Final Fantasy 11

Final Fantasy 11

17.10.2013 06:54:00
Weapon Skill- Skill Chain FAQ
Weapon Skill- Skill Chain FAQ
For FFXI
Last Updated 5/16/2004
by Kletian999

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Table of Contents
I: Version History
II: Purpose
III: Disclaimer
IV: Copyright Information
V: Introduction to Weapon Skills - Limit Breaks
VI: Newbie Q & A:
VII: Introduction to Skillchains - Renkei
VIII: The Limit Break Attributes
IX: Renkeis
X: Weapon Skill (Limit Break) List
X-2: Unlocking the Quested Techniques
XI: Conclusion
XII: Thanks to
T: Contact Info -Kletian999

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I: Version History
Current Version
0.85 4/22/2004 Another Nice Update, took longer than I wanted
Confimation and correction on lots of techs, G Sword, Scythe, Sword, Spear
More thanks and special thanks
More experimenting with Starlight/Moonlight
"Elemental Limit Breaks can be resisted?"
Some reorganization was in order
New site with hosting permission
Beginning Weapon/monster Affinity Chart
Even Newer Limit Breaks have been implemented, accepting any new information

0.80 4/21/2004 Huge Update
Spirits Within, Star Light, and other TP based techs updated
lots of work on Katana, G Katana, Axe, Spear, Ranged updates/corrections
TP Gain chart/assumptions changed.
Comments added for each Weapon family
Removed bad info on "critical=extra hit" from some weaponskills
New Newb question
Lots of "thank you"s added.

0.75 4/4/2004
Got a lot of nice info from people at Killing Ifrit on GAxe and Scythe WS
Cleaned up TP chart some
Admitted my guesses on G Katana WS are way off, will seek help correcting them
New newb Question
New site permission

0.71 4/1/2004
Lots of little things, corrected some mistakes in past update.
Lots of experimenting with Star Light
Introduction of "Too much TP" theory
Revised some opinions.
Information on Weapons vs. Monster families
New Newbie question
Better link to Skill cap charts.
TP info for wands, hammers, katanas
New Host, finally learned how to submit to Killing Ifrit

0.7 3/19/2004 Huge update
Found quest info for ALL final weapon skills, gave them their own section
Corrected lots of weaponskills, thanks to StarvingArtist videos
More sites with hosting permission
Miscellanious rewriting/rephrasing

0.611 3/13/2004
More corrections to TP gain chart
New site with hosting permission
Updated Hexastrike

0.61 3/11/2004
Corrected/added to TP gain chart
Added mention of Double/Triple Attack on Weaponskills
Changed opinions on White mages weapon recommendation
Small adjustments to WS effect descriptions
Added a new site with hosting permissions

0.6 (First published) 3/9/2004
Complete Skillchain information up to Lvl 250 techniques
Complete list of skills up to lvl 250, but not complete effect descriptions.

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II: Purpose
Information on Weapon skills and skill chains is either scattered or not
present. My mission is to bring all the knowledge I can find into one place
then fill in the gaps to make a definitive FFXI resource.

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III: Disclaimer
I am no expert on this game. 90% of the information I know about Weapon Skills
and Skill Chaining originally came from other people, either through message
boards, charts, sites, or FAQs. This FAQ will never reach a complete state
without the participation of some dedicated people who have reached the higher
levels and are willing to test out the information that has come to my
attention. Either that or someone with inside knowledge of the game dynamics
would help (/emote winks). Furthermore, this is my first FAQ, so bear with
me and give helpful suggestion on formatting and content.

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IV: Copyright Information

Even Editors of Anthologies get copyrights.
1: I promise to credit information derived from the work of others, in return
I ask that no one derive a work from this without giving me credit.
2: This is intended as a Free Resource to the FFXI community, it should never
be bought, sold, traded, or given as an incentive for a business transaction.
3: I wrote this for GameFAQs.com, I am willing to let other sites use it, but
they must get my written permission first. Furthermore, I plan to update this
guide on GameFAQs first are foremost.
4: Any posting of this work in a public medium must not be changed in any way.
It's my name on this work and only I determine what is written under my name.

I can be contacted at Kletian999@hotmail.com. As this account has an
aggressive spam filter, Please write Renkei FAQ in the subject. If you don't
here any response from me in two weeks, assume I missed your message and send
it again.

This FAQ is Copyright 2003-2004 Tom Dubeck- Kletian999

All trademarks and copyrights mentioned in this document are owned by their
respective trademark and copyright holders.

Current Sites with posting permission:
1: www.GameFAQs.com
2: DLH.net
3: www.Neoseeker.com
4: faqs.ign.com
5: www.order-of-judgement.com
6: ffxi.killvoid.com aka www.KillingIfrit.com
7: www.rpgdreamers.com
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V: Introduction to Weapon Skills - Limit Breaks

As SquareEnix is not your typical MMORPG maker, they decided to give melee
classes something to do besides autoattack and mash on Ability macros during
battles. This game features special attacks officially called Weapon Skills,
but I prefer to call them Limit Breaks as Weapon Skills resemble Limit Breaks
from FF6-10 greatly, and it prevents confusion with the term Weapon Skill
Level, which is how proficient your character is with a certain "type" of
weapon. Limit Breaks can be used whenever a Character's TP level reaches 100%
or more (up to 300%). TP goes up 2% every time you get hit and you get a
varying amount of TP directly dependant upon weapon delay.
Higher delay=more TP gain per hit. TP gain can be in fractions, thus causing
a weapon like Scythe to get 12, 13, 12 etc. Since the TP gain method wasn't as
set as I thought it was, take these figures as ballparks.

TP Gain chart
Hand to Hand 4-7 (depends on weapon and whether you have Martial Arts)
Katana 5
Dagger: 5, 5.5
Sword: 6
Club (Wand) 6.5
Club (Hammer) 8.5
Axe: 6.5, 7
Boomerang 8 TP
Staff 9.5
Spear 10, 12
Great Katana 10, 11(becomes 12 with TP Store), 12
Great Sword 11, 12.5
Bow 12
Crossbow 12
Gun 12?
Great Axe 12.5
Scythe 12, 12.5

TP goes down 10% for every 10 seconds of being in healing posture
(what I call a "hit" of healing). The best metaphor for TP is anger, however
if you leave the area or change your equipped weapon, you TP goes down to
zero (I trust this is to prevent abuses like charging up your weapon on fodder
to fight difficult monsters in a different zone). Using a Limit Break will
consume all your TP unless you are a Samurai using Meikyo Shisui. Samurai's
TP store passive trait seems to give 10% more TP for all actions (even get 3 TP
once every 10 hits).

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VI: Newb Q & A:

Note: Newb- Newbie, someone who doesn't know better but will learn in time.
Noob(n00b)- Moron, deliberately annoying, confrontational, never learns.

Q: If I buy/use a new weapon, does my Weapon Skill Level go back to zero?
A: No, Weapon Skill Level is based on the "type" of the weapon used (i.e. 1
handed sword, scythe, club), not the actual weapon itself. One should get
their weapon upgraded often so that you are keeping up with the enemies, I
recommend you keep the Minimum Level Requirement of your weapon no further
than 5 levels under your current level, at least until you get the hang of
purchasing weapons.

Q: Are Rapiers, Scimitars, and Long Swords different types of weapons?
A: No, they all count as 1 handed swords; if you are a sword user, feel free
to switch between those sub-categories to find your favorite balance of Damage
vs. Delay (higher numbers=slower attack), Equip-ability (Scimitars are
equipped by fewer classes than the other two) and appearance. This is also
true for Daggers, Knives, and Kukris (all Dagger type weapons); Knuckles and
Claws (Hand to Hand type); Hammers, Clubs, and Wands (all Clubs), and other
subtle variations in weapons.

Q: What are the types of weapons?
A: The types of weapons are 1 Handed Axe/Picks (Axe), Bow, 1 handed blunt
weapons (Clubs), Dagger, 2 Handed Axe (Great Axe), 2 Handed Katana (Great
Katana), 2 Handed Sword (Great Sword), Guns and Crossbows (Marksmen), Claws
Knuckles, etc (Hand to Hand), 1 Handed Katana (Katana), Scythe, Spears and
Lances (Polearm), Staff, and 1 Handed Sword (Sword). Boomerangs and other
throwing weapons also have skill levels but no limit breaks.


Q: What weapon type should I use? I am a
A: Well, it depends on your current job, subjob, planned future job, job level,
and personal style. The most general advice is to use a weapon type you can
equip and that your job is compatible with and meets your desire for
damage/delay (do you like hitting hard or often?). Feel free to experiment, as
learning a new weapon is easy, and is explained in the next question.
For a chart on Class-Weapon Compatibility and per level skill caps check :

http://www.ausystem.org/~aushacho/gbox/ff/skill-e.html

It will also tell you what Job level you can expect to learn your next Limit
Break. A rule of thumb is that caps start around 5 and rise about 3 skill
levels per job level, (Thus, level 10 technique at level 3, 100 techniques at
33, 200 techniques at 66) provided you are using a weapon of some proficency.
The difference widens greatly later in the game, but for the first 20 levels
or so there is not much difference between A to C Weapon proficency.

One last thing, some types of Monsters (Skeletons for instance) are resistant
to attacks by Piercing Weapons (Daggers, Spears, Bow/Marksmen), but weak to
Blunt Weapons (Clubs, Hand to Hand). Also Flying enemies are weak to
Piercing, but I'm still measuring if Blunt does less. Likewise, I'm unsure if
Slicing weapons like Swords and Axes are enemy neutral, or have their own set
of weaknesses. Check a later question for more info. Having the same weapon as
a lot of other people can make shopping easier, but you might be a more
interesting character with cool skillchain potential if you choose a variety
of weapons.

Quick recommendations:
Warrior- almost anything, but Axe and Great Axe are your best bet
Monk- Hand to Hand, might try Poles for fun
Thief- Swords or Hand to Hand (with monk subjob) to start, then Dagger 30+
White Mage- Hammers (Club) for melee damage, wands/staves give MP and stats.
Black Mage- Wand or Staff, but focus on stat bonuses over actual fighting
Red Mage- Swords, maybe a debuff dagger
Paladin- Swords, Clubs, Greatswords
Dark Knight- Scythe, Greatsword
Beastmaster- Axe
Bard- Sword or Dagger for Melee, Monster Signa (Staff) for Charisma boost
Ranger- Dagger, Axes, or anything that boosts ranged pow/acc
Summoner- Club or Staff, but focus on stat bonuses over actual fighting
Ninja- 1 handed Katana, stat boosting weapons
Samurai- Great Katana and/or Spear
Dragoon- Spear

Q: I want to learn a new weapon, what's the best way to raise my skills?
A: There are two strategies you can use; the first realies on facing enemies
that are way above your skill level and getting .4 and .5 per hit, but not
hitting often; the other relies on systematically visting zones where your
skill will let you hit the enemy regularly and get .2 and .3 per hit.
For the first method, make sure the enemies are weak enough to not hurt you
much unless you created a skill raising party (popular to raise skills above
100) as your damage output and accuracy will be pitiful. Use every accuracy
enhancing thing you can get easily: Ranger sub (10), Bard's Sword Madrigal,
Battle gloves, Life Belt, Bard's Hunter's Prelude and Sharpshoot for Ranged,
and a high enough job level difference to have high DEX compared to enemy AGI.
Likewise, try to find slow moving, low evasion/High defense mobs. You might
also want to focus on monsters that give good cash/items when killed to make
the experience more productive.
While this method works if you have the accuracy boosts (very cheap way to
level bow and markmenship skill), I find the gradual method is more available
to those without great accuracy or skill parties. The gradual method
basically involves killing the enemies that your weapon skill would rate as
tough for its level. Here's a helpful chart of skill ranges and areas.

0-20 Newbie zones, first 10 near town gates, last 10 away from gates
20-40 Crag (Dem, Holla, Mea) zones, remember how difficult the enemies were
and fight accordingly, as enemies are scattered around.
40-60 Subjob zones, Start in Valkurm and move to Buburimu towards the end
as enemies are stronger in Buburimu.
60-80 Qufim
80-100 Khazam
100+ getting more difficult to solo, Jeuno Border zones

As you notice, the chart reflects the common leveling path to level 33, any
zone I recommeded can be replaced with whereever you leveled during those
level ranges. A very simplified version of the cap formula per level is
5+3*level. So to raise your skill to 125, you'd need to go to a place where
level 40 people level and fight there. You can do this process either with
your main job or by using another job for the sole purpose of leveling a
weapon you are behind on (not recommended though unless you like the other job)
The reverse of this process, say, leveling Spear before playing as a Dragoon,
carries the benefit of making the pre-party levels easier (as no one solos
more than Even Match much and tough enemies are the ones that raise you to your
caps). The precapped skills is one of the big reasons why leveling a subjob
seems a lot easier than when you first started (the other reasons are of
course, your equipment, subjob, and experience).


Q: If I switch jobs, what happens to my Limit Breaks and Weapon Skill Levels?
A: The Short Answer is that nothing is lost forever; you can only improve over
time.

The Long answer
Everything you have earned as one class will be remembered; by you may not be
able to use it when you switch jobs. For Example, let’s say a Level 20 warrior
named Bob decides to build a Thief Subjob. Bob had trained in both swords and
greatswords, so we'll say he has 50 weapon skill level each. As a Thief, he
cannot equip Greatswords so he cannot use any of those skills. Thieves can use
swords, however, Bob is now a Level 1 Thief (for simplicity, he hasn't actually
done the subjob quest yet, so he will not be subbing warrior), thus his weapon
skill level is capped below 10, which means until he levels up, he cannot use
any sword skills yet. Instead at level 1 he will have a capped skill of around
5, as soon as he levels up, his skill will jump to the next cap till he reaches
his original level of 50. So as soon as Bob reaches level 3 or 4, he will get
Fast Blade again. However, an important point to note is that some skills can
only be used by specific jobs, even if other jobs can reach the level to learn
them. Red Lotus Blade, the skill level 50 sword technique, is limited to
Warriors, Paladins, and Dark Knights. So even when Bob gets to sword level 50,
he cannot use Red Lotus Blade. If at any point he wants to switch back to
Level 20 Warrior, his sword level will automatically return to its former
glory. If as a Thief he was able to get sword skill above the original, to say
55, then the warrior will have a sword skill 55 as well. If Bob had subbed
Warrior, his sword level cap would have been determined by the highest cap
offered by his two jobs. At Thief level 1, his Warrior sublevel 1(sublevel is
no more than half of Job level rounded down, except for level 1) might have
offered him a higher cap on sword skill. Once his sword skill cap got back to
50 he could use Red Lotus Blade as he has a warrior sub.

Q: I'm having problems doing Skillchains...
A: That's a statement, but I'll answer it anyway. Once you have a chained
planned out (you should have your party plan a chain in advance) the rest is
timing (to ensure the chain is planned smoothly, set a macro like "/p "
that will let the others know when you are ready. Also, have the start guy
confirm that you want to chain on a given enemy, nothing is worse than wasting
a chain on an easy enemy and then narrowly losing to strong one that
aggressively attacked you). While Master LL's FAQ recommends reading the log
for the "preparing" statement, I found I had an easier time using another
method. Don't start counting until the technique is actually done (it's easier
to see for one), then press your Limit Break Macro (you have macroed your limit
breaks right?) between the count of 3 and 4. I say this because the second is
a lot slower that it normally feels when timing matters; not only that but the
system is much kinder to late entry than those who come in too soon. This may
be because of the server's clock slowing down due to the pyrotechnics of the
weaponskills, but I can't say for sure. Anyone, once you get the timing down
you'll probably never miss a chaining again. For Magic Burst timing, refer to
Master LL, he's a Red Mage, I'm a Thief, he knows more about Magic.

Q: How do I Macro Limit Breaks?
A: Go to your "Macros" menu under the second page of your Main menu. Choose to
either overwrite the Macros in the Macro Set 1 or switch to another Macro Set
by pressing up and down (from 1 to 10). The Macro sets are divided into
little cells labeled Ctrl or Alt + a number. Select one then select the Name
field to give it a name, then the lines below it and input the following:

/ws "Your Ability Name with Proper Capitalization"

Here's a breakdown
/ws- the shorthand command for do a weapon skill

"Your Ability Name etc"- pretty self explanatory, it HAS to be in quotes if
there is a space in the skill name i.e. "Fast Blade" in contrast to
Shadowstitch


- tag that stands for current target, for non weapon skills, things like
for yourself or - for your party members are also useful.

If you forget the then you will either get an error or the Blue Targeting
Cursor and must press enter for the ability to happen, similarly to what
happens when you use the menus. allows you to target something
beside current target, and you can make cycling easier with or .

Q: How do I combine abilities with Limit Breaks to do maximum damage?
A: Many jobs have abilities that give attack up or multiply damage for attacks,
and they are very effective when combined with Limit Breaks in Chains. This is
because most Limit Breaks multiply your attack damage and Renkei's base damage
(before elemental strengths and weakness) is 50-300+% of the damage of the
technique that caused it. Some abilities like Berserk or Last Resort can be
activated well in advance of your limit break. Others like Sneak Attack and
Boosts have to be carefully timed so that they aren't wasted on a regular
attack. The general consensus is a 1 to 2 second wait time between the
activation of each ability and Limit Break is enough to ensure that all of them
process and the effects are properly stacked. Thus it is easiest to create a
Macro that has all the commands entered in separated by "/wait 1" or "/wait 2"
lines. If you do this remember to add the wait times to your count for the
chain. Take my favorite macro:

/ja "Sneak Attack" (ja stand for Job Ability)
/wait 2
/ws "Fast Blade"
/p Cool Phrase to go along with my special attack (talks to party for the
purpose of showing off and preparing them for chain)

I only count to 1 after seeing a technique before pressing this macro. If I
had two abilities with a /wait 2 separation, I would need to press it one
second before my friend's technique occurred. In this case, you should put
wait 1 between your lines to keep the waiting under 3 seconds. If you are
first in the chain, the timing is not important, just make sure everyone else
is ready. One more thing, being last ensures more damage % in your Renkei, so
the strongest attack should go last if possible.

Q: When should my group do a Skill Chain/use their Limit Breaks?
A: Skillchains are both cool looking and effective for doing extra damage. You
generally want to save them for the beginning of a harder battle as you come to
the end or your Exp chain. Yet at the same time, you don't want people waiting
with over 100TP for too long, as two 100TP limit breaks are usually stronger
than 1 200TP limit break. When there are major differences between TP gain
amoung members, you need to decide who to include in the chain or whether to
chain at all. Earlier in the game, the average renkeis will be doing very
small damage by itself, the power of Skillchains really comes from the magic
bursts at that time. If your party doesn't have someone to burst, and members
like the tank or samurai are getting 200 TP in the time it takes the others
to get 100, it's actually better to let them just use the techniques as they
get them, occationally chaining when convieniant. Often magical melees like
Red Mage and Paladin are left out of chains entirely as they need to heal for
MP (if you have Mages' Ballad/Refresh going this is not as big a deal). One
last task is to coordinate the skillchain: does everyone contribute to one big
chain or is it divided into smaller chains. The answer to this question
depends one what is the major damage dealer. If magic bursts are your primary
damage, then more small chains are better, especially if they produce an
element the enemy is weak against. On the other hand, if you have a member
with very damaging limit breaks such that the renkei's themselves do lots of
damage (ie.Thieves, Monks, Darks, Rangers) you should take advantage of longer
chains to increase the percentage of renkei damage dealt. Granted, limit break
incompatibility and impatient/inattentive party members can prevent long chains
from being done, and thus its easier at times to just coordinate small ones.

Q: I've reached the required skill level to get a new Limit Break, and it said
I learned it, but it does not show in my ability menu. Why can't I use it?
A: Some jobs are better at certain weapons then others, to emphasize this, some
limit breaks are "Sealed" so that only some jobs can use them, regardless of
skill level. There are two seals, EX and SP. EX seals are usually given to
upgrades of previous techniques, such as Red Lotus being an upgrade of Burning
Blade, but they can also be given to completely unique techniques like One Inch
Punch. EX seals are bypassed by having a certain job as EITHER main or sub
when trying to use that technique, say a Red Mage or Thief Subbing Warrior to
use Red lotus. The SP seal usually only shows up on high level techniques that
are very powerful (usually level 200+); this seal makes it so ONLY characters
with the proper MAIN job can use that technique. The EX and SP seals should be
taken into account when choosing what weapon to use and with what sub. In the
Skill lists, EX seals are marked by * while SP seals are marked by +, with the
proper jobs mentioned in footnotes before the detailed descriptions.

Q: Can you give more detail on how monsters are strong against/weak to certain
weapons?
A: Well I have discovered a way to test the strength of a weapon on a variety
of enemies that surpasses small differences in Defense. Using an unnerfed
"Sneak Attack" with my thief main has the interesting property of doing the
same damage to really weak enemies (like tunnel worms) as it does to stronger
enemies (like Acrophies). It is also true then if you try a Sneak Viper Bite,
it will cause no more damage than the regular Sneak attack. This is because
Sneak attack's per hit damage is limited by a cap which is controlled by
Weapon Damage, ATK, and DEX. However, slight differences can emerge between
certain monster types (i.e. I may do 280 most of the time but when I hit a fly
or bat I do 330). Using these numbers, I can approximate the effect of monster
family on weapons by using percentages.
My Data so far
Dagger vs.
Flies +20%
Bats +20%
Bones -50%

Claw (H2h) vs.
Bones +20%
Magic Pots +20%

Will post more family data after repeated testing. Note this test can't work
for weapons Thieves cannot equip. However, if it is found that my "group"
theory of weapons (Piercing, Blunt, Slicing) is true, then it should be enough
data to cover all of them.
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VII: Introduction to Skillchains - Renkei

By performing two different limit breaks on the same target spaced 3 seconds
apart they can combine to create a Renkei (known as Skillchains, I prefer
Renkei cause it sounds cooler and there is no confusion between the special
effect and the whole combo chain). The Renkei adds elemental damage equal to
a fraction of the damage dealt by the technique that caused it (plus or minus
elemental weakness/resistance of the target) and allows mages to perform Magic
bursts with spells of the Renkei's element. The Renkei performed depends on
the techniques used and the order.

To see a popular chart that covers the 1st level Renkeis and how to create 2nd
level Renkeis go here:

http://ffvault.ign.com/skillchains/skillchain.jpg
Be warned there were some errors in this chart that do not exist in this FAQ.

More in depth charts which I used as a source for Chaining Level 2 Renkeis and
performing Level 3 Renkeis are here:
http://home.comcast.net/~hartwickc/renkei2.gif
http://files.liquid-x.net/scrap/wse.pdf
Thank you Penny Arcade Forum

and a More updated Japanese version of the middle chart with the latest Weapon
skills to 250. I'll be trying to flesh out this FAQ with data from there.
http://www5.plala.or.jp/SQR/ff11/ability-weaponskill.html

Some official info on chaining has been posted on Playonline:
http://www.playonline.com/ff11us/vt/extra/index.html

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VIII: The Limit Break Attributes
In an attempt to simplify the data in the charts, Each colored box represents
an Attribute. I tried to make the naming of these attributes intuitive as
possible so one could guess the attributes a limit break had by the name or
weapon when a new party member comes along. Furthermore, it makes abbreviating
easier (L could stand for Light or Lightning, W could stand for Wind or Water).
It is important to realize that renkei attributes are not necessarily elemental
attributes of the attack i.e. Dark Harvest is Condition (water) yet it does
dark damage.

Blunt (Lightning) - Mostly Blunt weapons or Stun hits with Edged Weapons, also
includes Lightning Elemental techniques

Fire - Mainly Fire Elemental techniques, some of the area attacks as well.

Slice (Earth) - Mostly Speed based attacks from Sharp Weapons, also includes
Earth Elemental techniques

Air (Wind) - Mainly Wind Elemental techniques

Ice - Mainly Ice Elemental techniques and some stun hits.

Condition (Water) - Mostly Status Causing attacks, also includes Water
Elemental techniques

Pierce (Light) - Most techniques from Spear, Gun, and Bow are in this
Group, very few of the Light Elemental techniques are actually in this group

Dark - Rare techniques like One Inch Punch and Pentathrust, some Dark element
attacks (less than you would think)

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IX: Renkeis
This section is made to illustrate in text what the charts displays in colored
arrows. Renkeis are performed by spacing two techniques 3 seconds apart; if
the attributes are compatible, the renkei occurs. Some techniques have
multiple attributes; if so the game will perform the first valid chain it
comes to between two techniques. As long as the group has TP, Limit Breaks
can be chained, causing each successive Renkei to take a higher percentage of
the Limit Break's damage. Note, once a renkei has been performed (like using)
Thunder Thrust to perform Impaction, a multi-attribute technique is locked in
that attribute for the chain. Therefore, only Fire or Air techniques could
continue that chain, and NOT a Slice technique trying to make Distortion off of
its locked Pierce attribute.

One of my sources suggested this base damage percentage.
Level 1st renkei 2nd 3rd 4th? 5th?
Level 1 50% 60% 75%
Level 2 60% 75% 100%
Level 3 100% 150% 200%

Thus it's good to do one or two small techs to build up a big hit.

Level 1- can be chained together as long as your group has TP. Each allows one
element to Magic Burst, and the element is always equal to the attribute of the
chaining limit break.

Sorted by Starter
First Tech -> Second Tech = Renkei Name (Element of the Renkei)

Blunt -> Fire = Liquification (Fire)
Blunt -> Air = Detonation (Wind)

Fire -> Slice = Scission (Earth)

Slice -> Air = Detonation (Wind)
Slice -> Fire = Liquification (Fire)
Slice -> Condition = Reverberation (Water)

Air -> Slice = Scission (Earth)

Ice -> Blunt = Impaction (Lightning)
Ice -> Dark = Compression (Dark)

Condition -> Blunt = Impaction (Lightning)
Condition -> Ice = Induration (Ice)

Pierce -> Condition = Reverberation (Water)
Pierce -> Dark = Compression (Dark)

Dark -> Air = Detonation (Wind)
Dark -> Pierce = Transfixion (Light)


Sorted by Ender
First Group -> Second Group = Renkei Name (Element of the Renkei)

Ice -> Blunt = Impaction (Lightning)
Condition -> Blunt = Impaction (Lightning)

Blunt -> Fire = Liquification (Fire)
Slice -> Fire = Liquification (Fire)

Fire -> Slice = Scission (Earth)
Air -> Slice = Scission (Earth)

Blunt -> Air = Detonation (Wind)
Slice -> Air = Detonation (Wind)
Dark -> Air = Detonation (Wind)

Condition -> Ice = Induration (Ice)

Slice -> Condition = Reverberation (Water)
Pierce -> Condition = Reverberation (Water)

Dark -> Pierce = Transfixion (Light)

Ice -> Dark = Compression (Dark)
Pierce -> Dark = Compression (Dark)

Level 1 Examples
Short Easy chain (level 1 only)
Combo-> Burning Blade (Liquification) -> Fast Blade (Scission)
The Blunt attribute of combo combined with the Fire attribute of Burning Blade
to create Liquification, then the Fire attribute of Burning Blade combined with
the Slice Attribute of Fast Blade to make Scission.

Long, multi-element chain (level 1 only)
Blunt->Fire or Air->Slice->Condition->Ice->Dark->Pierce
Combo->Burning Blade (Liquification) ->Fast Blade (Scission) ->Smash Axe
(Reverberation) -> Tachi: Hobaku (Impaction) -> One Inch Punch (Compression) ->
Double Thrust (Transfixation)


Level 2- Deals more damage than level 1, and allows two different elements to
Magic Burst at once. Because they have two elements, they don't necessarily
match up to the element of chained technique. A level 2 Renkei can only be
followed by another Level 2 Renkei or a Level 3 Renkei. Both chaining Level 2s
and performing Level 3s is done by using an ultimate technique (Skill 225+) of
a weapon. These ultimate techniques will always produce a level two Renkei
when chained properly. For early to intermediate players, it's not much to
worry about right now. Instead, focus on a single Level 2 Renkei that will
end your chain.

Sequence to Create = Technique (Elements of the Renkei)
Fire -> Blunt (Lightning) = Fusion (Fire + Light)
Ultimate Techniques of Fusion:
Arching Arrow- Bow
Empyreal Arrow- Bow
Mistral Axe- Axe
Decimation- Axe
Heavy Shot- Gun
Detonator- Gun
Wheeling Thrust- Spear
Hexastrike- Club
Tachi: Kasha- Great Katana

Air -> Dark = Gravitation (Earth and Dark)
Ultimate Techniques of Gravitation:
Swift Blade- Sword
Blade: Ten- Katana
Blade: Ku- Katana
Retribution- Staff
Asuran Fist- Hand to Hand
Impulse Drive- Spear


These two are COMPLETELY different from their factors
Ice -> Condition (Water) = Fragmentation (Lightning + Air)
Ultimate Techniques of Fragmentation:
Shark Bite- Dagger
Evisceration- Dagger
Dragon Kick- Hand to Hand
Spin Rush- Great Sword
Ground Strike- Great Sword
Savage Blade- Sword
Black Halo- Club

Pierce (Light) -> Slice (Earth) = Distortion (Ice + Water)
Ultimate Techniques of Distortion:
Full Break- Great Axe
Steel Cyclone- Great Axe
Cross Reaper- Scythe
Spiral Hell- Scythe
Ground Strike- Great Sword (yes, it has two ultimate attributes)


Example Beginning Level 2 Renkeis
Double Thrust-> Fast Blade (Distortion)
Burning Blade-> Combo (Fusion)
Gust Slash-> One Inch Punch (Gravitation)
Tachi: Hobaku-> Smash Axe (Fragmentation)

Remember to chain level 1 renkeis before finishing with a level 2 for maximum
damage


Advanced Examples
Chaining Level 2 Renkeis
To chain Level 2 Renkeis, first start by using a level 2 sequence or an
Ultimate technique, then extend the chain by using an Ultimate Technique of a
level 2 Renkei that follows this chain

Fusion->Gravitation->Fragmentation->Distortion->Fusion

Examples:
Burning Blade -> Combo (Fusion) -> Blade: Ten (Gravitation)
Shark Bite -> Full Break (Distortion) -> Wheeling Thrust (Fusion)


Level 3- does more damage than Level 2 Renkeis and attacks with Four Elements
at once. They can be done by performing the ultimate technique of a weapon
type to chain two specific level 2 Renkeis together such that four compatible
elements are together. I assume it is impossible to follow up on one of
these. There are only two Level 3 Renkeis:

Light (Fire + Light + Lighting + Air)
Fusion -> Fragmentation or Fragmentation -> Fusion

Darkness (Earth + Darkness + Water + Ice)
Gravitation -> Distortion or Distortion -> Gravitation

(Personally, I think Square should rename these Renkeis Pearl and Ultima to
reflect their odd elemental status).

The leftover combinations of Level 2 Renkeis will not chain at all
Fusion /-> Distortion
Distortion /-> Fragmentation
Fragmentation /-> Gravitation
Gravitation /-> Fusion


Complete Renkei list (1, 2, 3)

Sorted by Starter
First Tech -> Second Tech = Renkei Name (Element of the Renkei)

Blunt -> Fire = Liquification (Fire)
Blunt -> Air = Detonation (Wind)
Blunt (Fus) -> Ult. Grav = Gravitation (Earth + Dark)
Blunt (Fus) -> Ult. Frag = Light (Light+Fire+Air+Thunder)

Fire -> Slice = Scission (Earth)
Fire -> Blunt = Fusion (Fire + Light)

Slice -> Air = Detonation (Wind)
Slice -> Fire = Liquification (Fire)
Slice -> Condition = Reverberation (Water)
Slice (Dis) -> Ult. Fus = Fusion (Fire + Light)
Slice (Dis) -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)

Air -> Slice = Scission (Earth)
Air -> Dark = Gravitation (Earth + Dark)

Ice -> Blunt = Impaction (Lightning)
Ice -> Dark = Compression (Dark)
Ice -> Condition = Fragmentation (Thunder + Air)

Condition -> Blunt = Impaction (Lightning)
Condition -> Ice = Induration (Ice)
Condition(Frag) -> Ult. Dis = Distortion (Water + Ice)
Condition(Frag) -> Ult. Fus = Light (Light+Fire+Air+Thunder)

Pierce -> Condition = Reverberation (Water)
Pierce -> Dark = Compression (Dark)
Pierce -> Slice = Distortion (Water + Ice)

Dark -> Air = Detonation (Wind)
Dark -> Pierce = Transfixion (Light)
Dark (Grav) -> Ult. Frag = Frag (Thunder + Air)
Dark (Grav) -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)

Ult. Fus -> Ult. Grav = Gravition (Earth + Dark)
Ult. Fus -> Ult. Frag = Light (Light+Fire+Air+Thunder)

Ult. Frag -> Ult. Dis = Distortion (Water + Ice)
Ult. Frag -> Ult. Fus = Light (Light+Fire+Air+Thunder)

Ult. Dis -> Ult. Fus = Fusion (Fire + Light)
Ult. Dis -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)

Ult. Grav -> Ult. Frag = Frag (Thunder + Air)
Ult. Grav -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)


Sorted by Ender
First Group -> Second Group = Renkei Name (Element of the Renkei)

Ice -> Blunt = Impaction (Lightning)
Condition -> Blunt = Impaction (Lightning)
Fire -> Blunt = Fusion (Fire + Light)

Blunt -> Fire = Liquification (Fire)
Slice -> Fire = Liquification (Fire)

Fire -> Slice = Scission (Earth)
Air -> Slice = Scission (Earth)
Pierce -> Slice = Distortion (Water + Ice)

Blunt -> Air = Detonation (Wind)
Slice -> Air = Detonation (Wind)
Dark -> Air = Detonation (Wind)

Condition -> Ice = Induration (Ice)

Slice -> Condition = Reverberation (Water)
Pierce -> Condition = Reverberation (Water)
Ice -> Condition = Fragmentation (Thunder + Air)

Dark -> Pierce = Transfixion (Light)

Ice -> Dark = Compression (Dark)
Pierce -> Dark = Compression (Dark)
Air -> Dark = Gravitation (Earth + Dark)

Slice (Dis) -> Ult. Fus = Fusion (Fire + Light)
Ult. Dis -> Ult. Fus = Fusion (Fire + Light)
Condition(Frag) -> Ult. Fus = Light (Light+Fire+Air+Thunder)
Ult. Frag -> Ult. Fus = Light (Light+Fire+Air+Thunder)

Dark (Grav) -> Ult. Frag = Frag (Thunder + Air)
Ult. Grav -> Ult. Frag = Frag (Thunder + Air)
Blunt (Fus) -> Ult. Frag = Light (Light+Fire+Air+Thunder)
Ult. Fus -> Ult. Frag = Light (Light+Fire+Air+Thunder)

Condition(Frag) -> Ult. Dis = Distortion (Water + Ice)
Ult. Frag -> Ult. Dis = Distortion (Water + Ice)
Dark (Grav) -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)
Ult. Grav -> Ult. Dis = Darkness (Dark+Water+Ice+Earth)

Blunt (Fus) -> Ult. Grav = Gravition (Earth + Dark)
Ult. Fus -> Ult. Grav = Gravition (Earth + Dark)
Slice (Dis) -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)
Ult. Dis -> Ult. Grav = Darkness (Dark+Water+Ice+Earth)


-------------------------------------------------------------------------------
X: Weapon Skill (Limit Break) List


The following list of Limit Breaks I acquired from:
http://db.ffvault.ign.com/db/View.php?view=FF.Weaponskills.List

and Updated with:
http://home.comcast.net/~hartwickc/renkei2.gif
http://files.liquid-x.net/scrap/wse.pdf
http://www5.plala.or.jp/SQR/ff11/ability-weaponskill.html
http://ffxi.game-host.org/eriwilde/ffxi/renkei/weaponskill.html#
StarvingArtist/Estya's Weapon skill demo videos- special thanks to hamburglar
for hosting them.

I'm attempting to include the actual effects of each weapon skill as well as
the attribute Reference to make chaining easier. As effect
descriptions are complicated, I will detail each below the chart and list
the effect of Bonus TP on the technique. Attributes are ordered by Priority,
this means that any given pair of techniques will try to chain with their
first attribute before trying the others. Question marks in Effect means I am
guessing or uncertain of what my source was telling me, question marks in
Attributes means there is conflict between my sources on a skill's attribute,
generally it means one chart omitted an attribute others had. Note that Weapon
Skill level is capped to Job Level, and different Classes have different weapon
caps based on proficiency. Furthermore certain limit breaks are sealed for
use only by jobs skilled with that weapon. The second to last techniques of a
weapon must be unlocked by doing a quest. The quests are all fairly simliar and
are explained next section.

To help you understand my description of effects, it's important to note the
difference between attack multipliers and multi-hit attacks. Multi hit attacks
do damage equal to your normal damage times the number of hits you connect with
the technique, and you just see the total damage done. Some of the hits in a
multiple hit attack can miss, dealing less damage and restoring less TP than
full potential, however, this low reliablility used to be offset by the TP
regained through multi-hit attacks, now you only get a hit worth of TP if the
first hit lands and 1% extra TP for every other hit that lands. Double Attack
and Triple Attack abilities can activate during weapons skill, thus allowing
for things like 2 hit Shield Breaks and 7 hit Pentathrusts, doing much more
damage than usual. I have experienced this myself, and it's a very fun
occurance.
Another matter is how one hit ATK up bonuses like Boost and Sneak Attack apply
to a multihit tech. Initial theory held that Sneak attack only effected the
first hit, but experiences with my thief main suggest that, at least for thief
main, Sneak Attack works on all hits. I will experiment with subbbed Sneak
Attack once I get my warrior to 30. Trick attack definately carries over
multiple hits of a technique. Many multi-hit techniques also have multipliers
especially at higher TP. The chart's effects and damage multipliers are
either guesses based on vague official descriptions (i.e. from in game or the
strategy guide) or observations at 100 TP. I've also started to mention the
difference between 100 and 300 TP when I have been able to experiment.

Recent TP research suggests that some techniques actually get WEAKER when
taken all the way to 300 TP. I have noticed this with multiple techniques, and
list it where I have personally observed it. However I'm getting conflicting
evidence for 300 TP failures so I'll need to reinvestigate.

A possible reason for observing weakened techniques at 300 was that Magic based
Limit Breaks like Gust Slash have shown cases where they get magically
resisted by the enemies. The effect of INT on such techniques requires further
exploration.

I've also started noticing that based on a character's stats, there is a
certain Damage cap to what you do regardless of the monster's defense. You can
experience it yourself when you get in the 30's and 40's and kill newb level
enemies. Attack multiplying techniques like Viper Bite do not let you rise
above these caps, thus observation on very weak enemies can give flat results.
If some of my multipliers are low, I may have observed a capped technique.
Likewise, when submitting approximations, keep caps in mind and test on
enemies with relative okay defense.


Axe. Dominant Attributes- Air + Blunt (Lightning) + Slice (Earth)
Name Skill Lvl Tp Effect Attributes
Raging Axe 10 Bonus damage A, B
Smash Axe 40 Stun Duration I, C
Gale Axe 70 Choke Duration A
Avalanche Axe 100 Bonus damage S, B
Spinning Axe* 150 Bonus damage F, S, B
Rampage 175 Critical Chance S
Calamity+ 200 Bonus damage S, B
Mistral Axe+ 225 Bonus damage Ult- Fus
Decimation 240 Hit accuracy Ult- Fus, C
Onslaught --- ??? ???

*Must be a WAR/BST/DRK in main or subjob
+Must be a WAR/BST in main

Special Thanks to Lilyanne for all her help with Axe techniques

Raging Axe- 2 hits, 1x Damage @ 100TP, 1.5x Damage @ 200TP, weakens (1x) @300

Smash Axe- 1 hit attack, 1x damage that causes Stun, cancels enemy techniques.

Gale Axe- 1 hit, 1x damage, causes Choke condition (Defense Down and Damage
over time. Overwrites Rasp, gets overwritten by Frost)

Avalanche Axe- 1 hit, 2x damage @100TP. More reliable than Raging Axe.

Spinning Axe- Area attack, for x? damage, centered on user?

Rampage- 5 hits, 1x damage. Hits can "critical" for extra damage.

Calamity- 1 hit, 3x damage per hit @ 100 TP.

Mistral Axe- 1 hit? ?x damage per hit

Decimation- 3 hits, 2x? damage per hit

Onslaught- Special Limit Break that can only be used while equipping the Ogre
Killer(in Dynamis) or Guttler (anywhere) (BeastMaster only).

Comments- Axes became one of my favorite weapons after trying out the Light Axe
that I received from a Sandorian Quest. Their Damage to Delay Ration is top
notch (WAY better than Sword) and have a nice mix of skills for a variety of
situations. I recommend every warrior use axe when holding shield while
tanking, you'll hold hate much better than a sword warrior.

Bow. Dominant Attribute- Pierce (Light)
Name Skill Lvl TP Effect Attributes
Flaming Arrow* 10 Bonus Damage F, P
Piercing Arrow* 40 Ignores more Defense C, P
Dulling Arrow* 80 Critical Chance F, P
Sidewinder* 175 Hit Accuracy C, P, A
Blast Arrow+ 200 Hit Accuracy I, P
Arching Arrow+ 225 Critical Chance Ult- Fus
Emperial Arrow 250 Bonus Damage Utl- Fus, P
Namas Arrow --- ??? ???
*Must be RNG in main or subjob
+Must be RNG in main

Note: my Damage observations for later techniques may be inaccurate do to
damage caps.

Flaming Arrow - 1 hit, 2x Fire Elemental damage @100, 3x @200, low cap

Piercing Arrow- 1 hit, Ignores enemy defense (starts at 50%?), low cap

Dulling Arrow- 1 hit, that criticals for 3x? damage, lowers enemy Int, low cap

Sidewinder- 1 hit attack (consumes 1 arrow), 4x Damage. Very High Damage Cap

Blast Arrow- 2? hit attack (consumes 1 arrow), Must be executed in melee range
as it starts with a melee combo, has twice the cap of the first 3.

Arching Arrow- 1 hit, Criticals for 5x? Damage. Cap three times first 3.

Emperial Arrow- 1 hit, 5x? Damage

Namas Arrow- Special Limit Break that can only be used while equipping the
Futatokoroto(in Dynamis) or Yoichinoyumi (Yoichi's Bow) (anywhere) (Ranger and
Samurai)

Comments- All Ranged Limit Breaks require at least a ranger sub to use, so
don't expect to see these used for a while. Due to the very high power of
Ranged Attacks, these techniques often do tons of damage, making great
skillchain enders (and they draw lots of hate). The weakness of ranged limit
breaks is that unlike their melee counterparts, which are generally highly
accurate, they tend to miss a good portion of the time without Sharpshoot or
Plus Ranged Accuracy Gear. If a weaponskill misses it does not contribute to
the chain, making it a bad idea to place it in middle where it might ruin
everything. Being Piercing Weapons, they do 20% or so bonus damage against
flying creatures, but do less against the undead.

Club. Dominant Attributes- Blunt(Lightning) + Condition (Water)
Name Skill Lvl TP Effect Attributes
Shining Strike 10 Bonus Damage B
Seraph Strike* 40 Bonus Damage B
Brain Shaker 70 Stun Duration C
Star Light 100 More MP recovered - Doesn't Chain
Moon Light* 125 More MP recovered - Doesn't Chain
Skull Breaker 150 Int down Duration I, C
True Strike 175 Hit Accuracy A, B
Judgment* 200 Bonus Damage B
HexaStrike+ 220 Critical Chance Ult- Fus
Black Halo 230 Bonus Damage Ult- Frag, D
Randgrith --- ??? ???
*Must be WAR/PLD/WHM/DRK/SAM in main or subjob
+Must be WHM in main

Special thanks to Celestia for her continuing help on Club

Shining Strike- 1 hit, 1.5x Light Elemental damage @ 100TP

Seraph Strike- 1 hit, 2x Light Elemental damage @ 100TP

Brain Shaker- 1 hit, 1.5x damage, Causes Stun, Cancels enemy techniques

Star Light- Apparently recovers MP based on Club skill and TP. Skill/9 @100
Skill/6 @200 and Skill/3 @300 TP, no damage done.

Moon Light- Recovers a percentage of EVERYONE in party's MP, no damage done.
Gives back same amount as Star Light

Skull Breaker- 1 hit, 1.5x damage, Lowers enemy INT.

True Strike- 1 Critical hit for 3x Damage

Judgment- 2 hit, 2x Damage @ 100TP

HexaStrike- 6 hits, 1x damage. Hits can critical for higher damage.

Black Halo- 2 hits for 3x damage each @ 100 TP

Randgrith- Special Limit Break that can only be used by equipping Gullintani
(in Dynamis) or Mjollnir (anywhere)(White Mage only).

Comment: Clubs don't see nearly as much melee attention as some of the other
weapons. The all-job use clubs have pathetic damage for their level; wands
focus on Magic bonuses over power. The only ones really worth using are
Hammers for White Mages and Maces for Paladins (especially when fighting
undead). White Mages don't get chances to melee much, but Hexastrike is a
very strong weaponskill and essential for high level farming for White Mages.
The MP regaining "Light" skills are intriguing but it's hard to say whether
their effect is ever worth using.

Dagger. Dominant Attributes- Air(Wind) + Slice (Earth)
Name Skill Lvl TP Effect Attributes
Wasp Sting 10 Poison Duration S
Gust Slash 40 Bonus Damage A
Shadow Stitch 70 Bind Duration C
Viper Bite* 100 Poison Duration S
Cyclone* 125 Bonus Damage A, B
Energy Steal 150 Steal more MP - Doesn't Chain
Energy Drain* 175 Steal more MP - Doesn't Chain
Dancing Edge+ 200 Hit accuracy S, A
Shark Bite + 225 Bonus Damage Ult- Frag
Evisceration 250 Bonus Damage Ult- Frag, P
Mercy Strike --- ??? ???
* Must be THF/RDM/BRD/RNG/NIN in main or subjob
+ Must be THF in main

Wasp Sting- 1 hit for normal dagger damage (weak :P) and give weak poison.

Gust Slash- 1 hit for 2x Wind element damage @100, 3x@200. Pretty nice,
especially on melee resistant creatures. As it is elemental, it does not stack
with sneak or trick, and being magic based- it can be resisted.

Shadowstitch- 1 hit for normal damage and Bind. Not incredibly useful but
it stacks with Sneak/Trick until you learn Viper Bite

Viper Bite- 1 hit (looks like 2) for 2x damage and causes venomous poison.
Cool tech, but not that strong when not sneaked or tricked (seems to have a
cap equal to regular attack damage, thus why Sneak and Trick are needed to
raise cap).

Cyclone- 1 hit, 2x damage Wind element (same strength as Gust Slash) area
attack centered on target, great for train farming.

Energy Steal- They both steal MP but I don't know by how much or whether they
Energy Drain- cause HP damage as well. I assume Drain is stronger as is EX.

Dancing Edge- 5 hit attack, 1x damage. This and the ones after all are non-
elemental, and thus stack with Sneak/Trick

Shark Bite- 2 hits for 2x damage- more reliable but not as strong as
Dancing Edge. The level 3 renkeis make up for it.

Evisceration- 5 hit attack, 1x? damage @ 100 TP.

Mercy Strike- Special Limit Break that can only be used by equipping
Batardeau (in Dynamis) or Mandau (anywhere)(RDM THF BRD).

Comment: Daggers are usually unimpressive weapons made very powerful by the
usage of thief skills. Other classes can use daggers for helpful stat boosts
or special debuff effects on enemies (like inflict poison or Def Down). Black
Mages, Red Mages, and Paladins might find usefulness in the MP techniques of
daggers, but I need to learn their effect first. Being Piercing Weapons, they
do 20% or so bonus damage against flying creatures, but do less against the
undead.

Great Axe. Dominant Attributes- Blunt(Lightning) + Slice (Earth)
Name Skill Lvl TP Effect Attributes
Shield Break 10 Effect Duration B
Iron Tempest 40 Bonus Damage S, B?
Sturmwind* 70 Bonus Damage C, S
Armor Break 100 Effect Duration B
Keen Edge 150 Critical Chance D
Weapon Break 175 Effect Duration B
Raging Rush+ 200 Bonus Damage I, C
Full Break+ 225 Effect Duration Ult- Dis
Steel Cyclone 240 Bonus Damage Utl- Dis, A
Metatron Torment--- ??? ???
*Must be WAR/DRK in main or subjob
+Must be WAR in main

Special thanks to Janeba for a ton of info into the workings of break technique

Shield Break- 1 hit, 1x damage and Evasion down. Is considered "Ice alligned"
so Creatures that are weak to Ice get twice the effect duration, and those
resistant to Ice get no effect at all, even if the skill hits. Uncertain if
being "Ice alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Amazing technique, benefits whole party, everyone gets TP faster and melees
hold the hate. Its skillchain value is uncertain though as it can "miss" on
occation and when it does hit, it can make the battle too easy to use a
Skillchain on.

Iron Tempest- 1 hit, 1.5x damage @ 100 TP, 2x @ 200TP & 300TP. Not as good as
Shield Break unless you are Skillchaining or need a quick finishing blow.

Sturmwind- 2 hit, 1x damage @ 100TP. Good for Fragmentation skillchains

Armor Break- 1 hit, 1x attack and Defense down. Is considered "Air alligned"
so Creatures that are weak to Air get twice the effect duration, and those
resistant to Air get no effect at all, even if the skill hits. Uncertain if
being "Air alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Really, all break techniques are amazing. This one is recommended for heavy
armor enemies like Beetles and Crabs. Good opener for a Skill Chain.

Keen Edge- 1 hit, that criticals for 3x? damage or misses for 1x? damage

Weapon Break- 1 hit, 1x damage and Attack down. Is considered "Water alligned"
so Creatures that are weak to Water get twice the effect duration, and those
resistant to Water get no effect at all, even if the skill hits. Uncertain if
being "Water alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Obviously, save this one for heavy hitting enemies, especially if you have
strong offense but not a lot of healing/defense.

Raging Rush- 3x hit attack, x? Damage per hit

Full Break- 1 hit, 1x damage and Attack, Accuracy, Evasion, and Defense
down. Is considered "Earth alligned"so Creatures that are weak to Earth get
twice the effect duration, and those resistant to Earth get no effect at all,
even if the skill hits. Uncertain if being "Earth alligned" means cannot stack
with Sneak. Normal Effect duration: 1:30 @100, 2:00 @200, 2:30 @300.
Well, this is the ultimate Break technique, the only reason you might not use
it is one enemies resistant to Earth. Perfect to open for Level 3 Renkei.

Steel Cyclone- 1 hit? x? damage @100 TP

Metatron Torment- Special Limit Break that can only be used by equipping
Abaddon Killer(in Dynamis) or Bravura (anywhere) (WAR).

Comment: Great Axe is an incredibly fun weapon. Very Slow, but Very Powerful
and some Amazing Techniques. A single break technique can bring an enemy
from High Stat rating to Low Stat rating for the duration of the entire battle.
Furthermore, the multi-hit Weapon Skills do very impressive damage. Warriors
can use this weapon both when berserking for maximum damage and tanking for
holding hate.


Great Katana. Dominant Group- Balanced
Name Skill Lvl TP Effect Attributes
Tachi: Enpi(Flying Swallow) 10 Bonus Damage P, S
Tachi: Hobaku(Binding Edge) 30 Stun Duration I
Tachi: Goten(Thunderous Sky)70 Bonus Damage P, B
Tachi:Kagero(ShimmerOfTheHeatedAir)100Bonus Damage F
Tachi: Jinpu(Blowing Mind) 150 Bonus Damage S, A
Tachi: Koki ( Shining ) 175 Bonus Damage C, B
Tachi: Yukikaze(Snowstorm)+ 200 Bonus Damage I, A, D?
Tachi: Gekko(Moon Light)+ 225 Bonus Damage Ult- Dis, C*
Tachi: Kasha(Floral Chariot)250 Bonus Damage Ult- Fus, D
Tachi: Kaiten() --- ??? ???
*changed to this 12/16/2003
+Must be SAM in Main

Special thanks to Godchain for all his help with G Katana techs

Tachi: Enpi- 2 hits for 1x damage @ 100 TP. Used in Self chaining before the
TP nerf.

Tachi: Hobaku- 1 hit, 1x damage, causes Stun, cancels enemy techniques

Tachi: Goten- 1 hit, 1.5x Thunder Elemental damage, nice for Crabs and Pugils,
and makes Fusion

Tachi: Kagero- 1 hit, 1.5x Fire Elemental damage. Connects well with other
limit breaks.

Tachi: Jinpu- 2 hit, 1.5x damage each, Wind Elemental damage. Can self chain
with itself and a lot of others.

Tachi: Koki- 1 hit, 1.5x Light Elemental damage.

Tachi: Yukikaze- 1 hit, Ice Elemental damage directly correlated to current TP,
regardless of enemy defense (2-3dmg per TP?). Very Strong, Causes Blindness.

Tachi: Gekko- 1 hit, x? Elemental? damage, Causes Silence

Tachi: Kasha- 1 hit, x? Damage, Causes Paralysis

Tachi: Kaiten- Special Limit Break that can only be used by equipping
Tosukanotsurugi(in Dynamis) or Amanomurakumo (Heaven's Cloud) (anywhere) (SAM).

Comment: the Great Katana is the main weapon for Samurai (ninjas can use them
too oddly enough, but I doubt you'll catch one doing so after Dual Wield).
Great Katana have very possibly the Best Damage/Delay ratio in the game, but
there aren't very many and are usually very expensive (lots of craftsmenship).
Some Samurai are disappointed with the lack of multi-hit techniques, but the
few hits they have are usually very strong and they can chain with every
element except Dark, allowing for long or multiple chains to take advantage
of magic bursts.

Great Sword. Dominant Attributes- Slice (Earth) + Ice
Name Skill Lvl TP Effect Attributes
Hard Slash 10 Bonus Damage S
Power Slash 30 Critical Chance P
Frost Bite 70 Bonus Damage I
Freeze Bite* 100 Bonus Damage I, A
Shockwave 150 Effect Radius C
Crescent Moon 175 Bonus Damage S
Sickle Moon+ 200 Bonus Damage S, B
Spinning Slash+ 225 Bonus Damage Ult- Grav
Ground Strike 250 Bonus Damage Ult-Grav, Ult- Dis
Scourge --- ??? ???
*Must be WAR/PLD/DRK in main or subjob
+Must be PLD/DRK in main

Special thanks to Godchain and Meo for there help with G Sword techs
Hard Slash- 1 hit, 1.5x Damage @ 100TP, 2x @ 200 Tp, 2x @ 300TP

Power Slash- 1 hit, Critical for 2x Damage or miss for 1x

Frost Bite- 1 hit 1x Ice element Damage @ 100 TP. Weak but does well against
enemies weak to ice

Freeze Bite- 1 hit, 1.5x Ice element Damage @ 100 TP. Stronger than Frost.

Shockwave- 1x Damage to main target, 1.5 to extra targets, Wedge shaped frontal
area attack Causes Sleep. Seems to be really good for dealing with
links/Chain Farming.

Crescent Moon- 1 hit, 2x Damage @ 100 TP

Sickle Moon- 2 hits, 1.5x damage @ 100 TP

Spinning Slash- 1 hit, 3x? Damage @ 100TP, 3.5x? @ 200, 4x? @ 300

Ground Strike- 1 hit, 3x? Damage @ 100TP, 6x? @ 300?

Scourge- Special Limit Break that can only be used by equipping
Valhalla (in Dynamis) or Ragnarok (anywhere).

Comment: the Great Sword doesn't seem to get a lot of attention, probably
because no class has it as its Number 1 or AF Weapon. In fact, some are
traumatized by the Dark Knight Flag quest which requires you to wield the
worst weapon in the entire game(Chaosbringer GreatSword)! These weapons are
on the lower end delay of Two Handed Weapons (when not the Chaosbringer) and
usually have nice stat bonuses and effects in them. The techniques may not
be very impressive early on (finding info on them has been tough due to few
users), but show promise for the later game.

Hand to Hand. Dominant Group- Blunt(Lightning)
Name Skill Lvl TP Effect Attributes
Combo 10 Bonus Damage B
Shoulder Tackle 40 Stun Duration C, B
One Inch Punch* 75 Ignores more Defense D
Backhand Blow 100 Chance of Critical A
Raging Fists* 125 Bonus Damage B
Spinning Attack 150 AOE Range F, B
Howling Fist+ 200 Bonus Damage P, B
Dragon Kick+ 225 Bonus Damage Ult- Frag
Asuran Fist+ 250 Hit Accuracy Ult- Grav, F
Final Heaven --- ??? ???
*Must be MNK in main or subjob
+Must be MNK in main

Combo- 3 hit, 1x damage @100, 1.5x @200, and back to 1x @300.

Shoulder Tackle- 1 hit for 1x Damage and briefly Stuns enemy. Stunning
enemies cancels special attacks like Goblin Bomb toss if you do it fast enough.

One Inch Punch- 1 hit (Dark elemental?) that ignores a percentage of enemy
defense. I'm guessing it start at 50% def?

Backhand Blow- 2 hit (looks like one), each criticals for 2x or fails for 1x.

Raging Fists- 5 hits, 1x Damage @ 100TP.

Spinning Attack- Hits all enemies around you for 2x? damage.

Howling Fist- 1 hit, 6x damage

Dragon Kick- either 1 hit, 7x damage attack or 2 hits for 3x damage @ 100TP

Asuran Fists- 8 hits, 1x damage.

Final Heaven- Special Limit Break that can only be used by equipping Caestus
(in Dynamis) or Spharai (anywhere) (MNK).

Comments: Hand to Hand is primarily used by Monks, who make up low damage per
hit with lots and lots of hits over time. Other classes like Thief can enjoy
these weapons for very powerful Limit Breaks and some status causing effects
as well. Hand to Hand has also proven to be very effective versus the undead.
Only jobs with H2H skill and either H2h type weapons or Nothing in either hand
can use H2h Limit Breaks (unskilled jobs only use 1 hand when unarmed).

Katana. Dominant Attributes- Balanced
Name Skill Lvl TP Effect Attributes
Blade:Rin(Critical) 10 Critical Chance P
Blade:Retsu(Burn) 30 Paralysis Duration S
Blade:Teki(Dripping Water)70 Bonus Damage C
Blade:To(Freeze) 100 Bonus Damage I, A
Blade:Chi(Earth) 150 Bonus Damage P, B
Blade:Ei(Shadow) 175 Bonus Damage D
Blade:Jin(Rapid)+ 200 Critical Chance A, B
Blade:Ten(Heaven)+ 225 Bonus Damage Ult- Grav
Blade:Ku(Sky) 250 Hit Accuracy Ult- Grav, P
Blade:Metsu(AllLivingsThingsMustDie)--- ??? ???
+Must be NIN in main

Special Thanks to Ajora and the other Ninjas on KI for their help.

Blade:Rin- One hit that criticals for 3x damage or fails for 1x.

Blade:Retsu- 2 hit attack for 1.5x damage. Causes Paralysis

Blade:Teki- 1 hit, 1.5x Water Elemental damage

Blade:To- 1 hit, 1.5x Ice Elemental damage

Blade:Chi- 2 hit, 1.5x Earth elemental.

Blade:Ei- 1 hit, 1.5x Dark Elemental damage

Blade:Jin- 3 hit, 1.5x Damage, criticals for 2x

Blade:Ten- 1 hit? 5x? damage, possibly does direct damage based on TP

Blade:Ku- 5 hits, 1x damage per hit

Blade: Metsu- Special technique that can only be used while equipping
Yoshimitsu (in Dynamis) or Kikoku (Anywhere) (NIN).

Comment: Katanas can only be used by Ninjas (which is odd when Dual wielding
Samurais existed in history). The weapons themselves are quick but weak and
the techniques often use elements and statuses over straight Damage. Like
G Katana, Katanas have chain attributes all over the chart (except Ninjas have
a Dark tech, but don't have a Fire Tech).

Marksmen. Dominant Group- Pierce (Light)

Name Skill Lvl TP Effect Attributes
Hot Shot* 10 Bonus Damage F, P
Split Shot* 40 Ignores more defense C, P
Sniper Shot* 80 Critical Chance F, P
Slug Shot* 175 Hit Accuracy C, P, A
Blast Shot+ 200 Hit Accuracy I, P
Heavy Shot+ 225 Critical Chance Ult- Fus
Detonator 250 Bonus Damage Ult- Fus, P
Coronach --- ??? ??
*Must be RNG in main or subjob
+Must be RNG in main

Note: my Damage observations for later techniques may be inaccurate do to
damage caps.
Hot Shot- 1 hit 2x Fire Elemental damage @ 100TP, 3x @200TP. Low Cap

Split Shot- 1 hit, Ignores enemy defense (starts at 50%?). Low Cap

Sniper Shot- 1 hit, that criticals for 3x? damage, lowers enemy Int. Low Cap

Slug Shot- 1 hit attack (consumes 1 ammo) 4x Damage. Very High Cap

Blast Shot- 2? hit attack (consumes 1 ammo), Must be executed in melee range as
it starts with a melee hit. Damage cap is twice cap of first three.

Heavy Shot- 1 hit, Criticals for 5x? Damage Cap Three times first three.

Detonator- 1 hit, 5x? Damage

Coronach- Special Limit Break that can only be used by equipping
Ferdinand (in Dynamis) or Annihilator (anywhere) (RNG).

Comments- All Ranged Limit Breaks require at least a ranger sub to use, so
don't expect to see these used for a while. Due to the very high power of
Ranged Attacks, these techniques often do tons of damage, making great
skillchain enders (and they draw lots of hate). The weakness of ranged limit
breaks is that unlike their melee counterparts (which are generally highly
accurate) they tend to miss a good portion of the time without Sharpshoot or
Plus Ranged Accuracy Gear. If a weaponskill misses it does not contribute to
the chain, making it a bad idea to place it in middle where it might ruin
everything.

Scythe. Dominant Attributes- Slice(Earth) + Condition (Water)
Name Skill Lvl TP Effect Attributes
Slice 10 Bonus Damage S
Dark Harvest 40 Bonus Damage C
Shadow of Death* 70 Bonus Damage I, C
Nightmare Scythe 100 Blindness Duration D, S
Spinning Scythe 125 Area Radius C, S
Vorpal Scythe 150 Critical Chance P, S
Guillotine+ 200 Silence Duration I
Cross Reaper+ 225 Bonus Damage Ult- Dis
Spiral Hell 240 Bonus Damage Ult- Dis, S
Catastrophe --- ??? ???
* Must be WAR/DRK in main or subjob
+ Must be DRK in main

Special thanks to Godchain for all his help with Scythe techs
Slice- 1 hit, 1.5 damage @100TP, 2x @200, 2x @ 300

Dark Harvest- 1 hit, 1x Dark Damage. Weak unless fighting enemies weak to
darkness.

Shadow of Death- 1 hit, 1.5x Dark Damage. Better than Dark Harvest.

Nightmare Scythe- 1 hit, 2x Damage, Causes Blindness

Spinning Scythe- 1 hit, frontal area wedge deals 1x damage to main target,
1.5x to extra targets.

Vorpal Scythe- 1 hit that criticals for 3x damage or fails for 1x damage

Guillotine- 4 hits, 1x damage per hit. Causes Silence.

Cross Reaper- 2 hit, 2x Damage @ 100 TP

Spiral Hell- 1 hit, 3x? damage @ 100TP, 6x? @ 300 TP

Catastrophe- Special Limit Break that can only be used by equipping
Bec de Faucon (in Dynamis) or Apocalypse (anywhere)(DRK).

Comments: Scythes are mainly a Dark Knight's Weapon, though Wars and
Beastmasters sometimes use them as well. Scythes are pretty much the slowest
weapons in the game, but have very high damage numbers. Early weapon skills
are fairly weak but later ones prove quite powerful. Scythes occupy less
common chain groups such as Ice, Condition, and Dark.

Spear. Dominant Attributes- Pierce(Light) + Blunt (Lightning)
Name Skill Lvl TP Effect Attributes
Double Thrust 10 Bonus Damage P
Thunder Thrust 30 Bonus Damage P, B
Raiden Thrust* 70 Bonus Damage P, B
Leg Sweep 100 Stun Duration B
Penta Thrust 150 Bonus Damage D
Vorpal Thrust 175 Critical Chance C, P
Skewer+ 200 Bonus Damage D, P
Wheeling Thrust+225 Ignores More Defense Ult- Fus
Impulse Drive 240 Bonus Damage Ult- Grav, I
Geirskogul --- ??? ???
* Must be WAR/PLD/DRG in main or subjob
+ Must be DRG in main

Special thanks to GOdchain for all his help with Spear techs

Double Thrust- 2 hits for 1x damage @ 100TP

Thunder Thrust- 1 hit, 1.5x Thunder Elemental damage

Raiden Thrust- 1 hit, 2x Thunder Elemental damage

Leg Sweep- 1 hit, 1x damage, Stuns enemy, cancels enemy techniques

Penta Thrust- 5 hit attack, .75x damage per hit @ 100TP, 1x @ 200, 1.25x @ 300

Vorpal Thrust- 1 hit that criticals for 3x damage or fails for 1x damage

Skewer- 3 hit, 1.5x damage per hit @ 100TP

Wheeling Thrust- 1 hit, 1x? damage, Ignores enemy defense, starts at 50%? Not
very damaging when compared to other WS at this level.

Impulse Drive- 2 hit, 2x damage @ 100TP. Sadly reffered to as the "pretty
Double Thrust"

Geirskogul- Special Limit Break that can only be used by equipping
Gae Assail (in Dynamis) or Gungnir (anywhere) (DRG).

Comments: The Spear is unquestionably dominated by Dragoons, but Samurais and
Warriors dabble with these as well. A good Damage/Delay ratio and lots of nice
techniques like Double Thrust and Penta Thrust make this weapon very popular
early on, but there is large concern that the Skills after the infamous Penta
Thrust are comparitively weak to others at that level, so many Dragoons go
through a end-game Job Crisis. Being Piercing Weapons, they do 20% or so bonus
damage against flying creatures, but do less against the undead.

Staff. Dominant Group- Blunt(Lightning) + Dark
Name Skill Lvl TP Effect Attributes
Heavy Swing 10 Bonus Damage B
Rock Crusher 40 Bonus Damage B
Earth Crusher* 70 Bonus Damage A ,B
Star Burst 100 Bonus Damage D, C
Sun Burst* 150 Bonus Damage D, C
Shell Crusher 175 Def down Duration A, B?
Full Swing 200 Bonus Damage F, B
Spirit Taker 215 Bonus Damage B, F?
Retribution 230 Bonus Damage Ult- Grav , C
Gate of Tartarus--- ??? ???
* Must be PLD/MNK/WAR/WHM in main or subjob

Special thanks to Celestia for her continuing help on Staff skills

Heavy Swing- 1 hit, 1.5x damage @ 100 TP, 2x @ 300TP

Rock Crusher- 1 hit, 2x Earth Damage @ 100TP

Earth Crusher- 1 front Area hit for 2x Earth Damage @ 100 TP, 3x @ 200, 4x @
300 TP. This is a really strong technique.

Star Burst- 1 hit, 1x damage. Randomly chosen Light or Dark element damage.

Sun Burst- 1 hit, 1.5x Damage. Randomly chosen Light or Dark element damage.

Shell Crusher- 1 hit, 1.5x? Damage, Lowers enemy Defense

Full Swing- 1 hit, x? Damage

Spirit Taker- 1 hit, 3x? damage, Regain MP proportional to damage

Retribution- 1 hit, x? Damage

Gate of Tartarus- Special Limit Break that can only be used by equipping
Thyrus (in Dynamis) or Claustrum (anywhere) (BLM SUM).

Comment: Staves are mainly used by mages for magic boosts, Poles are the more
melee oriented versions, which mages can use for farming and some monks try
using as well (I understand 100 fists + Pole = hilarious battle). Never the
less, Staves have some strong Limit Breaks, Earth Crusher being the Earliest
Area of Effect Attack in the game. Spirit Taker also seems very useful to
mages with its MP regain.

Sword. Dominant Group- Slice(Earth)
Name Skill Lvl TP Effect Attributes
Fast Blade 10 Bonus Damage S
Burning Blade 30 Bonus Damage F
Red Lotus Blade*50 Bonus Damage F, A
Flat Blade 75 Stun Duration B
Shining Blade 100 Bonus Damage S
Seraph Blade* 125 Bonus Damage S
Circle Blade 150 AOE Range C, B
Spirit Within 175 Bonus Damage - Doesn't Chain
Vorpal Blade* 200 Critical Chance S, B
Swift Blade+ 225 Hit Accuracy Ult- Grav
Savage Blade 240 Bonus Damage Utl- Frag, S
KnightsoftheRound--- ??? ???
* Must be PLD/WAR/DRK in main or subjob
+ Must be PLD in main

Special thanks to GOdchain for all his help with Sword techs

Fast Blade- 2 hits, 1x damage @100TP, I could have sworn it used to be one.
Stacks with Sneak/Trick as is non-elemental.

Burning Blade- 1 hit 1.5x Fire element damage. Good for Melee Resistant
enemies.

Red Lotus Blade- 1 hit 2x Fire element damage. Better than Burning Blade.

Flat Blade- 1 hit 1x damage causes Stun. Cancels enemies techniques, a little
late coming compared to Axe, H2h, and G Katana.

Shining Blade- 1 hit 1.5x Light element damage

Seraph Blade- 1 hit 2x Light element damage

Circle Blade- Area attack for 2x? damage

Spirit Within- Damage based on your current HP. Someone suggested the
following effect range:
100% TP = 1/8 current HP in damage
200% TP = 1/4 current HP in damage
300% TP = 1/2 current HP in damage
Making this one of the few techniques that is better to save to 300%

Vorpal Blade- Unlike other Vorpals, 4 hits, 1x damage. Can critical for more
per hit damage.

Swift Blade- 3 hit attack for 1x damage. Does badly at 300TP?

Savage Blade- 2 hit, 2x damage

Knights of the Round- Special Limit Break that can only be used by equipping
Caliburn(in Dynamis) or Excalibur (anywhere) (RDM PLD).

Comments: the sword is a very popular weapon starting out for many jobs (that
can't equip axes). Decent Damage/Delay for a one handed weapon, and very
chainable Limit Breaks early on. Like Greatsword, there are often some stat
bonuses in swords and Paladins use them with High Proficency (especially for
Spirits Within).

Note on effect descriptions: As you can tell, I am more familiar with some
weapon skills than others. My sources have been helping me fill in gaps, but
there are still some effects I'm not sure about. As the damage equation in
FFXI is currently unknown to the public, it is hard to say how exactly the
damage multiplier works, so I just made them on average hit damage. In general
though, I tried to give any multipliers relative strength: I know for a fact
Red Lotus does more damage than Burning Blade, and I can assume a risky
critical hit technique like Vorpal Blade should do more damage than the
reliable Fast Blade, especially as some techniques are learned much later on,
so you would expect it to be more powerful. For "critical hit" techniques,
there seem to be two models: an "All or Nothing" attack like Power Slash and
Vorpal Techs, or a multihit technique that has it hits sometimes critical for
even MORE impressive damage.
-------------------------------------------------------------------------------
X-2: Unlocking the Quested Techniques
The following information I found on FFXI Mysterytour. I'm writing my
interpretations of the "Engrish", so if a detail is off let me know.
http://mysterytour.web.infoseek.co.jp/ffxi/us/index.html

All quests share the feature that you must get both level 71 and the required
skilllevel for the weapon before getting the quest. Then you talk to the NPC
who gives you a "trial weapon" with some kind of latent effect on it.
Your mission is to remove the latent effect by collecting 300 points with the
weapon; the points are gathered by performing Limit Breaks and renkei on
enemies that are either higher that Easy Prey or just Easy Prey and up.

Normal WS 1 point
Lv1 skillchain 2 points
Lv2 skillchain 3 points
Lv3 skillchain 5 points

After the effect is cleared, you return it to the NPC, then you must go to a
high level dungeon and find a ??? spot which will summon an NM. Defeat the NM
and return to the quest giver to get the technique.

Axe WeaponSkills Quest

Go to Upper Jeuno and talk to Brutus (Choco License giver) and he will give you
the Trial Pick and a "writing of practice." Once you have cleared the weapon,
return it to Brutus and he will give you the "map of trial".
Go to Temple of Uggalepih and find a ??? at G-9 (enter from Yhoator J-9? north
side?) Fight an NM called Yallery Brown, then reinvestigate the spot and you
will get the "writing of a trial". Talk to Brutus to finish the quest.
Reward Decimation


Bow WeaponSkills Quest

Go to Windurst Woods and talk to Perih Vashai(Chieftain?) and she will give you
the Bow of Trials and a "writing of practice." Once you have cleared the
weapon, return it to Perih Vashai and she will give you the "map of trial".
Go to Cape Teriggan and find a ??? at G-7. Fight an NM called Stolas, then
reinvestigate the spot and you will get the "writing of a trial". Talk to
Perih Vashai to finish the quest.
Reward Empyreal Arrow


Club WeaponSkills Quest

Go to Port Windurst and talk to Kuriodo-Moido (Orastery) and he will give you
the Club of Trials and a "writing of practice." Once you have cleared the
weapon, return it to Kuriodo-Moido and he will give you the "map of trial".
Go to Ro'Maeve and find a ??? at M-8. Fight an NM called Eldhrimnir, then
reinvestigate the spot and you will get the "writing of a trial".
Talk to Kuriodo-Moido to finish the quest.
Reward Black Halo


Dagger WeaponSkills Quest

Go to Khazam and talk to Jakoh Wahcondalo and she will give you the Dagger of
Trials and a "writing of practice." Once you have cleared the weapon, return
it to Jakoh Wahcondalo and she will give you the "map of trial".
Go to Gustav Tunnel and find a ??? at J-8 on second map. Fight an NM called
Baronial Bat (I think it's a bat type ^_- Propably Giant Bat), then
reinvestigate the spot and you will get the "writing of a trial". Talk to
Jakoh Wahcondalo to finish the quest.
Reward Evisceration


Great Axe WeaponSkills Quest

Go to Bastok Metalworks and talk to Iron Eater(President office guard) and he
will give you the Axe of Trials and a "writing of practice." Once you have
cleared the weapon, return it to Iron Eater and he will give you the "map of
trial".
Go to The Sanctuary of ZiTah and find a ??? at F-6. Fight an NM called
Greenman (Goobbue?), then reinvestigate the spot and you will get the "writing
of a trial". Talk to Iron Eater to finish the quest.
Reward Steel Cyclone


Great Katana WeaponSkills Quest

Go to Norg and talk to Jaucribaix (Samurai quest giver) and he
will give you the Tachi of Trials and a "writing of practice." Once you have
cleared the weapon, return it to Jaucribaix and he will give you the "map of
trial".
Go to Kuftal Tunnel and find a ??? at L-7. Fight an NM called
Kettenkaefer (beetle?), then reinvestigate the spot and you will get the
"writing of a trial". Talk to Jaucribaix to finish the quest.
Reward Tachi: Kasha


Great Sword WeaponSkills Quest

Go to Bastok Mines and talk to Gumbah (Dark Knight quest giver) and he will
give you the Sword of Trials and a "writing of practice." Once you have
cleared the weapon, return it to Gumbah and he will give you the "map of
trial".
Go to Western Altepa Desert and find a ??? at E-9. Fight an NM called
Maharajah (Scorpion? Cactuar?), then reinvestigate the spot and you will get
the "writing of a trial". Talk to Gumbah to finish the quest.
Reward Ground Strike


Hand-to-Hand WeaponSkills Quest

Talk to Oggbi in Port Bastok (Steaming Sheep Bar) and he will give you the
Trial Knuckles and a "writing of practice." Once you have cleared the weapon,
return it to Oggbi and he will give you the "map of trial".
Go to Bostaunieux Oubliette and find a ??? at I-8 by the Groundwater Way.
Fight an NM called Bodach, then reinvestigate the spot and you will get the
"writing of a trial". Talk to Oggbi to finish the quest.
Reward Asuran Fists.
Other info: from Breal777
"The trial weapon doesn't have any great stats really, has D+16 Delay+96
Latent: 20HP +10 earth +10 water"


Katana WeaponSkills Quest

Go to Norg and talk to Ryoma (Ninja quest guy) and he will give you the Kodachi
of Trials and a "writing of practice." Once you have cleared the weapon,
return it to Ryoma and he will give you the "map of trial".
Go to Labyrinth of Onzozo and find a ??? at I-5. Fight an NM called Megapod
Megalops (Crab?), then reinvestigate the spot and you will get the "writing of
a trial". Talk to Ryoma to finish the quest.
Reward Blade: Ku


Marksmanship WeaponSkills Quest

Go to Bastok Metalworks and talk to Cid (in his lab, duh) and he will give you
the Gun of Trials and a "writing of practice." Once you have cleared the
weapon, return it to Cid and he will give you the "map of trial".
Go to The Boyahda Tree and find a ??? at J-8 (get there from G-10 second map).
Fight an NM called Beet Leafhopper(Mandragora? Bunny?), then reinvestigate the
spot and you will get the "writing of a trial". Talk to Cid to finish the
quest.
Reward Detonator


Scythe WeaponSkills Quest

Go to Bostaunieux Oubliette and talk to Novalmauge (walks around) and he will
give you the Scythe of Trials and a "writing of practice." Once you have
cleared the weapon, return it to Novalmauge and he will give you the "map of
trial".
Go to Den of Rancor and find a ??? at J-13. Fight an NM called Mokumokuren,
then reinvestigate the spot and you will get the "writing of a trial". Talk to
Novalmauge to finish the quest.
Reward Spiral Hell


Spear WeaponSkills Quest

Go to Southern San d'Oria and talk to Balasiel(Paladin guy?) and he will give
you the Spear of Trials and a "writing of practice." Once you have cleared the
weapon, return it to Balasiel and he will give you the "map of trial".
Go to Sea Serpent's Grotto and find a ??? at H-6 (through a Sahagin door).
Fight an NM called Water Leaper, then reinvestigate the spot and you will get
the "writing of a trial". Talk to Balasiel to finish the quest.
Reward Impulse Drive


Staff WeaponSkills Quest

Go to Windurst Walls and talk to Shantotto (in her manor) and she will give you
the Staff of Trials and a "writing of practice." Once you have cleared the
weapon, return it to Shantotto and she will give you the "map of trial".
Go to Ifrit's Caldron, enter from an east entrance. Go to the following map
from F-6. Fall downward on the following map I-8 and go into the cave near
where you fell. Find a ??? at advanced map H-7.
Fight an NM called Cailleach Bheur, then reinvestigate the spot and you will
get the "writing of a trial". Talk to Shantotto to finish the quest.
Reward Retribution


Sword WeaponSkills Quest

Go to Chateau d'Oraguille and talk to Curilla(Knight captain) and she will give
you the Sapara of Trials and a "writing of practice." Once you have cleared
the weapon, return it to Curilla and she will give you the "map of trial".
Go to Quicksands Caves and find a ??? at I-6 (from Western Altepa Desert I-6).
Fight an NM called Girtablulu, then reinvestigate the spot and you will
get the "writing of a trial". Talk to Curilla to finish the quest.
Reward Savage Blade


-------------------------------------------------------------------------------
XI: Conclusion

It's funny that I originally started this FAQ with just the intention of
creating a list of all the Limit Breaks and their effects. On my search, I
found lots of skillchain information and ended up devoting a significant
portion to consolidating the information on Renkeis into an easy to use guide.
While skillchaining information was fairly prevalent, only one of my original
sources even hazarded some guesses as to the effects of each Limit Break, but
I have since found some good information through the Official guide and other
sites, as well as contributions from great people in my LS and on Message
boards.

Even so, I still need the experience and contributions of others as I
will never play long enough to master every weapon type in the game (It would
involve getting 10 jobs, 6 of them advanced[Warrior, Monk, Thief, White Mage,
Paladin, Dark Knight, Ranger, Ninja, Samurai, and Dragoon], to level 71+).

What I ask of the FFXI community is to use and test the information I have
compiled here. Current gaps that need addressing.

1:Comparing the damage of different Limit Breaks to get an idea on how much
they multiply attack power, how many hits they count as, and what Statuses/
Elements they use. This is especially so for Staff, G Axe, and Axe.

2:It appears I have all relavent TP gain, though corrections are still welcome.

3:Decided Floral Chariot would be best translation of Kasha, if you come up
with better tell me.

4:Find out Percentages of renkeis in chains of 5 skills or more (drools).

5:The effects of Sneak Attack, Trick Attack, Double Attack, and Triple Attack
on weaponskills seems to be resolved.

6:Learn how to get the Ultimate weapons and get data on the new Ultimate Limit
Breaks.

Please also inform me of errors or unclear portions of the FAQ so I may revise
them; if you can think of more newb questions to put in that section let me
know. As this was my first FAQ I hope I did a good job.


I take this time thank all the past and future contributors to this work.
Isaac Newton once said "The only reason I see so far is because I stood on the
shoulders of giants," and that line is reflected in this work. Ultimately,
this is a resource for and creation of everyone who plays in Vana'Diel. I hope
it positively affects people's choices in weapons and their executions of
chains. Happy Adventuring everyone! /salute /bow /goodbye

-------------------------------------------------------------------------------
XII: Thanks to
the creators and maintainers of my reference sites and charts
http://www.playonline.com/ff11us/vt/extra/index.html
http://ffvault.ign.com/skillchains/skillchain.jpg
http://home.comcast.net/~hartwickc/renkei2.gif
http://files.liquid-x.net/scrap/wse.pdf
http://www5.plala.or.jp/SQR/ff11/ability-weaponskill.html
http://mysterytour.web.infoseek.co.jp/ffxi/us/index.html
http://ffxi.game-host.org/eriwilde/ffxi/renkei/weaponskill.html#
http://ffxi.killvoid.com

the people I have learned from on message boards
the people I have partied with to learn from experience
the members of my linkshell
the author of the Final Fantasy XI official strategy guide (Fall2003)
MasterLL- first Skillchain FAQ writer (that I know of)
StarvingArtist- for making one of the most well known Renkei charts and
cool Limit Break demonstration videos.

Post publishing contributors
***Celestia***
DeadS
ShadowKilla
hamburglar
PhoenixAmbrose
Toshi
***Janeba***
Kaido
nekochan
Psyboy143
Marath
Kayoto
Crymic/Loryana
Discordian
Yami
Kaishi
Ayako
***Ajora***
Tyme
Azriela
Akuji
***Lilyanne***
***Godchain***
darkdragonsdx
bobtheman

-------------------------------------------------------------------------------
T: Contact Info -Kletian999

I can be contacted at Kletian999@hotmail.com. As this account has an
aggressive spam filter, Please write Renkei FAQ in the subject. If you don't
here any response from me in two weeks, assume I missed your message and send
it again, but I'm usually very good at replying.
Tom Dubeck

Avernus
46/26/20/10 Male Hume Thief/Warrior/Ranger/Samurai: Caitsith

 
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FAQ

17.October 2013
Red Mage Guide
Guide

16.October 2013
Food effects
Hints

16.October 2013
Commands FAQ
FAQ

17.October 2013
Monk Guide
Guide

17.October 2013
General Party Strategies Guide
Guide

15.October 2013
Stealing Guide
Guide

17.October 2013
Dragoon FAQ
FAQ

15.October 2013
Translation FAQ
FAQ

16.October 2013
Beastmaster Job guide
Guide

16.October 2013
Fame Guide
Guide

16.October 2013
Black Mage Guide
Guide

17.October 2013
Subjob FAQ
FAQ

17.October 2013
Dark Knight AF Guide
Guide

17.October 2013
Quest Guide
Guide

16.October 2013
Thief FAQ
FAQ

17.October 2013
Fishing Skill Cap List
Hints

16.October 2013
 
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