;br /&gt;
The best things you can do in the early level parties are: &lt;br /&gt;
*Cast drain on cooldown, and free nuke  your highest spells (uncluding -agas, they deal a lot more damage than single target nukes, just watch for any close by mobs). [[Blizzard]] is probably the best high damage spell you can use in the early levels once you get it.  Many mobs do not have resistance or are weak to ice. Don&#039;t shy away from chain nuking down a mob if you think you can kill it before it gets too angry, turns to you, and tries to eat you.&lt;br /&gt;
&lt;br /&gt;
*Be mindful of mob resistances (you probably don&#039;t want to cast water on crabs and pugs...), and watch your hate.  &lt;br /&gt;
*&#039;&#039;&#039;If you pull aggro, hold off free nuking for a moment, unless you think you can kill the mob before it kills you.&#039;&#039;&#039;  &lt;br /&gt;
*Be on the lookout for any links the puller brings to the party.  Elemental seal + bind/sleep will save your party.  Have those spells and ES macroed up for quick reaction.&lt;br /&gt;
*Back up the main healer.  Especially if there are only 2 mages in the party (Will be the majority of your exp parties).  Keeping the frontline alive is a priority.  /WHM sub is probably best at the low levels, getting through the dunes, for poisona to support the healer.&lt;br /&gt;
*Refrain from being &#039;&#039;&#039;&amp;quot;sleepy&amp;quot;&#039;&#039;&#039; in your parties and resting too much.  BLM MP management is unlike a healer&#039;s where it&#039;s fine to use up a lot of mp quickly if it&#039;s going to push the enemy to death and get exp faster. Casting a free nuke to deal a chunk of damage, finish a mob off, catch an magic burst, or save someone from dying is worth missing out on resting to full mp.  &lt;br /&gt;
**&#039;&#039;&#039;Consistently resting to full mp = holding your party back on exp gains.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Coordinating with the Melee ==&lt;br /&gt;
As a Black Mage, your primary contribution (though not your only one) is magic bursting after melee create a skillchain.&lt;br /&gt;
BLM damage will be mediocre without at least one consistent skillchain to burst off of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THF Is Your Best Friend&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If your party has a THF, they will almost always want to skillchain. THF damage relies on creating chains (Distortion and Detonation at lower levels), and THF typically serves as the puller with excellent hate-control tools—making it safe for you to burst aggressively.&lt;br /&gt;
&lt;br /&gt;
[[File:HXUIPartyTP.png|thumb|center|Melee 3 and 5 have TP to skillchain (HXUI addon). Be ready to magic burst.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When Melee Already Know Their Chains&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In mid- to late-level parties, many melee will already know which weapon skills chain together, or they’ll be using addons that tell them. In these groups, your job is simple:&lt;br /&gt;
watch TP → watch for the closer → burst immediately.&lt;br /&gt;
Once melee see big burst numbers regularly, they will naturally keep chaining because it speeds up kills dramatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When You Need to Coordinate the Chain&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If melee are not chaining, you may need to help coordinate. This requires only basic knowledge of common WS combinations and their properties. The payoff in party DPS is well worth it.&lt;br /&gt;
&lt;br /&gt;
Almost any two melee jobs can form a skillchain as long as you know which weapons they’re using.&lt;br /&gt;
&lt;br /&gt;
Example coordination:&lt;br /&gt;
&lt;br /&gt;
“WAR, are you on Great Axe or Axe?”&lt;br /&gt;
&lt;br /&gt;
“DRK, Scythe or Great Sword?”&lt;br /&gt;
&lt;br /&gt;
“Great—DRK can you open for WAR?”&lt;br /&gt;
&lt;br /&gt;
“Vorpal Scythe → Sturmwind = Reverberation. I’ll burst Waterga II on it.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Not Over-Control the Melee&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Avoid dictating exact skillchain setups unless the group asks for help.&lt;br /&gt;
Sometimes a chain that is easier for the melee is better than one that is optimal for you.&lt;br /&gt;
&lt;br /&gt;
A consistent chain is always better than the “perfect” chain that stresses the party.&lt;br /&gt;
Once melee see the HP drop from your bursts, they will usually keep chaining naturally as this deletes mobs faster than not coordinating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avoid “TP Ready” / “SC Ready” Macros&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That style belonged to old-school FFXI. Today it slows down kills because it creates hesitation.&lt;br /&gt;
&lt;br /&gt;
Most players use addons that show everyone’s TP.&lt;br /&gt;
Just advise the opener:&lt;br /&gt;
“Use WS as soon as both of you hit 100% TP.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Level Considerations (Sub-30)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Before ~25–30 melee accuracy is poor and TP gain is inconsistent.&lt;br /&gt;
Newer players are still learning how chaining works.  At these levels you may want to mostly free-nuke and drain unless your melee naturally start chaining.&lt;br /&gt;
&lt;br /&gt;
In 4-melee / 2-mage parties it can still happen; just watch TP and react.&lt;br /&gt;
&lt;br /&gt;
===On Weaponskills and Skillchains===&lt;br /&gt;
Melee do have their preferred heavy hitting weapon skills.  But usually they are happy to open or close a chain as long as they get to use their heavy hitting weapon skills.  It&#039;s more fun to have a buddy to skillchain with rather than spamming weapon skills as well!  If partying with a THF or melee that uses /THF, they probably want to close a chain.     &lt;br /&gt;
&lt;br /&gt;
If the melee in your party are not chaining...here are some tips on how weaponskills chain with each other so you can provide some guidance in setting up chains: &lt;br /&gt;
&lt;br /&gt;
*THFs using &#039;&#039;&#039;Daggers&#039;&#039;&#039; want to close Distortion or Scission with Wasp Sting or Viper Bite.  &#039;&#039;&#039;Tip: become familiar with how dagger weapon skills chain with other weapon skills.  You most likely will be working with THFs/Daggers in your groups.&#039;&#039;&#039;  At lower levels you may need to nudge THFs to close Detonation with Gust Slash though if the other melee can&#039;t open Distortion.  For example, your party has a Great Axe WAR or DRK using Sturmwind and no other melee to work with the THF (Maybe there is a BRD in the party taking up that melee spot).  Luckily &#039;&#039;&#039;Gust Slash has been era+ to hybrid damage so it actually does some decent damage with sneak/trick attack.&#039;&#039;&#039; Starting at 60 THFs are really happy to close Detonation Scission and Distortion with Dancing Edge.&lt;br /&gt;
&lt;br /&gt;
*Starting at 23 WARs like to use Sturmwind with &#039;&#039;&#039;Great Axe&#039;&#039;&#039;.  This goes all the way till level 60 when they get Raging Rush.  Sturmwind can open Reverberation, Detonation, Impaction or Induration. Sturmwind closes Reverberation and Fragmentation.  Once WARs Hit 60 they want to start using Raging Rush which can open or close Fragmentation, and closes Induration and Reverberation.  Raging Rush also opens Impaction.  Some DRKs roll with Great Axe at lower levels too. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axe&#039;&#039;&#039; wielding WARs and BSTS have a few options before they get Rampage at 55.  Raging Axe closes Detonation, Impaction, and Fusion.  Raging Axe opens Detonation Liquefaction and Gravitation.  At 33 Avalanche Axe opens Fragmentation and Impaction.  Avalanche Axe also closes Induration.  At 49 Spinning Axe opens Fusion and Liquefaction, and can close Distortion or Liquefaction.  Once WARs and BSTs get Rampage they can close Distortion, or open Detonation Reverberation and Liquefaction.&lt;br /&gt;
&lt;br /&gt;
*DRKs who use &#039;&#039;&#039;Scythe&#039;&#039;&#039; tend to like Shadow of Death starting at level 23. Shadow of Death closes Fragmentation, Induration, and Reverberation.  Shadow of Death opens Impaction and Induration.  Starting at 49 Scythe DRKS really want to use Vorpal Scythe.  Vorpal Scythe opens Distortion, Detonation, Scission, Reverberation, and Liquefaction.  Vopral Scythe can close Scission.  Starting at 60 DRKs REALLY want to use Guillotine on scythe.   Guillotine opens Fragmentation and Impaction, and closes Induration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great Sword&#039;&#039;&#039; wielding DRKs are versatile.  They can open or close nearly any chain.  They could close Distortion with Hardslash.  They do tend to like using Frost Bite at 23 and Freezebite at 33 though.  Both open Fragmentation and close Induration.  Freezebite will also close Detonation and open Scission.  However at level 55 they really want to use Crescent Moon which closes Distortion and opens Reverberation, Liquefaction, and Detonation.  At 60 Great Sword wielding DRKs prefer to use Sickle Moon which shares the same properties as Crescent moon and also closes Fragmentation and Reverberation.&lt;br /&gt;
&lt;br /&gt;
*Similar to Great Sword DRKs SAMs with &#039;&#039;&#039;Great Katanas&#039;&#039;&#039; are versatile.  However they tend to like Tachi: Enpi.  Which opens and closes Distortion and Scission (THFs and SAMs will like working together).  Enpi opens Reverberation, Scission, Detonation, and Liquefaction.  At 49 SAMs like to use Tachi:Jinpu, which opens Reverberation, Liquefaction, Detonation, and Gravitation.  Jinpu will close Distortion, Scission, and Detonation. When SAMs hit 60 they prefer to use Yukikaze, which opens Fragmentation/Impaction, and closes Detonation.  &lt;br /&gt;
&lt;br /&gt;
*MNKs using &#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039; like to use Combo and starting at 41 Raging Fists.  Both are good to close Fusion and Impaction, or open Detonation.  At 24 Monks get One Inch Punch.  It opens Detonation and closes Gravitation.  At 33 Monks get Backhand Blow, which is also pretty strong and closes Detonation.  Backhand Blow opens Scission and Gravitation as well.  Starting at 60 Monks like to use Howling Fist.  Howling Fists opens Distortion, Reverberation, Liquefaction, and Detonation.  Howling Fists closes Fusion and Impaction. &lt;br /&gt;
&lt;br /&gt;
*DRGs with &#039;&#039;&#039;Polearms&#039;&#039;&#039; are usually happy to open Distortion or Reverberation with Double Thrust until they hit 49.  Then they REALLY want to use Penta Thrust.  Penta Thrust opens Detonation and closes Gravitation.  At 55 DRGs get Vorpal Thrust which opens Distortion and Induration.  At 60 DRGs get Skewer (era+ adjustments) which opens Distortion, Fragmentation amd Reverberation.  See if you can coax DRGs to open Distortion or Fragmentation.  It&#039;s great if you have a War THF or Rng to close.  But at 60 they could go back to opening Detonation again with penta if you&#039;re also partying with a THF that can close with Dancing Edge.&lt;br /&gt;
&lt;br /&gt;
*RNGs using &#039;&#039;&#039;Guns or Bows&#039;&#039;&#039; shouldn&#039;t have any issues opening Distortion, Reverberation, Induration, or Fusion until 55 when they get Sidewinder/Slug Shot.  Then they want to only use those WS.  Sidewinder/Slug Shot will open Impaction and Gravitation...but you probably want RNGs to be a closer for Fragmentation Reverberation or Detonation with Sidewinder/Slug Shot.  Reason being it does A LOT of damage and will pretty much pull hate from any tank and can mess up the next melee&#039;s weapon skill, &amp;quot;Too far away&amp;quot;.  &lt;br /&gt;
* If you are partying with a &#039;&#039;&#039;Summoner&#039;&#039;&#039; you can consider including avatars in skillchains.  They can open/close pretty much any chain with their avatars.  They could chain with the tank when they get TP or can do a 3 step after the melee do their chain.  Or pick 1 melee and just chain with them.  If you have a PLD tank, Red Lotus Blad &amp;gt; Burning Strike makes Fusion.  Avatars also make decent Magic Bursts so that&#039;s fun too if your SMN prefers the bursting to the chaining.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword&#039;&#039;&#039;-wielding PLDs are versatile and can open nearly any chain; notably Fusion, Gravitation, and Distortion.  NINs can open quite a few chains with &#039;&#039;&#039;katanas&#039;&#039;&#039; as well; notably Induration, Distortion, Gravitation, and Fragmentation.  Both jobs aren&#039;t bad at closing chains either.  At higher levels PLDs can gain TP almost as fast as the front line.  It is a good idea to coordinate another chain for your tanks.  Thf has a partner that is opening for them.  Pld is opening for their partner.  Ideally your party wants to aim for chains where a melee DD or summoner can close with a strong WS/BP for extra skillchain damage.  Make sure your tanks are eating accuracy tank food (sushi, ikra gunkan) so they don&#039;t delay a chain too much.&lt;br /&gt;
&lt;br /&gt;
Ideally you want to find a chain that you can burst your highest level spell off of, but your damage output shouldn&#039;t suffer too much if you are able to double burst something lower tier.  Some mobs have certain elemental resistances as well so your highest nukes may not be the best choice as well.  Some versatile weapon-wielding melee will say, &amp;quot;I can use either weapon&amp;quot; when you ask about what they can use for SCing.  Use that to your advantage to figure out a chain that you can burst the best nuke off of for the camp. &lt;br /&gt;
&lt;br /&gt;
The most popular skillchain in leveling parties is Distortion followed by Detonation.  (Water, Blizzard and Aero spells are the most important spells to be updated on as BLM.) &lt;br /&gt;
&lt;br /&gt;
Here are some visual representations on how certain weapons skills chain with each other.  &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChartbyGrayson.png|thumb|center|700px|Skillchain Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HorizonSkillchainChart2.png|thumb|center|700px| Level 2-3 Skillchains Chart]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level party lineup/skillchaining tips:&lt;br /&gt;
*Starting around levels 65-66 skillchaining gets much easier.  Melee learn powerful weapon skills that chain together easier to make level 2 and 3 skillchains.  Level 3 chains are awesome!  They do tons of damage (basically doubles the damage of the WS that closes a level 3 chain) and BLM can burst up to 4 elements off of those.  It will become even more easier to create chains when melee unlock their final weaponskill.  &lt;br /&gt;
*At higher levels (67+) THF+BLM+(any other 2 melee DPS) continues to synergize pretty well.  All you&#039;ll need is a healer and a tank (unless all the melee want to sub ninja) and you&#039;re party is set. Some meta exp parties/players start to leave out THFs (unfortunately) at around that level so you will often find a few THFs seeking to invite.  The same goes for PLDs.  You can probably find a lot of PLDs seeking.  &#039;&#039;&#039;PLD+THF+(any 2 melee DPS)+BLM can be strong as PLDs are versatile in opening/closing chains with sword.&#039;&#039;&#039;  A THF closing light/fragmentation or opening Distortion with a trick attack Shark Bite on a tank followed by a BLM MBing can be on par with other party set ups for consistent exp chain 5+ against monsters ~10 levels higher than the party.  Trick attack will also solidify threat on the tank.  Bonus points if the THF has [[Evisceration]]; they can then open/close Darkness or open Fragmentation for more options in creating chains. &lt;br /&gt;
**If partying with THF and MNK melee DDs at higher levels, and MNK does not have [[Asuran Fists]], the THF will most likely need to close Distortion with [[Dancing Edge]]; MNK opening with [[Howling Fist]].  &#039;&#039;&#039;Consider having a 4 front line party lineup (no bard) if partying with THF+MNK at higher levels so they have another melee to work with if the MNK doesn&#039;t have Asuran Fists.&#039;&#039;&#039;&lt;br /&gt;
***THF could also close Fragmentation (Shark Bite) with the PLD ([[Swift Blade]]) or NIN ([[Blade: Ten]]/Ku) tank opening for them.  &lt;br /&gt;
***PLD or NIN could also close darkness after THF and MNk make Distortion if they have TP for multiple bursting opportunities every other mob or so.&lt;br /&gt;
***PLD and MNK could make Fusion (Red Lotus Blade &amp;gt; Howling Fist), and THF close Light (Shark Bite) when all have TP as well.&lt;br /&gt;
&lt;br /&gt;
== The Magic Burst ==&lt;br /&gt;
When 2 compatible weapon skills occur in succession, a skillchain is formed.  Skillchains have elemental properties.  And if you cast a spell that matches an elemental property property of the skillchain within approximately 10 seconds, that spell will &amp;quot;BURST&amp;quot;, meaning it will have a lot more accuracy and cause a lot more damage.  Magic bursting is boosted on Horizon for extra accuracy and damage as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MBThundagaIIFlamingo.png|thumb|center|]]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Mbaero3flamingo.png|thumb|center|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: The window for magic bursting is closed if another weapon skill is used after a skillchain is created.  Communicate with the other melee to please hold off using weaponskills during the SC+ (double)MB combo.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A review of each skillchain and their magic burst properties:&lt;br /&gt;
&lt;br /&gt;
{{Property| Detonation }} = Burst Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Impaction }} = Burst Thunder&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Scission }} = Burst Earth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Reverberation }} = Burst Water&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Liquefaction }} = Burst Fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Induration}} = Burst Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Transfixion }} = Burst Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Compression }} = Burst Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fusion }} = Burst Fire and Light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Fragmentation }} = Burst Thunder and Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Distortion }} = Burst Water and Blizzard&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Gravitation }} = Burst Earth and Dark&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Light }} = Burst Light, Fire, Thunder, Aero&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Property| Darkness }} = Burst Dark, Water, Earth, and Blizzard&lt;br /&gt;
&lt;br /&gt;
Review the skillchain chart in the above section to see how your melee can skillchain.  Luckily powerful weapon skills do chain with eachother so melee are usually happy to chain as they can still use their favored weapon skills.&lt;br /&gt;
&lt;br /&gt;
...So you&#039;ve got your party together, figured out a skillchain to burst off of, you&#039;re at camp, and the front line are hitting the mob.  While the healer is looking at HP bars making sure the party is healthy, you, the black mage, are looking at the TP bars and making sure you&#039;re ready for magic bursting....&lt;br /&gt;
&lt;br /&gt;
You now see that the two melee (most likely going to be a THF and their partner) who are chaining are getting close to 1000+ TP.  Get ready.  Stand up if you are resting.  &lt;br /&gt;
&lt;br /&gt;
[[File:HXUIPartyTP.png|middle|thumb|Melee 3 and 5 have TP to SC (HXUI addon.  Be ready to Magic Burst.)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Bursting is tactical.  Do NOT ask the melee to wait for your spells.  Be aware of what&#039;s happening on the front line.  Follow the melee in their chain.  Every second that delays the melee in their chain, delays mob being defeated/exp.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
When you see the first melee weapon skill, start casting your hardest hitting nuke that will burst off of the incoming skill chain (Distortion, Detonation, and Reverberation are the most common chains especially at the lower levels).  &lt;br /&gt;
&lt;br /&gt;
If you are using the &#039;&#039;&#039;chains addon&#039;&#039;&#039; it will show you what you can burst with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-GA AoE nukes are highly recommended for magic bursting!  Your party should not be camping by close mobs that will aggro/link/get caught in the -GA so you should be safe to -GA.  -GA nukes generally do a lot more damage than the single target nukes of the same tier (Prioritize Aeroga over Aero for a Detonation chain).&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You should be finishing your nuke soon after the 2nd melee uses a weaponskill and the skillchain goes off for a magic burst.  It may take some practice with your party mates to get the timing right.  Observe and acclimate to the &amp;quot;rhythm&amp;quot; of the melee after a few fights.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder: The window for magic bursting is closed if another weaponskill is used after a skillchain is created.  Communicate with the other melee to hold off using WS during the SC+ (double)MB combo if you notice they are doing so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The First EXP Mob- Getting the Burst Engine Started===  &lt;br /&gt;
It&#039;s not uncommon for the first mob pulled to be the &amp;quot;TP builder.&amp;quot; Depending on how geared your melee are, they may not have TP until the first exp mob is below 50% HP.  If the DPS SC+MB on a mob below ~50% HP, most likely it will overkill and inefficient.  It&#039;s best to save it for the next mob so it and the following mobs can be quickly deleted.  &lt;br /&gt;
*The DPS machine needs some time to get the engine started.  &lt;br /&gt;
*&#039;&#039;&#039; BLM Consider free nuking a lot more on the first exp mob to help melee kill it before they have TP for a chain.&#039;&#039;&#039;  It&#039;s OK to blow a lot of MP on the first mob to kill it before the melee have TP to chain.  Just make sure you have have enough mp to burst on the following mob when the chain is incoming.  &lt;br /&gt;
*After that first mob, opportunities for chains and bursts open up for the following mobs to have higher than 50-60% HP as the melee now have TP built up.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Tactic Alert:  Consider using Manafont on the first mob to save a lot of MP.  It will set you up with a big chunk of MP to work with after melee have the TP.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More tips on Magic Burst Timing:&#039;&#039;&#039;&lt;br /&gt;
*If you are partying with a THF or a melee that is /THF closing the chain, consider giving an extra second or two before casting for SATA setup.  &lt;br /&gt;
&lt;br /&gt;
*Some melee will &amp;quot;buff&amp;quot; themselves before using a weaponskill (berserk, soul eater, aggressor, etc.).  This will delay the skillchain a bit as well.  Keep a close eye on the melee to make sure you are timing your casting appropriately.    &lt;br /&gt;
&lt;br /&gt;
*At lower levels you may need to delay your Magic Burst a bit as well due to the shorter spell casting time of lower tier spells.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: The window for magic bursting opens as soon as the 2nd melee uses their weaponskill.  You do not need to wait for the skillchain animation to finish before you can burst.  You can burst while the animation is occurring.  Ideally you actually WANT to be bursting during the skillchain animation.  More on that in the next section.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Congratulations!  You should see a &amp;quot;Magic Burst!&amp;quot; in your log.  Enjoy watching the mob&#039;s HP drop during the skillchain magic burst combo.&lt;br /&gt;
&lt;br /&gt;
Note: Again, skillchaining/Magic Bursting opportunities may be a bit limited until around level 25-30, when melee have access to more accuracy gear.  This guide is more geared towards partying during the middle-later levels as a black mage.  During the lower levels, it may be more efficient to focus on free nuking, casting drain, backup healing, and debuffing in your party (all while watching your aggro of course).  But it is entirely possible to be bursting at the early levels, especially if you have 4 frontline and 2 mages in your party.&lt;br /&gt;
&lt;br /&gt;
===When to Free Nuke More===&lt;br /&gt;
Melee should be starting a chain before 50-60% of the mob&#039;s HP. The SC double MB combo should finish the mob off or at least make it close to being dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If melee are consistently getting 1000 TP below 40-50% of a mob&#039;s health, then you need to free nuke more to finish the mob so the melee will have TP for a SC at the start of the next fight.&#039;&#039;&#039;&lt;br /&gt;
*If all the melee are starting a fight with 0/low TP, they most likely will be getting to 1000 for WS when the mob has lower than 50% HP.  Really consider free nuking a bit more in these instances to push mobs to death before melee get the TP so they can start a SC at the beginning of the next mobs for a quick kill.  Free nuking can take big chunks of HP off the mob.  Consider what your highest level single target nuke is and what the mob&#039;s resistances are.  &lt;br /&gt;
&lt;br /&gt;
See: https://horizonffxi.wiki/Magic_Burst for additional information on Magic Bursts.&lt;br /&gt;
&lt;br /&gt;
=== The Double Magic Burst ===&lt;br /&gt;
So you&#039;ve got magic bursting down... but if you really want to rival the melee DPS from the mid to upper levels, and shock your group in how much damage you can do, you want to look at double magic bursting.&lt;br /&gt;
&lt;br /&gt;
There is about a 10 second window for magic bursting.  It begins right after the 2nd melee uses their weapon skill.  Before the skillchain animation finishes.  This means you can pull off a 2nd burst.  As soon as you are finishing your first bursting nuke, immediately start casting another bursting nuke for the skillchain. &lt;br /&gt;
&lt;br /&gt;
Usually the combo is a single target nuke followed by an -AGA or vice versa (ex: Water 2 &amp;lt;-&amp;gt; Blizzaga after a Distortion chain), whatever is stronger at your level.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is why being up to date on all your spells is important.  You want access to both single target and -aga nukes to do as much damage as possible for double bursting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can certainly double MB subbing WHM in your parties.  It may take a little practice with how early you need to start casting.  Subbing Red Mage gives you fast cast which will nearly guarantee you being able to burst a 2nd nuke however.  &#039;&#039;&#039;If you are using HXUI you can press the macro to start casting your 2nd burst at around 80-90% cast bar of your first bursting nuke.&#039;&#039;&#039;  It will take some practice to get the timing right when to press the macro of your 2nd bursting spell.  Some spell animations take longer to complete which will delay when you press the 2nd burst macro.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; width=50%&amp;quot;|&lt;br /&gt;
Note:  The example double magic burst pictures are against an incredibly tough enemy at level 55 using a water staff and moldavite earring (Ifrit&#039;s Cauldron Camp).  DRG (Vorpal Thrust) and DRK (Crecent Moon) melee making Distortion chain.  BLM/RDM is watching the TP of the melee, starting Waterga II right after DRG opens for DRK, and casting Water III right after Waterga II to double burst.&lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; width=50%&amp;quot;|&lt;br /&gt;
[[File:Mbwaterga.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mbwater3.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Enjoy watching even more of the mob&#039;s HP drop.  Double MBing most likely will finish a mob off or at least bring it to near death.  It will take some more practice to time everything but it&#039;s very satisfying to pull off, and &#039;&#039;&#039;will skyrocket your DPS&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At higher levels, if melee have full TP at the beginning of a battle your party can take out an IT mob within seconds with a Skillchain + double magic burst combo.&#039;&#039;&#039;  Very fun/satisfying to pull off.  The healer can keep resting mp through whole mob fights sometimes because the mob isn&#039;t going to be alive long enough to damage the frontline much, if at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It&#039;s possible to start double magic bursting as early as level 17 with blizzard + water on a Distortion chain.  At level 19 double magic bursting grows in power with Waterga + blizzard.  Blm can easily out DPS any melee with this strategy if you luck out with melee that can chain consistently in the early levels.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting at level 44 (Waterga II + Blizzard II), black mages can start double bursting for ~1K damage after a distortion chain.  Boom!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Note:  Starting at around level 57, the higher tier spells (blizzaga II) start taking more time to cast.  It may be harder to pull off a double magic burst with consecutive high tier nukes.  To deal with this try using a lower tier spell to be able keep the double bursting up.  EX: Blizzaga II &amp;gt; Blizzard or Blizzaga.  Blizzaga II &amp;gt; Blizzard II may be trickier with the timing but it&#039;s possible.  &lt;br /&gt;
&lt;br /&gt;
If the melee start a chain and double burst combo at the start of a fight, and you don&#039;t have a THF, the tank may lose hate.  Your party might want to wait a bit for the tank to get some hate.&lt;br /&gt;
&lt;br /&gt;
Or, have blink (and later stoneskin) up before the combo and you can act like a mini tank for a few seconds while the real tank works to get hate back or until the mob dies.  You can even start casting blink while you are taking hate to put on more shadows after the first blink ends.  With shadows and stoneskin up you will have a window to free nuke some more to finish off the mob while it is trying to attack you after (double) bursting.&lt;br /&gt;
&lt;br /&gt;
At 45 you get [[stun]] which you can cast while you are taking threat and the mob is almost dead.  Stun will give you a bit more time to free nuke and/or cast drain to finish off the mob. If you are partying with a THF you should not have to worry about getting too much threat as they have a lot of tools for for controlling threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most popular skillchains are Distortion, followed by Detonation and Fragmentation in low/mid-level exp parties.  If you are low on gil, make sure to at least be up to date on all water, ice, and wind spells for bursting options.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===When to Hold Back on the Double Bursts===&lt;br /&gt;
Double bursting is more viable with a support in your party at the higher levels and you subbing RDM.  1 less melee means you&#039;re gonna need to make up for it in double bursting and free nuking.  Your personal DPS should be pretty high/tops in these kind of parties.&lt;br /&gt;
&lt;br /&gt;
If there is no support in the party (4 frontline, Healer, BLM setup), /WHM sub may be the better choice.  You still should be able to at least single magic burst but your role may lean more into support in this setup as an off-healer, cleanser, and debuffer.  At levels 60+ melee gain more power with strong WSs so you can let them do more of the DPS work with 4 frontlines.  Mobs most likely won&#039;t have enough HP for double magic bursting with anyway at the higher levels with 4 frontline.&lt;br /&gt;
&lt;br /&gt;
Paralyze, slow, frost/choke, and dia will go a long way to support the party and make it easier for the main healer.  Your personal DPS will drop a bit.  But the trade off is parties will start defeating mob much faster with the frontline doing more DPS and you leaning more as a support that does huge MBs.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s still possible to dish out the double MBs every so often.  Just be mindful of your and the main healer&#039;s MP, and the frontline HP.  Adjust to your party as needed to keep the exp flow decent.&lt;br /&gt;
&lt;br /&gt;
===The 3-Step  Magic Burst===&lt;br /&gt;
This is a more advanced strategy but tanks or the 3rd melee can participate in a 3 step chain with the THF and their partner if they are up for it.  The BLM can then burst off of two chains with high tier nukes! BLM DPS will significantly spike.  This will take some practice but it&#039;s very fun/satisfying for everyone to pull off.  &lt;br /&gt;
&lt;br /&gt;
You now have 3 melee&#039;s TP to watch.  Melee #1 and melee #2 make a level 1 chain.  You burst off that chain.  As soon as you finish casting the first MB, immediately start casting your 2nd MB.  Melee #3 then creates another chain.  You burst off of that 2nd chain.&lt;br /&gt;
&lt;br /&gt;
You may only have enough MP to double MB and rest as the double burst will be 2 high level nukes (usually a single target followed immediately by an -aga).  There may be limited bandwidth for debuffing/backup healing.  But the trade off is that mobs are getting defeated rapidly enough to where the healer should have enough room to rest entirely through some fights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that you cannot create a level 1 chain after you&#039;ve made a level 2.  You can however create a level 1 chain after another level 1 chain.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Ex: DRK uses Vorpal Scyth, WAR closes with Sturmwind to make Reverberation.  You burst Waterga 2 off that.  PLD then uses Flat Blade to make Impaction.  You then burst Thunder 2 and potentially double burst Thundaga off Impaction.  &lt;br /&gt;
*Ex2: PLD uses Circle Blade (Or NIN uses Blade: Teki), MNK closes with Raging Fists to make Impaction.  You Burst Thunder 2 off that.  THF then SA/TA Dancing Edge to make Detonation.  You then Burst Aeroga II.&lt;br /&gt;
*Ex3: BST uses Raging Axe.  THF SA/TA Viper Bite to make Scission.  You burst Stone 3.  MNK uses Backhand Blow to make Detonation.  You burst Aeroga II.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3-Stepping with a PLD tank may be easier to pull off, as the PLD may be using a club for Star Light MP.  2x partner skillchains with a NIN tank may be easier to pull off as they will be using damaging WSs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Party Leader Tactics and Strategies with BLM ==&lt;br /&gt;
This section provides guidance for party leaders including a Black Mage (BLM) in standard EXP parties, or Black Mages leading their own parties. It covers optimal party setups, coordination, and tactical strategies to maximize DPS, skillchains, and party efficiency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The Party Lineup:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A traditional party with a BLM typically consists of:&lt;br /&gt;
*1 Main Tank (PLD or NIN)&lt;br /&gt;
*2 Melee DPS&lt;br /&gt;
*1 THF / Puller&lt;br /&gt;
*1 Black Mage (BLM) with /WHM or /RDM subjob&lt;br /&gt;
*1 Main Healer (WHM or RDM)&lt;br /&gt;
&lt;br /&gt;
This lineup usually allows the party leader to avoid extended recruitment for a bard or additional support.&lt;br /&gt;
&lt;br /&gt;
For parties targeting mobs with AoEs or status effects: the BLM should consider subbing /WHM to function as a support/debuffer/stunner/drainer, assisting the main healer in MP management.&lt;br /&gt;
&lt;br /&gt;
The THF generally handles pulling, threat management, acid bolt debuffs, and skillchain creation.&lt;br /&gt;
&lt;br /&gt;
The BLM magic bursts as well as acts as backup healer and debuffer to conserve the healer’s MP.&lt;br /&gt;
&lt;br /&gt;
Main healer focuses on cures, regen, refresh/devotion, and haste buffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Management Tips:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the main healer is WHM, limit the number of party members using MP, as Devotion can only target one member every 10 minutes.  (1 PLD or DRK + BLM is ideal with WHM).  Prioritize the frontline MP user instead of the BLM to maintain melee frontline uptime.&lt;br /&gt;
&lt;br /&gt;
BLM subjobs (/WHM or /RDM) can reduce MP strain but bringing MP drinks is recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Skillchain Coordination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Typical Scenario:&lt;br /&gt;
*At least one skillchain involves the THF and one frontline member.&lt;br /&gt;
*Advanced coordination may include two skillchains:&lt;br /&gt;
**Chain A: THF + Melee or THF + Tank&lt;br /&gt;
**Chain B: Melee + Melee or Tank + Melee&lt;br /&gt;
*The BLM should (double) Magic Burst (MB) off each chain.&lt;br /&gt;
*Coordinating 2 skillchains betweeen the 4 melee is ideal/will 100% accelerate the party&#039;s kill speed&lt;br /&gt;
*Coordination of a 3 step chain may be considered with PLD tank using a Club for MP recovery.&lt;br /&gt;
&lt;br /&gt;
Priority Chain Assignment:&amp;lt;br&amp;gt;&lt;br /&gt;
*If multiple chains are ready simultaneously, assign a “priority chain” (typically THF + partner first).&lt;br /&gt;
*Aim to start every other mob with THF + partner at full TP for maximum burst potential.&lt;br /&gt;
**Pattern: Mob 1 → Chain A + MB → Mob 2 → Chain B + MB → repeat.&lt;br /&gt;
&lt;br /&gt;
Advanced Tips:&amp;lt;br&amp;gt;&lt;br /&gt;
*If melee TP is low, BLM may free nuke to adjust mob HP for the next chain.&lt;br /&gt;
*At higher levels, coordinate one light or dark chain; secondary chains can be level 1 as long as WS damage is sufficient.&lt;br /&gt;
*Non-chaining melee should avoid WS during MB windows to prevent closing chains prematurely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Partying with a Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Including a support (BRD, SMN, RDM) is viable but may be difficult  to put together as tanks, healers, and supports are always in demand.&lt;br /&gt;
&lt;br /&gt;
In support-inclusive parties:&amp;lt;br&amp;gt;&lt;br /&gt;
*Frontline melee should avoid /NIN subjobs for maximum DPS.&lt;br /&gt;
*BLM should consider subbing /RDM, free nuking frequently, and double bursting in coordination with the support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Party Variants:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Summoner Setup: Tank, THF/puller, 2nd Melee, BLM, SMN, Healer&lt;br /&gt;
*SMN can chain with melee, summon pacts for DPS, or provide buffs/refresh at higher levels.&lt;br /&gt;
&lt;br /&gt;
Red Mage Setup: Tank, THF/puller, 2nd Melee, BLM, RDM, WHM&lt;br /&gt;
*RDM sub BLM to boost DPS, Drain, and Magic Bursts.&lt;br /&gt;
&lt;br /&gt;
Bard Setup: Tank, Bard/puller, 2 melee, Healer, BLM&lt;br /&gt;
*Bard provides refresh, buffs, debuffs, and pulls; frontline weapons must chain effectively as there are only 3 frontline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Partying without a Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If no PLD or NIN is available, a melee-centric party can compensate:&lt;br /&gt;
*Frontline: 3 Melee/NIN (e.g., WAR/NIN, SAM/WAR, DRK/NIN) for provoke/stun hate control.&lt;br /&gt;
**If you have a SAM ask them to use /WAR subjob and use Seigan with Third Eye for mitigation and first aggro with provoke.&lt;br /&gt;
**DRK/NIN can be an effective first aggro using Stun/Last Resort/Weapon Bash/Soul Eater.  All these abilities generate a high amount of hate.&lt;br /&gt;
*Puller: THF/NIN, BRD/NIN, or other melee capable of pulling.&lt;br /&gt;
*Healer: WHM or RDM (SMN/WHM optional at level 42+)&lt;br /&gt;
*Black Mage: BLM/WHM&lt;br /&gt;
**If SMN is the other backline, then BLM will lean a bit more in supporting off healing as SMN can hastega, refresh, and warcry.&lt;br /&gt;
&lt;br /&gt;
BLM Priorities:&amp;lt;br&amp;gt;&lt;br /&gt;
*Debuffing and off-healing: Paralyze, Blind, Slow, Choke, Frost, Divine Seal cures.&lt;br /&gt;
*Free nuking/Drain: Increase DPS while monitoring threat.&lt;br /&gt;
*Survivability: Use Blink, Stoneskin, Stun, and coordinate with THF for hate management.&lt;br /&gt;
&lt;br /&gt;
Additional Notes:  Non-main-tank setups require careful attention to enmity.  THFs may have limited ability to SA/TA with this setup.  Make use of [[Hide]] before SA/TA.&lt;br /&gt;
&lt;br /&gt;
WHM main healer: &amp;lt;br&amp;gt;&lt;br /&gt;
*limit MP-using frontliners due to Devotion cooldown.&lt;br /&gt;
*Favor Regen over Cures for MP conservation.  Use all Regens available, and keep Regens rolling.&lt;br /&gt;
&lt;br /&gt;
== Black Mage Battle Tactics (In a standard EXP party)==&lt;br /&gt;
BLM in standard EXP parties do NOT “Magic Burst and sit.” In these groups, a BLM functions as a hybrid DPS–support, contributing massive damage while helping the party manage mobs efficiently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Role and Subjob Choice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your subjob determines how active you are as a support or DPS:&lt;br /&gt;
&lt;br /&gt;
/WHM Subjob (Support-Focused)&amp;lt;br&amp;gt;&lt;br /&gt;
*Ideal if the party lacks a support (BRD, RDM, SMN) or main tank (4x melee/NIN frontline).&lt;br /&gt;
*Provides off-healing, cures/curagas, regen, raise, reraise, and minor debuff coverage.&lt;br /&gt;
*Helps the healer conserve MP while you maintain DPS and debuffs.&lt;br /&gt;
&lt;br /&gt;
/RDM Subjob (DPS-Focused)&amp;lt;br&amp;gt;&lt;br /&gt;
*Ideal if the party already has a main tank, healer, and support.&lt;br /&gt;
*Adds Gravity, debuffs, and Fast Cast for more efficient nuking and double Magic Bursts.&lt;br /&gt;
*Allows more aggressive free nuking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Macro Speed &amp;amp; Awareness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quick and accessible macros are essential for effective Magic Bursts (MB) and free nukes.  Stay aware of melee TP, skillchains, and mob behavior; do not idle while resting MP.&lt;br /&gt;
&lt;br /&gt;
Key Mindset: You are as active as the frontline; your DPS windows are bursty and situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Drain Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Drain is your bread-and-butter spell.  Aim to cast once per fight to sustain MP and add DPS.  Drain scales well with Dark Magic skill and costs very little MP (21 MP).&lt;br /&gt;
&lt;br /&gt;
Timing options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Start of fight (after tank provokes)&lt;br /&gt;
*After (double) MB&lt;br /&gt;
*Whenever MP and opportunity allow&lt;br /&gt;
&lt;br /&gt;
Drain is excellent even when subbing (/WHM), but avoid it against bats or undead.  Treat Drain as your “weapon swing/TPing”: consistent, efficient damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Free Nuking&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Free nukes fill downtime outside skillchains and MB windows.&lt;br /&gt;
*Early fight: use lower-tier nukes to avoid pulling aggro.&lt;br /&gt;
*Late fight: heavy nukes can finish mobs, especially when tanks/melee have aggro.&lt;br /&gt;
&lt;br /&gt;
Balance free nuking with threat; use Blink/Stoneskin if needed.  In support-focused setups (/WHM), free nuking should be used more conservatively.  Always consider elemental weakness, weather/day buffs, and Elemental Seal (ES) for optimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Debuffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM excels at enfeebling magic. Effective debuffs help both melee and healers.  &lt;br /&gt;
*Priority Spells: Paralyze, Slow, Blind, Frost, Choke, Gravity (/RDM)&lt;br /&gt;
&lt;br /&gt;
Cast early in fights, especially in parties without a main tank or support.  Enfeelbing magic has MUCH lower enmity compared to nukes; safe to cast at the start of fights.&lt;br /&gt;
&lt;br /&gt;
Reduce debuffing when mobs die quickly or if the party is already well-geared and supported.  This typically happens when your party has 2 skillchains set up and you are defeating mobs quickly with SC+MB each pull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Backup Healing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep an eye on the main healer’s MP. Use Cure/Curaga/Regen when needed, particularly if:&lt;br /&gt;
*The party lacks a support&lt;br /&gt;
*Facing high AoE/status mobs&lt;br /&gt;
*Healer is resting MP&lt;br /&gt;
&lt;br /&gt;
With /WHM sub, BLM gains Raise/Reraise (50+), Sneak (40), and Invisible (50) to provide extra safety and mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7. Skillchain &amp;amp; TP Awareness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Monitor melee TP with addons (e.g., HXUI, TParty, Chains).&lt;br /&gt;
&lt;br /&gt;
First mob of the party: &lt;br /&gt;
*TP is low; consider using debuffs or Drain to reduce mob HP before melee chain.&lt;br /&gt;
&lt;br /&gt;
Subsequent mobs: &lt;br /&gt;
*coordinate MBs with skillchains for optimal damage.&lt;br /&gt;
&lt;br /&gt;
Adjust MB spells based on melee TP and mob HP to avoid overkilling and wasting MP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8. MP Management &amp;amp; Resting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do NOT rest to full MP unnecessarily.  Every second spent idle reduces party EXP/hr.  Missing MP ticks is acceptable if it allows more damage via MB or free nuking.&lt;br /&gt;
&lt;br /&gt;
Monitor MP and adapt:&lt;br /&gt;
*Skip low-tier nukes or DoTs if MP is low.&lt;br /&gt;
*Consider Manafont for skillchain windows if MP is insufficient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9. Hate &amp;amp; Survival Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM has survival tools: Drain, Stun, Cures (sub), Blink (sub), Stoneskin (sub).  Monitor aggro, especially as a Tarutaru or while free nuking.  Adjust nuking intensity based on tank threat and melee status. Use Elemental Seal to guarantee sleep success or maximize nuke damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10. Addons for Standard Parties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*TP monitoring: TParty, HXUI&lt;br /&gt;
*Skillchain tracking: Chains&lt;br /&gt;
*DPS analysis: Deeps, Metrics&lt;br /&gt;
*Mob weaknesses: MobDB&lt;br /&gt;
*EXP chain timers: Points, Metrics&lt;br /&gt;
&lt;br /&gt;
Familiarize yourself with these to react quickly to melee skillchains and MB opportunities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11. Advanced Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*First pulled mob control: Debuff and free nuke early to synchronize melee TP for following mobs.  Try to defeat the mob before melee can SC!&lt;br /&gt;
*Double MB / -GA bursts: Use cautiously when BRD/THF pre-pulls two mobs. Blink/Stoneskin recommended.&lt;br /&gt;
*TP/HP Rebalancing: Anticipate melee TP and mob HP to time free nukes efficiently.  &lt;br /&gt;
&lt;br /&gt;
Standard-party BLM is a high-skill, high-reward playstyle. Your contribution can match or exceed melee DPS while also providing utility, debuffs, and off-healing—making you indispensable in leveling parties.&lt;br /&gt;
&lt;br /&gt;
===Caveat===&lt;br /&gt;
Some parties you join/put together may have a really strong line up and be killing enemies quickly... especially if your group is facing enemies that are not reaching higher than 6-7 levels than the group.  If that is the case you may be better off focusing entirely on free nuking and draining on cooldown with an occasional magic burst.  If you recognize this, don&#039;t hold the party back asking them to chain for you, just go all out like the melee/frontline are, while watching your hate and resting when needed &#039;&#039;&#039;(Don&#039;t rest to full mp.  Get up when you have the mp to do a few free nukes.)&#039;&#039;&#039; Enemies are too low in level/have too low HP for a chain and burst combo to be effective.  Exp gains per mob defeated will be smaller in this type of party, but the rate of exp is comparable to fighting higher level enemies that take a little longer to defeat with chain+burst combo.  Parties like this most likely will have the 4 frontline + 2 mages lineup (or 3 frontline + bard + healer + blm lineup) and most likely will not have a main tank and/or a THF to work with.  Don&#039;t expect to be top DPS with this type of party as there won&#039;t be a consistent chain for you to burst off of.  You&#039;re role is important though as the DPS/stuns you provide is comparable to the buffs a more supportive role would be doing for the party for defeating enemies quickly.&lt;br /&gt;
&lt;br /&gt;
== A Word on Ancient Magic ==&lt;br /&gt;
It is the opinion of this guide&#039;s author that magic bursting ancient magic is not worth the MP cost and asking your melee to wait on you.  Ancient Magic MB damage numbers are pretty but DPS/exp will be more consistent if the black mage follows the melee in their skillchains and double bursts with single target and -GAs nukes.&lt;br /&gt;
&lt;br /&gt;
The same idea applies for magic bursting with non-ancient magic.  Never tell the melee to wait on you.  Always watch the TP and follow the melee.  Every second that delays the melee to chain costs the party&#039;s total DPS output.&lt;br /&gt;
&lt;br /&gt;
That being said...being able to pull off an ancient magic MB without having the frontline wait on you does feel pretty good and will WOW your party mates with your damage and skill with timing.  Just try not to sacrifice too much MP for the shiny DPS numbers.&lt;br /&gt;
&lt;br /&gt;
== Challenging the Old Meta ==&lt;br /&gt;
&#039;&#039;&#039;On retail/in ToaU era Black Mages had a tougher time in regular parties. (...thanks Colibri...) However, on Horizon, Black Mages have been era+ to fit better in a standard party.&#039;&#039;&#039;  More specifically Magic Bursting has been substantially boosted in damage and accuracy against non-NM mobs.  At higher levels a skill chain + MB combo will literally do thousands of damage, and can take out an IT mob with 100% HP in seconds. This is why your party can target higher level mobs without needing a bard if you have a Black Mage that is coordinating with the melee for consistent chain 5+. &lt;br /&gt;
&lt;br /&gt;
Additionally, gone are the days of having to use macros for reporting TP and Skillchain ready.  Everyone can now see each others&#039; TP  with addons (hxui, tparty, etc.) and can SC+MB as soon as possible.  That means a faster exp rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The magic burst window has been adjusted from era times to be longer.&#039;&#039;&#039; The window is now about 10 seconds and opens as soon as a closing WS is used.  Back in the day the window was only about 3-4 seconds making it much more difficult for BLMs to land MBs.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black mages that want to EXP/merit with a regular party should be encouraged to be a party leader and invite folks instead of waiting for hours for an invite.&#039;&#039;&#039;  At the end of the day, everyone seeking wants to EXP and most likely will accept your invite. The ratio of party seekers to party leaders is unbalanced, leaning toward the seekers.  Some players however may be skeptical of having a black mage in their exp parties due to their experience on retail or other private servers or for whatever reason.  And some may outright refuse unfortunately.  &lt;br /&gt;
&lt;br /&gt;
Luckily there are tons of folks usually seeking, and you can just as easily find somebody else to fill the spot in your standard party with a black mage. &lt;br /&gt;
Party leaders that have a black mage in their group/black mages that are party leaders just stick to the basics of coordinating a skillchain (or two) (which usually happens anyway, with or without a black mage in the group) and you&#039;ll do fine!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here are some ideas about BLM in standard parties debunked:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It&#039;s faster DPS if melee just spam Weapon Skills&#039;&#039;&#039;&lt;br /&gt;
Skillchaining is still something melee do despite there being a BLM in the party or not.  The DPS from the damage caused by the skillchain and the (double) magic burst coming from the Black mage will more than make up the personal DPS loss of a melee who waits a few seconds for their skillchain buddy to get TP. &#039;&#039;&#039;Typically it&#039;s the THF that holds TP waiting for their opener.  SA/TA + SC damage makes up for holding TP as THF.  SC damage belongs to the closer.&#039;&#039;&#039; Skillchain damage has also been era+ to not be resisted.  However!  If a melee is SAM or /SAM, they can free weapon skill while their skillchain buddy is still building TP because of meditate.  There may be a gear/food issue if 1 melee is consistently not gaining TP as fast as the other melee and delaying chains.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black mages spells/Magic Bursting get resisted too much for it to be worthwhile&#039;&#039;&#039;&lt;br /&gt;
Horizon has made era+ adjustments to magic bursting with increased accuracy and magic attack bonus as well as reducing enmity from magic bursting. A decently geared standard party that has a SC MB combo with a BLM bursting can get consistent high value exp chain 5s on mobs up to 10+ levels higher than the party with little issue.  Resists do happen but not often.  Especially once you get AF gloves (+15 elemental skill).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black mages can&#039;t sky party&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not true. Black Mages can absolutely hold their own in sky parties. A decently geared standard party that eats food and uses a SC + MB setup can begin leveling in sky around **63**, maintaining consistent EXP chains. Flamingos are relatively weak mobs overall, and a BLM can burst **1,000–1,100 damage** with **Thundaga II / Blizzaga II** off Impaction, Distortion, or Fragmentation chains (more with double bursts).&lt;br /&gt;
&lt;br /&gt;
The ideal level sync for a sky party with a BLM is **63–66**. Any higher and melee begin bringing birds low too fast before 1000 TP, shifting the BLM into more of a support role with supplemental DPS.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Black mages can certainly solo and manaburn to gain levels.  However, partying in a traditional/standard lineup is a lot more interesting and active.  Especially if they have friends that play other jobs.  &lt;br /&gt;
&lt;br /&gt;
Black mages require a bit more knowledge of game mechanics and planning compared to the other melee dps jobs to be effective in a standard/traditional exp party.  They need an exp party lineup that will support skillchaining (Best with 4 frontline and 2 backline). &#039;&#039;&#039;They also should expect to do some off healing and debuffing in normal parties.  &amp;lt;u&amp;gt;Only MBing and resting to full mp will slow your parties down 100%. i.e.: the main healer runs out of MP while you are almost full...or a mob has 10% HP left, the melee are out of TP and you have MP to finish the mob but you are resting...or your party is on exp chain 4 and you have MP to nuke down a mob to get chain 5 but you are resting and the party does not make chain 5...&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BLM can be quite busy if they are paying attention and reading the battlefield correctly to help their party out.  This is what makes Black Mages interesting.  Once they get the hang of it black mages fit well into a regular exp party on horizon and can certainly be top DPS + support healer + utility with experience and good gear!  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black mages that want to standard party, but are not getting invites, should not shy away from being a party leader and start sending /tells to invite. People will most likely accept.&#039;&#039;&#039; Ex (Using Auto Translate): /tell (Party?) (Level Sync) (X)? (Area)?&lt;br /&gt;
&lt;br /&gt;
Consider targeting higher level mobs (Aim for mobs that cap least 9-10 levels higher than the party), and ABCD (Always be casting drain).  Don&#039;t forget to pepper in some free nukes.  The DPS black mages provide along with their utility/support brings them to the table along the other backline choices for your party with a main healer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The benefit of having a BLM in your party is not needing a BRD or support job if you already have a healer, puller/THF, 2 melee dps, and a main tank.  No need to yell for a bard/support for hours!&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*Note: There was a mob evasion fix on horizon where mobs level 60+ are now more evasive.  Unless they are super-geared, melee pretty much have to eat sushi(accuracy+ food) and forgo eating meat (attack+ food) now a days when fighting against IT mobs.  This change makes black mages even more competitive with the melee DPS in leveling parties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Chain5exp.png|thumb|center|Chain 5 level 55 standard party with a BLM, no EXP ring]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Chain35blm.PNG|thumb|center|Chain 35+ merit party in Ro&#039;Maeve: BLM WAR WAR MNK WHM BRD. WARs and MNK create Darkness &amp;amp; Fragmentation for the BLM to burst.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:blmparse2.png|thumb|center|900px|Metrics on BLM performance in a higher-level standard party, including healing/regen, stunning, and nuking support.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Exphrexample.png|thumb|center|EXP/hr metrics and kill rate of a high-level standard party.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wow.  Did you just read all of that?  If you&#039;ve made it to the end of this guide, congrats!  You can now advertise &amp;quot;Black Mage that knows what they are doing, looking for party!&amp;quot; when LFG =) Please be encouraged to start your own party with the information from this guide.  You got this!  &lt;br /&gt;
&lt;br /&gt;
This guide was created by Grayson on Horizon while leveling/meriting black mage via standard parties and gets updated every so often.  If you&#039;re bored of manaburning and soloing (like I was) try out a standard group.  It&#039;s quite fun, and way more active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Please be advised:&#039;&#039;&#039; This guide in no way states that standard groups are better/worse than other types of groups.  Only that a standard group of play is absolutely viable in leveling your black mage with your friends.  Play how you like!  Have fun!&lt;/div&gt;</summary>
		<author><name>Nathanoo.</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Black_Mage_Solo_Guide&amp;diff=119722</id>
		<title>Black Mage Solo Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Black_Mage_Solo_Guide&amp;diff=119722"/>
		<updated>2026-06-04T18:59:02Z</updated>

		<summary type="html">&lt;p&gt;Nathanoo.: /* 32-36? - Misareaux Coast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{guide}}&lt;br /&gt;
{{Construction}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
*Please note this guide is is being tailored for HorizonXI but a lot of data was pulled from OG Wiki, some information might not be correct. &lt;br /&gt;
*PLEASE EDIT IF YOU SEE SOMETHING WRONG, I CONSIDER THIS A LIVING DOCUMENT THAT ANYONE CAN EDIT.&lt;br /&gt;
*Please also add in new camps that are new if found on HorizonXI&lt;br /&gt;
*Elements have been removed at this time as they are nerfed on HorizonXI as of the posting of this guide.&lt;br /&gt;
&lt;br /&gt;
*Original link posted by Allakhzam (Salacia) http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=11643140656968310;num=106;page=1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide is intended to assist fellow black mages in successfully soloing a portion, or potentially all, of their leveling journey. By doing so, it helps in minimizing party-related frustrations and experience limitations.&lt;br /&gt;
&lt;br /&gt;
This guide has been structured with the aim of maintaining accuracy up until the HorizonXI date. As of 2023-08-17 the date this guide is being added we would have camps up to the last day of [[Chains of Promathia]] right before the release of [[Treasures of Aht Urhgan]]. &lt;br /&gt;
&lt;br /&gt;
As a side note, this guide may apply to jobs other than BLM. &lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
# &#039;&#039;&#039;Find a BST with a pet out&#039;&#039;&#039;. SMN pets do not work on HorizonXI{{changes}} their exp has been nerfed.&lt;br /&gt;
# When you are behind him (or slightly to the side and behind), blast your highest nuke at his pet.&lt;br /&gt;
# As long as the mob doesn&#039;t see his pet, he won&#039;t come after you, only the pet will. Run a short distance away to minimize the chance of the mob seeing his pet if he moves before you kill it.&lt;br /&gt;
# Simply finish off the pet with another spell or two, find a safe place, and rest.&lt;br /&gt;
# Rinse and repeat for some great EXP and chain 3-4 most of the time.&lt;br /&gt;
&lt;br /&gt;
This is the basic way to go about killing, although you will have to tweak your spell casts depending on which mobs you fight, and at &lt;br /&gt;
what levels. For example, once you hit 50 or 51, often times you will be able to 1-shot pets with Freeze.&lt;br /&gt;
&lt;br /&gt;
A few comments about the guide&#039;s contents before beginning:&lt;br /&gt;
&lt;br /&gt;
* This guide starts at level 19&lt;br /&gt;
* You should sub [[NIN]], with that said you should aim to get nin to level 12 at least. Once you get to a higher level you may want to consider subbing [[RDM]] for [[Gravity]], [[Blink]], and [[Stoneskin]]. &lt;br /&gt;
*From 51 to about 60, /NIN is no longer the best option because of the way you can kill pets.&lt;br /&gt;
* The camps listed may not necessarily have the corresponding BST-type mob in the exact area. Often times you will find that there is another beastman mob there instead. If this is the case, get a higher level job, or a friend, to come kill them and wait for the BST to spawn in its place. This is much better than wandering deeper into a dungeon to find a camp that may or may not be as good. &amp;lt;br&amp;gt;&lt;br /&gt;
*levels will be shown that you should stay up until. At this point you will start to see decent challenges. &lt;br /&gt;
*You meay head to a newer camp a level or to sooner if you want to&lt;br /&gt;
*At higher levels it is much safer to skip few levels because of the wide assortment of +INT and +Skill gear available.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;You will die&#039;&#039;&#039;. Many times. Set your Home Point nearby or get a Reraise item or two.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
===Equipment===&lt;br /&gt;
====Up to Level 51====&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Focus on +[[INT]], +[[Magic Attack Bonus]]/[[Elemental Magic]], +[[HP]]/[[Defense]]/[[VIT]], +[[MP]], and -Spell Interruption *in that order*! +HMP is in a group of its own because all you need to do is use an equip macro for it while you rest, so you can get as much as you want without &lt;br /&gt;
worrying about gimping your spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* More [[INT]] means less resists and more damage. Enemy resists are some of the main things that will get you killed if you&#039;re not careful.&lt;br /&gt;
* [[Magic Attack Bonus]] causes elemental magic spells to do more damage. More damage = good.&amp;lt;br&amp;gt;&lt;br /&gt;
**The available MAB gear in this level range is: &lt;br /&gt;
***[[Bastokan Circlet]]/[[Republic Circlet]] (lvl34 +3/5MAB [[In areas under own nation&#039;s control]])&lt;br /&gt;
***[[Moldavite Earring]] (lv47 +5MAB)&lt;br /&gt;
***[[Sorcerer&#039;s Ring]] (lvl50 +10MAB latent: see item page for details)&lt;br /&gt;
* More [[Elemental Magic]] means less resists / more consistent damage.&amp;lt;br&amp;gt;&lt;br /&gt;
** The only + [[Elemental Magic]] gear in this level range is [[Elemental Earring]] (or [[Wizard&#039;s Earring]] if you are some other Mage job with [[Black Mage]] set to support job).&lt;br /&gt;
* [[HP]]/[[Defense]]/[[VIT]] comes into play when the enemy hits you. [[Utsusemi: Ichi]] helps with most of the blows, but an enemy resisting a spell will cause you to have to cast more, and casting more = getting hit more. Galka BLMs will probably have no trouble with this one. Spell interruption reduction can be very helpful. Dual wielding [[Hermit&#039;s Wand]] and equipping a [[Silver Obi +1]] will give you a whopping 58% reduction in spell interruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[MP]] is also important, but should not be made priority. Due to the low HP of the enemies, you will almost never completely run out of MP during a fight. In fact, even on multiple resists, I always had quite a bit of MP left. Focus on increasing your maximum MP when you can&#039;t get INT, or HP/Defense/VIT.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[HMP]] is very important because you will be casting your most powerful single-target spells each fight. Do save it for an equip macro.&amp;lt;br&amp;gt;&lt;br /&gt;
*At level 24 you will be able to use [[Reraise Earring]]s.&lt;br /&gt;
**An alternative would be to purchase a [[Scroll of Instant Reraise]] with conquest points.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====After Level 51====&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Focus on +[[Magic Attack Bonus]], +[[INT]]/[[Elemental Magic]], +[[MP]], *in that order* +HMP is still just as (if not more) important. &lt;br /&gt;
**Be sure to only start stacking MAB once you are sure you aren&#039;t getting a lot of resistance. Until then, you are best off focusing on either elemental magic or INT, with the prior taking priority over the latter.&lt;br /&gt;
* [[Defense]] and -Spell Interruption are no longer needed because most of the time you will be 1-shotting pets. Getting your MP back as quickly as possible is important so that you can keep chains going.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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Here&#039;s a brief list of some types of food that may work out well for you:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ambrosia]] If you have sky access and are able to get this is by far the best food out there 7 to int and 7 to hMP.&lt;br /&gt;
* Pies: They give extra [[INT]] and [[MP]], especially good for [[Galka]]s and [[Elvaan]]s.&lt;br /&gt;
* Cookies: Add to HMP. Also, Cinna-Cookies give you the [[Vermin Killer]] job trait, which could come in handy when fighting [[Bee]]s and [[:Category:Flies|Flies]].&lt;br /&gt;
* [[Sweet Rice Cake]]s: these give [[INT]], [[MP]], HMP, +[[Evasion]] and more. They are usually very cheap at the AH, 3-5K per stack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--* [[Cherry Muffin]] and its high quality counterpart are a great choice as well. I&#039;ve noticed many black mages around 67+ using marron glace, which isn&#039;t a bad choice, but the cherry muffins are stackable, also boost MP based on percentage, and give an intelligence boost that the [[Marron Glace]] does not.&lt;br /&gt;
* [[Cream Puff]]: Gives INT+7...which is the largest INT boost of any realistic food.  Readily available, stacks to 12, last 30 min. &lt;br /&gt;
* [[Crimson Jelly]] is  yet another nice food for higher lv BLMs. 6 INT, 2 hMP, 12% MP (Cap: 85@708 base MP), and lasts for three hours. It&#039;s also a bit expensive, so I recommend using it if you&#039;re going to solo for 3+ hours. &lt;br /&gt;
&lt;br /&gt;
If there are any other useful types of food, let me know and I&#039;ll post it here. However, 90% of the time I didn&#039;t even use food and &lt;br /&gt;
it worked out just fine.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
===Sub Jobs===&lt;br /&gt;
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*Until you get to level 24, nearly any sub will do. Current Era of [[Chains of Promathia]]&lt;br /&gt;
*once released [[BLU]] would be a good pick with [[Metallic Body]], [[Cocoon]], and [[Pollen]]. &amp;lt;br&amp;gt;&lt;br /&gt;
* [[WHM]] sub will work fine as well&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;24-51&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NIN]] sub becomes your top pick with [[Utsusemi: Ichi]], [[Tonko: Ichi]], and [[Dual Wield]] with [[Yew Wand]] +1. Without [[Utsusemi: Ichi]], you&#039;ll have to wait 1-2 levels longer before getting to a new camp since you die three hits earlier. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;51-60&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider switching to [[WHM]] or [[RDM]] sub for the extra MP, [[Stoneskin]] and [[Blink]]. [[NIN]] sub is not required due to the fact that you can 1-shot pets.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li class=&amp;quot;wotg&amp;quot;&amp;gt;*[[SCH]] Work on certain camps, and it&#039;s the best subjob for MP conservation, namely the Qiquirn camps are very good for /SCH (usually larger Chains are posible) if you don&#039;t mind the lack of Stoneskin/Blink.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;60-70&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
*To 1-shot pets you have exceptional gear (HQ staves, [[Sorcerer&#039;s Ring]], etc.) so consider [[NIN]] sub again.&lt;br /&gt;
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===Miscellaneous Hints and Tips===&lt;br /&gt;
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* Sight aggro is &#039;&#039;&#039;15&#039;.&#039;&#039;&#039; Sound aggro is &#039;&#039;&#039;8&#039;.&#039;&#039;&#039;&lt;br /&gt;
* Attack a [[beastmaster|bst]]&#039;s pet immediately after it&#039;s summoned. You won&#039;t aggro the bst if the pet stays out of their sight. Proper timing allows for up to chain 4 attacks on one bst.&lt;br /&gt;
* Before transitioning to a new camp, accumulate extra EXP. Enemies in new areas may resist more and are unfamiliar. This buffer will ease the adaptation to the new location.&lt;br /&gt;
* Ensure your [[Elemental Magic]] skill is capped before progressing. Resists can lead to death, especially before level 51.&lt;br /&gt;
* Set your Home Point at camps with outposts. For efficient travel, teleport to the outpost using a higher level job, then teleport back to your home country, and finally use BLM to Warp to the outpost.&lt;br /&gt;
* To escape tough enemies, use [[Elemental Seal]] + [[Sleep]](ga) and log off. Ensure you&#039;re at a safe distance from the enemy before doing so. Always use [[Elemental Seal]] to prevent sleep resistances.&lt;br /&gt;
* Check the [[Black Mage/Equipment Guide]] for usable equipment and its acquisition levels.&lt;br /&gt;
* Typical fighting pattern before Ancient Magic: Nuke1, retreat, Nuke2, Sleep, Utsusemi, retreat, Drain, Nuke.&lt;br /&gt;
** Against elementals: Nuke1, retreat, wait for the elemental on /NIN radar, continue retreating until Nuke1 is ready, then Nuke1, Sleep, Aspir, Utsusemi, retreat, Drain, Nuke.&lt;br /&gt;
** Against [[Dark Elemental]]: Use Bind instead of Sleep and skip Aspir/Drain.&lt;br /&gt;
** Optimize your finishing nuke based on the mob&#039;s remaining HP to conserve MP.&lt;br /&gt;
** Day, weather, and [http://ff11.vanamon.com/monster.php mob elemental weakness] significantly influence [[resist]] rates.&lt;br /&gt;
* Begin running when the casting meter reaches approximately &#039;&#039;&#039;65%&#039;&#039;&#039; to maintain distance from the mob.&lt;br /&gt;
* &#039;&#039;&#039;Etiquette Tip&#039;&#039;&#039;: At established camps, update your &amp;quot;Comments&amp;quot; tab to indicate the camp you&#039;re at. This helps other BLMs to locate alternative camps or propose duos. Always signal your camp occupation, especially after relogging.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=Exp and Camps=&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; All of the camps listed here are from personal experience. I used every one of them at every level on my BLM. If you know of any other good camps at any given level, send me a message or post here, and I&#039;ll add it in. Be sure to include any relevant information, such as the surrounding territory, the enemies who inhabit it, etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Levels 19-29==&lt;br /&gt;
===19-22 - [[Lower Delkfutt&#039;s Tower]]===&lt;br /&gt;
&lt;br /&gt;
Prey: [[Gigas&#039;s Bat]] ([[Giant Sentry]]) &amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: 150-160~&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 21-23&amp;lt;br&amp;gt;&lt;br /&gt;
* It&#039;s a good idea to set your Home Point at the [[Qufim Island]] outpost to save time after you die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four camps available that I found that are easy to get to. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #1====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;  {{Location|Lower Delkfutt&#039;s Tower|map=First Floor|H-9}}&lt;br /&gt;
&lt;br /&gt;
The first is straight ahead upon entering the tower. At the first intersection, go forward, and you will come to a room shaped like a donut, with several gigas and bats wandering around in it.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros&#039;&#039;&#039;  &lt;br /&gt;
:* Extremely easy to get to. &lt;br /&gt;
:* Very close to the zone, so it should be pretty easy to zone if you get aggro&#039;d or get a link. &lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons&#039;&#039;&#039;  &lt;br /&gt;
:* May not be workable if the [[Giant Sentry]] is not close to the room&#039;s entrance. &lt;br /&gt;
:* Very dangerous camp, as the bats and other gigas do aggro and link. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #2====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Lower Delkfutt&#039;s Tower|map=First Floor|G-10}}&lt;br /&gt;
&lt;br /&gt;
At the first intersection, take a left.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros&#039;&#039;&#039;  &lt;br /&gt;
:* Bigger than camp #1, which makes pulling slightly easier.  &lt;br /&gt;
:* Very close to the zone.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons&#039;&#039;&#039;  &lt;br /&gt;
:* Like camp #1, it&#039;s very dangerous.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #3====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Lower Delkfutt&#039;s Tower|map=Second Floor|F-9}}&lt;br /&gt;
&lt;br /&gt;
Take a left at the first intersection, and go through camp #2&#039;s room, heading slightly right. Go up the winding stairs at {{Location|Lower Delkfutt&#039;s Tower|map=First Floor|F-10}}, and you&#039;ll find more gigas and bats in a room at the top of the stairs.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros&#039;&#039;&#039;  &lt;br /&gt;
:* Stairs offer a safe resting spot, with a good view of the gigas and bats in the room.  &lt;br /&gt;
:* Like camp #2, can have 2 BST Gigas up at once.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons&#039;&#039;&#039;  &lt;br /&gt;
:* Like camps #1 and #2, it can be dangerous.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #4====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Lower Delkfutt&#039;s Tower|map=Second Floor|E-8}}&lt;br /&gt;
&lt;br /&gt;
Go up the winding stairs at {{Location|Lower Delkfutt&#039;s Tower|map=First Floor|F-10}} into the tunnel north of you. The tunnel leads to a very small room with two gigas in it. If you&#039;re lucky, one of the gigas will already be a BST. Otherwise, you may want to convert one of these gigas into one. This is the best camp, so it&#039;s probably worth the time.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros&#039;&#039;&#039;  &lt;br /&gt;
:* No chance for aggro or bat links.  &lt;br /&gt;
:* The tunnel leading to the room is perfectly safe.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons&#039;&#039;&#039;  &lt;br /&gt;
:* You may have to pop the Gigas BST.  &lt;br /&gt;
:* Although exp may seem to lower at level 22, you may want to keep going. The mobs at the next camp may be a little tough without utsusemi. If you have decked-out gear, it should be no problem.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===22-24  - [[Middle Delkfutt&#039;s Tower]]===&lt;br /&gt;
&lt;br /&gt;
Prey: [[Goblin&#039;s Bats]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: 160-180~&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 23-25&amp;lt;br&amp;gt;&lt;br /&gt;
* Some form of [[Sneak]] and [[Invisible]] is required to access these camps.&lt;br /&gt;
* If no Goblin Pathfinders are found you will need to kill the other gobs for them to pop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one camp available&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #1====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;  {{Location|Middle Delkfutt&#039;s Tower|map=Floor 4|I-10}}&lt;br /&gt;
&lt;br /&gt;
1st Floor - Enter [[Lower Delkfutt&#039;s Tower]] from [[Qufim Island]], turn right at first intersection and follow it around to the stairs at E/F-6/7 (B) on Map.&lt;br /&gt;
&lt;br /&gt;
2nd Floor - Run through the large room to the door at I-7 and then follow the hallway south to the stairs at I/J-9/10&lt;br /&gt;
&lt;br /&gt;
3rd Floor - Follow the hallway north to the big room, keep to the right wall staying west until you reach the teleport device.&lt;br /&gt;
&lt;br /&gt;
4th Floor - Almost there - You will be around G-6, follow right wall to camp @ I-10. (East hallway out of H-10 room)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:* As many as 5 Goblin Pathfinders can spawn in this area.&lt;br /&gt;
:** Two in the main room (H-10)&lt;br /&gt;
:** One in the west hallway (G-10)&lt;br /&gt;
:** One in the north, dead-end hallway (H-9)&lt;br /&gt;
:** One more in another group of 4 goblins around the corner behind you.  Occasionally he will wander down to the corner.&lt;br /&gt;
:* The tunnel leading out of the room to the east (all of I-10) is perfectly safe until you approach the corner at J-10.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:* The main room at H-10 has a 3rd Goblin pop (Shaman or Smithy) which may delay pulls.&lt;br /&gt;
:* Additional Goblin Pathfinders (West and North) may be dangerous to access without aggro from the H-10 Goblins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===24-26 - [[Ranguemont Pass]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bats]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: ~209&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 25-27&amp;lt;br&amp;gt;&lt;br /&gt;
* Some form of [[Sneak]] and [[Invisible]] is required to access these camps.&lt;br /&gt;
* You might consider staying until 27 if you do not want to deal with [[Very Tough]] [[Goblin&#039;s Bee]]s in [[Yhoator Jungle]] at the next camp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two camps available&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #1====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Ranguemont Pass|G-7}}&lt;br /&gt;
&lt;br /&gt;
Take a chocobo to [[Ranguemont Pass]], then head through the door that the NPC opens for you. Sneak and Invis yourself, then take a right at the next intersection, past the goblins. Make your way past the oozes, and take a left at the next intersection. You&#039;ll pass a couple seeker bats, then you&#039;ll come to a room with two goblins in it. Hopefully one of them will be a BST. (G-7). Rest at the elevated rock in the east tunnel. &amp;lt;br&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;;&lt;br /&gt;
:*Three tunnels leading to the room allow you to maneuver quite well, making pulling pretty easy.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*Stirges live in the tunnels, they aggro. Seeker Bats link.&lt;br /&gt;
:*At level 22 and 23 it may be very difficult to survive here. Without Utsusemi you are going to take a true beating. Make good use of Bind, Metallic Body, Cocoon, and Pollen, and be very, very, careful.&lt;br /&gt;
:*If the BST isn&#039;t there, you&#039;ll need a higher level friend to kill the Gobbies until one pops. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #2====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  {{Location|Ranguemont Pass|F-7}}&lt;br /&gt;
&lt;br /&gt;
::*Once you have reached the Camp #1, take the West tunnel and you&#039;ll come to a huge room with 4~ Goblins and some Stirges in it.(F-7) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:*2 Goblin Beastmaster can live simultaneously in this room which is great to get experience chains.&lt;br /&gt;
:*Three tunnel are leading to this room : three possible camps.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*Stirges live in the tunnels AND the room, don&#039;t forget Sneak when you wish to cross the room.&lt;br /&gt;
:*This huge room allows Goblin to move a lot, so it might take long time until one BST Goblin&#039;s Pet gets in range.&lt;br /&gt;
:*If the BST isn&#039;t there, you&#039;ll need a higher level friend to kill the Gobbies until one pops. &lt;br /&gt;
:*Because of the difficulty and inconsistency with this camp I would recommend skipping it in favor of getting to 25 in Delkfutts and going straight to Yhoator.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===27-29 - [[Yhoator Jungle]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bee]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: 180-200&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 28-30&amp;lt;br&amp;gt;&lt;br /&gt;
* It&#039;s a good idea to set your Home Point in [[Kazham]] to save time after you die. Also highly recommended to sub [[nin]].  &amp;lt;br&amp;gt;&lt;br /&gt;
* Suggested spell combos are thunder&amp;gt;blizzard&amp;gt;thunder or stone2&amp;gt;thunder, depending on INT and resists.&lt;br /&gt;
* If you come earlier due to missing alternatives, the lvl30 bees will check as [[Very Tough]] for a lvl26 char. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two camps available&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #1====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Yhoator Jungle|G-8}}&lt;br /&gt;
&lt;br /&gt;
Take a chocobo to Yhoator Jungle through the &amp;quot;normal&amp;quot; experience points party route. At the first intersection in Yhoator, take a right. At the next intersection (the one with the big colorful plant in the middle), take a left. Now you can either stay forward or turn right, and you will bump into a Goblin Pathfinder and his pet bee!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will be at Northwestern corner of G-8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:*No possibility of aggro or links! Your only company will be a couple of lizards and a few mandragoras.&lt;br /&gt;
:*Three intersections allow very good maneuverability for pulling.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*This is a traditional EXP camp. so there might be competition.&lt;br /&gt;
:*These bees can [[Double Attack]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #2====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;  {{Location|Yhoator Jungle|G-7}}&lt;br /&gt;
&lt;br /&gt;
One Goblin Pathfinder patrols there with mandragora&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:*Lots of places to kite and rest&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*[[Yhoator Wasp]] will link with the [[Goblin&#039;s Bee]] (Sight Aggro)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===28-30 - [[Bibiki Bay]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Rarab]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: 220~290&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 29-31&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It&#039;s a good idea to set your [[Home Point]] at the [[Buburimu Peninsula]] outpost to save time after you die.&lt;br /&gt;
*Setting your HP in [[Mhaura]] is even better. If your country is not in control of [[Buburimu Peninsula]], then setting HP at the outpost can cost a lot of gil.&lt;br /&gt;
*Suggested spell combos are [[thunder]]&amp;gt;[[blizzard]]&amp;gt;[[thunder]] or [[stone II]]&amp;gt;[[thunder]]&amp;gt;[[fire]]/[[water]], depending on INT and resists. &lt;br /&gt;
*If you feel comfortable trying VT mobs, you can come 1-2 levels earlier. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one camp available&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #1====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Bibiki Bay|H-6}}&lt;br /&gt;
&lt;br /&gt;
Enter [[Bibiki Bay]] and hug the right wall. You&#039;ll eventually come upon a small incline with a rock in the center of it, and a Goblin Pathfinder finding paths around it. Two Island Rarabs and one or two Marine Dhalmels are also in the vicinity.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:*Nothing here aggros besides the goblin himself.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*[[Ignis Fatuus]] (a bomb), will spawn during foggy weather. Bombs aggro by spell casting.&lt;br /&gt;
:*The one [[Island Rarab]] that inhabits the same territory as the goblin will link with the goblin&#039;s pet. However, it only links by sight, so keep this in mind when pulling! &lt;br /&gt;
:*Rarabs have [[Double Attack]] (and [[Triple Attack]], which, however, rarely triggers) which can be dangerous.&lt;br /&gt;
&lt;br /&gt;
==Levels 30-39==&lt;br /&gt;
===31-34 - [[Attohwa Chasm]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Gallinipper]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~260-350&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
Location: L-8. A good one. After you enter from [[Maze of Shakhrami]] you&#039;ll need [[Silent Oil]] to get past the [[Hecteyes]] in the tunnel. Cross the chasm, reenter the tunnel and follow the left wall. When you enter the open ground (I-9) head north and follow the left wall around to L-8 (don&#039;t enter the other tunnel). You need [[Invisible]] (or [[Tonko: Ichi]]) to get past the Goblins and [[Attohwa Coeurl]]s here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Just one [[Goblin Pathfinder]] in an open area&lt;br /&gt;
::*[[Tracer Antlion]]s in the area do not aggro&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*There is another [[Gallinipper]] that wanders the area to the south and it may link (sound).&lt;br /&gt;
::*A [[Doom Scorpion]] from the south may also wander close enough to aggro (sound).&lt;br /&gt;
::*Watch for the [[Attohwa Coeurl]] to the west.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
::*This is an amazing EXP camp. You can start at this camp as low as 28 depending on gear and food.&lt;br /&gt;
::*Bring a [[Reraise Earring]] and some form of [[Invisible]] because it is a very long trip to get to camp.&lt;br /&gt;
::*Ninja sub is recommended for [[Utsusemi]].&lt;br /&gt;
::*Rest north of the rock at the north end of camp. It&#039;s safe, but go too far north and you risk agroing an [[Attohwa Coeurl]].&lt;br /&gt;
::*Do not wander into the &amp;quot;hedgemaze&amp;quot; leading to the Parradamo Tor. There are more Coeurls and hidden blue Antlions that agro sound there.&lt;br /&gt;
&lt;br /&gt;
===31-34 - [[Beaucedine Glacier]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Rime Gigas]])&amp;lt;br&amp;gt; &lt;br /&gt;
HP of Prey: 320&amp;lt;br&amp;gt;&lt;br /&gt;
*It&#039;s a good idea to set your Home Point at the [[Beaucedine Glacier]] outpost or [[Xarcabard]] outpost to save time after you die. Be very careful when setting your HP at the outpost, as there are many mobs that wander near the area that will aggro you and are easily capable of killing you as soon as you warp in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Directly south of the [[Beaucedine Glacier]] outpost, you&#039;ll find a ramp leading downward, deeper into the glacier. At the bottom of the ramp, you&#039;ll find 2-3 [[Tundra Tiger]]s, a [[Bat Eye]], and a Gigas. Kill the Gigas and wait for a [[Rime Gigas]] to pop if you choose this camp. Pops are five minutes between.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Right next to the outpost. You won&#039;t have to travel far if you die.&lt;br /&gt;
::*The ramp offers a completely safe resting point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Tigers link and aggro by sight. Bat Eyes aggro by both sound and sight. It may be difficult to pull because of this.&lt;br /&gt;
::*If the Gigas isn&#039;t near the ramp, or near the eastern ledge, then you will have a very hard time finding safe pulls.&lt;br /&gt;
&lt;br /&gt;
::*Change to a higher level job, OP warp there, set HP (only works if one of the three nations controls the area.  When you change to BLM, just use Warp to return to your HP.  The challenge here will be getting back if you have not done the OP warp supply quest yet.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Head to (I-9). There is a ramp leading down into a large open area. One Gigas and one Tundra Tiger inhabit this area.&amp;lt;br&amp;gt; &amp;lt;i&amp;gt;At the top of the (I-9) ramp a [[Goblin Trader]] walks for an extra pet to kill&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Since only one tiger lives here, you probably won&#039;t get aggro&#039;d too much.&lt;br /&gt;
::*The area is very large, allowing great maneuverability.&lt;br /&gt;
::*The ramp allows a perfectly safe place to rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Can be bothersome and expensive to get to, especially if you die. There is no faster way to get here other than to walk.&lt;br /&gt;
::*Be careful about resting in the tunnel that leads south of the area. A Tundra Tiger wanders back and forth along it.&lt;br /&gt;
::*Players who farm the Gigas might kill the [[Rime Gigas]].&lt;br /&gt;
::*Gigas who spawns is not always [[Rime Gigas]]. (may require higher level to spawn)&lt;br /&gt;
&lt;br /&gt;
::* Valdeaunia outpost warp is unavailable at level 31 so [[Xarcabard]] outpost may be unattainable without [[Teleport-Vahzl]]. &lt;br /&gt;
&lt;br /&gt;
===32-36? - [[Misareaux Coast]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Sheep]] Level 34-36 ([[Gigas Warwolf]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 395-474&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Location: I-6 ~  I-7. Pretty safe camp if you are smart and patient with your pulls. The [[Gigas Warwolf]] can wander a bit, but not too much of a problem. Be sure to give the [[Gigantobugard]] plenty of room, as they aggro by sound if I remember right. Bring [[Silent Oil]] and [[Tonko: Ichi]] to get to the camp.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Relatively safe pulls, and very rare competition from exp parties.&lt;br /&gt;
::*[[Bigclaw]] in the river do not aggro, so you can rest safely down on the water&#039;s edge, and the roaming [[Gigas]] and [[Gigantobugard]] will not aggro you.&lt;br /&gt;
::*You can outpost warp to Tavnazian Archepelago at level 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*The [[Gigas Warwolf]] does wander a bit, making pulls somewhat long.&lt;br /&gt;
::*If the target monster wanders too far south, you may run into an [[Orcish Bowshooter]] (sight) as well as other [[Gigas]].&lt;br /&gt;
::*Players sometimes camp the Gigas here.&lt;br /&gt;
::*In foggy weather, [[Odqan]] can pop here. Although rare, it happened to me twice in the time I camped here.&lt;br /&gt;
&lt;br /&gt;
===34-36 - [[The Sanctuary of Zi&#039;Tah]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Leech]] level 35-40 ([[Goblin Trader]])&amp;lt;br&amp;gt; &lt;br /&gt;
HP of Prey: 370-400&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: &amp;lt;br&amp;gt;&lt;br /&gt;
*It&#039;s a good idea to set your Home Point at the [[The Sanctuary of Zi&#039;Tah]] outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro&#039;ing monsters within 10 yalms of the front of the outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
*Once you hit level 25 you&#039;ll be able to use the outpost warp.&lt;br /&gt;
*Leeches resist water spells.&lt;br /&gt;
*Suggested spell combos are stone II&amp;gt;blizzard&amp;gt;thunder or aero II&amp;gt;blizzaga (watch for surrounding mobs), depending on INT and resists&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*This place is awesome for duoing 31+ it might even be possible at a lower level&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &amp;lt;!--{{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=H-8}}, right at the south side of the big tree. theres one goblin to the east and one to the west. also one a bit further to the south--&amp;gt;&lt;br /&gt;
Everything in the vicinity of the outpost is your camp. [[Ogrefly]]s and [[Goobbue Parasite]]s link, but do not aggro. Goblins and [[Lesser Gaylas]] aggro and link. There is a Rock Golem east of the outpost that aggros to sight and magic. The bats start appearing around 16:00 and go away at 8:00 the next day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Your Home Point will be right at camp, so there will be no unnecessary travel time.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can rest safely behind the outpost without fear of aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Several Goblin Traders can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The BATS! These things will be quite the nuisances. They aggro and link.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Sometimes the Goblins can wander away from the outpost, and at night the bats may prevent you from getting close to them&lt;br /&gt;
&lt;br /&gt;
===36-40 - [[Eastern Altepa Desert]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Spider]] level 38-40 ([[Goblin Trader]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations: HorizonXI tested with a small glich. The spiders have low odds of depoping if the Goblin takes them to far away from spawn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Location: F-8/9. Not so good. North of the Outpost there is a ridge running north-south. From here you can see two Goblin Traders, one to the west and one to the east. You have your choice of pulls but there are other Goblins wandering about so aggro can be a problem. [[Lesser Manticore]]s (high movement speed) wander by and there are [[Lost Soul]]s at night (18:00-04:00). &lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Location: F/G-8. Good Camp. Run north from the Outpost and you will find a sand trap with a [[Doom Scorpion]] standing nearby. Immediately northeast of this is a valley (east half of F-8) surrounded by dunes. Two Goblin Traders wander here with a [[Desert Dhalmel]], some [[Lesser Manticore]]s (sight aggro) and sometimes a [[Sabotender]] (sound aggro). The Goblin traders sometimes wander up the slope into G-8.  Since the area is so wide open it is easy to move around and find a good pull while avoiding aggro. One or two [[Lost Soul]]s appear at night but they are also easily avoided if you keep your eyes peeled. Don&#039;t go too far north or you&#039;ll meet an [[Antican Faber]], [[Sabotender]] or [[Flesh Eater]] (all sound aggro).  To the west of the valley over the ridge running down the middle of F-8, there are another 2 Goblin Traders between the ridge and the sand cliff.  One tends to wander around the northern 2/3 of that plateau and the other the southern 2/3.  The area west of the ridge is not as safe due to some Goblin Reapers roaming around in addition to the hazards in the valley, but can be a nice place to pick up some kills if the Manticores and such in the valley are not cooperating for a bit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Choice of two [[Goblin Trader]]s in an open area&lt;br /&gt;
::*[[Desert Dhalmel]]s in the area do not aggro&lt;br /&gt;
::*Farmers often take care of the [[Lesser Manticore]]s&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*[[Lost Soul]]s at night.&lt;br /&gt;
::*Multiple Goblins can cover for each other and kill a chain.&lt;br /&gt;
::*Spiders double attack and can take down your shadows really quickly. Always recast [[Utsusemi]] after each fight.&lt;br /&gt;
::*might be tough at level 36&lt;br /&gt;
::*A [[Spider]] is strong to [[Earth]] ([[Stone II]] might get [[resist]]ed)&lt;br /&gt;
::*Rest invisible in the middle of camp to monitor the Goblins and Manticores.&lt;br /&gt;
::*The spider may take awkward routes to reach you, beware he doesn&#039;t bring his master. [[Warp]] to the Outpost if you catch Goblin aggro. It counts as zoning and sheds hate.&lt;br /&gt;
::*Works well with a duo at 34-36, you can bounce Spider hate. Once one of you hits 37 exp takes a dive.&lt;br /&gt;
::*At level 39, your enemies will start to become decent challenges. While this usually signals that it&#039;s time to get to a new camp, you may not want to just yet. The enemies at the next camp jump up a few levels higher than you&#039;re used to when switching camps. Level 40 along with some pies or other INT food should allow you to minimize resists, as well as use the outpost in Xarcabard.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===36-40 - [[Yhoator Jungle]] ===&lt;br /&gt;
&lt;br /&gt;
Prey: [[Tonberry&#039;s Elemental]] ([[Tonberry Harasser]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~500&amp;lt;br&amp;gt;&lt;br /&gt;
*It&#039;s a good idea to set your Home Point at the [[Yhoator Jungle]] outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro&#039;ing monsters within 10 feet of the front of the outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the immediate area of the outpost, you&#039;ll see two tonberries (sometimes a third wanders close by) and a crawler. Convert one of the tonberries into a [[Tonberry Harasser]] if necessary. The tonberries will summon only fire, light, and water elementals. Elementals do not drop clusters or crystals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Everything in the vicinity of the outpost is your camp. [[Worker Crawler]]s and [[Young Opo-opo]]s link, but do not aggro. Tonberries aggro and link to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Your Home Point will be right at camp, so there will be no unnecessary travel time.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can rest safely down inside the hole directly in front of the outpost without fear of aggro. You can also rest in the tunnel near the outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Several [[Tonberry Harasser]]s can spawn in this area. If you have extra MP after killing a pet, and another tonberry is within easy access, you could pull off some pretty high chains.&amp;lt;br&amp;gt;&lt;br /&gt;
::*In case of a link, it&#039;s very easy to lose aggro by falling in the hole furthest from the exit of the same tunnel and heading to the back of the tunnel. It may seem like a dead end, but as the Tonberry will not drop down the hole, he will instead travel to the exit, which is well over 50 yalms away. He&#039;ll often lose interest in the process and de-aggro. If not, it should still give enough time to recast Utsusemi and give another chance to [[Sleep]].&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals can be [[Aspir]]ed, and the [[Light Elemental]]s are particularly weak to both [[Drain]] and Aspir.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If you&#039;re subbing WHM or RDM, [[Silence]] may come in very handy here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Be wary of the Tonberry that walks up to the OP npcs. It can be deadly!&amp;lt;br&amp;gt;&lt;br /&gt;
::*If you&#039;re subbing WHM or RDM you have no protection from melee hits and will be interrupted in your casting, even with [[Aquaveil]] up. Stick with sub NIN&amp;lt;br&amp;gt; &lt;br /&gt;
::*The elementals have very high HP - most are around the 500 range. This is quite a big jump from the previous camp (you&#039;ll notice it right away), so plan on using up a lot more MP per fight than you&#039;re used to.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals can and will use -ga spells. If you get hit by one, your best bet is to sleep the elemental, recast [[Utsusemi: Ichi]], [[Aspir]], then nuke again. ALWAYS begin running away from the enemy as soon as you are about to cast (between 70% and 100% usually). You&#039;ve probably figured this out already, but it&#039;s still a good method to remember.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The moment your magic first hits an elemental, it will move a few inches, then cast a spell. &#039;&#039;&#039;This delay might be just enough time for its master to randomly turn around and see its pet being hurt&#039;&#039;&#039;, so plan accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- New Fields of Valor book leaves this area open for higher level characters to kill Tonberry Harassers.--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: At level 39, your enemies will start to become decent challenges. While this usually signals that it&#039;s time to get to a new camp, you may not want to just yet. The enemies at the next camp jump up a few levels higher than you&#039;re used to when switching camps. Level 40 along with some pies or other INT food should allow you to minimize resists, as well as use the outpost in [[Xarcabard]].&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Prey: [[Goblin&#039;s Bee]] ([[Goblin Trader]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~500&amp;lt;br&amp;gt;&lt;br /&gt;
::*Entrance to [[Den of Rancor]] Will be your camp. 2x Goblin traders there, but also a Master Coeurl so watch the visual aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If [[Woodland Sage]] is up then be wary of its aggro range as it has twice the normal radius of aggro.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Levels 40-49==&lt;br /&gt;
===38-42 - [[Xarcabard]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Frost Gigas]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~500&amp;lt;br&amp;gt;&lt;br /&gt;
Note: It is possible to start this camp before 38 (suggested as low as 36).  The camp is probably a good alternative to the [[Eastern Altepa Desert]] spider camps and is likely the only soloing alternative from 40-42 for Blue Mages who cannot solo elementals.  The exp at level 39 is not great though, as chaining is difficult due to DC tigers.  At 41 things slow down to a crawl.   &amp;lt;br&amp;gt;&lt;br /&gt;
*Cannot use outpost warp to [[Xarcabard]] until level 40.&lt;br /&gt;
* Suggested for BLUs that if you link the BST Gigas and attempt to use an AoE Sleep spell, target the Gigas, not the tiger. Neither BLU&#039;s [[Sheep Song]] or [[Soporific]] will hit the Gigas if targeted on the tiger.  The spells will, however, hit the tiger if the Gigas is the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
(J-6/7) at the southern end of the tunnel&amp;lt;br&amp;gt;&lt;br /&gt;
From the open area to the south, there is a short, open path, then a short tunnel.  The tunnel opens up into another L-shaped open path which leads into the [[Boreal Coeurl]]&#039;s cave.  There are three Gigas in this area.  They can roam from anywhere in the short tunnel, through the open path, and a short way into the cave.  The short open path at the south end is safe to rest in.  Going a little way into the cave is ok too, just don&#039;t go too far.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Up to two [[Frost Gigas]] may spawn here, meaning faster chains.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There are safe resting areas at both ends of the roaming range.  If the Frost Gigas wanders toward the other end, just invis up and switch locations.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If there are no favorable pulls, you can go south to the open area and often find a [[Frost Gigas]] close by to keep a chain going.  In fact, this would make a nice camp if those Gigas didn&#039;t have such a large roaming area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You have to deal with both [[Hickory Lumber]] farmers and with people doing G2 and needing TP.  You may get lucky and have two BST repop or none at all.  Usually there will be at least one up, but converting the Gigas to BSTs may not be worth it because of the high traffic.&amp;lt;br&amp;gt;&lt;br /&gt;
::*A [[Dark Elemental]] can spawn in this area.  Watch the weather.  A sudden change can result in an elemental sneaking up behind you to ruin your day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
(J-7) in the southern cave&amp;lt;br&amp;gt;&lt;br /&gt;
The Gigas mostly roam in the open path outside the cave.  It&#039;s unknown how far into the cave they may wander, but for the most part the cave is a safe resting spot.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You don&#039;t have to deal with G2 fighters here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You will still run into [[Hickory Lumber]] farmers in this location.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Another [[Dark Elemental]] can spawn in the cave.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Only one end of the camp path is truly safe.  If you get cut off from the BST by another Gigas then you have to wait it out or go to...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
The middle of (I-7), next to the cliff.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the most dangerous of the camps.  You&#039;re out in the open amongst all the Gigas and Ahrimans.  [[Ice Elemental]]s also roam this area during snowy weather.  Directly across the valley from the two other camps, at the base of the cliff, is a cluster of snow mounds and a pine tree that looks oddly like a snow fort.  This is your base camp.  In the short time I spent there I didn&#039;t witness any mobs entering the fort, but I&#039;m sure they can.  Still, it offers some protection.  Dangerous though this camp is, you have access to about three [[Frost Gigas]] to the north, east, and south.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*More [[Frost Gigas]] means less waiting for pulls.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Open areas are easier to pull in than caves and paths.  It&#039;s much easier to get behind them out here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*[[Hickory Lumber]] farmers are at their worst here because of the high numbers of Gigas grouped together.&amp;lt;br&amp;gt;&lt;br /&gt;
*::*roaming areas.  Some of them will move completely out of feasible pulling range.  Fortunately, you have several [[Frost Gigas]] to choose from out here.  If one wanders away, start targeting others.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===39-42 - [[Castle Zvahl Baileys]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bats]] ([[Goblin Trader]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey:~550&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Be patient here, I got Chain #3&#039;s but usually hit Chain #2, and then I had a hard time finding a safe pull. The key thing here is to keep inside the trenches and/or beside the wall that goes to the upper area when killing. Remember line of sight is the issue when dealing with the Goblins so they can only attack you if they can see you (I believe I linked a Goblin twice). My main camp was at H/6 or I/7 in the lower part. If you can get a friend to come help clear out the useless Goblins for you, you could possibly hit some awesome XP. This happened once and I was able to roam the upper area freely and pull from 3 Goblins.&amp;lt;br&amp;gt;&lt;br /&gt;
I stayed here till 42 so I could have Blizzard II for the Elemental Camp, although you start to slow down at 41 you can still get decent XP to 42. However, it&#039;d be best to move on to the Elemental camp at 42.&amp;lt;br&amp;gt;&lt;br /&gt;
This camp was found because I was having extreme difficulty killing the [[Demon&#039;s Elemental]] and wanted to keep soloing my way to 75. I strongly recommend attempting this if you are having issues with the elementals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Only camp I found in here is at the point where you can drop down to the lower levels on Map #2 at H/I 6/7 area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Low traffic. Very likely that no one will kill your prey.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Safe to rest in I/8 in the corridor that is covered and other areas in the trench if you are just resting for MP.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Bats seem to have low HP for the spells you will be casting. Fire II &amp;gt; Water II &amp;gt; Blizzard usually finishes them off.&amp;lt;br&amp;gt;&lt;br /&gt;
::*3 Goblin Traders that have bats.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*A lot of Goblins to keep track of.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Only 2 levels of EXP here.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Be ready to go through a stack of [[Shinobi-Tabi]] here per level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===40-45 - [[Temple of Uggalepih]]===&lt;br /&gt;
Prey: [[Tonberry&#039;s Elemental]] ([[Tonberry Harrier]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey:~550&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You can start here at Lv40, but it&#039;s highly recommended to come here 41+, because you will most likely zone more than you will kill. [[Blizzard II]] helps a lot at 42. Also, don&#039;t forget that [[Sleep II]] is available at Lv41, which will save your life countless times. Personally, I pulled the Elemental with Stone II then ran back out of his magic range. Bind him when he gets closer, nuke, sleep, Aspir, nuke, Bind, nuke, sleep. He resists a lot more than you will be used to if you come here at Lv40 as they will Con VT&amp;gt;IT But you may want to risk it here than go to the other camps at this lvl as this one is a LOT safer. Dont forget to aspir as much as you can which usually Drains 50-60 MP with capped Dark Magic skill. If you run out of MP, ES+Sleep and rest up, then Repeat. I was here as a BLM Galka at level 40, And usually ended the fights with little under 20-30MP and never once hit Chain #1, But if your dead set in soloing all the way this camp is a lot safer than any other at this level. Dont forget If things get messy, the zone is just behind you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Enter Temple of Uggalepih from the main entrance. Only Invisible is needed to get to the camp. You need to Invis for the Wespe just after zoning in. From entrance follow the stairs down and take the first left, You&#039;ll come to a door which you need to open, So make sure the Wespe isn&#039;t looking, cancel Invis, start re-casting and THEN open the door mid-cast. Otherwise the door will close by the time you fully cast Tonko. Also, there is sometimes a Torama behind the door, so be prepared with utsusemi and reraise.  Go through the room with several Tonberries inside it, and eventually you will come to an area with stairs, Just after passing a Torama and hopefully the Tonberry Harrier. This is your camp, Zone is on the top of the stairs. If you are coming here at Level40 I highly suggest you cap a bare minimal in Enfeebling and Elemental magic skill prior to coming, Besieged is Ideal for this, Because of the level of the monsters inside besieged you will get a skill up very regularly here, And range from 0.1 ~ 0.5s nearly every spell, Spam dia for Enfeebling magic skill ups and any low costing MP Nuke for elemental skill ups.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The pet is an elemental, which means you can Aspir them efficiently.&amp;lt;bR&amp;gt;&lt;br /&gt;
-The Tonberry only calls Fire, Water and Light Elementals, Light elementals are very susceptible to Sleep, Drain, and Aspir so make good use of them&amp;lt;br&amp;gt;&lt;br /&gt;
::*It beats Castle Zvahl camp.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals are your prey; when attacked, they will walk a few feet and then start casting. It increases the time the master can detect the pet, increasing the chances of aggroing the master. Be extra careful when pulling&amp;lt;br&amp;gt;&lt;br /&gt;
::*The hallway is narrow. Sometimes, it makes it harder to see around the corners and leaves the Tonberry less room to move around. You may see yourself waiting for longer periods of time because of this.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is a [[Torama]] that occupies the same roaming area as the Tonberry Harrier, which aggros on sight. This can turn a good pull into a waiting game every now and then.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Light Tonberry Elementals can cast Diaga and Banishga which makes it tough for a BLM/NIN to solo, Banishga II can do up to 200 damage through shadows and you don&#039;t have Silence to protect you from it.&lt;br /&gt;
::*A [[Torama]] can sometimes wander near the door on the way to this camp, and will aggro though the door.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===40-44 - [[Castle Zvahl Baileys]]===&lt;br /&gt;
Prey: [[Demon&#039;s Elemental]] ([[Demon Warlock]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~600&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: Be aware that this is a very, &#039;&#039;&#039;very&#039;&#039;&#039; dangerous camp, and it is possible that it&#039;s not even worth your time even coming here as the chance that you are actually able to safely pull is very slim.  Since you&#039;re level 40, you can freely use the outpost warp in [[Xarcabard]]. Be sure to bring both [[Silent Oil]]s and [[Tonko: Ichi]] tools. Blizzard II at level 42 will help out a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): I found only one camp. It&#039;s right at the zone into [[Castle Zvahl Keep]]. If you don&#039;t know how to get there, here&#039;s a walkthrough:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter the castle and head to (G-8). Before the intersection that leads to the torches that spawn [[Dark Spark]], you&#039;ll notice two narrow passageways on your left and right. Take the left passage and follow the path. Eventually you&#039;ll come upon some orcs. Climb the steps, then head west past the huge hole in the floor. You should arrive at the yagudo territory of the castle next. When you see their big hole, take a left, and head south past the hole. Go down the steps, and then double back to the north on the floor below. Follow the pathway and you&#039;ll meet an intersection that goes only west and north. Take the north path, remembering to re-up sneak if any ahriman are nearby. Next, take a right, and you&#039;ll see some steps that lead up to one ahriman and a bunch of demons. Now head west into the hallway past them. This is your camp for the next few excruciating levels.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BaileyPath.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
There will be one ahriman and four demons patrolling the small plateau in front of the hallway. Usually one of these demons will be a SMN. I&#039;ve never seen more than one SMN and I&#039;ve never seen less than one SMN, but you may want to get a high level job to check beforehand anyway. The ahriman will aggro by sight AND sound. The demons aggro and link by sight. The demon will summon only lightning, dark, and ice elementals. The elementals do not drop crystals or clusters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The zone into [[Castle Zvahl Keep]] is right at the end of the hallway, up the stairs partway, just before the first torch in the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can rest safely at nearly any point in the hallway without aggro. Right before the hallway turns into the plateau with the enemies on it, you&#039;ll notice a crevice in the floor. If you get too close to the crevice, the ahriman can aggro you. Use the crevice as your guidepoint for resting.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The elementals will give quite a bit of EXP throughout your first few levels.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals can be [[Aspir]]ed.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If you&#039;re subbing WHM or RDM, [[Silence]] may come in very handy here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The camp takes a long time to get to and [[Silent Oil]]s and [[Tonko: Ichi]] tools are absolutely required - there&#039;s no way around it.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The elementals will be high T to low IT when you first get here. This results in a LOT more resists. At level 40 you will either die or have to zone quite a few times because of this. Be prepared.&amp;lt;br&amp;gt;&lt;br /&gt;
::*It may be difficult to keep track of the [[Demon Warlock]] because of the hallway&#039;s walls and the ahriman threatening to aggro at any moment. Try to rest within view of the SMN while still being out of the ahriman&#039;s reach.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The [[Dark Elemental]]s are highly resistant to [[Drain]], [[Aspir]], and [[Sleep]](ga).&amp;lt;br&amp;gt;&lt;br /&gt;
::*The [[Ice Elemental]]s are highly resistant to [[Silence]] and [[Bind]].&amp;lt;br&amp;gt;&lt;br /&gt;
::*All of the cons from the previous camp, except the elementals have even higher HP. Sometimes it will take three tier 2 spells and a tier 1 spell to beat one.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Demons run faster than players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
HINT: If a particular elemental is giving you a lot of trouble (IT dark elementals come to mind), then you can try to &#039;respawn&#039; it. To do this, pull the elemental when you know the demon will see it. Then book it as fast as you can to the zone. The demon and his elemental will both despawn. When the demon respawns, he&#039;ll summon a new elemental in place of the old one. Keep repeating this to get the desired results.&amp;lt;br&amp;gt;&lt;br /&gt;
*Also, keep in mind that simply zoning the elemental itself will not cause it to despawn. No matter how far away from its master it is, it will always float all the way back to him after you zone.{{verification}}&lt;br /&gt;
&lt;br /&gt;
Tip: It is highly suggested to bring a level 75 with you, preferably a summoner to assist. a 75 SMN can give you stoneskin which makes Dark Elementals ALOT easier, and can clear the extra mobs out of the area.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
At the zone to Uleguerand Range, there is a Demon Warlock - he can spawn either on the lower ramp near the zone, or on the ledge right above it.&amp;lt;br&amp;gt;&lt;br /&gt;
::*It&#039;s really two mobs which share a spawn, so if it&#039;s on the upper ledge, kill it until the one on the lower ramp pops.&amp;lt;br&amp;gt;&lt;br /&gt;
The good news is the zone is very close by - ::*you can get away from a bad pull, or zone the other demons if they&#039;re in the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The bad news is, it&#039;s still a pain in the neck. Even with someone helping me clear away the extra demons, I got out of there as soon as I dinged 42.&lt;br /&gt;
&lt;br /&gt;
===44-49 - [[Pso&#039;Xja]]===&lt;br /&gt;
Prey: [[Tonberry&#039;s Elemental]] ([[Cryptonberry Harrier]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 700-725&amp;lt;br&amp;gt;&lt;br /&gt;
Note: When you are able to use this camp, you should have access to the [[Beaucedine Glacier]] Outpost. If you dont have the outpost or the area is under Beastmen control, the fastest way to get there would be a [[Teleport-Vahzl]]. Area is great pull the elemental to the steps with 1st Nuke and sleep on the steps to renuke, if you get in trouble zone is a few steps behind you. Only [[Light Elemental]], [[Fire Elemental]], and [[Water Elemental]]s will be called.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Uncapped tower of [[Pso&#039;Xja]] at (G-9) of [[Beaucedine Glacier]], stairs right at zone (J-9,I-9).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Very low traffic.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Nearby zone.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If all goes well, it&#039;s possible to hit Chain 4s at level 46.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Not much room to maneuver. &amp;lt;s&amp;gt;With proper use of Bind and Sleep, the long stairway shouldn&#039;t bother you very much.&amp;lt;/s&amp;gt; Bind/Sleep don&#039;t solve maneuvering issue. Resisted spells may find you zoning your prey and waiting longer for the next batch. &amp;lt;br&amp;gt;&lt;br /&gt;
::*Sometimes hard to get to if region is lost to Beastmen. Cost is 1050 gil&amp;lt;br&amp;gt;&lt;br /&gt;
::*[[Cryptonberry Harrier]] has very large wandering radius and almost seems to guard the hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
::*2 [[Tonberry]]s can make you wait to pull longer.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Another friend (RDM70+ highly recommended) can kite the second Tonberry for better pulls.&lt;br /&gt;
::*Elementals stop to cast magic when pulled, and the master might link with it if it sees its pet getting attacked. Try nuking the elemental just after the Harrier stops moving.&amp;lt;br&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===44-49 - [[Cape Teriggan]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Rabbit]] ([[Goblin Shepherd]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~650-750&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 48-50&amp;lt;br&amp;gt;&lt;br /&gt;
Note: It&#039;s a good idea to set your Home Point at the [[Cape Teriggan]] outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro&#039;ing monsters within 10 feet of the front of the outpost. Thunder II at level 46 will help out a lot.&lt;br /&gt;
*You can start this camp at 42 if you go /rdm and use gravity, but, as you should always do, bring RR just in case. Resists may come here and there, but I was able to kill in 3 Tier II&#039;s without resists. Requires good gear, and EXP will probably cap at 200 at chain 0 without exp band, but it beats Castle Zvahl. &amp;lt;br&amp;gt;&lt;br /&gt;
*Even with Maxed out INT gear and food, you will get resisted quite often at Level 44, be patient with pulls, I would suggest waiting until you have at least 300-320 MP before starting on your next fight. &lt;br /&gt;
*Great duo spot at 41+. As level 42 BLM/RDM solo, I got 200 exp chain 0 without band, duo at 42 I got 200 exp chain 0 without band still. Same EXP solo and duo! May slow down at 44, better off to solo by then.&lt;br /&gt;
**Duo exp is rather nice even at 45, 46 is still acceptable if you are set on duo but dies at 47.&lt;br /&gt;
*I highly suggest spending level 50 here as well. Unless if you&#039;re really decked out with gear, you&#039;d rather have the benefits from the ele staves before you head out to the 1-shot camps. &lt;br /&gt;
Camp Location(s): There may be a few different camps, depending on where each monster is at any given time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
This camp is in the direct vicinity of the outpost. Usually there are 3-4 goblins patrolling the area. You may or may not have to convert some of the goblins into [[Goblin Shepherd]]s. Keep in mind that these goblins con EP to DC to level 75&#039;s, so take care when trying to convert them. Goblins aggro and link by sight. [[Beach Bunny]]s do not aggro, but link by sight. &amp;lt;s&amp;gt;The lizards do not aggro, but link by sound&amp;lt;/s&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Your Home Point will be right at camp, so there will be no unnecessary travel time.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can probably rest safely behind the outpost without fear of aggro. If you have yellow HP and undead are up, then you may have a problem. Otherwise, I&#039;ve never seen any enemy come directly behind the outpost before.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Several [[Goblin Shepherd]]s can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Rabbits will be VT to IT when you first get here, making for some really good EXP.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Because of the large area, it is usually pretty easy to maneuver around the goblin in order to make successful pulls.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The [[Cape Teriggan]] outpost requires a job of level 50 or higher to teleport to/from it. If you don&#039;t meet this requirement, you will have to travel through desert and [[Kuftal Tunnel]] to get here. Be sure to bring [[Silent Oil]]s and [[Tonko: Ichi]] tools if you must take this route. Keep in mind that even though there is a zone from [[Gustav Tunnel]] here, you will be unable to go from Gustav &amp;gt; Teriggan because  of the ledge near the Gustav zone.&amp;lt;br&amp;gt;&lt;br /&gt;
::*&#039;&#039;&#039;When you are finished exp&#039;ing here you will not be able to use the Outpost to get back into town.&#039;&#039;&#039; &lt;br /&gt;
::*There are tons of [[Beach Bunny]]s around the outpost. Be careful when pulling as they do link.&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Directly northeast of the outpost you&#039;ll see a small ledge. If you go up there, you should find several lizards, an occasional [[Velociraptor]], and hopefully one or two [[Goblin Shepherd]]s. If you wander too far east or northeast you may bump into a [[Robber Crab]] or a [[Sand Cockatrice]]. The crabs aggro by sound and the cockatrice aggro by sight. Use this entire area as your camp. It&#039;s big enough so that you can usually rest safely anywhere as long as you keep an eye open for enemies. Often times I&#039;ll run to the northeast or the west of the area and rest with my back to the wall there so that I&#039;m not open on all sides.  Note that one of the Shepherds can also pop as a [[Goblin Bandit]], so you might want to convert it to a Shepherd before you start xping.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Your Home Point is very close to camp, so there will be little unnecessary travel time.&amp;lt;br&amp;gt;&lt;br /&gt;
::*No undead spawn here.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Two [[Goblin Shepherd]]s can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Because of the large area, it is usually pretty easy to maneuver around the goblin in order to make successful pulls.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There are no [[Beach Bunny]]s here, so you won&#039;t have to worry about them linking. If you&#039;re too close to the ledge, however, it is possible to get a link from a bunny below. Be careful.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is no perfect place to rest. If you have to go AFK for more than a few minutes, I recommend going back down to behind the outpost first. As far as I could tell, enemies can walk on every square inch of the area of this camp. There is a small ledge near the cliff on the Western edge of this camp that is safe to aggro other than HP aggro at night from Undead, I would suggest using that location to pull to. &amp;lt;br&amp;gt; &lt;br /&gt;
::*A [[Velociraptor]] or two may wander the camp. And they run faster than players.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Very rarely, a Fire Elemental will spawn near this area (during Fire Weather). It is easy to avoid.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
In the tunnel in on the way to the [[Cloister of Gales]] are several Goblins, of which one is a [[Goblin Shepherd]].  It wanders pretty far, between the bottom of the steep slope in (F-6) and north around the corner into (F-7).  When the slope levels out onto a plateau before going lower again, you&#039;re into the Shepherd&#039;s wandering area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Safe to rest on the steep slope down from the Goblin Bandit.&amp;lt;br&amp;gt;&lt;br /&gt;
::*No other mobs to worry about.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Far from the Outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Sometimes need to wait for the Shepherd to turn before pulling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Camp #3 is far and away the best camp. However, you may need to do some manipulation of the Goblins to get the camp just right.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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When you first enter the tunnel, before you come to the Goblin Shepherd at F-7, there is one group of Goblins, but only two of these three will be up at a given time: 2 Goblin Bandits and 1 Goblin Mercenary. If both are Bandits, one will be close enough to interfere with the F-7 camp. Kill the Bandits until one of them repops as a Mercenary.&lt;br /&gt;
*Just saw that the Merc, Bandit, and Shepherd can interfere with your resting spot. Although this is extremely unlikely, be very very sure to not forget Tonko or Powders. Aside from this, you can have a high-lv friend come with you to exterminate the goblins; it looks like end up respawning away from the slope after being defeated. Also, as some kind of little protip with a bad side to it, the Goblin Shepherd will walk back to its wandering area after killing you or being slept (be careful when you relog). &lt;br /&gt;
&lt;br /&gt;
*There is another group of Goblins past the Shepherd at F-7:&amp;lt;br&amp;gt;&lt;br /&gt;
*A Goblin Alchemist, a Goblin Mercenary, another Goblin Shepherd, and a Goblin Bandit.&amp;lt;br&amp;gt;&lt;br /&gt;
*Only two of these will be up at a time. The Bandit tends to be at the tunnel exit, while the Alchemist can pop close enough to interfere with the J-7 camp.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ideally, you want both Shepherds up, especially if you stay until 50:&amp;lt;br&amp;gt;&lt;br /&gt;
*At 49, pets will be DC, EP, or T - Having 2 pets to work with rather than just one will make it easier to create and sustain exp chains.&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===46~51 - [[East Ronfaure (S)]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Ladybug]] ([[Goblin Patrolman]])&lt;br /&gt;
HP of Prey: 765~800&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
* The L-shaped walls nearby provide extremely easy kiting material; running in circles around them can put great distance between you &#039;&#039;and potentially save you from the goblin&#039;&#039; (should he link)[Correct usage of this game mechanic has on many occasions not only meant I avoided death but also killed the ladybug and then managed to lose the goblin].&lt;br /&gt;
&lt;br /&gt;
Note: I found this camp because i wanted more than 150 exp for a single kill with no chain at 46 in Pso&#039;Xja, once you go out of the Cavernous maw head on your left(east) to (I-5) till you find the Goblin Patrolman. this is a very peacefull camp to exp. &amp;lt;s&amp;gt;&#039;&#039;&#039;PET VERY RESISTANT&#039;&#039;&#039;&amp;lt;/s&amp;gt; [As with all ladybugs, they have extreme resistance to wind based spells, hence the reports of Gravity resists but Bliz &amp;amp; Sleep should show little-no resistance, even as low as 46]. Still Duo here is nice.  &amp;lt;s&amp;gt;(comment: this is not even duo-able at 46, let alone solo-able... not recommended)&amp;lt;/s&amp;gt; [Have personally solo&#039;d here as a 46 Sch/Nin with no problem, is an incredibly easy duo as Sch + Blm 46-49].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
::*A [[Pixie]] flies around this camp so this is a nice plus!&amp;lt;br&amp;gt;&lt;br /&gt;
::*1st of all, every monsters around the goblin Patrolman are &amp;quot;too weak&amp;quot; you wont aggro nor link anything, you will just aggro the goblin if you pull the bug across the Goblins range of vision, Goblins have better sight (longer range) at night.&lt;br /&gt;
&lt;br /&gt;
::*2nd good point, you are in the past &amp;amp; believe the refresh from the sigil is very helpful, also you can enhance the duration of your food.&lt;br /&gt;
&lt;br /&gt;
::*3rd Good point, from Lv46 to Lv50 you will still get 200exp a kill with no Band, exp will be lesser once you reach 50~51 to 120~200 exp a kill with no chain. once you get Freeze at 50 you might be able to one shot them for nice chains.&lt;br /&gt;
&lt;br /&gt;
::*4th &amp;amp; last, very good spot to duo, &amp;lt;s&amp;gt;till 50 the exp will be 200 for each players.&amp;lt;/s&amp;gt; &lt;br /&gt;
should always be 200/kill until the duo hits &#039;&#039;Lv.49&#039;&#039;; at Lv.49 a duo may receive less than 200 (depending on the pet&#039;s level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Not a lot, only one i could see is the high resistance of the pet, which was still up once i reached 48~49 &amp;quot;count the 8/8 merits in elemental &amp;amp; enfeebling i got from RDM75&amp;quot;&lt;br /&gt;
the 2nd bad point, in case you link the Goblin Patrolman, the zone is far, i noticed sometimes, even when i pulled right from the back of the gob, the pet was going forward before turn &amp;amp; was linking its goblin, it was annoying, but better than cap teriggan imo, just bring RR (as usual) in case it happen or set your Home Point in San d&#039;Oria to just warp there if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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::*I went to this camp and found that sometimes the main problem with goblin agro is that the goblin turns more frequently than my previous experiences. If my first nuke were interupted i hardly had time to finish the next before the goblin would turn. ~Rhadiell (Cerberus)&lt;br /&gt;
&lt;br /&gt;
::*Easy enough solo Hume BLM45/NIN22. Noticed Tir 2 VNM wandering the area, thou, so take care when resting with a colorful abyssite.&lt;br /&gt;
&lt;br /&gt;
::*Attempted camp as 47BLM/RDM solo.  Hume, +36 INT capped magic skills from RDM, sleep II landed pretty regularly, but Gravity was resisted 10/10 casts, bind was resisted 8/10 casts.  Mob is IT++... Not sure I&#039;d recommend this for this level.--~~&lt;br /&gt;
::*Most pet camps can be handled by BLU, but Lvl. 46~48 are not safe for BLU for this camp.&lt;br /&gt;
&lt;br /&gt;
::*Soloable by a Tarutaru with average gear and apple pies with refresh and the occasional ether. just cycled stun sleep II and bind to stay out of trouble.  sleep would not stick sleep II stuck 6/7 times.&lt;br /&gt;
&lt;br /&gt;
::*If you&#039;re Elvaan, and you&#039;re not packing 40+ INT from gear/food, this camp is, quite simply, suicide. Stay well away. --[[User:Norondor|Norondor]] 07:03, August 9, 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::*This was one of my favorite camps when one shots was not yet possible. Came here at level 46 with +44 INT (as hume) and could easily solo the bugs. Sleep I/II/ga resisted like 1/20 times and I simply went shadows -&amp;gt; nuke -&amp;gt; sleep -&amp;gt; nuke -&amp;gt; sleep -&amp;gt; shadows (if needed) -&amp;gt; nuke and so on. i did however get quite a few resists on elemental magic but Sleep II offered me 1½ minute to rest up when I pulled a resistant one. at one point I had a brd friend come and sync to me which helped a lot with the exp as he simply slept them and kept up ballad, saving my MP as I didn&#039;t have to sleep them. ~Rhadiell (Cerberus)&lt;br /&gt;
Not possible to have that much int+ as a hume, show your math please.&lt;br /&gt;
&lt;br /&gt;
You can actually get up to +46 INT as a HUME at that lvl.&lt;br /&gt;
&lt;br /&gt;
Solid Wand - +5INT x2 = - - - - +10INT&amp;lt;br&amp;gt;&lt;br /&gt;
Seers Crown +1 - - - - - - - -  +3 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Mohbwa Scarf +1 - - - - - - - - +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Mages Robe - - - - - - - - - -  +1 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Morion Earrings +1 - +2INT x2 = +4 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Seers Mitts +1 - - - - - - - -  +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Reverened Sash - - - - - - - -  +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Black / Red Cape +1 - - - - - - +3 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Slacks - - - - - - - - -  +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom Rings +1 - +3INT x2 = -  +6 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Custom M Boots (Hume RSE) - - - +3 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Morion Tathlum - - - - - - - -  +1 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Food - Cream puffs - - - - - -  +7 INT&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For a Grand total of- - - - - - +46INT&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
===48-51 - [[West Sarutabaruta (S)]]===&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Rarab]] {[[Goblin Patrolman]]}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~855&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #1:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Zone out of the maw from West Sarutabaruta into West Sarutabaruta (S) and head &#039;&#039;&#039;South&#039;&#039;&#039; along the rock wall to your right.  You will come upon a Gob camp occupied by 4 Goblin&#039;s and a Goblin Skirmisher wandering around.  The rock formation to the &#039;&#039;&#039;West&#039;&#039;&#039; of the camp is a prime spot to med.  But really behind any of the rocks will work, as the Goblins won&#039;t wander behind them. (approx. (G-10))&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Pixie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*High chance of another gob aggroing you. &lt;br /&gt;
***Actually this camp around G-9 is awesome, there is one Gobby Patrolman, I&#039;ve had no problem getting his Rerab and chaining even, got few resist&#039;s of [[Sleep]] but [[Gravity]] and such works fine. There is another Gobby around there but you can get pet easily for he moves around, just take pet north around G-9 wide space to kill. &lt;br /&gt;
 &lt;br /&gt;
*interference by other mobs with AOE spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #2:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good alternate camp is at (H-8) just north of the rock walls, the goblin patrolman spawns NW of you.&lt;br /&gt;
- Did the first camp 48 SCH/rdm, and the roaming gobs can be deadly when kiting and when resting, this camp is MUCH better, start by starting sublimation charge, cast windstorm, find gob pet, cast klimaform, then gravity the pet from behind the gob (be careful for trees and rocks in the way that will cause the pet to run in front of gob), next just parsimony blizz2&amp;gt;aero2&amp;gt;blizz2 until the pet is dead or close then finish with a drain, collect sublimation, rest, repeat &lt;br /&gt;
was able to get chain 4 pretty easy w/ the occasional death from timing &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Relatively safe from aggro, there is one gob that wanders towards camp but that&#039;s it. &lt;br /&gt;
*No other mobs to get in the way of AOE spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*no pixie!&lt;br /&gt;
*Also a [[Goblin Skirmisher]] roams the area, he is not limited to the area where the other goblins are, so keep an eye out for him when resting/pulling.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I tried both these camps at level 48 and found the second one to be much safer, with just one Goblin Draftee in addition to the Patrolman, and no sign of a Skirmisher. Various small rock formations allowed cover for safe resting and regular chain4s.  I also much preferred this camp over the ladybirds, due to rarabs being much less resistant.  [[User:Calif|Calif]] 13:06, 24 June 2009 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
===48-51 - [[North Gustaberg (S)]]===&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Bee]] {[[Goblin Patrolman]]}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~792 - 855&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1:Zegham Hill (I-6)/(I-7)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Head northwest from Bastok Markets (S) into North Gustaberg (S), or south and west from the maw, and go up the ramp at (I-8). You will find a lone Goblin Patrolman just north of the top of the ramp. There are no other goblins near its wander range, only easy prey Huge Hornets that don&#039;t link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
*No other goblins to link with, and a pixie wanders in from the east. (Note that Goblin Franctireur roams part of the pixie&#039;s range)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The goblin wanders around frequently, making it a bit difficult to cast [[Freeze]] safely.&lt;br /&gt;
::*The nearby hornets seem to have a wide wandering range, and you are likely to hit one if you use AoE spells.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2:Zegham Hill (I-7)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
From camp #1, head east to (J-8) and go up the ramp. Then go west to the tower. This is similar to camp #1 except that the goblin stays close to the tower, the pixie is to the north, and there are no other goblins nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Levels 50-59==&lt;br /&gt;
===49-54 - [[Gustav Tunnel]]===&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Leech]] ([[Goblin Shepherd]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~798 - 840&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Starting at level 50 your play style may start to change quite a bit. AM and AF, along with a few other choice pieces of equipment are going to start making you quite a bit stronger and more versatile. The AF [[Wizard&#039;s Gloves]] (level 54) and the elemental staves are probably going to floor your resist rates. Keep this in mind when you decide to move from camp to camp now.&amp;lt;br&amp;gt;&lt;br /&gt;
*Level 51 causes your EXP to skyrocket. Bring an [[Ice Staff]] and a [[Dark Staff]] at the least.&amp;lt;br&amp;gt;&lt;br /&gt;
*here is one main camp, but a few different places you may want to go in that camp.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Keep following the tunnel until you reach the area that splits off and runs into several goblins and robber crabs. You can camp directly at the bottom of the tunnel going down. You&#039;ll be accompanied by non-aggroing bats and a lizard. (This is probably the best camp.) &#039;&#039;&#039;Or:&#039;&#039;&#039;&lt;br /&gt;
*Going &#039;&#039;&#039;Left&#039;&#039;&#039; and follow that around to another tunnel. Camp in this tunnel, watch out for undead at otherside of the tunnel. &lt;br /&gt;
*Going &#039;&#039;&#039;Right&#039;&#039;&#039;, you&#039;ll run past a few goblins and crabs before you get to a safe landing on the other side. This will be your camp, and [[Goblin Shepherd]], [[Goblin Alchemist]], and [[Robber Crab]] will be your company.&amp;lt;br&amp;gt;&lt;br /&gt;
*Make sure to keep sneak up as Crabs do aggro sound&lt;br /&gt;
*Reccomended the use of [[Tornado]] instead of [[Freeze]] in case of Firesday, Fire Weather, or both. A Resist might kill you (in case pet links its master) and [[Tornado]] does approx the same amount of damage of [[Freeze]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The area just after the goblins and crab is perfectly safe to rest on. Just be careful not to go too far back, as undead are on the other side.&amp;lt;br&amp;gt;&lt;br /&gt;
::*At level 50 (or 51, depending on gear/day) you can begin 1-shotting pets with [[Freeze]], assuming the spell goes unresisted. At 51 you will have access to your elemental staves. You won&#039;t believe how much faster you&#039;ll be getting EXP then. Keep in mind that if you know you won&#039;t be resisted most of the time, you don&#039;t have to wait for the goblin to turn his back. Simply blast the leech with [[Freeze]], then, even if the goblin is facing his pet, he won&#039;t aggro as long as the pet dies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*If the Shepherd is far away, you might be forced to wait a little bit to pull. Unless you can find some way to pull his pet without aggro, you&#039;ve got no choice but to wait until he wanders back to you.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The camp has no shortcut to reach it, so you may find yourself traveling quite a bit if you don&#039;t have [[Reraise]]. The shortest (most dangerous, expensive and least convienient HP) route is to set your HP at [[Cape Teriggan]], [[Sneak]]/[[Invisible]] yourself, then travel due northeast to zone into [[Gustav Tunnel]]. You&#039;ll be pretty near the camp when you zone in.&amp;lt;br&amp;gt;&lt;br /&gt;
::*At level 49, depending on your gear and race, you may get quite a few resists here. Not to mention that it will require three to four full-strength tier 2 spells just to kill one leech. Because of this, I recommend biting the low EXP in the Cape until you hit 50+ buffer. You might thank me later.(If you are elvaan, you will probably not be able to one-shot these things at level 50 with freeze, even on iceday. int 51+31)&amp;lt;br&amp;gt;&lt;br /&gt;
::*Fire weather in this area may increase Freeze resist rate.&lt;br /&gt;
::*At 53 some leeches will check even match.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Wyvernpoacher Drachlox]] is a Lottery Spawn from the [[Goblin Shepherd]]s. Groups of 75s will kill them off. You can avoid this if only a few people attend by asking them not to kill your Goblin. As this NM may be lottery of the goblins. [[Wyvernpoacher Drachlox]] is a Lottery Spawn from the [[Goblin Mercenary|Goblin Mercenaries]].&amp;lt;br&amp;gt;&lt;br /&gt;
*Regardless, groups after Wyvernpoacher will still kill pretty much everything in the area. You may still have to ask them not to kill your goblin and his pet.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2: ALTERNATE CAMP: [[Ifrit&#039;s Cauldron]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Bats]] ([[Goblin Shepherd]])&amp;lt;br&amp;gt;&lt;br /&gt;
Enter Ifrit&#039;s Cauldron @ Yhoator Jungle G-6 (the western entrance).&amp;lt;br&amp;gt;&lt;br /&gt;
Head northwest to the tunnel @ H-8. &amp;lt;s&amp;gt;There are 2 [[Dodomeki]] here, which aggro sound, and 1 Goblin Shepherd which wanders more or less between them.&amp;lt;/s&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
There is 1 Goblin Shepherd here, as well as [[Dodomeki]] and other Goblins which may or may not pose a problem.&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You&#039;ll never wait for an opportunity to cast like you will in Gustav.&lt;br /&gt;
::*People farm Dodomeki for the Optical Hat ingredient - might make the camp that much easier.&lt;br /&gt;
::*Bats seem to have a little less HP than the leeches - might be easier on someone @ level 50.&lt;br /&gt;
::*No chance of magic aggro from Bombs, or sound aggro from bats @ night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Camp is near 2 Dodomeki which aggro sound. You might be casting Freeze on the pet from a spot right next to or behind the goblin. Be quick with your invis after Freeze goes off.&lt;br /&gt;
::*People farming the Dodomeki may aggro/kill your Goblin.&lt;br /&gt;
&lt;br /&gt;
Note: There are more spawn locations which I haven&#039;t located yet, which might yield a camp as good or better.&lt;br /&gt;
&lt;br /&gt;
===54-58 - [[Pso&#039;Xja]]===&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Bat]] ([[Goblin Veterinarian]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~906 - 935&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT of Prey:&#039;&#039;&#039; ~42&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE:HorizonXI Tested Goblin Bats Min level is 57 max 63&amp;lt;br&amp;gt;Warning: do not leave the hallway once at camp, it is a trick door that will make you walk back to camp.&#039;&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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It&#039;s recommended to have [[Quake]] in order for this strategy to work. Also bring scrolls/equipment for the next level or so, as you will be getting 7000-8000 EXP an hour here if everything goes well. One-shots are possible with certainty (barring resists) with [[Freeze]], [[Aquilo&#039;s Staff]], 87 INT and 5 MAB.&lt;br /&gt;
*got easier for me once i started using quake with earth staff. mob seemed to resist freeze easily and wasn&#039;t a 100% 1 shot rate. with quake on up it&#039;s a perfect 1 shot every time as long as i had cream puffs on.&lt;br /&gt;
*Taru 54BLM/WHM (Aquilo&#039;s Staff, no AF gloves or Moldy) 67+29 INT no food. Hitting for 933+ with Freeze. Bat is left with 1% at times, this is instant death if the goblin is facing you. Stay 10.0&#039; away from the golbin to avoid aggro. -Pseudohi Hades.&lt;br /&gt;
Hume 55 /whm 58+38  using Aquilo&#039;s and Moldy 1shot 100% of the time and the only resists were on firesday so I used quake and was never resisted 55-58 just need to remember to use quake on firesday!&lt;br /&gt;
*TaruTaru, Lvl52, /nin, 65+34 INT (with cream puff), Aquilo&#039;s Staff, Moldy Earring.  978 damage consistently using Freeze with neutral weather/day, up to 1230 with double ice weather .  Highly recommend this camp for any Taru. Only resist problems I had were on Firesday with Freeze dropping to 840 roughly 25% of time, was still a viable camp. Currently level 53, using no food, 67 +27 INT, still one-shotting with freeze hitting for 962 damage consistently. -CrimsonClear of Unicorn&lt;br /&gt;
&lt;br /&gt;
*A++ for Duo. lvl 51 taru and lvl 49 hume duoed nearly flawlessly waiting for the gob to face away to pull with thunder II and follow with freeze  250 no chain no band.  with band its insane, i remember a chain 5 for 540 with band. after second blm hit 50 it became a sad kind of funny as the batt stood no chance and the gob had no idea what was going on. Treewizard and Gozari ~ Pandy&lt;br /&gt;
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&#039;&#039;&#039;Camp Location(s):&#039;&#039;&#039; There is only one camp that I found, but it&#039;s awesome.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CAMP #1:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Enter the 60-cap [[Pso&#039;Xja]] (H-10 it&#039;s the one closest to [[Batallia Downs]]). Put [[Sneak]] and [[Invisible]] on (be careful of [[Magic Millstone]]). Keep going forward, up and down the stairs, all the way, until you find a [[Goblin Jeweler]] (I-8). When you reach him, turn left and fall down the hole. You&#039;ll fall right on top of a [[Goblin Veterinarian]] and his pet bat. Just walk right into the hallway next to him. That&#039;s your camp. Getting to the camp can be difficult, from the outpost you can get there following this [https://www.youtube.com/watch?v=U20iQbCwc4w&amp;amp; video]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The camp is perfectly safe, just make sure to stay in the area behind the cylindrical pillars that stick out of the walls.  If you stay in this area you&#039;ll be out of sight range for all nearby goblins.&amp;lt;br&amp;gt;&lt;br /&gt;
::*At level 54, you can 1-shot the goblin&#039;s pets with AM once again. I used [[Quake]], and did 942 damage every time.&amp;lt;br&amp;gt; - It is also possible to do this with [[Freeze]].&lt;br /&gt;
::*There is nothing that can aggro you here.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is no chance for the goblin&#039;s pet to be out of spellcasting range, as he is confined to the small room he spawns in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is only one [[Goblin Veterinarian]] that is feasible to steal a pet from.  That being the case, if one other solo-er is at the camp you will be unable to level unimpeded.  There are two other [[Goblin Veterinarian]] in the zone, however due to their placement and mobs around them (Pots, Elementals, Snoll, Hecteye, and other Goblins) they might not be worth the effort.&lt;br /&gt;
::*Bats are hard to sleep, but you should be able to do it with ES + Sleep.&amp;lt;br&amp;gt; &lt;br /&gt;
::*Due to the nature of the doorway that the goblin is behind, occasionally you will be &amp;quot;Unable to see&amp;quot; the goblin&#039;s pet. Try to maneuver around this without getting aggro if you can.&amp;lt;br&amp;gt;&lt;br /&gt;
::*This camp is usually occupied. It&#039;d be wise to /search this area to see if anyone is using this camp before you begin to travel to [[Pso&#039;Xja]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 54-59 - [[West Sarutabaruta (S)]] ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Yagudo&#039;s Elemental]] (Wind, Fire, Earth)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~895 - 935&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Burst]] in Wind/Fire, [[Quake]] on Fire, [[Tornado]] on Earth. May be able to stay here until 59/60.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
::*F-7 (closed entrance to [[Giddeus]]) There is a [[Yagudo Mendicant]] and [[Yagudo Piper]] that wander E-W in front of a group of 8 pillars. They do not walk down the pillar area, so it is safe to rest/cast within the 3 sets of southward pillars.&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
::*F-6 -- You will find multiple Yagudo Mendicant roaming the area on your way to Camp #1. There is a perfect camp just south of the main path at the F-6/G-6 border. Here you will notice a Mendicant. If you continue a little further south you will find another. You can camp between these two, giving the opportunity to pull from the north or the south. Also if you run into trouble you can run back to G-6 where two pixies roam and will gladly give you free raise III&#039;s. Note that [[Pixie]] [[Raise III]]&#039;s allow for no EXP loss, which was quite helpful while I camped this location &amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
::*F-6 -- This camp uses the first Yagudo from camp #2 (the Yagudo Mendicant to the north). You can cast spells from around the corner near the F-6/G-6 border - as long as you don&#039;t go past the tree in the corner you&#039;ll stay out of aggro range.You can also stand to the side of the tree past the grassy area, you will know it when you stand on it, and you will never be out of range of casting on an elemental. The Elementals will be in casting range for about 90% of the time. Using this camp you&#039;ll have a easier time getting to the pixies in case you get in trouble, as there are no other Yags along the way. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Was able to one-shot Wind &amp;amp; Fire elementals almost always.  A [[drain]]-able sliver of health was usually left on Earth elementals.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals never seemed to be out of casting range and Yagudos never within aggro range (stand between the second pair of pillars from the north to cast).&amp;lt;br&amp;gt;&lt;br /&gt;
::*[[Aspir]]-able of course so MP was not an issue.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Close to a Campaign front if you need an emergency [[Instant Reraise]] scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Even closer to a pair of [[Pixie]]s who&#039;ll give you free [[Raise III]]&#039;s that allow for no EXP loss.&lt;br /&gt;
::*Chain 5 easily.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
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::*I would definitely recommend this camp. It is extremely accessible through the use of Campaign Arbiters. Although the Pso&#039;Xja camp is probably better exp once you get there, this camp is a great alternative and is rarely occupied! I first came to this camp as 55BLM/WHM (Hume F) with notable equipment being Moldy Earring, AF gloves and equipment giving INT+24 (without food). I did not possess any HQ elemental staves but was able to one-shot each &#039;&#039;variety&#039;&#039; of elemental &#039;&#039;pretty&#039;&#039; consistently, although as stated above, the Earth Elementals did sometimes have a small amount of health remaining. Resists seemed few and far between. Although the Yagudo &#039;&#039;occasionally&#039;&#039; turned at an inconvenient time causing it to link, the presence of the Pixies nearby dulled the blow as there was no exp loss. This was a plus in comparison to Pso&#039;Xja which allowed only one reraise scroll per visit, as well as a trek to get there.&lt;br /&gt;
&lt;br /&gt;
::*I came to this camp first @ lvl 56 and I had probelem only against earth elemental (once duoed here with a 56 sch and things were easier and exp was good), but was able to one shot other with Burst. Been there for 56-57-58, at 58 had realy few spell resisted. Chain 5 is possible if MP are managed well, the only thing that can break a chain is that yagudo will take twice the time to recast their pet during campaign battle (credit to Arabian - ragnarok for making me notice that). Now at 59 pet con decent with some rare even match, so no chain available, but still some nice easy exp with band on. I definitely recommend this camp.&lt;br /&gt;
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::*Came to this camp at 57/rdm with 56+32 INT total w/ food (Elvaan INT ftw &amp;gt;.&amp;gt;;). I used the pull with Silence then Sleep method for easy and consistant Chain 3/4&#039;s. HQ Ice and Dark staves, NQ Thunder and Wind staves, Shaman&#039;s Cloak, Moldy Earring, and AF Hands for an slightly better than average gear set. Very few resists, consistent 1-shots on fire/wind elementals, drainable sliver on the earth ele&#039;s like others have stated. All around zero complaints and zero issues with this camp, I would recommend to anyone that is patient on their pulls for some easy EXP.&lt;br /&gt;
&lt;br /&gt;
::*Found this neat trick. If you accidentally cause a link, sleep the Mendicant and run to Addison, C.A., choose the Teleport option, but click &#039;No&#039; when it gives you the options and it will cause an &#039;event zone&#039;. All enmity will be lost on all linked mobs, causing them to despawn. Worked 100% of the time for me. High enfeebling skill and a knowledge of where campaign NPC&#039;s reside is recommended. &lt;br /&gt;
&lt;br /&gt;
::*Came here as a 54SCH, and while it takes me a bit longer to kill (lacking AM&#039;s), camp is awesome. If you draw aggro from the SMN, just run away. They will lose interest. &lt;br /&gt;
&lt;br /&gt;
::*Would NOT recommend this camp for 57+ as most are EM/DC and therefore unchainable/low EXP chain. Currently there while waiting on the day change for Retrace and I&#039;ve gotten more for 96/100 EXP than not. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Air Elementals have Tornado, which could lead to a link of the SMN&lt;br /&gt;
::*Sleeping might be an issue if the yags link. Even with Enfeebling merits and [[Pluto&#039;s Staff]] I was getting resists when I first got there.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Sometimes a sliver of health was left (Earth elementals in particular).  With AM taking so long to cast, sometimes the Yag would turn at the wrong moment causing it to link.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: I think it is important to mention that these yag do not stand still for very long making pulling difficult, I found that pulling with Silence &amp;gt;&amp;gt; Sleep &amp;gt;&amp;gt; AM &amp;gt;&amp;gt; Sleep &amp;gt;&amp;gt; finish with either Drain or -aga spell. This however, will be very difficult with a wind elemental since they will resist silence.&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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::*XP here isn&#039;t nearly as good as Pso&#039;Xja as BLM56/WHM28, not to mention the crappy distance between the Yag&#039;s Ele and yourself; always put me at chance for aggro. Died 5 times out of 4 with link cause the Yag constantly summoned Earth ele. I would recommend staying in Pso&#039;Xia seeing as how you can pull chain 5s np without worry of aggro and the very little resists. Here, however was a pain for me, I would suggest saving yourself the trouble and staying put.&lt;br /&gt;
::*I quite honestly cannot recommend this camp. I have slightly above average gear, [[Aquilo&#039;s Staff]], [[Moldavite Earring]], and at 54 I died 4 times in 4 pulls. The yagudo just does not stand still long enough sometimes even for the cast length of [[Silence]]. Came back at 56 after adding a [[Shaman&#039;s Cloak]] and still am unable to 1-shot the elementals with 61+26 INT with food, 2 deaths in 2 pulls and delevel. Save yourself a headache and avoid this camp &lt;br /&gt;
::*I have had no issues at this camp, and in fact am really enjoying it.  I was a bit worried switching to /rdm and not having shadows anymore, but I haven&#039;t needed them.  With [[Aquilo&#039;s Staff]], [[Auster&#039;s Staff]], and [[Pluto&#039;s Staff]], as well as [[Freeze]] and [[Tornado]] I&#039;ve been able to one-shot just about every elemental, and have been able to [[drain]] the last bit on the few that weren&#039;t killed outright.  Am currently level 53, with 59+30 INT, at the first listed camp &lt;br /&gt;
::*The Yagudo have &#039;Attention Deficeit Disorder&#039;, they do not stay standing long enough for an AM to go off. You&#039;ll get the &#039;too far away to cast&#039; message a lot. Sometimes, the Yagudo Mendicant break and don&#039;t even cast elementals for 3 minutes so you&#039;ll have to move to another Yagudo Mendicant. If you do get a link, the Pixies are so far off, you&#039;d probably be dead by the time you run to them for help. It was not hard to one-shot them with AM, it was just really annoying to actually finish casting your AM without them moving out of range or having the other Yagudo wandering with it aggro you by sight.&lt;br /&gt;
::*TaruTaru, 56BLM/NIN, 70INT +20gear +7puffs, 173Ele (10 off cap, 193 with gear),  Jupiter/Thunder, Aquilo&#039;s, Wind, Moldy, Shaman&#039;s, Wizard&#039;s Gloves, Camp #3: Able to 1 shot every type of Elemental consistently, resists have been very rare.  All data neutral day, dmg vaired slightly by mob lvl: Tornado(Earth): 936(EM) (932 on T, never failed to 1 shot unreisited, max HP of earth may be 930), Burst(Wind/Fire) NQ: 1009, HQ: 1056.  Did not record data for lvl 55, but I did a few thousand XP here and did not have issue 1 shotting. Camp#3 Highly reccomended, consistant chain 4&#039;s and chain 5 when yag doesn&#039;t move.&lt;br /&gt;
::*Regarding the Yagudo&#039;s &amp;quot;agitation&amp;quot; where they don&#039;t seem to stay in one place for very long: This seems to occur in a predictable manner.  If the Yagudo are disturbed in any way at all (aggro, link, kill and respawn) they will move around more frequently than normal mobs.  They seem to reset their movement speed after the ending of a campaign battle in the zone.  It is possible to silence pull them when they are moving quickly but you must have the spell ready to cast the instant the mob stops at a safe position.   They also appear to become agitated during a campaign battle.&lt;br /&gt;
::*Came here as lv 52 elvaan, the elementals themselves were no problem to kill. pulling with T2 spell sleep aspir and AM. But as stated above, the yagudos constantly moving around along with the elemental stopping to cast their spells (I was /NIN so no silence) is extremely annoying.&lt;br /&gt;
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===56-60 - [[Newton Movalpolos]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bat]] ([[Goblin Foreman]])&amp;lt;br&amp;gt; &lt;br /&gt;
HP of Prey: ~980 - 1078&amp;lt;br&amp;gt;&lt;br /&gt;
INT of Prey: ~49&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: &amp;lt;s&amp;gt;You will need [[Flood]] in order for this strategy to work.&amp;lt;/s&amp;gt; It may be difficult to 1-shot some pets depending on what your INT is. Try to stack up as much as possible. I started with 60+24 (including 4 from [[Melon Pie]]s) as a Hume, and that managed to overkill them by only a few damage. &amp;lt;s&amp;gt;[[Water Staff]]/[[Neptune&#039;s Staff]] is required.&amp;lt;/s&amp;gt;  To one-shot the pets with certainty (barring resists) before 58 requires [[Burst]], [[Jupiter&#039;s Staff]], &amp;lt;s&amp;gt;85&amp;lt;/s&amp;gt; 83 INT and 5 [[MAB]]; using a [[Thunder Staff]] requires 97 INT and 5 [[MAB]]. Otherwise, plan for a 2-shot, or wait untill 58, [[Flood]], and [[Water Staff]].&lt;br /&gt;
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I&#039;ve had a level 64 Goblin Foreman&#039;s bat at camp #3 live with 2% after hitting it with a 1077 Burst several times with a Jupiter&#039;s Staff, 104 INT and +5 MB.&lt;br /&gt;
&#039;&#039;&#039;Notes: HorizonXI confirmed.&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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*At 56 was duoing with a PUP friend using BLM frame, had him pull with [[Blizzard II]] when my [[Freeze]] was at 40-50%, right after he would [[Deactivate]] then [[activate]] to lose all hate from any possible links then [[Freeze]] would finish it off, very easy duoing, and good EXP. /&lt;br /&gt;
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&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
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;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Enter [[Oldton Movalpolos]] from {{Location|North Gustaberg|K-6}} and head to {{Location|Oldton Movalpolos|I-12}} to zone into [[Newton Movalpolos]]. Upon zoning in, follow the path a short way and you&#039;ll come upon an intersection in ({{Location Tooltip|area=Newton Movalpolos|pos=D-11}}). &amp;lt;!--One path leads north, into Oldton, another leads west, also into Oldton, and the last path leads east, deeper into Newton. To the south of the intersection there is a lowered platform with a [[Goblin Lengthman]], a [[Goblin Fireman]], and a [[Bugbear Trashman]]. Patrolling the north leg of the intersection is a [[Bugbear Trashman]] and a [[Goblin Packman]]. Finally, on the east leg of the intersection is your prize, the [[Goblin Foreman]] and his pet. The west leg of the intersection has no enemies. That is where you can rest.&amp;lt;br&amp;gt;--&amp;gt;&lt;br /&gt;
The [[Goblin Foreman]] and his [[Goblin&#039;s Bat]] are on the east leg of the intersection. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The west leg of the intersection is perfectly safe to rest on. If you look on the floor, just before the intersection breaks into the north leg, you will notice two dull red lines. Use these as a guideline when it comes to your limitations for resting.(Note: You should sit directly on the red lines if not way past them. Otherwise you will get aggro from  the [[Bugbear Trashman]] and other Goblins below.)&amp;lt;br&amp;gt;&lt;br /&gt;
::*At level 58, you can 1-shot the goblin&#039;s pets with [[Flood]]. Usually the higher level ones will have almost exactly 1030, so make sure you&#039;re up to snuff with INT gear.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The Zone is right behind you with no mobs inbetween. &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Pulls are complicated by the fact that you will have to move to and from the Goblin for every kill. Plus there is aggro on almost every side that you must consider. The enemies on the platform to the south CAN aggro you from below. Stay at the north end of the west-east legs pathway.&amp;lt;br&amp;gt;&lt;br /&gt;
::*VT pets can be difficult to 1-shot without proper INT using Flood.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Lightning weather sometimes pops in this area. This may or may not interfere with your [[Flood]]s (it&#039;s more or less random), so keep an eye out for it. [[Elemental Seal]] does NOT guarantee that your spell will be unaffected by the weather. The best thing to do when this happens is either wait it out or pull with AM only when the goblin has just stopped moving, and only if his pet is behind him. Then, if you get a weather resist, simply finish the bat off with a smaller spell, such as [[Blizzard]]. I&#039;ve never done less than 988 damage on a weather-resist.&amp;lt;br&amp;gt;&lt;br /&gt;
::*for lightning weather - just go with Burst to avoid the potential weather resist, and maybe get a weather bonus instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
This camp is located just to the east of Camp #1 by some crates and the first cave entrance to the east.  This camp uses the same gob as in Camp #1, but will require the use of Invisible when resting for safety purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*this camp is relatively safer than Camp #1, as you only need to watch for the occasional gob that may come up from the caves behind you.  These gobs are usually farther in the cave and pose no threat to you.&amp;lt;br&amp;gt;&lt;br /&gt;
::*EXP is still excellent.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The goblin&#039;s bat is less likely to be out of casting range with this camp, making chain 5&#039;s fairly easy to get.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Lightning weather and Lightningdays are still your enemy, keep an eye out for weather resists.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You are slightly farther from the zone here, but it is very easy to make with Elemental Seal + Sleep(ga) and then recasting Invisible to ensure no further aggro when running to the zone.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The goblin can see you through the crates, therefore Invisible is almost required at this camp when resting, a minor con, but it should be mentioned for safety purposes.&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
This [[Goblin Foreman]] is in F-11. From Camp 2, continue east to the gate. If the gate is open so you can get through to the north, do that, then head east, south and west again so you approach the gate from the east side.  The Goblin mostly stays in the gate circle, but sometimes wanders east toward the tunnel. There are two other Goblins in the tunnel that usually stay back, but can get close to the tunnel mouth.  If you stay on the wooden walkway, the Goblins in the tunnel will never aggro, so you only have to worry about aggro from the BST. Best to keep [[Invisible]] on in case he decides to walk your way.&amp;lt;br&amp;gt;&lt;br /&gt;
The tunnel south of the gate is safe to rest in without [[Invisible]], but farther from the Goblin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Less likely to be camped than the Goblin near the zone.&lt;br /&gt;
::*The Goblin usually just walks back and forth in the circle, not toward you.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*No zone nearby, need to sleep/logout to deal with aggro.&lt;br /&gt;
::*May need [[Firesand]] to open the gate (or camp on the south side).&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Other Camps:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
There are 6 other Goblin Foremen in Newton, in addition to the 2 mentioned above:&amp;lt;br&amp;gt;&lt;br /&gt;
::*@ G-8 past the dropoff to the north. &lt;br /&gt;
::*@ J-8 on the north side of the Red/Blue gates.&lt;br /&gt;
::*Also @ J-8, on the west side of the Red/Blue gates.&lt;br /&gt;
::*@ I-7, after the drop off from the Mineshaft #2716 exit. &lt;br /&gt;
::*@ F-6 near the Furnace Hatch.&lt;br /&gt;
::*@ E-7, the south side of the Red/Blue Gates.&lt;br /&gt;
&lt;br /&gt;
The first five of these camps has no real safe area to pull/rest in, and have other goblins nearby. If you can one-shot pets reliably, and you&#039;re in a hurry to level, some of them might be worth checking out. &amp;lt;br&amp;gt;&lt;br /&gt;
The sixth camp, at E-7, might make a decent true alternate, but only because a zone into Oldton is nearby. Unfortunately, E-7 is past the 3-lever door in Oldton, which means you&#039;ll likely need to walk there from Mineshaft #2716.&lt;br /&gt;
&lt;br /&gt;
The exit from Mineshaft #2716 should put you @ M-9. &amp;lt;br&amp;gt;&lt;br /&gt;
Go west and north to K-8.&lt;br /&gt;
You will need to go south through the Red/Blue gates to the west. (If the way is blocked, you will need to trade a Firesand to the Furnace Hatch to switch them.)&amp;lt;br&amp;gt;&lt;br /&gt;
Go South from the Red/Blue gates, and follow the path West to the northern  dropoff at G-8. The drop is marked by three red pylons.&amp;lt;br&amp;gt; &lt;br /&gt;
Continue North, and around to the West, to another set of Red/Blue gates. The gates should still be in the proper position to allow you to go South/West past the Goblin Foreman and to the zone. &amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, if someone else switched the gates after you dropped @ G-8, there will be no way to get to the Oldton zone, and you will have to start over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Only other camp near a zone.&lt;br /&gt;
::*The Foreman likes to roam from the gates to near the tunnel, giving good opportunities to pull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Two other Goblins around at the gates. Sometimes get in the way, and need to zone them.&lt;br /&gt;
::*Long walk to the camp, costs gil to get there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::*The mobs can spawn anywhere from the gates to the tunnel near the zone.&lt;br /&gt;
If you&#039;ve recently zoned them, be cautious when you re-enter.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===56-60 - [[Vunkerl Inlet (S)]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bat]]&lt;br /&gt;
HP of Prey: 1071-1222+&lt;br /&gt;
*Of the three [[Goblin Guerrilla]] in the area, only two are in safe areas. Being the same level as [[Newton Movalpolos]] bats, they have ~50-100 more HP for some reason making them difficult to one-shot kill. Luckily the goblins usually stay idle enough for you to pull with a AM with their backs turned. Follow up with a low tier spell to finish it off. Or, you can pull with a tier two, follow up with a [[Bind]]/[[Gravity]], then use AM.  The Goblin&#039;s pet call time is around 2 minutes.&lt;br /&gt;
&lt;br /&gt;
*[[Sigil]] bonuses give you [[Refresh (Status Effect)]], extended food duration, and if you&#039;re lucky, even decreased exp loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1:(G-9) canyon/tunnel area&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Lots of area to move around to kill pet, no aggro behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*N/A&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
(I-9) up on cliff side ledge&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Pet seems to be easier to pull up here.&lt;br /&gt;
::*If you are in danger, you can drop down from the ledge.&lt;br /&gt;
::*Near constant Thunderstorms  will occasionally boost [[Burst]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Goblin may (rare) wander into your resting spot. Keep [[invisible]] up at all times.&lt;br /&gt;
::*No room to move around.&lt;br /&gt;
::*[[Goblin Guerrilla]] from camp #1 may aggro from below.&lt;br /&gt;
::*Constant Thunderstorms  will make use of [[Flood]] almost impossible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Camp #2: (I-9)or (G-9) up on cliff side ledge&lt;br /&gt;
::*Ok when soloing at level 57 i think the best way to do this is to always bring a partner you will still get great exp and it would be alot safer ok &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
:::*A note on this: [[Hume]]- Average Gear, NQ staff. I partnered here with a [[corsair]] for awesome exp. At level 57 we had [[Warlock&#039;s Roll]] (Magic Acc. Up) and [[Corsair&#039;s Roll]] for an experience boost. At 58 the COR learned [[Wizard&#039;s Roll]] to swap out for Corsair&#039;s, which in the presence of a BLM adds AT LEAST +5 MAB. Needless to say, the party was very effective. He would pull with low cost ammo and, when it got close, hit it with [[Light Shot]] (a fast ranged sleep attack.) I would then blast the bat with Ancient Magic. In the rare occasion that a sliver of life was left, the COR hit it with another elemental card shot to finish it off. It worked very well. (Tetsujin of Hades)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===56-60 - [[Sauromugue Champaign (S)]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Beetle]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1006 - 1078&lt;br /&gt;
Note: Was only able to find one safe camp. In this camp the goblin seems to move around a lot once it starts to move, and so this may interrupt chains if pulling is awkward. Due to the amount they move, i would recommend pulling with a Tier II spell, followed by Sleep II and then AM. However you should also consider [[Bind]] and perhaps even [[Gravity]] as posted above.&lt;br /&gt;
[[Blizzard II]] &amp;gt; [[Sleep II]] &amp;gt; [[Freeze]] is definitely enough to kill them (unresisted). However the exact spells you use should be modified based on your gear and the exact amount you find is sufficient to defeat the beetle. [[Burst]] can one shot these pets, but if you find yourself unable to, the previous method works well. Throw in an [[Aspir]] after [[Sleep II]] and you&#039;re golden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
::*(J-7) There is a &#039;&#039;lone&#039;&#039; [[Goblin Guerrilla]] just south of a &#039;&#039;different&#039;&#039; group of goblins which also contains a Goblin Guerilla. The Goblin Guerilla in this group is &#039;&#039;not&#039;&#039; the target. This Goblin is right next to the wall (Gausebit Mountain) at (J-7). You can reach the camp by using the Campaign Arbiter to get to [[Sauromugue Champaign (S)]] and then running to the gate to the East of the Fort. Run through this gate and head straight on, if possible try to follow the wall (Gausebit Mountains) on the right until you reach (J-7). There is a ??? where the Goblin runs around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* For those of you trying this camp and cannot one-shot effectively, treating this camp like 1st Pso&#039;Xja Camp, which is a great alternative to [[Newton Movalpolos]] Camps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Refresh from Sigil.&lt;br /&gt;
::*There is a perfectly safe resting spot in the form of a ramp just south of the Goblin. The Goblin&#039;s pattern of movement does not seem to be close enough to the ramp to aggro. &amp;lt;s&amp;gt;(The ramp mentioned is not safe to rest at because a [[Goblin Toxophilite]]&amp;lt;/s&amp;gt; however the corner of J-7 just over a small hill, near some shrubs, next to the cliff, will be out of range of all aggro mobs. If you sit in right area on ramp lower part tight to the mountain the Goblin Toxophilite walks around you every time an doesn&#039;t see you. In addition pulling about halfway to the small trees to the SE keeps you safe as well.)&lt;br /&gt;
::**The cliff edge mentioned above, in the southeastern part of J-7, is in fact very safe; it is possible for the goblin to be looking straight at you, but for you to be safe from aggro. A nice place to stand is on the &amp;quot;corner&amp;quot; of the cliff, which is pointing northeast. (Personal note: I&#039;m using this camp at the moment for my BLU and the cliff edge is just fine.)&lt;br /&gt;
::*If a [[Campaign Battle]] is going on you can get an temporary item [[Instant Reraise]] once you have the [[Allied Tags]], you can then use the item and then ask for your Performance Assessment, which will cancel your [[Allied Tags]] and leave your [[Reraise (Status Effect)]] up!&lt;br /&gt;
::*Beetles can be [[Aspir]]&#039;d or [[MP Drainkiss]]&#039;d.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Diving Beetles will link with Goblin&#039;s Beetle (Tested by Davarin of Bahamut)&lt;br /&gt;
::*Goblin runs around a lot, can disrupt chains.&lt;br /&gt;
::*Plenty of room to maneuver around the Goblin when it does move around.&lt;br /&gt;
::*Occasionally a [[Goblin Toxophilite]] may wander through the camp. If you stay on the ramp you should be safe from aggro, however you should watch out for this Goblin. The plus side is the roamer is always a ranger type mob, so if you draw aggro from him, he will not interrupt your sleep spell.  (Beware that [[Goblin Toxophilite]]s do not despawn, plant mines that can hurt you and tend to wander back through areas)&lt;br /&gt;
::*Earth weather may occur, which can affect Burst if you&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
This camp is located at (I-9), on the south side of Gausebit Mountains. This camp uses the same type of gob pet as in Camp #1, but will require the use of Invisible when resting for safety purposes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*In my opinion, this camp is relatively safer than Camp #1, as you only need to watch for the occasional elemental that may appear from weather.&lt;br /&gt;
::*Lots of area to move around to kill pet.&lt;br /&gt;
::*Refresh, Regen, Increased food duration from [[Sigil]]!&lt;br /&gt;
::*The Goblin stands still long enough to cast a One-shot AM (and Drain in case you don&#039;t one-shot it), making chain 5&#039;s fairly easy to get.&lt;br /&gt;
::*Lightning weather and Lightningdays are your friend.&lt;br /&gt;
::*No [[Goblin Toxophilite]] running through your camp.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*You are slightly farther from the zone here, but it is very easy to make with Elemental Seal + Sleep(ga) and then logout safely. &lt;br /&gt;
::*Occassional elemental may distrubt casting but easily avoided.  To my experience, only an [[Earth Elemental]] can spawn in this camp.  And if it does, you should take a break from casting Burst.&lt;br /&gt;
::*To reliably recover MP and cast your spell, keep invisible up whenever possible.&lt;br /&gt;
::*This pet can be reached by Camp 3 up on the cliff, but you cannot reach the pet at Camp 3 if you are below the cliff. Because of this, you might encounter jerks at Camp 3 who occasionally steal the Camp 2 beetle for extra chains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
This camp is located just west of the Cavernous Maw at J-9/10. You will need to go through the [[Garlaige Citadel (S)]] (I-5) exit to get here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Lots of area to move around to kill pet.&lt;br /&gt;
::*Refresh, Regen, Increased food duration from [[Sigil]]!&lt;br /&gt;
::*No [[Goblin Toxophilite]] running through your camp.&lt;br /&gt;
::*The [[Garlaige Citadel (S)]] zone is close by in case of a link or bad pull.&lt;br /&gt;
::*The Goblin from Camp #2 wanders near the cliff sometimes so you can possibly pull off some high chains.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*There are a couple [[Diving Beetle|Diving Beetles]] that wander near the Goblin that may link.&lt;br /&gt;
::*The Goblin has a large wandering radius, may disrupt chains at times.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class =&amp;quot;toau&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Levels 60-69==&lt;br /&gt;
&lt;br /&gt;
===59-64 - [[Aydeewa Subterrane]]===&lt;br /&gt;
Most info from [http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=1164488386136817705;num=30;page=1 Alporhan&#039;s Post on Alla]&amp;lt;br&amp;gt;&lt;br /&gt;
Prey: [[Fossorial Flea]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1090 - 1150&amp;lt;br&amp;gt;	&lt;br /&gt;
Note: You might be able to one shot with [[Flare]] but I was not, I was always left with 10% HP at lvl60.&amp;lt;br&amp;gt; &lt;br /&gt;
Note: I was able to one shot the fleas with [[Flare]] for as little as 1098 damage. (95 INT, +5 MAB, [[Fire Staff]] and Firesday). {Bidski of Garuda}&amp;lt;br&amp;gt;&lt;br /&gt;
The method for these is to aggro them, [[Sleep]](2) and then nuke. &amp;lt;s&amp;gt;However, It&#039;s hard to stick sleep reliably without ES&amp;lt;/s&amp;gt;, and the remaining HP is hard to get rid of with the flea attacking you. Be sure to keep [[Stoneskin]], [[Blink]], and [[Aquaveil]] up to maximize chances. [[Thunder II]] or [[Stone III]] should be enough to clear the last bit of HP. EXP per kill was high with sanction, but I was unable to chain, so I can&#039;t say how good it actually is. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
(E-10) entrance to [[Aydeewa Subterrane]] from [[Wajaom Woodlands]], then travel to (F-7) close to the [[Halvung]] zone line. You will need [[Sneak]] and [[Invisible]] to do so.&amp;lt;br&amp;gt;	&lt;br /&gt;
* Routine:&lt;br /&gt;
** Buff [[Protect]], [[Blink]], [[Aquaveil]], [[Stoneskin]], [[Ice Spikes]] (for paralyze effect) - Ice spikes will have a tendency to remove the mob&#039;s bind if you&#039;re getting hit when you cast. Beware of this, and consider not casting them.&lt;br /&gt;
** Make sure you&#039;re not targetting anything!&lt;br /&gt;
** Walk up and have it aggro you, once it auto-targets the flea cast [[Stun]] to give you enough time to cast [[Sleep II]]. &lt;br /&gt;
** If it lands, recast buffs. If it doesn&#039;t land, consider zoneing!&lt;br /&gt;
** Run to max casting range.  [[Flare]].  Start running away at 69%.&lt;br /&gt;
** When you can cast again, stop, [[Stun]], and [[Sleep II]] again&lt;br /&gt;
** When you can cast again, stop and [[Water II]] for the kill.&lt;br /&gt;
** If [[Stun]] lasts long enough, with this strategy the Flea only gets off the one attack while you are sleeping it initially.  If [[Stun]] wears fast, it will get one or two more while you cast your finishing nuke.&lt;br /&gt;
** The right finishing spell will vary with gear, of course.  With +5 MAB, 90 INT and NQ [[Fire Staff]], my [[Flare]] does 981-984, and [[Water II]] is the lowest nuke that will finish them.  With [[Vulcan&#039;s Staff]] or [[Pluto&#039;s Staff]], you can probably finish with [[Drain]].&lt;br /&gt;
** I typically got Chain 2-3 unless [[Diseased]], for about 4k/hr.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
(F-7) near the [[Halvung]] zone, stay in the tunnel until you are ready to aggro a flea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Zone is close to camp.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Sanction possibly makes XP godly here.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Low traffic, not many people try and fight [[Chigoe]]s&amp;lt;br&amp;gt;&lt;br /&gt;
::*Good spot for Duo if you find another BLM there.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Duoing with a SCH allowed for reliable chain 5s, not to mention SCH has Viruna and higher enfeebling skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Unable to target prey until after they aggro you.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Fleas hit fast, make sure [[Aquaveil]] is up.&amp;lt;br&amp;gt;&lt;br /&gt;
::*&amp;lt;Have to [[Sleep]](2) the prey before you cast AM&amp;lt;br&amp;gt;&lt;br /&gt;
::*All the buffs waste a little more mp the you were before this.&lt;br /&gt;
::*Respawn is 15min, it looked like.&amp;lt;br&amp;gt;&lt;br /&gt;
::*&amp;lt;s&amp;gt;Sleep is somewhat hard to stick&amp;lt;/s&amp;gt; Never resist with AF body + dark staff.&amp;lt;br&amp;gt;&lt;br /&gt;
::*They have additional effect: Diseased, which can make slow exp unless you bring Remedies.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===60-66 - [[Bibiki Bay]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Rarab]] ([[Hobgoblin Animalier]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: Low Level: ~1187, High Level:~1220 - 1232&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: It may be possible to come to this camp as early as 57. I came at 60 and my resist rate was floored. Also, you may want to consider switching back to /NIN. The earliest possible level to one-shot the pets here with certainty (barring resists) is 58, with [[Flood]], [[Neptune&#039;s Staff]] and either 101 INT and 20 MAB, or 114 INT and 15 MAB. At 60 one-shot certainty is also possible with [[Flare]], [[Vulcan&#039;s Staff]] and either 101 INT and 15 MAB, or 114 INT and 10 MAB. [[Flood]] is advisable, when possible, due to [[Goblin&#039;s Rarab]] weakness to [[Water (Element)]], as well as the lower MP cost of [[Flood]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notes: HorizonXI tested&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- At level 60 your resist rates will be floored. I got resists on my spells maybe 10% of the time maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
- Rabbits are usually very easy to sleep. Almost any combination of spells will work well.&amp;lt;br&amp;gt;&lt;br /&gt;
- EXP is insane.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Exp tends to slow down toward level 65+&amp;lt;br&amp;gt;&lt;br /&gt;
- It is no longer possible to 1-shot pets, unless you have pretty good gear. If you do, you can 1-shot them with [[Flare]].&amp;lt;br&amp;gt;&lt;br /&gt;
*  Pets can be 1-shot with [[Flood]] @58, but requires [[Neptune&#039;s Staff]], [[Republic Circlet]] (so your home nation must control region), [[Moldavite Earring]],    &lt;br /&gt;
:[[Sorcerer&#039;s Ring]], and 101 total INT. This will overkill the pet by only a few HP, with 100 total INT you will leave the occasional pet with 1% HP.&lt;br /&gt;
:@60 Flare requires the same amount of MAB but only 88 INT.&lt;br /&gt;
:@60 I was unable to 1-shot pets as hume with a total of 101 INT with HQ Staves, and only [[Moldavite Earring]] as MAB gear. (Boostuning on Kujata)&lt;br /&gt;
:@63 AeroIII &amp;gt; StonegaIII if you cant one shot with Flare, it is recomend&#039;d to use this method, it work quite nice and spend less mp, up to 14kxp/hr like this till 65. Resists can be killfull, uses Bind or Sleep in that case. (/NIN is highly recommended)&lt;br /&gt;
:@60 was able to one shot with Flare for only 1208 dmg and no [[Republic Circlet]] (not in control of area).&lt;br /&gt;
&lt;br /&gt;
:@61 as an Elvaan was having trouble keeping SleepII to stick long enough to make this a viable soloing spot, even with almost maxed out INT+ gear, but no merits for INT though. Also Burst &amp;gt;&amp;gt; Sleep II &amp;gt;&amp;gt; Water III always left it with a sliver of life on rabbit, and the low Elvaan INT made for too many spell interruptions to survive. &lt;br /&gt;
&lt;br /&gt;
- There is no zone anywhere nearby. You may have to resort to [[Sleep]](ga) + log off to save your butt sometimes.&amp;lt;br&amp;gt;&lt;br /&gt;
*Be aware that the [[Hobgoblin Animalier]] is very resistant to [[Sleep]] so you might have to target him separately with [[Sleep II]] to be able to succeed in logging off.&amp;lt;br&amp;gt;&lt;br /&gt;
- Unfavorable goblin movement may interrupt chains.&amp;lt;br&amp;gt;&lt;br /&gt;
- The Cacti at Camp #1 often make it difficult to see the [[Hobgoblin Animalier]] and can occasionally slow down pulling. &amp;lt;br&amp;gt;&lt;br /&gt;
- The camp(s) are often occupied.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): &amp;lt;s&amp;gt;I found only one camp.&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;There seem to be 3 camps that work.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
At F-7 in [[Bibiki Bay]] you will find a [[Catoblepas]], &amp;lt;s&amp;gt;a Hobgoblin Venerer&amp;lt;/s&amp;gt;, and a [[Hobgoblin Animalier]] near some cacti. Past them is a narrow passageway leading southward toward some more cacti, deeper into Bibiki Bay. Camp in the narrow passageway.The Second goblin can pop as either Venerer(in the camp) or Martialist(north of camp).  If you kill the Venerer, eventually the Martialist will pop and will stay clear of the South camp.&amp;lt;br&amp;gt;&lt;br /&gt;
::*This is commonly called &amp;quot;F-7 South&amp;quot; in the Comments field.  &lt;br /&gt;
&#039;&#039;&#039;CAMP #2:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the Northeast corner of F-7 in [[Bibiki Bay]], there is a passageway.  Northeast of the passageway, there is a [[Hobgoblin Animalier]] that wanders near and around a large rock.  I pulled primarily from the rock to the passageway, however, there are several safe places to pull to.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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::*I&#039;ve found that in the case of the Goblin linking , you can kite it around the rock until it deaggros which can take as little as 1 minute  to 5.{Talin of Bahamut}&lt;br /&gt;
::*If kiting the Goblin around the rock, make sure not to aggro it again, once it deaggros.  Sleeping the Goblin by the rock, and then logging out away from the rock, will prevent the Goblin from despawning, as it is still in its normal roaming area. {Docstu of Alexander}&lt;br /&gt;
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::*This is commonly called &amp;quot;F-7 North&amp;quot; in the Comments field.&lt;br /&gt;
&#039;&#039;&#039;CAMP #3:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In G-6 is another [[Hobgoblin Animalier]].  The safest camp is against the north wall, up the little ramp; the [[Hobgoblin Martialist]] won&#039;t aggro here.  Be careful not to pull when the other Rarabs will link.  Some times the pet will take an indirect path to get to you; usually this just gives you more time before it gets to you, but sometimes it can be a problem.  Eventually you&#039;ll learn the patterns.  If the BST stays looking at you too long, you can also pull from the other side into one of the pockets in the east wall; this is usually safe too, but not as reliably safe as the north wall.&lt;br /&gt;
&lt;br /&gt;
Duo: Lv Sync.. You can start to duo there around 56 the exp will be great till 60, once you get to the 60~61 range the exp will start to go down for 160~200exp a kill, at 62 the exp will be gimped &amp;amp; it wont be worth duoing there anymore.&lt;br /&gt;
&lt;br /&gt;
===64-71 - [[Newton Movalpolos]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bat]] ([[Goblin Headman]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: Up to 1260&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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NOTE: Special items may be required to reach these camps. Study up on [[Newton Movalpolos]] and its particular dungeon obstacles before proceeding. One-shots are possible with certainty (barring resists) with [[Flare]], [[Vulcan&#039;s Staff]], 108 INT and 15 MAB.&amp;lt;br&amp;gt;&lt;br /&gt;
*Casting &amp;quot;Ice Spikes&amp;quot; or another buff of this kind can help you a lot, because sometimes Pet&#039;s HP is really really low when you end casting your spells, and only one spike blow of 8 DMG can kill it, really helps if you are not killing those with &amp;quot;1 shot blow&amp;quot;, and also it can save you sometimes.  However, it will prevent you from using [[Bind]] to get away from the bat to cast another spell, as spikes damage will break [[Bind]].&lt;br /&gt;
*It is still possible to 1-shot pets with [[Flare]] if you have good gear. Unfortunately I didn&#039;t, so I had to resort to [[Blizzard III]] &amp;gt; [[Waterga III]], but I&#039;ve personally witnessed other BLMs killing them with a single [[Flare]] for 1254 damage every time.&lt;br /&gt;
*I managed to consistently 1-shot with [[Flare]] for 1256 as a mithra 65BLM. 105 total (64 + 34 + 7) [[INT]] and 15 MAB ([[Moldavite Earring]] and [[Sorcerer&#039;s Ring]]). I did not one shot when I had 102 INT, only doing 1243 damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;Take into account the damage reduction due to level difference (if such exists)&amp;lt;/s&amp;gt; As a level 64BLM with the exact same stats (105 INT, 15 MAB), did not manage to consistently one-shot the bats with [[Flare]], dealing 1249 damage.. (Sumimi of Kujata)&lt;br /&gt;
**Came back with 107 INT, 15MAB at level 65BLM, dealt 1257 damage with [[Flare]], and still didn&#039;t one shot.&lt;br /&gt;
**Came back again with 108 INT, 15 MAB at level 66BLM, dealt 1266 to one shot all bats with [[Flare]].&lt;br /&gt;
*The bats at Camp #3/4 (J-8) definitely have more HP than the one at Camp #1/2 (G-9).  At Camp #3/4, my 1256 Flare (108 INT, 15 MAB, Mithra, Lv. 66) was able to oneshot the lower level ones (280 exp), but not the higher level ones (300 exp).  In contrast, at Camp #1/2, I&#039;ve been able to oneshot every single bat (barring watersday/resist) with only 105 INT, since level 64. --[[User:Vyrha|Vyrha]] 06:00, January 20, 2010 (UTC)&lt;br /&gt;
**I can verify that 105 INT and 15 MAB ([[Moldavite Earring]] and [[Sorcerer&#039;s Ring]]) is enough to [[Flare]] one-shot the (G-9) Gobling&#039;s Bat of any level.  I came here at 63. --[[User:Dayle|Dayle]] 16:15, January 28, 2010 (UTC)&lt;br /&gt;
** please note that this camp is a death trap for those without [[Sorcerer&#039;s Ring]], at 66 with 105 INT(58+40+7, elvaan blm/nin) and 5 MAB, was completely unable to 1 shot, unresisted nukes were under 1100, luckily I came /nin or would have had much less chance at getting my 2nd nuke off flare 1098&amp;gt; bliz2 158 killed it, the int difference from /rdm might have done the trick, but I doubt it as the difference between in when ur /nin and /rdm isnt going to cover a 10 MAB gap at this lvl...I did kill a few before I left, but had to run to zone multiple times because of aggro, very unsafe camp...it says it in the description 20% gob movement, and thats better? at bibiki bay I could pull from almost any position, so like 5% unfavorable movement at best. [[User:JavelinX|JavelinX]] 04:41, July 31, 2010 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Pets can drop coffer keys.  After you get the map from the coffer, most coffers give 10-18k gil.&lt;br /&gt;
::*EXP will be very good your first few levels.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*It is no longer possible to rely on sleeping the pets due to bats&#039; high natural resistance.&lt;br /&gt;
::*You can only get to these camps (other than camp #2) if you meet certain prerequisites, which may be more hassle than the average player thinks they are worth. The fastest way to get to this camp is to enter [[Oldton Movalpolos]] at E-13. Shortly after entering you will find an NPC goblin named [[Twinkbrix]]. Get him to teleport you and you will be able to backtrack out of the mine and to the camps listed.&amp;lt;br&amp;gt;&lt;br /&gt;
::**In order to get to these camps the easiest way, you have to talk to the goblin [[Twinkbrix]] at the E-13 entrance to [[Oldton Movalpolos]] and gamble with him. Once you win, trade him 2000 gil and he will warp you straight to [[Mine Shaft #2716]]. To gamble with the goblin, trade him between 1-10000 gil. He rolls 2 dice and the number he rolls has to be between 2 and X, where X is based off of the amount of gil you trade to him. 10000 gil gets you the best odds of 2-50, though 2716 gil works well too (on Lightsday).&lt;br /&gt;
::**[[Tarnotik]] can also teleport you to the Mine Shaft.&lt;br /&gt;
Camp locations:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CAMP #1:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The camp itself is at G-9, just behind the two [[Bugbear Watchman]]. They will never turn around unless you attack them.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- There is a zone partway into the tunnel in front of the [[Bugbear Watchman]]. You will, however, be hard pressed for survival should &lt;br /&gt;
they see you.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The bugbears never turn around, making resting in this section very safe.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Unfavorable goblin movement only occurs 20% of the time. Most of the time, they are in favorable positions. You&#039;d only have to wait for the Goblin Headsman to be in a good spot, the Goblin Marksman is usually minding his own business.&lt;br /&gt;
::*At least 7000EXP/HR or more depending on goblin movement. Safest camp out of them all. Consistant Chain #3/#4 even when goblin took a couple walk arounds to get into a good position to pull.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Unfavorable goblin movement may interrupt chains. In fact, this is a very big CON. Often times I would have to wait several minutes between pops just for the goblin(s) to move into a favorable position.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You may be able to reach the bat on the platform if you stand on top of the debris near the two [[Bugbear Watchman]].  This was observed with a female Elvaan, and may work with other races.&lt;br /&gt;
- Unsafe to pull from debris near Bugbear Watchman, bat takes weird pathing and you may find yourself dead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
This camp is for the same bat as Camp #1, but instead of resting near the bugbears, you will be below the ledge that the goblins stand on.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can just walk to this camp, no need to mess with teleporting Moblins.&amp;lt;br&amp;gt;&lt;br /&gt;
- A coffer can pop on the exact spot where you rest.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If 1-shotting applies to you, this camp is better due to the fact that you will never have to move. Simply stand up, [[Flare]], then rest.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Chain 5 easily attainable for one-shotters.&amp;lt;br&amp;gt;&lt;br /&gt;
::*This camp is easily duo-able starting at 60, and possibly at 59 using Timed AMs ([[Freeze]] for the cheapest cost).  Two AMs will almost always kill it, even if one was resisted for 50%.  You can make 12k+ an hour that way, with max XP per kill all the way up to 64-65.&amp;lt;br&amp;gt;&lt;br /&gt;
- With the new Aquaveil update, this camp is pretty good - just heal against the ledge and they can&#039;t see you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Unfavorable goblin movement may interrupt chains.  This is no worse than most other situations where you cannot one-shot pets.  In fact, it&#039;s far, far better than camping on the ledge above where you have to move to pull and can be cut off from the bat entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is no zone nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You have less room to run around due to the fact that there are goblins to the east that are quite often within aggro range should you wander too close.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Goblins can aggro from the ledge above.  The very NE corner of the platform as close to the stone pillar as you can get seems to be aggro-free.  You can also hit the bat with spells almost anywhere it wanders from this position.&amp;lt;br&amp;gt;&lt;br /&gt;
::*This is a very unforgiving camp if you can&#039;t one-shot.  You&#039;re trapped in one small spot very close to the bat.  There&#039;s no casting from maximum range to give yourself extra time to get the second spell off.  Often a shadow will be taken before you even start casting your second spell.  If you forget to recast Utsusemi, if the bat double-attacks twice, or if a spell gets resisted you&#039;re in trouble.  If this happens Stun then Bind are probably the best option.  You&#039;re not likely to ever survive a goblin link.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
There are two more [[BST]] in the gate circle in (J-8), one on the west side and one on the north side.  Get to the Mine Shaft somehow, walk out and follow the walkway to J-8.  The North bat is best camped from the Furnace Hatch to the east in (K-8).&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*No aggro at the Furnace Hatch.&lt;br /&gt;
::*Awesome exp. I&#039;ve gotten Chain6 from west side once or twice (Boostuning - Kujata)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Long pull through the gate; you have to stand by the east goblin while you pull, doubling your risk of adds from unexpected goblin movement.  This camp is more commonly used by [[BLU]] who can pull faster and from farther away with [[Ranged Attack]].&lt;br /&gt;
::*Have to be on other side of the gates, or you will have to pull through the gate and it can be killfull since gobs are changing position really often.&lt;br /&gt;
::*Bats take weird paths when they go through gate and may fly in front of master. You have to wait for two goblins to move to safe positions before pull.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #4&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
The West bat in the (J-8) circle (see camp 3) is camped from just outside the circle on the west side.  To get there, go through the circle and out to the south, then around to approach the circle from the west.  The best place to stand is just east of the west border of the red rectangle painted on the ground, up against the north edge of the walkway.  At this spot the Goblins to the west will rarely aggro, so you mainly have to worry about aggro from the Goblin [[BST]].  He can walk out next to you and aggro, so it&#039;s important to keep [[Invisible]] on while resting.  However, most of the time he just walks back and forth in the circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Best camp compared to others 3. Chain#5 Every time, up to 15k/hr without band.&lt;br /&gt;
::*No need to move at all, just stand up, cast your two nukes, Utsu/Tonko, and rest.&lt;br /&gt;
::*Less waiting for goblin movement; it&#039;s usually safe to pull as soon as he summons the bat.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::* Aggro close on both sides. Staying the nearier of the center circle and aggro from East side shouldn&#039;t be a problem.&lt;br /&gt;
::*It is very dangerous to [[Bind]] and move away, try to bind a move a little back to avoid aggros from behind.&lt;br /&gt;
::*Takes more than two nukes and there is no room to move around. The goblins from behind can get VERY close.&lt;br /&gt;
::*Tonko: Ichi takes a while to cast, goblin may turn around and kill you during that time.&lt;br /&gt;
::*Waste of Shinobi-Tabi (Tonko tolls)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===65-68 - [[Aydeewa Subterrane]]===&lt;br /&gt;
Prey: [[Qiqirn Enterpriser]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 3500 - 4000 &amp;lt;br&amp;gt;&lt;br /&gt;
Note: The ranger [[Qiqirn]] will not attack you with anything but ranged attacks unless you are close enough for a them to melee, if they start to melee you then just walk away and they will range attack you (this usually only happens when you stand on top of them an cast they will melee). Even if you do get hit it will not interrupt your spell casting. Takes 7-8 tier 3 spells and a drain to kill (Blizzard, Fire, and Aero). May need to sleep and rest if soloing at lower levels make sure to save MP for sleep. If entering via the Bhaflau Thickets (I-8) entrance there is a single Qirirn Enterpriser very near the zone line, a good place to try out your skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): [[Blue Mage]] Quest pool at (H-9). You get there by going to (I-7/8) in [[Bhaflau Thickets]].&lt;br /&gt;
There are 5 [[Qiqirn Enterpriser]]s at this spot, 2 south of the pool, 1 close to the west, and 2 far to the northwest. There is a sixth Qiqirn (a [[Qiqirn Lieuter]]) in the vicinity. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Black Mage Guide by Lion heart.png|center|thumb|90px|The 5 Qiqirn Enterprisers]]&lt;br /&gt;
Unlike some ppl said, there are 5 Qiqirn Enterpriser, all the time.  -- [[User:Gael77|Gael77]] 10:55, 15 october 2008 (GMT +2)&amp;lt;br /&amp;gt;&lt;br /&gt;
They repop on a 16 min which means chain #4 is the highest you can get.&amp;lt;br&amp;gt;&lt;br /&gt;
There are worms in some of the passages around the room, you can Aspir them to get some MP back. Just make sure you run out of casting range afterwards unless you want to eat a Quake or Stone IV.&lt;br /&gt;
&lt;br /&gt;
I was able to solo here from 61 with some difficulty, after 63 it was much, much easier. A [[Sorcerer&#039;s Ring]] is a huge help here as the mobs will keep your HP below the latent without the need for convert gear. -- [[User:Andromida|Andromida Lakshmi]] 18:36 06 Nov 2009 GMT&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* The [[Qiqirn Enterpriser]]s never interrupt your casting.&lt;br /&gt;
* Weak to magic, always did 450+ damage to them.&lt;br /&gt;
* Almost impossible to die.&lt;br /&gt;
* [[Sanction]] Bonus.&lt;br /&gt;
* Easy to get to.&lt;br /&gt;
* Can Deaggro links by running through water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* More then 2 BLM and you will run out of mobs, one duo can monopolize area.&lt;br /&gt;
** Two Lvl. 60 Taru BLMs can easily get chain 4 by starting with the [[Mold Eater]] and then clearing the 5 [[Qiqirn Enterpriser]]s.&lt;br /&gt;
* Respawns are slow.&lt;br /&gt;
* Waste a lot of MP, not the most efficient/fastest kills. (Solo at 65/66 often requires sleeping the mob to regain enough MP to kill it)&lt;br /&gt;
* If you move the [[Qiqirn Enterpriser]] may try to run off, only problem when you 1st get there and [[Stun]] stops them from getting friends. (Note: Even if you don&#039;t move and another [[Qiqirn Enterpriser]] or the [[Qiqirn Lieuter]] is nearby, the [[Qiqirn Enterpriser]] will still try to run towards them to get a link.  Be ready to use [[Sleep II]] at all times.  (Scudmissile of Ramuh).)&lt;br /&gt;
** It is possible to get exp chains here. You just have to have a lot of MP regen while healing + gear and some good luck with resist rate.&lt;br /&gt;
** Subbing [[Scholar]] on Qiqirn camps is a good idea, [[Parsimony]] [[Flare]] is very MP efficient, I been able to use 2 [[Stratagems]] per fight, reaching Chain #2 consistently, Chain #3 after getting Thunder III. [[Stoneskin]] and [[Blink]] are not really required.&lt;br /&gt;
** As Blm65 Elvaan with 80 Int and no food I was able to Fire III for 478, Blizzard III for 524, and Aero III for 434 each time. Exp was roughly 276-322 per kill. (A Blm from Ramuh server.)&lt;br /&gt;
** If you memorize the cycle of which you kill the 5 qiqirns it cuts down on time looking and running around since they pop in completely different locations. This is also good if ppl are trying to steal your camp you will know the general direction that the qiqirin is going to pop so you will have a higher chance to claim. Please dont steal others camps... (Takumikun of Bahamut)&lt;br /&gt;
** I came here as BLM65/WHM32 and had no trouble killing the mobs without resting, as long as there were no links.  &amp;lt;s&amp;gt;At BLM66/WHM33, you get [[Reraise]], which means you don&#039;t need a [[Reraise Earring]] or [[Reraise Hairpin]] unless you want one.&amp;lt;/s&amp;gt; With the most recent update, you now get [[Reraise]] at BLM50/WHM25.  [[Stoneskin]] + [[Blink]] for my only defensive spells.  At BLM65: [[Blizzard III]] + [[Fire III]] + [[Aero III]] + [[Bio II]] + [[Drain]] were the only spells I needed.  [[Melon Pie +1]] was the only food I used.  At BLM65, I easily got over 300 exp per kill without [[Empress Band]] and almost 500 exp per kill with.  Exp starts to slow at BLM66 and the kill speed makes this camp less favorable after BLM66, imho. (Scudmissile of Ramuh)&lt;br /&gt;
**As a Taru BLM63/SCH31 this is a viable camp as well, I chose to pull with [[Drain]] and cycle in [[Aero III]], [[Water III]], and [[Fire III]].  As long as you remember to use [[Drain]] effectively you can end a battle with 150-200+ mp and not have to [[Sleep]] and rest.  Barely used strategems, so viable with probably any sub really as a taru.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===66-70 - [[Uleguerand Range]]===&lt;br /&gt;
Prey: [[Giant Buffalo]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 4500~&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Unable to solo safely, best in group or duo.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*These are very fairly safe to solo. The camp is EXTREMELY dangerous, but the buffalo are very weak, and also aspirable.  Gravity is necessary.  Even with gravity on, these move fairly fast.  Solo these much like you would a rat, spam of T3 spells.  &lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
*J-10 on ramp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Buffalo are relatively weak to magic. Even with NQ staves, resists were not an issue.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Buffalo are slow and inaccurate, so interrupt rate when casting sleep isn&#039;t much of a worry. (130 damage taken @63 when they did land a hit).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Roaming [[Brontotaur]] and [[Nival Raptor]] at this camp can interfere with exp.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Duo @63 was passable at best. 4x unresisted [[Flare]]/[[Burst]] sometimes left the mobs at 1% health.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
===66-74 - [[Vunkerl Inlet (S)]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Gigas Helmsman]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1382&amp;lt;br&amp;gt;&lt;br /&gt;
Int of Prey: 54-55&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Due to the tiger&#039;s above average movement speed /nin is recommended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Location(s):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (E-12)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Camp at the end of the tunnel past the [[Dire Bat]]. The only mob at this camp is the [[Gigas Helmsman]]. &amp;lt;br&amp;gt;&lt;br /&gt;
--Note: A [[Gigas Jack]] wanders in here as does a [[Demonic Rose]] periodically.  They pose little risk for aggro. (Scudmissile of Ramuh)&amp;lt;br&amp;gt;&lt;br /&gt;
-Highly recommend this camp.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Bushes in the area sometimes causes weird pathing problems during pulls, similar to the cacti at the [[Bibiki Bay]] camps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*At 66 hume/nin was able to ThunderIII - ThundagaII and kill everypet without resist (no help from day/thunderstorm). Chain 5 are very easy at E-12 camp.&lt;br /&gt;
*I&#039;ve been at camp #1 from 66-71 so far and will be staying until 72 at least. I&#039;m currently getting around 5-6k/hour at 71 here (Stayed at 5k/hour at 72 also so this camp is usable until 73 [Tried it tonight at level 73 and was still getting 4k/hour so this camp could be used til 74 even though 73-74 would be kinda slow. It would be worth soloing here while seeking a manaburn party-Math]). My strategy at this camp has been [[Thunder III]] &amp;gt; [[Aeroga III]] with no sleeping the mob unless I have a resist. The tiger hits on average for 180-240 damage (hume) and has very high accuracy. They also [[Double Attack]] fairly often. {Mathisyn of Midgardsormr}&amp;lt;br&amp;gt;&lt;br /&gt;
*Two black mages can duo here as early as Lvl.60; a trio works as well (all should sub NIN). For a duo setup, the BLM with more MP pulls with tier II (usually [[Thunder II]]) and follows up with [[Stun]]. The second BLM should be in the middle of casting [[Thundaga II]] as the puller comes back. The stun should save a few shadows on the puller, and the *-ga II spell will transfer hate onto the second BLM, who also uses a well-placed [[Stun]] after casting. The puller at this point should have at least one shadow left and be in the midst of casting [[Thundaga II]] to finish off the tiger. Done correctly, the two BLMs bounce hate, and should never get hit. Both BLMs should definitely be well geared --(full AF, Shaman&#039;s, HQ staves, Tamas and/or Balrahn&#039;s Ring, Penitent&#039;s Rope, etc.) The key, whether duo&#039;ing or trio&#039;ing, is to spam nukes and use well-timed [[Stun]]s. With a trio, you never run out of MP, and with a duo as well (provided you take turns pulling). Exp drops down into the 150-210 on chain 0 for a duo at Lvl. 69 with no exp band, 130-200 for Lvl. 72 with no exp band. You can start pulling with [[Drain]] and finish with [[Blizzaga III]] at Lvl. 72.&lt;br /&gt;
*Did a four mage party here at 58, and there were too many resists.  XP was still great, but much too dangerous to justify the risks&lt;br /&gt;
*I managed to pretty consistently (about 70% of the time) one-shot these tigers with [[Flare]] at level 70 doing 1359 damage. Occasionally I would only do 1356 damage and they would be left on 1%, these tigers gave more xp so must&#039;ve been higher level. 70 Mithra BLM INT 68+39, MAB +23 ([[sorcerer&#039;s Ring]], [[Uggalepih Pendant]], [[Moldavite Earring]])&lt;br /&gt;
*Also did a four mage burn here but at level 56. Exp good and it was rather easy. Just have to make sure you have a stun order in place. The tiger rarely hit the puller. [[User:Yunalie|Yunalie]] Siren 15th of Feb. 2009 &lt;br /&gt;
*Whenever I come here, I can always find a full party of Black Mages willing to stay for awhile, I&#039;ve been here from level 56 and just hit level 67 -- Rothy, Fenrir Server.&lt;br /&gt;
*At level 68, I successfully soloed here for consistent chain 3 and 4s with RDM subbed. I never died, even when the Gigas aggroed. My INT was at 76 + 28 and I was using a [[Moldavite Earring]] and the [[Wizard&#039;s Coat]] for Sleeping. I pulled with [[Stone IV]] &amp;gt; [[Sleep II]] &amp;gt; [[Stonega III]]. Always have a fresh [[Stoneskin]] and [[Blink]] up each pull. If you start casting immediately after the tiger attacks, you can get in a Sleep II with [[Fast Cast]] in sticky situations. I might also add that none of my skills were capped. My conclusion is that NIN sub is definitely NOT required. - Galcienn of Kujata&lt;br /&gt;
*These tigers have higher HP, at least up to 1382 (depends on level of course). At level 72, 24 MAB and int 70+33+7 (cream puff), I was unable to one-shot the higher leveled ones (I assume they are level 75) for 1375 damage, but managed to one-shot all the weaker ones for 1379 damage.  This obviously might end on death, if you Flare a level 75 tiger while the gigas is facing it. &lt;br /&gt;
** Came back with 72 base int (subbin rdm instead of nin).  Was able to one-shot every single tiger for 1382 damage.&lt;br /&gt;
*Confirmed that 1381 damage is not enough to one-shot every tiger. 115 INT and 23 MAB (including [[Uggalepih Pendant]] and less than 51% MP), along with [[Vulcan&#039;s Staff]] and [[Flare]], would be required to one-shot as low as level 70. By 72, 19 MAB and 125 INT is enough to one-shot every tiger.&lt;br /&gt;
*Partied here at level 56; PLD, WHM, BLM/NIN x3. Never resisted as Elvaan Black Mage with 53 + 19 INT using NQ elemental staves. &#039;&#039;&#039;Focus on their weakness to Thunder and Fire&#039;&#039;&#039;, using a minimum Tier 2 nukes; ie. Fire II, Firaga II, Thunder II, Thundaga II. &lt;br /&gt;
:::*&#039;&#039;&#039;WARNING&#039;&#039;&#039; If you are going to try to solo here as Elvaan i was 66BLM/33NIN pulled with thunderIII was resisted tried to sleep @ camp was resisted both times INT was 58+37 with moldy earring and AF body for sleep Shadows came down and i was dead in seconds. Not saying this isnt possible but beware of resists they will kill! GL [[User:Matchu25|matchu25]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #2: (D-12)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Camp on the hillside behind the gate. There is a very narrow area here that is safe to rest without agro from the giants on top of the hill. Don&#039;t go past the top &amp;quot;step&amp;quot; and you will be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
-The XP at Camp #2 is just as good as first camp.  Pulls are slightly dangerous, but consistent chain 5. Gigas don&#039;t roam far/long with their pets like the goblins do, making it easier to chain.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For camp #2, I would suggest sleeping after the first Tier 3 spell. I also went T3/Aeroga3 per suggestion and since the tigers move so fast, I typically lost at least 1 shadow pulling them back behind the gate, more often 2. Using both spells without sleeping usually got me KO&#039;ed.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*@Camp #2, please note the Gigas Deckhand to the west (topside of hill). After the initial pull of the pet, DO NOT go past the first group of &amp;quot;Wooden&amp;quot; steps beyond the &amp;quot;Gate&amp;quot;. At the very edge of the last step it puts you about 15&#039; away from the Deckhand and far away enough from the group to the East. - {Phoking of Ramuh}&lt;br /&gt;
*@Camp 2 also, not sure if just my luck, but I was well below the last step of the first group, and still aggro&#039;d the Deckhand...  Fair warning, you may want to have invisible up while resting if at Camp 2. -- Yondaimesama, Asura Server&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Pet xp again. Chain #5&#039;s fairly common at camp #1. 10k+/hour is very attainable here.&amp;lt;br&amp;gt;&lt;br /&gt;
*Mob at camp #1 always in easy casting range.&amp;lt;br&amp;gt;&lt;br /&gt;
*A roaming sprite occasionally passes through camp #2.&amp;lt;br&amp;gt;&lt;br /&gt;
*Sigil [[Regen]], [[Refresh]], reduced exp loss, and increased meal duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*The tigers hit hard and they attack and move fast. /nin is almost a requirement.&amp;lt;br&amp;gt;&lt;br /&gt;
*Camp is usually crowded&lt;br /&gt;
*At 67, with capped enfeebling magic (217), tigers regularly resisted sleep (every other round I would have to use both sleep spells just to stick one). I rarely got resisted at 70.&amp;lt;br&amp;gt;&lt;br /&gt;
*Like many other beastmen pet camps, mob movement may interrupt chains.&amp;lt;br&amp;gt;&lt;br /&gt;
*Undead at camp #2 will cause problems if you take any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Multiple gigas at camp #2 can slow down pulling, especially when the helmsman moves into the corner of his spawn area.&amp;lt;br&amp;gt;&lt;br /&gt;
*The pathing at camp #2 is very atypical. Tigers will often take weird paths; usually avoidable by casting while completely behind its master (just assume it has 180 degree field of vision and you&#039;ll be ok).&lt;br /&gt;
*Due to the narrowness of the tunnel, along with trees and bushes in your field of view, it can be very hard to see if the Gigas has linked at camp #1. I&#039;ve not yet survived a Gigas link because I&#039;ve never been able to tell it was coming after me until all three of my shadows were long gone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #3: (J-6)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Camp on the hill just above the first set of &#039;steps&#039; past the gate.  There&#039;s little aggro on either side as long as you don&#039;t wander too close to the gate or too far past the steps.  The [[Gigas Helmsman]] wanders decently far down the slope, but won&#039;t aggro as long as you&#039;re not past the first shrub above the steps.&amp;lt;br&amp;gt;&lt;br /&gt;
-XP at the camp is much the same as the other two.  Like the 58 camp in [[Newton Movalpolos]], the Gigas only wanders back and forth in a line, though in much shorter bursts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Pets again, easy chain #5 when the Gigas behaves.&amp;lt;br&amp;gt;&lt;br /&gt;
*Much safer pulls and resting than Camp #2.  Only have the one [[Gigas Helmsman]] to deal with, rather than him and three friends.  No undead at night either, so no worries about dying just because the tiger hit you once.&amp;lt;br&amp;gt;&lt;br /&gt;
*No odd pathing to worry about, taking out the guesswork of whether the [[Gigas&#039;s Tiger]] is safe to pull or not.&lt;br /&gt;
*Debatably better than Camp #1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Fierce Smilodon]] like to hang out in front of the Cyclopean Gate getting to camp, and [[Ignis Djinn]] hang out with the Gigas, so you&#039;ll have to avoid recasting [[Invisible]] if you&#039;re not /nin.&amp;lt;br&amp;gt;&lt;br /&gt;
*Sometimes difficult to see the [[Gigas Helmsman]] due to the hill and cliff unless you run up higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the E-12 camp, since this camp is probably one of the best you can find in all your way to solo BLM, expect it to be overcrowded, even BLM75s come with their friends to sync Lv at 60 &amp;amp; merit... seen lots of dramas for this camp (Cerberus Server) . &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;===64-74 - [[Vunkerl Inlet (S)]]===&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Gigas Helmsman]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1400&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
i have found out that its better to duo all you need to do is at lvl 64 one of you cast burst on it and at 40% casting make a call for them to cast any tire 3 you should always 2 shot it lol&lt;br /&gt;
&lt;br /&gt;
===68-74 - [[Beaucedine Glacier (S)]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Gigas Flesher]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1390-1400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the tiger&#039;s above average movement speed /nin is recommended.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note #2:&#039;&#039;&#039; There are multiple [[Icefang Tiger]]s at each of the camps which aggro by sight and wander around a lot, which can interrupt chains and make each of the camps fairly dangerous. I recommend bringing Tonko tools to rest while invisible. Also, the [[Icefang Tiger]]s will NOT link with the [[Gigas&#039;s Tiger]] while pulling. The Tiger will resist Sleep a lot at Level 68.&lt;br /&gt;
* This is a very viable alternative to [[Vunkerl Inlet (S)]], especially after level 68. Pets are slightly higher level and provide more exp per kill. EXP/Hour is just as good if not slightly higher than VI(S), albeit not as safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Location(s):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (I-7) Past the Pso&#039;Xja Tower.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Only 2 aggressive mobs in the area, the Gigas Flesher itself and a single [[Icefang Tiger]].&lt;br /&gt;
* The [[Gigas Flesher]] stands still a lot, very easy to pull the Tiger.&lt;br /&gt;
* Overall, better EXP per kill than [[Vunkerl Inlet (S)]] at 68-69.&lt;br /&gt;
* Pathing on the [[Gigas&#039;s Tiger]] is weird, allowing you to run quite a distance after pull without him taking shadows. Still recommend /nin though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* The Gigas Flesher at this camp has a very large wandering radius.&lt;br /&gt;
* The [[Icefang Tiger]] also has large wandering radius, and can mess up pulls sometimes when he decides to hang out past the tower instead of around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #2: (H-9) Top of the Ramp (note: the ramp is more I-9 than H-9). Similar spot to where the Goblin Pathfinder camp is at level 34 in present Beaucedine Glacier.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Camp is near a ramp where you can rest safely.&lt;br /&gt;
* There are 3 Gigas Fleshers in this area to choose from, one spawns north of the ramp, the other two south.&lt;br /&gt;
* High Chains possible by alternating the 3 Giga&#039;s Tigers.&lt;br /&gt;
* The Gigas Fleshers stand still a lot, very easy to pull the Tiger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* There are also a couple of [[Gigas Pelter]]s nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #3: (H-7) Bottom of the Ramp.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Camp is near a ramp where you can rest safely.&lt;br /&gt;
* The Gigas Flesher stands still a lot, very easy to pull the Tiger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* There is also a [[Fulminator|Djinn]] type mob near the Gigas as well which will aggro Magic casting.&lt;br /&gt;
&lt;br /&gt;
=== 68~74 - [[Xarcabard (S)]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] &amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 1400~ HP &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Camp Location(s):&lt;br /&gt;
&lt;br /&gt;
Camp #1: Middle of H-9 On the wall. 2 [[Gigas Flogger]] walk on each side of camp. It is suggested that players observe their movements to find a safe camp outside of their aggro range.&lt;br /&gt;
*came here at lvl 65, great exp, not many resists, elvaan mp was kinda ftl lol, int 58+45(with food), +5MAB, hq dark/ice/water, all other nq, spider torque for sleeps, pull with bliz3&amp;gt;sleep2&amp;gt;freeze, easy chain 4&#039;s just like many previous camps, avg about 10k/hr~ without ring. [[User:JavelinX|JavelinX]] 03:14, July 29, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Chain solo for over 300 exp each number in chain until Level 72.&lt;br /&gt;
* Bonus experience gained if partying with a party of 2-5 members total.&lt;br /&gt;
* Frequent ice weather for more damage on Blizzard spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Possible aggro from [[Greater Amphiptere]].&lt;br /&gt;
* Tigers have high running speed and double attack.&lt;br /&gt;
* Pulling on a slope can cause the Tiger to run in front of the Gigas Flogger, which can cause it to link.&lt;br /&gt;
* EXP tends to slow down at Level 72. (12k+/hour from 68-71, 8-9k/hour at 72)&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Camp #2: At the Campaign Arbiter (H-9)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Many [[Gigas Flogger]] (BST) in the vicinity.&lt;br /&gt;
* May be able to support two to three players. &lt;br /&gt;
* Frequent ice weather for more damage on Blizzard spells.&lt;br /&gt;
* Very easy to get to, once you have been in [[Xarcabard (S)]] once.&lt;br /&gt;
* Bonus experience gained if partying with a party of 2-5 members total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Avoiding aggro can be complicated at times.&lt;br /&gt;
* Pulling on a slope can cause the Tiger to run in front of the Gigas Flogger, which can cause it to link.&lt;br /&gt;
* EXP tends to slow down at Level 72. (12k+/hour from 68-71, 8-9k/hour at 72)&lt;br /&gt;
* [[Ruly Imp]] can aggro on the western side of the C.A. if you&#039;re not careful.&lt;br /&gt;
* [[Greater Amphiptere]] wanders at the camp frequently, making it very dangerous. &#039;&#039;&#039;Note:&#039;&#039;&#039; I&#039;ve camped at Sleiney, C.A. for the past 3 days and have never gotten aggro from the [[Greater Amphiptere]] while resting or attempting a pull, even when he was right in front or on top of me. --[[User:InspectorGadget|InspectorGadget]] 18:28, 13 August 2009 (UTC) &#039;&#039;&#039;Note:&#039;&#039;&#039; Camped at Sleiney, C.A. like the guy above said. [[Greater Amphiptere]] dropped down while I was resting and killed me. Took a ss if anyone wants me to post it. --[[User:Sinisterkill|Sinisterkill]] 0710, 30 March 2010 (EST)&lt;br /&gt;
* I had a great and safe time leveling here from about 70-75 in January 2010, with absolutely no aggro from Amphiptere (even if it was right over me), but after the March 2010 update, every time I&#039;ve come here, I&#039;ve gotten aggro within a few minutes.  Such a shame, this used to be an awesome exp (or even merit) camp. --[[User:Vyrha|Vyrha]] 16:05, April 28, 2010 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Levels 70-75==&lt;br /&gt;
===68-73 - [[Al&#039;Taieu]]===&lt;br /&gt;
Prey: [[Ul&#039;hpemde]] and [[Om&#039;hpemde]] &amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~4.1k for [[Ul&#039;hpemde]] and ~4.5k for [[Om&#039;hpemde]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Gravity]] is necessary; Sub RDM! If you&#039;re comfortable without [[Stoneskin]], you can start earlier than 68.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Gravity]] is not necessary for this camp. I am currently camping here as BLM65/NIN32. I am able to kill them better in my eyes than I was with RDM sub because of Utsusemi vs. the lack of Stoneskin. You just need to time your nukes so that they hit a few seconds after its mouth opens. That way you minimize the amount of time that it is bound. - Dajabola: Unicorn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location: A LOT&#039;&#039;&#039; Ul&#039;hpemde ~68-70&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  Om&#039;hpemde ~69-73 (any teleport area or near outside jailers)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*&amp;lt;s&amp;gt;There&#039;s lots of them!&amp;lt;/s&amp;gt; Seems to be different on Horizon, you need to search for them. &lt;br /&gt;
::*They do not attack until you deal damage (you can enfeeble before you nuke)&lt;br /&gt;
::*They take double damage with their mouth open.&lt;br /&gt;
::*There are many objects with odd shapes to kite them around. &lt;br /&gt;
::*They drop [[Luminian Tissue]] and [[Hpemde Organ]], which are useful for the quest [[In the Name of Science]], as well as [[Crystal]] clusters to sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*They hit very hard with mouth open, and can do a stun move if they get tp.&lt;br /&gt;
::*At lower levels, [[Gravity]] and [[Bind]] can wear off quickly, but generally worth the risk.&lt;br /&gt;
::*If you aren&#039;t careful, you might aggro a [[:Category:Yovra|Yovra]] floating in the sky. Since their level is considerably higher, this is quite dangerous. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
- You can predict exactly when they will open their mouths, and if your nuke lands while it is in the action of opening its mouth, it stays open!&amp;lt;br&amp;gt;&lt;br /&gt;
- They open their mouths exactly 30 seconds after they take damage (unless they&#039;re slept). If you gravity + pull with drain, you can bind ~40 sec recast on drain, and nuke at ~34 sec recast on drain. Once you get the hang of this you can chain 3 easily sometimes 4, for ~5-7k/hr. Sleeping them when their mouth opens works too. It&#039;ll remain open the entire time they sleep, but will close after nuke.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can start casting [[Freeze]] when your Drain timer is at 42 seconds(without fast cast gear, only the trait from /rdm) which took over half of an Ul&#039;hpemde&#039;s HP for me with [[Aquilo&#039;s Staff]] but otherwise pretty average gear.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===69-72 - [[Aydeewa Subterrane]]===&lt;br /&gt;
For an alternate camp choice from 65-72, try Vitriolic&#039;s guide in his [http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=1153395917124154864 &amp;quot;Blm easy solo xp 65-72 Aydeewa.&amp;quot; thread].&amp;lt;br&amp;gt;&lt;br /&gt;
Also can fight there as low as Lv66  with 100+Int  and MAB 5+&lt;br /&gt;
&lt;br /&gt;
Enter Aydeewa from E-10 in [[Wajaom Woodlands]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Prey: [[Qiqirn Archaeologist]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 4100~&amp;lt;br&amp;gt;&lt;br /&gt;
Note:&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s):I-9 or Roam between H-8 and I-8 (see image)&amp;lt;br&amp;gt;&lt;br /&gt;
Camp #1: [[File:SoloBLMAydeewaSubterrane3.png|right|thumb|90px|Spawn Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Mold Eaters around can be Aspired from, if you&#039;re brave(Sneak+Sleep+Aspir)&amp;lt;br&amp;gt;&lt;br /&gt;
*2 camps with 4-5 Archaeologists each means 2 BLMs can camp here, unlike most other camps this level.&lt;br /&gt;
*You will almost never die here as long as you can keep the Qiqirns from linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Almost need full MP to kill one, making it very hard to chain.&amp;lt;br&amp;gt;&lt;br /&gt;
*Mold Eaters around the Archaeologists&amp;lt;br&amp;gt;&lt;br /&gt;
*Will occasionally break off and run away. This can cause links to other Qiqirn in the area &amp;lt;br&amp;gt;&lt;br /&gt;
*Try to avoid Earthsday if possible, I had quite some partial resists (even on Sleep) on Earthsday. Not on any of the other days. &amp;lt;br&amp;gt;&lt;br /&gt;
*Will melee if you get too close, which can kill you quickly &amp;lt;br&amp;gt;&lt;br /&gt;
*[[Bluestreak Gyugyuroon]] is a lottery spawn from some of the archaeologists here, and is a level 82 NM.&lt;br /&gt;
**Qiqirn found at H-8, H-9, I-9 do not appear to be placeholders for the NM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;TIP&#039;&#039;&#039;: Soloing in this camp can be very frustrating . When the Qiqirns run, they can sometimes run far enough to link several others. Duos are recommended due to mob control.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===70-74 - [[Bhaflau Thickets]]===&lt;br /&gt;
Prey: [[Mamool Ja&#039;s Wyvern]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1230&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: Need [[Remnants Permit]] or [[Captain Wildcat Badge]].&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location: Tandjana Islet (F-6), just outside [[Alzadaal Undersea Ruins]].&amp;lt;br&amp;gt;&lt;br /&gt;
* After you exit the Ruins heading toward the [[Greater Colibri]] camps, the first mobs you encounter are two [[Mamool Ja Pikeman]] and one [[Mamool Ja Infiltrator]].&lt;br /&gt;
* The Pikemen summon [[Mamool Ja&#039;s Wyvern]]; these will be your prey.&lt;br /&gt;
* Pulling can be tricky, as the Pikemen never stand in one place for long enough to get off a Tier IV spell.  I pulled with [[Mamoolbane]] to be quick (and to get a bit more range).&lt;br /&gt;
* One-shots are possible with certainty (barring resists) with [[Flare]], [[Vulcan&#039;s Staff]], 103 INT and 15 MAB.&lt;br /&gt;
*(You can Drain pull then Sleep and finish with AM.Elvaan lvl 70 Josafath,Cerberus)&lt;br /&gt;
* The Pikemen need to wait for [[Call Wyvern]] to be up again before they can resummon; this seems to be longer than 20 minutes, perhaps it is two hours for them.&lt;br /&gt;
** As a result, you need to make the Pikemen respawn so that they can summon again without waiting for the timer.&lt;br /&gt;
** Try to pull one of them so that the other one links, then run back to [[Hamta-Iramta]] and talk to him to zone back into [[Alzadaal Undersea Ruins]].&lt;br /&gt;
*** You need a [[Remnants Permit]] or [[Captain Wildcat Badge]] so that you can zone in just by talking; otherwise you would need to trade an [[Imperial Silver Piece]].&lt;br /&gt;
*** If the Mamools catch up to you and attack while you&#039;re talking to [[Hamta-Iramta]], you can get &amp;quot;Event skipped&amp;quot;; just stay calm and try to talk to him right after their attacks.  It&#039;s a very short CS, so it&#039;s not hard to fit it in between their attacks.&lt;br /&gt;
** Then zone back out again and rest while you wait for the Pikemen, and then their Wyverns, to respawn.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Pet XP!&lt;br /&gt;
* Wyverns can be [[Aspir]]ed.&lt;br /&gt;
* Good xp/hr even with frequent zoning.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Max chain #1 (after the first, when you can get chain #3 if nobody has been killing the Mamools).&lt;br /&gt;
* Only supports one BLM.&lt;br /&gt;
* Only available if no merit party is killing the Mamools.&lt;br /&gt;
&lt;br /&gt;
===70-73 - [[Halvung]]===&lt;br /&gt;
Prey: [[Black Pudding (Monster)]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 4,000?&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): H-9, H-11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Enough for one party or two solo.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Can get very overcrowded.&amp;lt;br&amp;gt;&lt;br /&gt;
- Puddings are mixed with Trolls, difficult to pull&lt;br /&gt;
&lt;br /&gt;
===72-75 - [[Alzadaal Undersea Ruins]]===&lt;br /&gt;
Prey: [[Qiqirn Poulterer]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~4300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &amp;lt;br&amp;gt; Possibly can start here at level 68 with 100+INT 260 Skill+ and HQ staff. or Duo At Lv65-66&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Location(s):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple camp locations along the outside corridors.  &lt;br /&gt;
&amp;lt;br&amp;gt;- The zone is mirrored through the middle.  &lt;br /&gt;
&amp;lt;br&amp;gt;- There is 1 Poulterer at I-7 w/ with 1 Goldsmith.  &lt;br /&gt;
&amp;lt;br&amp;gt;- 2 Poulterer w/ 1 Goldsmith bordering H-7 to I-8.  &lt;br /&gt;
&amp;lt;br&amp;gt;- 1 Poulterer w/ 2 Goldsmith bordering F-7 to G-8.  &lt;br /&gt;
&amp;lt;br&amp;gt;- 1 Poulterer w/ 1 Goldsmith bordering E-8 to F-8.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then you have an exact mirror of the same setup on the lower half of the zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;-There are no real threat death even with /WHM since they don&#039;t go into melee. Ranged attacks hit for about 90hp, but by the time they get stoneskin down, they are about 50% dead.&lt;br /&gt;
&amp;lt;br&amp;gt;- XP is in the 300 range, 500 with empress band.&lt;br /&gt;
&amp;lt;br&amp;gt;- Double water weather means great damage for Water spells&lt;br /&gt;
&amp;lt;br&amp;gt;- These do not seem to run away as the other Qiqirn do&lt;br /&gt;
&amp;lt;br&amp;gt; -You can lose aggro by using the portals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; -Links with Qiqirn Goldsmith will cause you to sleep nuke sleep nuke or escape since these are Thf Mobs. &lt;br /&gt;
&amp;lt;br&amp;gt; -Camps are often overcrowded.&lt;br /&gt;
&amp;lt;br&amp;gt; -The repop time is fairly long. The exp is still good per kill, but you will need to roam if you want to chain.&lt;br /&gt;
&amp;lt;br&amp;gt; -Lower level BLMs trying these (70-71), will most likely end the battle with very low MP, even with good gear.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===70-73 - [[Lufaise Meadows]] {{changes|Custom HorizonXI Monsters}}===&lt;br /&gt;
Prey: [[Meadow Buffalo]]&amp;lt;br/&amp;gt;&lt;br /&gt;
HP of Prey: ~4500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
South of the [[Valkurm Dunes]] entrypoint around {{Location|Lufaise Meadows|L-9}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can Aspir them. &lt;br /&gt;
::*They do not aggro nor link.&lt;br /&gt;
::*The area is perfectly safe, no aggro anywhere. &lt;br /&gt;
::*The [[Valkurm Dunes]] zone is nearby in case of emergency. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
::*Hard to chain unless you have high-end gear. &lt;br /&gt;
&lt;br /&gt;
===73-75 - [[Uleguerand Range]]===&lt;br /&gt;
Prey: [[King Buffalo]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey:~5000&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Not too overly difficult to solo; either sleep/nuke or gravity/nuke strategies will work. Even with gravity, they can catch up to you due to cast-time of stronger spells, so keep Blink and Stoneskin up at all times. &amp;lt;br&amp;gt;  &lt;br /&gt;
Camp Location(s): Areas West and South of [[Jormungand]].&amp;lt;br&amp;gt;&lt;br /&gt;
If your enfeebles will not land, try skilling up or wearing enfeebling gear. I could land these with ease @72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
the tunnel at (H-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can Aspir them and you can chain them. While soloing I&#039;ve seen up to chain 3, but 4+ is highly possible with good gear and food. &amp;lt;br&amp;gt;&lt;br /&gt;
::*There are four King Buffalo which pop here.&lt;br /&gt;
::*Lots of room to kite, including a large tunnel at (H-9) with no mobs.&lt;br /&gt;
::*Weak to elemental magic, but they have high defense.&lt;br /&gt;
::*Only one elemental pops here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
::*They hit hard, and are quite quick even with gravity on them. &amp;lt;br&amp;gt;&lt;br /&gt;
::*Nearby [[Agloolik]] and [[Ice Elemental]]s can possibly get in the way, but for the most part you&#039;d have to try to aggro them, in order to aggro them.&lt;br /&gt;
::*High accuracy can be an issue if they are close to you.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===73-75+ - [[Bhaflau Thickets]]===&lt;br /&gt;
Prey: [[Marid]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey:7,000&amp;lt;br&amp;gt;&lt;br /&gt;
Note: When the mob uses Defense Boost it appears to cause Sleep II to not land. Enfeebling magic at 266 with Sleep II was resisted a few times.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (G-8)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; - Safe for solo using [[Red Mage]] as a subjob, very low resistance to [[Gravity]], [[Sleep]], [[Stun]], [[Bind]] and Elemental magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; - Need 6-8 Tier IV spells to finish, maybe need to sleep and rest more than once. Very difficult to make a chain.&amp;lt;br&amp;gt;&lt;br /&gt;
-Will pop chigoes when it uses a TP move.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===70-75+ - [[Bhaflau Thickets]]===&lt;br /&gt;
Prey: [[Mamool Ja&#039;s Raptor]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 1360~&amp;lt;br&amp;gt;&lt;br /&gt;
Note: The camp is the top floor of the [[Nyzul Isle]] [[Bhaflau Thickets]] zone. This is a new camp since the [[2008 - (09/09/2008) The Version Update Is Here!]] which lowered the HP of many pets. It is a good idea to wait to start casting until the [[Mamool Ja Stabler]] stops for a second and begins to move again. That way by the time you finish casting it will have stopped once again and you will know if it is actually safe or not.  Alternatively, you can pull with [[Blind]] just after they stop moving. There are some shrubs on the north side that you can use as a guide. Use the bottom shrub as an imaginary aggro line. Don&#039;t stray too far past it and you will greatly reduce that chance of being sight aggroed&amp;lt;br&amp;gt;Camp Location(s):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (F/G-6)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; - Pet XP!&lt;br /&gt;
&amp;lt;br&amp;gt; - Two pets to pull from.&amp;lt;br&amp;gt;&lt;br /&gt;
- Starting from 73, it is often possible to kill pets with two tier IV spells. &lt;br /&gt;
&amp;lt;br&amp;gt;- You can also start off or end your chains with the Mamool Ja&#039;s Wyverns at the entrance of the zone&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Mamool Ja Stabler]]s only stand still for a few seconds, which can make its pet run out of your casting range.&amp;lt;br&amp;gt;&lt;br /&gt;
- Raptors run faster than players.&amp;lt;br&amp;gt;&lt;br /&gt;
- Raptors have [[Triple Attack]].&amp;lt;br&amp;gt;&lt;br /&gt;
- The area is heavily crowded by other mamool ja with hardly a safe area to pull from, other than casting under invisible effects.&lt;br /&gt;
&lt;br /&gt;
===73-75+ - [[Mount Zhayolm]]===&lt;br /&gt;
Prey: [[Wamoura Prince]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~5000&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Need a [[Cast Metal Plate]] to get behind Gates of Halvung. Recommend being /RDM for [[Gravity]]. [[Gravity]], [[Bind]], and [[Sleep]] are your friend with these. It takes 3-5 Tier 4 nukes to take these out. They have high resist rate.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): Behind the Gates of Halvung&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (J-7)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use [[Halvung Staging Point]] to warp to [[Mount Zhayolm]], then head south to Gates of Halvung. One you open the gate this is your camp. Just to the left of that camp is another alternative resting spot for the same set of mobs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Quick and easy to get to.&amp;lt;br&amp;gt;&lt;br /&gt;
- Quick respawns and enough mobs to support 2-3 soloers.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]] do not aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s will link with other [[Wamoura Prince]]s and [[Wamoura]].&amp;lt;br&amp;gt;&lt;br /&gt;
- There aren&#039;t any zones nearby if you end up messing up.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura]] are True Sight/Sound and aggro Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #2: (G-7)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After passing through Gates of Halvung, run west to the [[Troll]]s area (I-8), then north by northwest to a place with [[Ebony Pudding]]s, then into a short cave to the west. Once there you will see [[Wamoura Prince]]s and [[Wamoura]]. You want to run past them and rest in a tunnel at (G-8) by the zone into [[Halvung]](8).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Prox:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Much like the 1st camp except this time you have a zone to go to.&amp;lt;br&amp;gt;&lt;br /&gt;
- Quick respawn  and enough mobs to support 2 - 3 soloers.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s do not aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s will link with other [[Wamoura Prince]]s and [[Wamoura]].&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]] seem to be slightly higher level here then at first camp.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura]] are True Sight/Sound and aggro Magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #3: (E-7) (Island) &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
From the camp at G7, zone into [[Halvung]] and continue west back out into [[Mount Zhayolm]]. Your camp is the tunnel you zone into (E-6/E-7 on the island).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- A zone right behind you&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s do not aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
- At least four [[Wamoura Prince]]s are within easy access, which makes this a nice camp for a duo.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s will link with other [[Wamoura Prince]]s and [[Wamoura]].&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s, right at the beginning, could make trouble if you are not killing fast enough.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Dahak]] mixed with [[Wamoura Prince]] outside the tunnel, but I&#039;ve never seen them come close enough to be a problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===73-75+ - [[Mount Zhayolm]] #2===&lt;br /&gt;
Prey: [[Ebony Pudding]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 4,500-5,500&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Need a [[Cast Metal Plate]] to get behind Gates of Halvung. Accessable though [[Alzadaal Undersea Ruins]] without a [[Cast Metal Plate]].&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): Behind Gates of Halvung.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #1:&#039;&#039;&#039;(H-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Weak to magic.&amp;lt;br&amp;gt;&lt;br /&gt;
- Supports several soloers or 1 manaburn party.&amp;lt;br&amp;gt;&lt;br /&gt;
- Safe resting spot.&amp;lt;br&amp;gt;&lt;br /&gt;
- Can be Aspired. &amp;lt;br&amp;gt;&lt;br /&gt;
- Zone is close. &amp;lt;br&amp;gt;&lt;br /&gt;
- Can be killed with 3-5 Tier IV Elemental Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Flans are highly resistant to Sleep and Silence.&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficult to solo efficiently when a manaburn party is here.&amp;lt;br&amp;gt;&lt;br /&gt;
- Aggro by sight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Aggro to Job Abilities ([[Elemental Seal]], [[Manafont]], [[Divine Seal]]).&amp;lt;br&amp;gt;&lt;br /&gt;
- Camp is popular, so is usually crowded.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*Sleep and Sleep II are very hard to stick, even with capped Enfeebling Skill, Enfeebling Skill + gear, Pluto&#039;s Staff, Elemental Seal, and Merits. Because of this, it is suggested to use Gravity and Stun in place of Sleep.&lt;br /&gt;
:*It is suggested that anyone wanting to use this camp, read the [[Ebony Pudding]] page as strategies for soloing them are already described on the [[Ebony Pudding]] main page and discussion page.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Well Done! ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Congrats on getting to &#039;&#039;&#039;Level 75&#039;&#039;&#039; as a solo [[Black Mage]] If you&#039;ve made it this far using this guide, you&#039;ve demonstrated both skill and determination, as well as you can rea... Thanks to everyone who contributed with their experiences and feedback. There&#039;s always more to learn and explore in Vana&#039;diel, but for now, take a moment to appreciate this significant achievement. Best of luck in your future adventures, and here&#039;s to the power and resilience of the solo Black Mage!&lt;br /&gt;
&lt;br /&gt;
==CREDIT==&lt;br /&gt;
===A note from Dejey (HorizonXI Wiki Senior Editor)===&lt;br /&gt;
&#039;&#039;&#039;This guide is over 27,000 words, originating from Allakhazam, made its way to  Wiki.FFXiclopedia, and finally onto our wiki. This Document has been around for almost 17 years as of this post/edit - 08/27/2023. There have been countless edits and contributions.  Just editing this [[Behemoth]] of a guide to fit our wiki has been oddly eye-opening for me. If you find any use from this guide, just take note of how many years went into this.  I managed to find the original post via the WayBack Machine, and I feel the need to share that here. While it&#039;s not in its original form, it has the original post date.&lt;br /&gt;
**Detailed Solo Guide - Lv. 19-70 Posted: Nov 23rd 2006 4:31pm | Edited: Sep 19th 2007 9:57pm &lt;br /&gt;
*Link: https://web.archive.org/web/20071103093317/http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=11643140656968310;num=106;page=1&lt;br /&gt;
&lt;br /&gt;
There are plans to keep editing this document to better fit HorizonXI players, there is still much work to be done. But for the time being.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 40px;&amp;quot;&amp;gt;&#039;&#039;&#039;Thank you &#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nathanoo.</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Terroanima&amp;diff=119301</id>
		<title>Terroanima</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Terroanima&amp;diff=119301"/>
		<updated>2026-05-12T22:51:28Z</updated>

		<summary type="html">&lt;p&gt;Nathanoo.: /* How to Obtain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item Sections}}[[Category:Special Items]]&lt;br /&gt;
&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|Terroanima.png|Terroanima}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt;&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Item Statistics&lt;br /&gt;
| name = Bottle of terroanima&lt;br /&gt;
| tags = {{Rare}}&lt;br /&gt;
| description = The essence of this partially&amp;lt;br&amp;gt;materialized quasispirit has&amp;lt;br&amp;gt;been enhanced.&lt;br /&gt;
}}&lt;br /&gt;
==Horizon Changes {{changes}}==&lt;br /&gt;
{{HorizonChangesBox|}}&lt;br /&gt;
==Other Uses==&lt;br /&gt;
{{Used In&lt;br /&gt;
| mission = The Mothercrystals&lt;br /&gt;
| mission 2 = Desires of Emptiness&lt;br /&gt;
| quest = You Are What You Eat&lt;br /&gt;
| quest 2 = Simulant&lt;br /&gt;
| quest 3 = Playing Host&lt;br /&gt;
| quest 4 = Pulling the Plug&lt;br /&gt;
| resale price = none&lt;br /&gt;
}}&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
{{AH|Materials|Alchemy II}}&lt;br /&gt;
===Quest===&lt;br /&gt;
*[[Empty Memories]] &#039;&#039;(need [[Recollection of Guilt]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Using a &#039;&#039;Terroanima&#039;&#039; on an Empty foe in [[Promyvion]] will cause it to halt all attacks and move about erratically for 30 seconds.&lt;/div&gt;</summary>
		<author><name>Nathanoo.</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Terroanima&amp;diff=119300</id>
		<title>Terroanima</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Terroanima&amp;diff=119300"/>
		<updated>2026-05-12T22:51:16Z</updated>

		<summary type="html">&lt;p&gt;Nathanoo.: /* How to Obtain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item Sections}}[[Category:Special Items]]&lt;br /&gt;
&amp;lt;section begin=&amp;quot;Item Image&amp;quot;/&amp;gt;{{Item Image|Terroanima.png|Terroanima}}&amp;lt;section end=&amp;quot;Item Image&amp;quot;/&amp;gt;&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Item Statistics&lt;br /&gt;
| name = Bottle of terroanima&lt;br /&gt;
| tags = {{Rare}}&lt;br /&gt;
| description = The essence of this partially&amp;lt;br&amp;gt;materialized quasispirit has&amp;lt;br&amp;gt;been enhanced.&lt;br /&gt;
}}&lt;br /&gt;
==Horizon Changes {{changes}}==&lt;br /&gt;
{{HorizonChangesBox|}}&lt;br /&gt;
==Other Uses==&lt;br /&gt;
{{Used In&lt;br /&gt;
| mission = The Mothercrystals&lt;br /&gt;
| mission 2 = Desires of Emptiness&lt;br /&gt;
| quest = You Are What You Eat&lt;br /&gt;
| quest 2 = Simulant&lt;br /&gt;
| quest 3 = Playing Host&lt;br /&gt;
| quest 4 = Pulling the Plug&lt;br /&gt;
| resale price = none&lt;br /&gt;
}}&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
{{AH|Materials|AlchemyII}}&lt;br /&gt;
===Quest===&lt;br /&gt;
*[[Empty Memories]] &#039;&#039;(need [[Recollection of Guilt]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Using a &#039;&#039;Terroanima&#039;&#039; on an Empty foe in [[Promyvion]] will cause it to halt all attacks and move about erratically for 30 seconds.&lt;/div&gt;</summary>
		<author><name>Nathanoo.</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Blood_Pact&amp;diff=117684</id>
		<title>Blood Pact</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Blood_Pact&amp;diff=117684"/>
		<updated>2026-02-10T04:23:24Z</updated>

		<summary type="html">&lt;p&gt;Nathanoo.: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
{{tocright}}&lt;br /&gt;
Each [[Avatar]] has a set of &#039;&#039;Blood Pacts&#039;&#039; exclusive to that Avatar while summoned. They are triggered by the [[Summoner]] at the cost of his or her [[MP]]. These include damaging and/or debilitating physical abilities (a few of which may be [[Skillchain]]ed), [[Elemental Magic]] (which may be [[Magic Burst]]ed), or valuable support abilities not found elsewhere.  The Blood Pact ability has a 60 sec. recast timer which can be shortened or lengthened by equipping certain weapons and armor.&amp;lt;br&amp;gt;&lt;br /&gt;
When Summoners use the ability [[Astral Flow]], an additional class of Blood Pact abilities become available for the duration of its effect. These abilities will consume all of the Summoner&#039;s remaining MP in order to inflict massive [[AOE]] damage.&lt;br /&gt;
&lt;br /&gt;
* [[Blood Pact Ability Delay|Blood Pact Delay]] - equipment has a hard cap of -15 seconds, for a minimum blood pact timer of 45 seconds.&lt;br /&gt;
* See [[Calculating Blood Pact Damage]] for more information on how Blood Pact damage is calculated.&lt;br /&gt;
&lt;br /&gt;
*Blood Pact will receive different effects when the value added by equipment or merit points exceeds the skill cap for that level.&lt;br /&gt;
**Players can experience increased accuracy when using [[Blood Pact: Rage]] or lengthened effect durations when using [[Blood Pact: Ward]]. The length of the duration increased varies depending on which Blood Pact is used.&lt;br /&gt;
**A player whose summoning magic skill is lower than the skill cap will not experience any penalties, such as a decrease in accuracy or shortened effect durations.&lt;br /&gt;
*Players will also experience increases in [[Summoning Magic|summoning skill]] when using the [[Blood Pact: Rage]] and [[Blood Pact: Ward]] pet commands.&lt;br /&gt;
*As of the January 30, 2026 Rebase: &amp;quot;A portion of enmity generated by Blood Pacts is now inherited by the Summoner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* CTR+B or ALT+B is the shortcut to the pet command window. (Only if you have a pet out.)&lt;br /&gt;
** /pet &amp;quot;blood pact&amp;quot; &amp;lt;target/me&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the tables below:&lt;br /&gt;
*&#039;&#039;&#039;Attribute&#039;&#039;&#039; column indicates the attribute associated with that blood pact. It can have an elemental attribute that can be used in a [[skillchain]]. It can have a magic attribute, which uses up your avatar&#039;s [[TP]] when used, and can be used in a [[Magic Burst]]. Or It can have none at all.  &lt;br /&gt;
*&#039;&#039;&#039;Type&#039;&#039;&#039; column indicates the melee [[Damage Types|damage type]] type of damage bonus the Blood Pact delivers (blank is a magical effect). The normal attacks are all [[Damage Types|Hand-to-Hand]].&lt;br /&gt;
**&#039;&#039;&#039;H&#039;&#039;&#039; = [[Damage Types|Hand-to-Hand]]:&lt;br /&gt;
***+25% [[:Category:Magic Pots|Magic Pots]], [[:category:Corses|Corses]]&lt;br /&gt;
***+12.5% [[:Category:Skeletons|Skeletons]]&lt;br /&gt;
**&#039;&#039;&#039;B&#039;&#039;&#039; = [[Damage Types|Blunt]]:&lt;br /&gt;
***+50% [[:Category:Magic Pots|Magic Pots]]&lt;br /&gt;
***+25% [[:Category:Skeletons|Skeletons]]&lt;br /&gt;
***-50% [[:category:Ghosts|Ghosts]]&lt;br /&gt;
**&#039;&#039;&#039;S&#039;&#039;&#039; = [[Damage Types|Slashing]]:&lt;br /&gt;
***+12.5% [[:Category:Hounds|Hounds]], [[:Category:Doomed|Doomed]]&lt;br /&gt;
***-25% [[:category:Rocs|Rocs]], [[:category:Ghosts|Ghosts]], [[:category:Skeletons|Skeletons]], [[:category:Slimes|Slimes]]&lt;br /&gt;
**&#039;&#039;&#039;P&#039;&#039;&#039; = [[Damage Types|Piercing]]:  &lt;br /&gt;
***+25% [[:Category:Birds|Birds]], [[:Category:Rocs|Rocs]], [[:category:Bees|Bees]], [[:category:Bat Trios|Bat Trios]], [[:category:Flies|Flies]], [[:category:Giant Bats|Giant Bats]], [[:category:Mandragora|Mandragora]], [[:category:Puks|Puk]], [[:category:Colibri|Colibri]]&lt;br /&gt;
***-25% [[:category:Corses|Corses]], [[:category:Ghosts|Ghosts]], [[:category:Slimes|Slimes]]&lt;br /&gt;
***-50% [[:Category:Skeletons|Skeletons]]&lt;br /&gt;
&lt;br /&gt;
==Astral Flow Blood Pacts==&lt;br /&gt;
*These Blood Pacts may only be used when the two-hour ability [[Astral Flow]] is active.&lt;br /&gt;
*All Astral Flow Blood Pacts will consume all of the Summoner&#039;s MP when used.&lt;br /&gt;
*All Astral Flow Blood Pacts require a minimum of an MP amount equal to twice the Summoner&#039;s level in order to use them.&lt;br /&gt;
:&#039;&#039;(&#039;&#039;&#039;Example:&#039;&#039;&#039; A Level 20 Summoner requires a minimum of 40 MP to use an Astral Flow Blood Pact.)&#039;&#039;&lt;br /&gt;
*Contrary to popular belief, the power of Astral Flow Blood Pacts are not altered by the amount of MP they consume.&lt;br /&gt;
*All Astral Flow Blood Pacts can be [[Magic Burst]]ed, but do not use TP.&lt;br /&gt;
*All Astral Flow Blood Pacts are Rage commands.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt; Blood Pact&lt;br /&gt;
!&amp;lt;!-- Lvl --&amp;gt; Level of Summoner&lt;br /&gt;
!&amp;lt;!-- Lvl --&amp;gt; Base Element&lt;br /&gt;
!&amp;lt;!-- Description --&amp;gt; Description&lt;br /&gt;
|- bgcolor=&amp;quot;#E3E6FF&amp;quot;&lt;br /&gt;
|[[Searing Light]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Light|Light}}&lt;br /&gt;
|Carbuncle initiates a massive {{Light|Light-based}} [[Area of Effect|area damage attack]].&lt;br /&gt;
|- bgcolor=&amp;quot;#e3e6ff&amp;quot;&lt;br /&gt;
|[[Howling Moon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Dark|Darkness}}&lt;br /&gt;
|Fenrir initiates a massive {{Dark|dark-based}} [[Area of Effect|area damage attack]].&lt;br /&gt;
|- bgcolor=&amp;quot;#E3E6FF&amp;quot;&lt;br /&gt;
|[[Inferno]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Fire|Fire}}&lt;br /&gt;
|Ifrit initiates a massive {{Fire|fire-based}} [[Area of Effect|area damage attack]].&lt;br /&gt;
|- bgcolor=&amp;quot;#e3e6ff&amp;quot;&lt;br /&gt;
|[[Earthen Fury]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Earth|Earth}}&lt;br /&gt;
|Titan initiates a massive {{Earth|earth-based}} [[Area of Effect|area damage attack]].&lt;br /&gt;
|- bgcolor=&amp;quot;#e3e6ff&amp;quot;&lt;br /&gt;
|[[Tidal Wave]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Water|Water}}&lt;br /&gt;
|Leviathan initiates a massive {{Water|water-based}} [[Area of Effect|area damage attack]].&lt;br /&gt;
|- bgcolor=&amp;quot;#E3E6FF&amp;quot;&lt;br /&gt;
|[[Aerial Blast]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Wind|Wind}}&lt;br /&gt;
|Garuda initiates a massive {{Wind|wind-based}} [[Area of Effect|area damage attack]].&lt;br /&gt;
|- bgcolor=&amp;quot;#e3e6ff&amp;quot;&lt;br /&gt;
|[[Diamond Dust]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Ice|Ice}}&lt;br /&gt;
|Shiva initiates a massive {{Ice|ice-based}} [[Area of Effect|area damage attack]].&lt;br /&gt;
|- bgcolor=&amp;quot;#E3E6FF&amp;quot;&lt;br /&gt;
||[[Judgment Bolt]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Lightning|Lightning}}&lt;br /&gt;
|Ramuh initiates a massive {{Lightning|lightning-based}} [[Area of Effect|area damage attack]].&lt;br /&gt;
|- bgcolor=&amp;quot;#e3e6ff&amp;quot;&lt;br /&gt;
|[[Ruinous Omen]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Dark|Darkness}}&lt;br /&gt;
|Diabolos reduces the HP of enemies within an [[Area of Effect|area of effect]] by a random percentage.&lt;br /&gt;
|- bgcolor=&amp;quot;#e3e6ff&amp;quot;&lt;br /&gt;
|[[Zantetsuken (ability)]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Dark|Darkness}}&lt;br /&gt;
|Normal effect: Odin instantly defeats enemies within a fan-shaped area of effect. Accuracy varies by MP and number of targets.&amp;lt;br&amp;gt;Effect on NMs: deals {{Dark|dark-based}} damage to NMs within a fan-shaped area of effect. Amount of damage depends on the target&#039;s current HP, the summoner&#039;s MP, the enemy&#039;s resistances, and luck.&lt;br /&gt;
|- bgcolor=&amp;quot;#e3e6ff&amp;quot;&lt;br /&gt;
|[[Perfect Defense]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{Light|Light}}&lt;br /&gt;
|Alexander reduces damage taken and greatly increases resistance to most status effects for players within area of effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blood Pact Color Codes:==&lt;br /&gt;
{| width=&amp;quot;84%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Blood Pact: Ward]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |Macro Example:&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |/pet &amp;quot;Healing Ruby&amp;quot; &amp;lt;stpc&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Blood Pact: Rage]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |Macro Example:&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |/pet &amp;quot;Poison Nails&amp;quot; &amp;lt;t&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Carbuncle Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All of [[Carbuncle]]&#039;s Blood Pacts are {{Light|Light-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Healing Ruby]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Restoring&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Restores target party member&#039;s HP by (8 + Level x 2).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Poison Nails]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |11&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;#999999&amp;quot;&amp;gt;&#039;&#039;&#039;Transfixion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Piercing&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Performs a melee attack and [[Poison (Status Effect)|poison]]s target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Shining Ruby]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |24&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |44&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Boosts party&#039;s [[Defense]] and [[Magic Defense]] by 10% for three minutes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Glittering Ruby]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |44&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |62&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Carbuncle raises the party&#039;s stats randomly for a short duration.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Meteorite (Blood Pact)|Meteorite]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |55&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |108&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Light|Light}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Carbuncle drops a meteorite onto a foe.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Healing Ruby II]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |65&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |124&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Restoring&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Carbuncle heals some of the party members&#039; hit points by [(Level x 4) + 28].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Holy Mist]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |76&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |152&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Light|Light}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals light damage to an enemy.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Soothing Ruby]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |94&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |74&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Restoring&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Removes multiple negative status effects from party members within the area of effect.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Thumbnail --&amp;gt; [[File:carbuncle thumb.png|thumb|120px|Carbuncle]]&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fenrir Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Fenrir]]&#039;s Blood Pacts are {{Dark|Dark-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Moonlit Charge]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |17&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;Compression&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers an attack that [[Blind (Status Effect)|Blind]]s target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Crescent Fang]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |19&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;#999999&amp;quot;&amp;gt;&#039;&#039;&#039;Transfixion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Piercing&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers an attack that [[Paralyze (Status Effect)|Paralyze]]s target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Lunar Cry]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |21&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |41&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enfeebling&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |[[Accuracy Down|Lowers target&#039;s accuracy]] and [[Evasion Down|evasion]]. The amounts vary based on the [[Moon Phase|phase of the moon,]] but the penalty always add up to 32.&amp;lt;br&amp;gt;&#039;&#039;&#039;Accuracy&#039;&#039;&#039; lowered more &amp;amp;larr; 100% &amp;amp;laquo; moon phase &amp;amp;raquo; 0% &amp;amp;rarr; &#039;&#039;&#039;Evasion&#039;&#039;&#039; lowered more.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Lunar Roar]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |32&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |27&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enfeebling&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Removes two beneficial magic effects from enemies within an [[Area of Effect|area of effect]].&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Ecliptic Growl]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |43&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |46&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Fenrir buffs party members&#039; abilities for three minutes. The amounts vary based on the [[Moon Phase|phase of the moon]], but the two categories always add up to 8.&amp;lt;br&amp;gt; &#039;&#039;&#039;STR/DEX/VIT&#039;&#039;&#039; boost higher &amp;amp;larr; 100% &amp;amp;laquo; moon phase &amp;amp;raquo; 0% &amp;amp;rarr; &#039;&#039;&#039;AGI/INT/MND/CHR&#039;&#039;&#039; boost higher.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Ecliptic Howl]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |54&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |57&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Fenrir buffs party members&#039; [[Accuracy Boost|accuracy]] and [[Evasion Boost|evasion]] for three minutes. The amounts vary based on the [[Moon Phase|phase of the moon]], but always add up to 26.&amp;lt;br&amp;gt;&#039;&#039;&#039;Accuracy&#039;&#039;&#039; boost higher &amp;amp;larr; 100% &amp;amp;laquo; moon phase &amp;amp;raquo; 0% &amp;amp;rarr; &#039;&#039;&#039;Evasion&#039;&#039;&#039; boost higher.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Eclipse Bite]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |65&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |109&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Slashing&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Fenrir inflicts three melee attacks on the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Lunar Bay]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |78&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |174&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |Magic&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Dark}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals darkness damage to an enemy.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Heavenward Howl]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |96&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |96&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Grants party members within area of effect Enaspir (New Moon) or EnDrain (Full Moon) depending on phases of the moon.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:fenrir thumb.png|thumb|120px|Fenrir]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ifrit Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All of [[Ifrit]]&#039;s Blood Pacts are {{Fire|Fire-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Punch]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |9&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Liquefaction&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals physical damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Fire II (Blood Pact)|Fire II]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |24&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Fire}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Fire|fire}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Burning Strike]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |23&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |48&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Impaction&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers an attack that deals {{Fire|fire}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Double Punch]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |30&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |56&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;Compression&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers a twofold attack to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Crimson Howl]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |39&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |84&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Ifrit enhances party&#039;s attack power by 15% for 30 seconds.  Each summoning magic skill level over the current skill level cap will add one second to the duration.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Fire IV (Blood Pact)|Fire IV]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |60&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |118&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Fire}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Ifrit deals {{Fire|fire}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Flaming Crush]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |70&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |164&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Three fold attack that deal {{Fire|fire}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Meteor Strike]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |75&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |182&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Fire}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Fire|Fire}} elemental damage to the target. ([[Merit]] only.)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Inferno Howl]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |88&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |72&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Grants enfire to party members within area of effect.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:ifrit thumb.png|thumb|120px|Ifrit]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Titan Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All of [[Titan]]&#039;s Blood Pacts are {{Earth|Earth-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Rock Throw]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;#cc9900&amp;quot;&amp;gt;&#039;&#039;&#039;Scission&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers a ranged attack that [[Slow (Status Effect)|slow]]s target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Stone II (Blood Pact)|Stone II]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |24&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Earth}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Earth|earth}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Rock Buster]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |21&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |39&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Reverberation&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers an attack that [[Bind (Status Effect)|Bind]]s target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Megalith Throw]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |35&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |62&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&#039;&#039;&#039;Induration&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers a ranged attack that [[Slow (Status Effect)|slow]]s target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Earthen Ward]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |46&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |92&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Titan casts [[Stoneskin]] on the party (absorbs 50+Levelx2 damage)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Stone IV (Blood Pact)|Stone IV]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |60&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |118&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Earth}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Titan deals {{Earth|earth}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Mountain Buster]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |70&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |164&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Titan initiates an attack causing physical damage and [[Bind (Status Effect)|Bind]].&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Geocrush]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |75&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |182&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Earth}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Earth|earth}} elemental damage and [[Stun (Status Effect)|stun]]s target. ([[Merit]] only.)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Earthen Armor]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |82&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |156&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Mitigates the impact of severely damaging attacks for party members within area of effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:titan thumb.png|thumb|120px|Titan]]&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Leviathan Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All of [[Leviathan]]&#039;s Blood Pacts are {{Water|Water-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Barracuda Dive]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;1&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;8&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Reverberation&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Slashing&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;Deals physical damage to target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Water II (Blood Pact)|Water II]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;24&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Water}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;Deals {{Water|water}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Tail Whip]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;26&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;49&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Detonation&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;Delivers an attack that [[Weight|Weighs]] target down.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Slowga (Blood Pact)|Slowga]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;33&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;48&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enfeebling&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;[[Slow (Status Effect)|Slow]]s enemies within an [[Area of Effect|area of effect]].&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Spring Water]] {{changes}}&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;47&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;99&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Restoring&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;Grants [[Refresh]] to party members within area of effect.&lt;br /&gt;
&#039;&#039;&#039;2 MP/tic&#039;&#039;&#039; for 3 Minutes for a total of 120 MP.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Water IV (Blood Pact)|Water IV]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;60&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;118&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Water}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;Leviathan deals {{Water|water}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Spinning Dive]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;70&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;164&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Slashing&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;Leviathan initiates a melee attack.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Grand Fall]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;75&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;182&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Water}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;Deals {{Water|Water}} elemental damage to the target. ([[Merit]] only.)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Name --&amp;gt;[[Tidal Roar]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- Lvl --&amp;gt;84&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;!-- MP cost --&amp;gt;138&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enfeebling&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |&amp;lt;!-- Description --&amp;gt;Lowers attack for enemies within area of effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:leviathan thumb.png|thumb|120px|Leviathan]]&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Garuda Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All of [[Garuda]]&#039;s Blood Pacts are {{Wind|Wind-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Claw]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |7&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Detonation&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Piercing&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals physical damage to target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Aero II (Blood Pact)|Aero II]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |24&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Wind}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Wind|wind}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Aerial Armor]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |25&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |92&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Gives party members within an [[Area of Effect|area of effect]] the effect of [[Blink (Status Effect)|Blink]].&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Whispering Wind]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |36&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |119&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Restoring&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Restores (Level*2.5 + 16, rounded down.) hit points for party members within an [[Area of Effect|area of effect]].&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Hastega (Blood Pact)|Hastega]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |48&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |112&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Garuda casts [[Haste (Status Effect)|Haste]] on the party which lasts for 90 seconds. Each summoning magic skill level over the current skill level cap will add three seconds to the duration.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Aero IV (Blood Pact)|Aero IV]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |60&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |118&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{wind}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Garuda deals {{Wind|wind}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Predator Claws]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |70&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |164&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Slashing&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Garuda inflicts three melee attacks on the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Wind Blade]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |75&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |182&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Wind}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Wind|Wind}} elemental damage to the target. ([[Merit]] only.)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Fleet Wind]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |86&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |114&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Gives party members within an [[Area of Effect|area of effect]] the effect of [[Quickening]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:garuda thumb.png|thumb|120px|Garuda]]&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shiva Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All of [[Shiva]]&#039;s Blood Pacts are {{Ice|Ice-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Axe Kick]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&#039;&#039;&#039;Induration&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals physical damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Blizzard II (Blood Pact)|Blizzard II]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |24&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Ice}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Ice|ice}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Frost Armor]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |28&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |63&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Gives party members within an [[Area of Effect|area of effect]] the effect of [[Ice Spikes]] which lasts for 90 seconds. Each summoning magic skill level over the current skill level cap will add three seconds to the duration.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Sleepga (Blood Pact)|Sleepga]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |39&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |56&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enfeebling&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Shiva casts [[Sleepga]].&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Double Slap]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |50&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |96&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;#cc9900&amp;quot;&amp;gt;&#039;&#039;&#039;Scission&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Shiva inflicts two melee attacks on the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Blizzard IV (Blood Pact)|Blizzard IV]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |60&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |118&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Ice}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Shiva deals {{Ice|ice}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Rush]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |70&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |164&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Hand-to-Hand&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Shiva inflicts five melee attacks on the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Heavenly Strike]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |75&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |182&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Ice}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Ice|Ice}} elemental damage to the target. ([[Merit]] only.)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Diamond Storm]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |90&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |138&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enfeebling&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |AoE evasion down.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:shiva thumb.png|thumb|120px|Shiva]]&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ramuh Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All of [[Ramuh]]&#039;s Blood Pacts are {{Lightning|Lightning-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Shock Strike]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Impaction&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers an attack that [[Stun (Status Effect)|Stun]]s target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Thunder II (Blood Pact)|Thunder II]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |24&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Lightning}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Lightning|lightning}} elemental damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Thunderspark]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |19&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |38&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Lightning}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Lightning|lightning}} damage and [[Paralyze (Status Effect)|paralyze]]s enemies within an [[Area of Effect|area of effect]].&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Rolling Thunder]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |31&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |52&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Gives party members within an [[Area of Effect|area of effect]] the effect of [[Enthunder]] that lasts 60 seconds. Each summoning magic skill level over the current skill level cap will add two seconds to the duration.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Lightning Armor]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |42&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |91&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Ramuh casts [[Shock Spikes]] on the party which lasts for 90 seconds.  Each summoning magic skill level over the current skill level cap will add three seconds to the duration.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Thunder IV (Blood Pact)|Thunder IV]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |60&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |118&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Lightning}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Ramuh deals {{Lightning|lightning}} damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Chaotic Strike]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |70&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |164&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Ramuh inflicts three melee attacks on the target and [[Stun (Status Effect)|stuns]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Thunderstorm (Blood Pact)|Thunderstorm]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |75&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |182&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Lightning}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Lightning|Lightning}} elemental damage to the target. ([[Merit]] only.)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Shock Squall]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |92&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |67&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |{{Lightning}}&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |AoE Stun.)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:ramuh thumb.png|thumb|120px|Ramuh]]&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Diabolos Blood Pacts==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot;  &lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Diabolos]]&#039;s Blood Pacts are {{Dark|Dark-based}}.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#E0E0E0&amp;quot;  &lt;br /&gt;
! Blood&amp;amp;nbsp;Pact || Level || MP || Attribute || Type || Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Camisado]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |20&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;Compression&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals physical damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Somnolence]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |20&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |30&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;Compression&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |{{Dark}}&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Physical damage and [[Weight|Gravity]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Nightmare]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |29&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |42&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |{{Dark}}&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Deals {{Dark|darkness}} elemental damage that puts all enemies within an [[Area of Effect|area of effect]] to [[Sleep (Status Effect)|sleep]] and gradually reduces their HP.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Ultimate Terror]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |37&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |27&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enfeebling&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Decreases attributes of enemies within an [[Area of Effect|area of effect]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Noctoshield]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |49&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |92&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Gives party members within an [[Area of Effect|area of effect]] the effect of [[Phalanx (Status Effect)|Phalanx]] that lasts three minutes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; |[[Dream Shroud]]&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |56&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |121&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |None&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;center&amp;quot; |Enhancing&lt;br /&gt;
| bgcolor=&amp;quot;#E3E6FF&amp;quot; align=&amp;quot;left&amp;quot; |Enhances magic attack and magic defense of party members within an [[Area of Effect|area of effect]] for three minutes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Nether Blast]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |65&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |109&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Dark}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Delivers a ranged attack that deals {{Dark|darkness}} elemental damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; |[[Night Terror]]&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |80&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |177&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;center&amp;quot; |{{Dark}}&lt;br /&gt;
| bgcolor=&amp;quot;#FFAEAE&amp;quot; align=&amp;quot;left&amp;quot; |Deals darkness damage to an enemy.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; |[[Pavor Nocturnus]]&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |98&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |246&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |&#039;&#039;Magic&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;center&amp;quot; |{{Dark}}&lt;br /&gt;
| bgcolor=&amp;quot;#e3e6ff&amp;quot; align=&amp;quot;left&amp;quot; |Attempts to inflict Death on the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:diablos thumb.png|thumb|120px|Diabolos]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;/div&gt;</summary>
		<author><name>Nathanoo.</name></author>
	</entry>
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