r M m R Abilities: Learned by Conjurer – 29 shown
Shared abilities can be used by classes other than the one that learns them; quested abilities are not learned during the course of normal leveling, but rather are earned as quest rewards; main commands are available to all characters
Name
The level at which the listed class or job learns this ability; levels marked with a 'Q' indicate that a quest must be completed to earn the ability; other abilities are learned automatically at the indicated level
Level
Type Range Radius
The casting time of this ability; if the value is a percentage, the ability takes that percentage of the global cooldown to cast
Cast
The recast time of the ability; abilities with a 'Global' recast share the same recast timer, which is determined by your character's attributes and gear
Recast
Some abilities require TP, MP, or HP to use; MP costs are multiplied by a value based on your current class and level; some abilities use a percentage of your maximum point total in place of a flat cost
Cost
The classes and job that can assign this ability
Affinity
Traits are automatically assigned based on your current class and level, while all other abilities must be assigned to the action bar
Category
Shared abilities can be used by classes other than the one that learns them; quested abilities are not learned during the course of normal leveling, but rather are earned as quest rewards; main commands are available to all characters
Name
The level at which the listed class or job learns this ability; levels marked with a 'Q' indicate that a quest must be completed to earn the ability; other abilities are learned automatically at the indicated level
Level
Type Range Radius
The casting time of this ability; if the value is a percentage, the ability takes that percentage of the global cooldown to cast
Cast
The recast time of the ability; abilities with a 'Global' recast share the same recast timer, which is determined by your character's attributes and gear
Recast
Some abilities require TP, MP, or HP to use; MP costs are multiplied by a value based on your current class and level; some abilities use a percentage of your maximum point total in place of a flat cost
Cost
The classes and job that can assign this ability
Affinity
Traits are automatically assigned based on your current class and level, while all other abilities must be assigned to the action bar
Category
42 Spell 30y 6y 80% Global 19× MP CNJ, WHM Action
48 - - - - - - CNJ, WHM Trait
44 - - - - - - CNJ, WHM Trait
40 - - - - - - CNJ, WHM Trait
36 - - - - - - CNJ, WHM Trait
32 - - - - - - CNJ, WHM Trait
28 - - - - - - CNJ, WHM Trait
24 - - - - - - CNJ, WHM Trait
20 - - - - - - CNJ, WHM Trait
16 - - - - - - CNJ, WHM Trait
14 - - - - - - CNJ, WHM Trait
8 - - - - - - CNJ, WHM Trait
50 Spell 0y 15y 240% Global 20× MP CNJ, WHM Action
50 Spell 0y 20y 120% Global 17× MP CNJ, WHM Action
46 Spell 25y 0y 100% Global 5× MP CNJ, WHM Action
1 Spell 25y 0y 100% Global 4× MP CNJ, WHM Action
38 Ability 0y 0y Instant 2m - CNJ, WHM Action
34 Spell 30y 0y 120% Global 10× MP GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, PLD, WHM, SCH, AST Action
Q30 Spell 30y 0y 80% Global 10× MP CNJ, WHM Action
26 Spell 30y 0y 100% Global 8× MP CNJ, WHM Action
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r M m R Abilities: Usable by Conjurer – 46 shown
Shared abilities can be used by classes other than the one that learns them; quested abilities are not learned during the course of normal leveling, but rather are earned as quest rewards; main commands are available to all characters
Name
The class or job that learns this ability
Class
The level at which the listed class or job learns this ability; levels marked with a 'Q' indicate that a quest must be completed to earn the ability; other abilities are learned automatically at the indicated level
Level
Type Range Radius
The casting time of this ability; if the value is a percentage, the ability takes that percentage of the global cooldown to cast
Cast
The recast time of the ability; abilities with a 'Global' recast share the same recast timer, which is determined by your character's attributes and gear
Recast
Some abilities require TP, MP, or HP to use; MP costs are multiplied by a value based on your current class and level; some abilities use a percentage of your maximum point total in place of a flat cost
Cost
The classes and job that can assign this ability
Affinity
Traits are automatically assigned based on your current class and level, while all other abilities must be assigned to the action bar
Category
Shared abilities can be used by classes other than the one that learns them; quested abilities are not learned during the course of normal leveling, but rather are earned as quest rewards; main commands are available to all characters
Name
The class or job that learns this ability
Class
The level at which the listed class or job learns this ability; levels marked with a 'Q' indicate that a quest must be completed to earn the ability; other abilities are learned automatically at the indicated level
Level
Type Range Radius
The casting time of this ability; if the value is a percentage, the ability takes that percentage of the global cooldown to cast
Cast
The recast time of the ability; abilities with a 'Global' recast share the same recast timer, which is determined by your character's attributes and gear
Recast
Some abilities require TP, MP, or HP to use; MP costs are multiplied by a value based on your current class and level; some abilities use a percentage of your maximum point total in place of a flat cost
Cost
The classes and job that can assign this ability
Affinity
Traits are automatically assigned based on your current class and level, while all other abilities must be assigned to the action bar
Category
Arcanist 1 Spell 25y 0y 100% Global 2× MP CNJ, THM, ACN, WHM, BLM, SMN, SCH Action
Arcanist 34 Ability 25y 0y Instant 3m - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, WHM, BLM, SMN, SCH Action
Arcanist 12 Ability 25y 0y Instant 1m30s - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, WHM, BLM, SMN, SCH Action
Arcanist 4 Spell 30y 0y 80% Global 5× MP GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, WHM, BLM, SMN, SCH Action
Archer 4 Ability 0y 0y Instant 3m - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, BRD, BLM, SMN, MCH Action
Archer 26 Ability 0y 0y Instant 1m30s - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, BRD, BLM, SMN, MCH Action
Archer 34 Ability 0y 0y Instant 2m - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, BRD, BLM, SMN, MCH Action
Botanist 46 Ability - - - - - All Classes Action
Botanist 1 Ability - - - - - All Classes Action
Botanist 3 Ability - - - 20s - All Classes Action
Botanist 6 Ability - - - 20s - All Classes Action
Gladiator 10 Ability 0y 0y Instant 2m - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, PLD, WAR, DRK Action
Gladiator 8 Spell 0y 5y Instant Global 8× MP GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, PLD, WAR, DRK Action
Gladiator 22 Ability 25y 0y Instant 40s - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, PLD, WAR, DRK Action
Gladiator 34 Ability 0y 0y Instant 2m - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, PLD, WAR, DRK Action
Lancer 34 Ability 0y 0y Instant 1m20s - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, MNK, DRG, BRD, NIN, MCH Action
Lancer 22 Ability 0y 0y Instant 2m - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, MNK, DRG, BRD, NIN, MCH Action
Lancer 6 Ability 0y 0y Instant 1m30s - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, MNK, DRG, BRD, NIN, MCH Action
Marauder 8 Ability 0y 0y Instant 1m30s - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, PLD, MNK, WAR, DRG, DRK Action
Marauder 26 Ability 3y 0y Instant 1m30s - GLA, PGL, MRD, LNC, ARC, ROG, CNJ, THM, ACN, PLD, MNK, WAR, DRG, DRK Action
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r M m R Arms & Tools: Used by Conjurer – 188 shown
Name Dmg.
The DPS of auto attacks made with this weapon (calculated as auto attack damage divided by delay)
DPS
Aetherial arms have extra, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this arm or tool, which indicates its relative power
iLvl
Level Dmg. Type Type
The number of materia slots this arm or tool has
Materia
The class required to repair this arm or tool; this is typically the same class as the one that can craft or attach materia to this arm or tool
Craft
Price
Aetherial arms can be worth more than the listed amount, depending on the bonuses they have
Value
Name Dmg.
The DPS of auto attacks made with this weapon (calculated as auto attack damage divided by delay)
DPS
Aetherial arms have extra, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this arm or tool, which indicates its relative power
iLvl
Level Dmg. Type Type
The number of materia slots this arm or tool has
Materia
The class required to repair this arm or tool; this is typically the same class as the one that can craft or attach materia to this arm or tool
Craft
Price
Aetherial arms can be worth more than the listed amount, depending on the bonuses they have
Value
95 22.67 Vitality +73, Mind +83, Piety +46, Critical Hit Rate +71 175 60 Magic Two-handed Arm - GSM - -
80 18.67 Vitality +54, Mind +51, Piety +26, Spell Speed +49 125 52 Magic Two-handed Arm 2 CRP - 426 gil
82 19.33 Vitality +58, Mind +58, Piety +40, Critical Hit Rate +37 136 55 Magic Two-handed Arm - CRP - 1,750 gil
81 19.00 Vitality +57, Mind +54, Piety +39, Determination +25 130 53 Magic Two-handed Arm - CRP - 1,596 gil
84 20.00 Vitality +60, Mind +71, Piety +45, Determination +36 148 59 Magic Two-handed Arm - CRP - 1,817 gil
97 23.33 Vitality +75, Mind +84, Determination +49, Spell Speed +74, Morale +30 180 60 Magic Two-handed Arm 2 CRP - -
105 25.33 Vitality +103, Mind +109, Piety +115, Spell Speed +71 210 60 Magic Two-handed Arm - GSM - -
97 23.33 Vitality +75, Mind +84, Piety +69, Determination +49 180 60 Magic Two-handed Arm - CRP - -
83 19.67 Vitality +58, Mind +61, Determination +42, Spell Speed +38 139 56 Magic Two-handed Arm 2 ALC - 473 gil
75 17.67 Vitality +53, Mind +55, Determination +38, Spell Speed +34 139 56 Magic Two-handed Arm 2 ALC 28,620 gil 430 gil
83 19.67 Vitality +59, Mind +64, Piety +43, Critical Hit Rate +38 142 57 Magic Two-handed Arm - GSM - 1,743 gil
82 19.33 Vitality +57, Mind +56, Piety +28, Spell Speed +52 133 54 Magic Two-handed Arm 2 CRP - 453 gil
74 17.33 Vitality +52, Mind +50, Piety +25, Spell Speed +47 133 54 Magic Two-handed Arm 2 CRP 27,383 gil 411 gil
77 17.67 Vitality +47, Mind +45, Piety +35, Determination +23 115 50 Magic Two-handed Arm 2 CRP - 373 gil
69 16.00 Vitality +43, Mind +41, Piety +31, Determination +20 115 50 Magic Two-handed Arm 2 CRP 22,587 gil 339 gil
84 19.67 Vitality +60, Mind +67, Piety +31, Spell Speed +55 145 58 Magic Two-handed Arm 2 CRP - 471 gil
76 17.67 Vitality +54, Mind +61, Piety +28, Spell Speed +49 145 58 Magic Two-handed Arm 2 CRP 28,480 gil 428 gil
85 20.00 Vitality +60, Mind +73, Piety +32, Critical Hit Rate +56 150 60 Magic Two-handed Arm 2 CRP - 487 gil
77 18.00 Vitality +54, Mind +66, Piety +29, Critical Hit Rate +50 150 60 Magic Two-handed Arm 2 CRP 29,462 gil 442 gil
89 21.00 Vitality +65, Mind +77, Piety +54, Spell Speed +43 160 60 Magic Two-handed Arm - GSM - 1,965 gil
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r M m R Shields: Used by Conjurer – 50 shown
Name Bl. Str. Bl. Rate
Aetherial shields have extra, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this shield, which indicates its relative power
iLvl
Lv.
The number of materia slots this shield has
Materia
The class required to repair this shield; this is typically the same class as the one that can craft or attach materia to this shield
Craft
Price
Aetherial shields can be worth more than the listed amount, depending on the bonuses they have
Value
Name Bl. Str. Bl. Rate
Aetherial shields have extra, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this shield, which indicates its relative power
iLvl
Lv.
The number of materia slots this shield has
Materia
The class required to repair this shield; this is typically the same class as the one that can craft or attach materia to this shield
Craft
Price
Aetherial shields can be worth more than the listed amount, depending on the bonuses they have
Value
28 106 Vitality +5, Mind +6, Piety +4, Spell Speed +5 70 50 1 CRP - 200 gil
17 90 Vitality +3, Mind +3, Piety +3, Set ×2: Spell Speed +5 43 42 - CRP - 184 gil
15 76 Vitality +3, Mind +3, Piety +2, Set ×2: Spell Speed +4 38 37 - CRP - 149 gil
53 154 Vitality +11, Mind +11, Piety +9, Accuracy +2, Water Resistance +5, Spell Speed +8 100 50 - ARM - 654 gil
50 151 Vitality +10, Mind +10, Piety +8, Water Resistance +5, Spell Speed +8 95 50 - ARM - 621 gil
35 133 Vitality +6, Mind +6, Piety +5, Spell Speed +6 70 50 1 CRP - 220 gil
6 19 Mind +1 10 10 - CRP 345 gil 7 gil
8 24 Mind +1, Accuracy +1 10 10 - CRP - 8 gil
18 97 Vitality +3, Mind +3, Aetherial Bonuses 45 45 - CRP - 37+ gil
18 97 Vitality +3, Mind +3, Spell Speed +5 45 45 1 CRP - 106 gil
10 38 Vitality +1, Mind +1, Spell Speed +1 25 25 1 CRP 1,758 gil 30 gil
12 48 Vitality +1, Mind +1, Aetherial Bonuses 25 25 - CRP - 12+ gil
14 77 Vitality +3, Mind +3, Spell Speed +4 45 45 1 CRP 6,336 gil 96 gil
12 48 Vitality +1, Mind +1, Spell Speed +2 25 25 1 CRP - 33 gil
8 28 Vitality +1, Intelligence +1, Mind +1, Accuracy +1 17 17 1 CRP 683 gil 14 gil
7 31 - 1 1 - ARM - -
20 113 Strength +3, Vitality +4, Intelligence +4, Mind +4 50 50 - ARM - -
10 35 Vitality +1, Intelligence +1, Mind +1, Accuracy +1 17 17 1 CRP - 16 gil
12 50 Vitality +1, Intelligence +2, Mind +2, Determination +1, Spell Speed +2 26 24 - LTW - 64 gil
3 14 - 1 1 - CRP 72 gil 2 gil
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r M m R Armor: Used by Conjurer – 3,393 shown
Disciplines:
Levels:
Type:
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
Type
The total defense offered by this armor; multi-slot armor is sorted by the defense accounted for by its main slot; mouse over this number to see the breakdown of defense per slot
Def.
The total magic defense offered by this armor; multi-slot armor is sorted by the magic defense accounted for by its main slot; mouse over this number to see the breakdown of magic defense per slot
MDef.
The bonuses offered by this armor; secondary statistics are potentially of value, but are rarely considered for the chosen discipline; Aetherial armor has additional, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this armor, which indicates its relative power
iLvl
Lv.
The number of materia slots this armor has
Materia
The class required to repair this armor; this is typically the same class as the one that can craft or attach materia to this armor
Craft
Price
Aetherial armor can be worth more than the listed amount, depending on the bonuses it has
Value
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
Type
The total defense offered by this armor; multi-slot armor is sorted by the defense accounted for by its main slot; mouse over this number to see the breakdown of defense per slot
Def.
The total magic defense offered by this armor; multi-slot armor is sorted by the magic defense accounted for by its main slot; mouse over this number to see the breakdown of magic defense per slot
MDef.
The bonuses offered by this armor; secondary statistics are potentially of value, but are rarely considered for the chosen discipline; Aetherial armor has additional, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this armor, which indicates its relative power
iLvl
Lv.
The number of materia slots this armor has
Materia
The class required to repair this armor; this is typically the same class as the one that can craft or attach materia to this armor
Craft
Price
Aetherial armor can be worth more than the listed amount, depending on the bonuses it has
Value
Bracelets 1 1 Dexterity +40, Critical Hit Rate +36, Determination +24 190 60 - GSM - -
Bracelets 1 1 Intelligence +40, Accuracy +36, Spell Speed +25 190 60 - GSM - -
Bracelets 1 1 Vitality +40, Parry +36, Accuracy +25 190 60 - GSM - -
Bracelets 1 1 Mind +40, Piety +36, Spell Speed +25 190 60 - GSM - -
Bracelets 1 1 Strength +40, Critical Hit Rate +25, Skill Speed +36 190 60 - GSM - -
Earrings 1 1 Mind +47, Critical Hit Rate +30, Spell Speed +44 210 60 - GSM - -
Bracelets 1 1 Intelligence +47, Critical Hit Rate +30, Determination +42 210 60 - GSM - -
Bracelets 1 1 Dexterity +47, Determination +29, Skill Speed +44 210 60 - GSM - -
Ring 1 1 Strength +47, Accuracy +44, Critical Hit Rate +30 210 60 - GSM - -
Ring 1 1 Mind +47, Piety +34, Critical Hit Rate +44 210 60 - GSM - -
Ring 1 1 Vitality +49, Accuracy +44, Critical Hit Rate +30 210 60 - GSM - -
Ring 1 1 Intelligence +47, Accuracy +44, Critical Hit Rate +30 210 60 - GSM - -
Ring 1 1 Dexterity +47, Accuracy +30, Critical Hit Rate +44 210 60 - GSM - -
Necklace 1 1 Strength +47, Accuracy +30, Determination +42 210 60 - GSM - -
Necklace 1 1 Mind +47, Piety +49, Determination +29 210 60 - GSM - -
Necklace 1 1 Vitality +49, Accuracy +30, Critical Hit Rate +44 210 60 - GSM - -
Necklace 1 1 Intelligence +47, Accuracy +44, Spell Speed +30 210 60 - GSM - -
Necklace 1 1 Dexterity +47, Accuracy +30, Determination +42 210 60 - GSM - -
Earrings 1 1 Strength +47, Critical Hit Rate +44, Determination +29 210 60 - GSM - -
Ring 1 1 Vitality +49, Parry +30, Determination +42 210 60 - GSM - -
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r M m R Hunting Logs: For Conjurer – 50 shown
The number of this log entry, which links to the entry page
Entry
Monsters
The reward for completing this hunting log entry; class hunting logs yield experience, while Grand Company hunting logs yield company seals; an extra reward is given when all hunting log entries are complete
Reward
The number of this log entry, which links to the entry page
Entry
Monsters
The reward for completing this hunting log entry; class hunting logs yield experience, while Grand Company hunting logs yield company seals; an extra reward is given when all hunting log entries are complete
Reward
36 Deepvoid Deathmice 14,000 EXP
42 Dead Man's Moan, 4 Grenades, 2 Hippocerfs, 2 Lammergeyers 17,500 EXP
46 5th Cohort Equites 19,500 EXP
47 Sea Wasps 20,000 EXP
48 Sylph Bonnets 20,500 EXP
49 Ahrimans 21,000 EXP
50 2nd Cohort Vanguards 21,500 EXP
45 Snow Wolves 19,000 EXP
38 Downy Aevises 15,000 EXP
37 Dryads 14,500 EXP
39 Will-o'-the-wisps 16,000 EXP
35 Ornery Karakuls 13,500 EXP
34 Bloodshore Bells 13,000 EXP
33 Revenants 12,500 EXP
32 Bigmouth Orobon, 2 Gigantoads, 2 Mamool Ja Infiltrators, Sandworm 12,000 EXP
31 Lindwurms 11,000 EXP
30 Apkallus 10,000 EXP
29 Toadstools 9,700 EXP
28 Goblin Thugs 9,400 EXP
27 Qiqirn Roerunners 8,600 EXP
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r M m R Ventures: Available to Conjurers – 115 shown
The number of items returned by a venture is based on your statistics and is somewhat random; the number listed on the venture list may not accurately reflect the number retrieved by the venture
Name
Type Level
Item-specific ventures will have their duration decreased to 40m or 50m if your retainer's statistics are high enough
Duration
Cost
The amount of experience gained from a Quick Exploration venture is random, based on the item retrieved
Experience
Requirements
The number of items returned by a venture is based on your statistics and is somewhat random; the number listed on the venture list may not accurately reflect the number retrieved by the venture
Name
Type Level
Item-specific ventures will have their duration decreased to 40m or 50m if your retainer's statistics are high enough
Duration
Cost
The amount of experience gained from a Quick Exploration venture is random, based on the item retrieved
Experience
Requirements
Quick Exploration 10 60m Ventures ????? -
Hunting 49 60m Venture 70,533 Average Item Level 30
Hunting 28 60m Venture 30,000 Average Item Level 10
Hunting 49 60m Venture 70,533 Average Item Level 30
Hunting 48 60m Venture 70,533 Average Item Level 30
Hunting 47 60m Venture 70,533 Average Item Level 30
Hunting 46 60m Venture 70,533 Average Item Level 30
Hunting 45 60m Venture 57,896 Average Item Level 30
Hunting 44 60m Venture 57,896 Average Item Level 30
Hunting 43 60m Venture 57,896 Average Item Level 30
Hunting 42 60m Venture 57,896 Average Item Level 30
Hunting 41 60m Venture 57,896 Average Item Level 30
Hunting 40 60m Venture 48,784 Average Item Level 20
Hunting 39 60m Venture 48,784 Average Item Level 20
Hunting 38 60m Venture 48,784 Average Item Level 20
Hunting 37 60m Venture 48,784 Average Item Level 20
Hunting 30 60m Venture 30,000 Average Item Level 10
Hunting 29 60m Venture 30,000 Average Item Level 10
Hunting 29 60m Venture 30,000 Average Item Level 10
Hunting 30 60m Venture 30,000 Average Item Level 10
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r M m R Quests: For Conjurer – 30 shown
Name Type
These quests only appear during the main plot of one of the three cities or to members of a particular Grand Company; you will not see them if you are from another city or join anoher Grand Company
Plotline
Level
The amount of experience awarded when completing this quest; some quests give varied amounts of experience based on your current level
EXP
Gil
You earn all of these rewards when the quest is completed, independent of optional rewards
Rewards
You may choose one listed optional reward when the quest is completed
Reward Options
Prerequisites Starting NPC
Name Type
These quests only appear during the main plot of one of the three cities or to members of a particular Grand Company; you will not see them if you are from another city or join anoher Grand Company
Plotline
Level
The amount of experience awarded when completing this quest; some quests give varied amounts of experience based on your current level
EXP
Gil
You earn all of these rewards when the quest is completed, independent of optional rewards
Rewards
You may choose one listed optional reward when the quest is completed
Reward Options
Prerequisites Starting NPC
Class 1 100 - Weathered Cane - All Classes Lv.1
Class 5 560 - Maple Wand, Square Maple Shield Custom-made Robe of Healing or Hempen Hat or Bone Ring or Copper Wristlets or 5 Allagan Tin Pieces CNJ Lv.5, My First Cane, Way of the Conjurer
Class 10 1,710 - Maple Crook Amateur's Dalmatica or Amateur's Hempen Coif or Hempen Dress Gloves or Amateur's Duckbills or Allagan Bronze Piece CNJ Lv.10, Trial by Earth, Way of the Conjurer
Class 15 3,360 - Ash Wand, Square Ash Shield, Fluid Aura Cotton Cowl or Hard Leather Ringbands or Cotton Tights or Hard Leather Boots or 3 Allagan Bronze Pieces CNJ Lv.15, Trial by Wind
Class 20 4,060 - Elm Crook Cotton Dalmatica or Ash Mask (Lapis Lazuli) or Cotton Dress Gloves or Cotton Dress Shoes or 5 Allagan Bronze Pieces CNJ Lv.20, Trial by Water
Class 25 4,760 - Whispering Ash Wand Cotton Halfrobe or Goatskin Ringbands or Goatskin Boots or Silver Spectacles or Allagan Silver Piece CNJ Lv.25, Sylphie's Trials
Class 30 7,410 - Walnut Cane, Cure II Velveteen Robe or Velveteen Gaskins or Velveteen Dress Gloves or Velveteen Dress Shoes or 3 Allagan Silver Pieces CNJ Lv.30, Like Mother, Like Daughter
Class 1 100 115 gil - - CNJ Lv.1, Way of the Conjurer
Job 30 7,410 - Soul of the Paladin, Sword Oath - GLA Lv.30, CNJ Lv.15, The Rematch
Job 30 7,410 - Soul of the Scholar, Adloquium - ACN Lv.30, CNJ Lv.15, Sinking Doesmaga
Job 30 7,410 - Soul of the White Mage, Presence of Mind - CNJ Lv.30, ACN Lv.15, In Nature's Embrace
Lominsan Sidequest 35 9,020 1,791 gil - - Any Disciple of War or Magic Lv.35, Leves of Swiftperch, Leves of Bentbranch, Leves of Horizon
Ishgardian Sidequest 56 36,000 465 gil - - Any Disciple of War or Magic Lv.56, Let the Clan Hunt Begin
Ishgardian Sidequest 53 28,800 449 gil - - Any Disciple of War or Magic Lv.53
Ul'dahn Sidequest 10 1,710 215 gil - Leather Jacket or Amateur's Dalmatica or 2 Allagan Bronze Pieces Any Disciple of War or Magic Lv.10, Way Down in the Hole
Ul'dahn Sidequest 25 4,760 2,112 gil - - Any Disciple of War or Magic Lv.25, Leves of Swiftperch, Leves of Bentbranch, Leves of Horizon
Ul'dahn Sidequest 40 11,270 1,958 gil - - Any Disciple of War or Magic Lv.40, Leves of Swiftperch, Leves of Bentbranch, Leves of Horizon
Ul'dahn Sidequest 15 3,360 239 gil - - Any Disciple of War or Magic Lv.15, Leves of Swiftperch, Leves of Bentbranch, Leves of Horizon
Mor Dhonan Sidequest 45 12,420 1,958 gil - - Any Disciple of War or Magic Lv.40, Leves of Swiftperch, Leves of Bentbranch, Leves of Horizon
Lominsan Sidequest 15 3,360 239 gil - - Any Disciple of War or Magic Lv.15, Leves of Swiftperch, Leves of Bentbranch, Leves of Horizon
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r M m R Achievements: Related to Conjurer – 8 shown
Name Points Category Objective
The title or item given as a reward for earning this achievement; some titles differ slightly for female characters
Reward
Name Points Category Objective
The title or item given as a reward for earning this achievement; some titles differ slightly for female characters
Reward
20 Battle Complete all conjurer entries in the hunting log.
20 Class Achieve level 50 as a conjurer, a thaumaturge, and an arcanist.
30 Class Obtain the achievements "Mastering War I" and "Mastering Magic I."
5 Disciples of Magic Achieve conjurer level 10.
5 Disciples of Magic Achieve conjurer level 20.
5 Disciples of Magic Achieve conjurer level 30.
5 Disciples of Magic Achieve conjurer level 40.
5 Disciples of Magic Achieve conjurer level 50.
r M m R Monsters: Conjurers – 92 shown
Special monsters are spawned by quests, FATEs, or leves, or are normally occuring monsters with special properties for use in quests; instance monsters appear in dungeons, guildhests, and quest instances; notorious monsters (NMs) are unique monsters of particular note; high notorious monsters (HNMs) are unique monsters with notable rewards
Name
The family of the monster; if the monster has a class, that is also shown here; a ∗ indicates that the monster is a special quest monster and may have special defenses or other properties
Type
The range of levels this monster may appear at; the specific level of a monster depends on where it is encountered
Lv. Range
Hostile monsters will attack characters up to 10 levels above their own level; some passive monsters may be hostile when appearing in certain contexts, such as leves or FATEs
Behavior
Drops Areas
Special monsters are spawned by quests, FATEs, or leves, or are normally occuring monsters with special properties for use in quests; instance monsters appear in dungeons, guildhests, and quest instances; notorious monsters (NMs) are unique monsters of particular note; high notorious monsters (HNMs) are unique monsters with notable rewards
Name
The family of the monster; if the monster has a class, that is also shown here; a ∗ indicates that the monster is a special quest monster and may have special defenses or other properties
Type
The range of levels this monster may appear at; the specific level of a monster depends on where it is encountered
Lv. Range
Hostile monsters will attack characters up to 10 levels above their own level; some passive monsters may be hostile when appearing in certain contexts, such as leves or FATEs
Behavior
Drops Areas
Sahagin Conjurer 46–50 Hostile - -
Sahagin Conjurer 47–49 Hostile - Western La Noscea
Sahagin Conjurer 44 Hostile - -
Ixal Conjurer 16 Hostile - -
Ixal Conjurer 49 Hostile - Coerthas Central Highlands
Gigant Conjurer 24 Hostile - Western Thanalan
Elezen Conjurer 50 Hostile - -
Mamool Ja Conjurer 29–33 Hostile - Upper La Noscea
Sylph Conjurer 49 Hostile - -
Sahagin Conjurer 48 Hostile - -
Ixal Conjurer 49 Hostile - -
Sahagin Conjurer 50 Hostile - -
Sahagin Conjurer 46 Hostile - Western La Noscea
Miqo'te Conjurer 14 Hostile - -
Roegadyn Conjurer 50 Hostile - -
Hyur Conjurer 45 Hostile - -
Sahagin Conjurer 48 Hostile - Western La Noscea
Sahagin Conjurer 44–48 Hostile - -
Sylph Conjurer 22–47 Hostile - East Shroud
Sylph Conjurer 49 Hostile - -
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