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Summoner Guide by Rinoa

Version: 2.4 | Updated: 07/25/06

Final Fantasy XI Summoner Job guide v2.4

by Sheila Knight


0.0 Preface
1.0 Introduction
     1.1 About the Author
     1.2 How to Use this Guide
     1.3 Where to Get More Information
     1.4 Summoner Background
     1.5 Summoner Job Quest
2.0 The Job
     2.1 Ability List of the Summoner
     2.2 Acquiring Elemental Spirit Summons
     2.3 Acquiring Avatar Summons
     2.4 Optional Avatar Item List
     2.5 Ability List of the Summons
     2.6 Skillchain and Magic Burst
     2.7 Group 2 Merit Abilities
3.0 Advanced Information
     3.1 Job Properties and Sub jobs
     3.2 Playing by Level
     3.3 Items, Equipment and Weaponskills
     3.4 Rare Ex Armors
     3.5 Modifications to Summoner Job
     3.6 Random Observations
4.0 Closing Acknowledgments
     4.1 Credits
     4.2 Version History

1.0: Introduction

1.1: About the Author
I spend most of my game time with friends on my linkshell. My main job was 
Black Mage, but I'm often found on my Summoner. I also play White Mage and 
make a real mean Dark Knight. My linkshell site is http://rinoa.nu/ffxi 

1.2: How to Use this Guide
While this guide is most useful when read from beginning to end, it may 
otherwise be consulted as a resource in any order. Note, however, that the 
chapters toward the end assume the reader's familiarity with terminology used 
and gameplay. I will not be explaining how to make macros, what AF is, or 
what's a BCNM because that can be found on forums or other guides. 

Also, often the list of abilities and terms here may have been left over 
from earlier versions of the FAQ, made at the time when FFXI was a Japanese 
release only. If you find anything using a confusing term, please say so.

What you won't find in here is copied unconfirmed lists from other sources, 
ascii art, or other fluff. Just about everything described in this FAQ has 
been confirmed because it's been done or worn by the person writing it and

Although I welcome emails on additions or corrections, personal questions are 
just that, personal. Please don't ask me what to do with your character. 
Whatever you decide to do ingame should be your decision. For questions 
directed to me about this FAQ please use email instead of messaging me in 
the game.

The most up to date version of this FAQ can always be found at gamefaqs.com
Please check the version there before emailing me about anything. This FAQ 
is not updated often, however. Although there are changes and additions to 
the game regarding Summoner every now and then, you don't need to email me, 
so please wait for the next version.

1.3: Where to Get More Information
This guide is designed for middle to advanced-level Final Fantasy XI Players. 
Not for people who have just started. This guide will not contain info on
macros, as macros differ between game clients. Beginners should just check out 
what's found at:


I also reviewed the expansions as they came http://flaregamer.com
A site run by all the elvaan sisters on ROD linkshell.

1.4: Summoner Background
Summoner is a job that is highly respected in all the Final Fantasy games. 
Being able to use the summons and the strongest ones is often considered a 
final destination. In Final Fantasy XI the summon job created a huge amount 
of chaos when it was first released. Everyone was under the pretense that 
it would be the most powerful job. Little did we know..

1.5: Summoner Job Quest
You must already have another level 30 job to open this job. Opening this job 
only gives you control of Carbuncle.

First, get a [ Carbuncle's Ruby ] RARE EX item by killing leech type monsters.
It's a rare drop and this can take hours with or without a Thief's Treasure 
Hunter abilities.

Locations with leeches:
Zeruhn Mines, Dangruf Wadi, Valkurm Dunes, Ordelle's Caves, Korroloka Tunnel, 
Buburimu Peninsula, Maze of Shakhrami, Jugner Forest, Pashhow Marshlands, 
Rolanberry Fields, Qufim Island, Oztroja Castle, Bostanieu Oubliette, 
Toraimarai Canal, Serpent Grotto, Sanctuary of Zi'tah

Once you have the item, bring it with you to the [ House of the Hero ] at 
Windurst Walls, an event should take place at the door. 

Now you must take the item to 'experience' 7 different weather types in Vana 
d'iel. An event will occur by zone changing into an OPEN area, not a dungeon 
nor a city. Light and Dark weather is not included because you are getting 
the colors of the rainbow. 

Valid locations of getting the weather for this quest:

  [ Fire ]
  Valkurm Dunes, Rolanberry Fields, Meriphataud Mountains, East/West Altepa, 
  Cape Terrigan, Yuhtanga Forest, Yhoator Forest 

  [ Earth ]
  Valkurm Dunes, Konschtat Highlands, Battalia Downs, Tahrongi Canyon, 
  Meriphataud Mountains, Sauromogue Champaign, East/West Altepa 

  [ Thunder ]
  Konschtat Highlands, Jugner Forest, Pashhow Marshlands, Sauromogue Champaign 

  [ Wind ]
  La Theine Plateau, Buburimu Peninsula, Tahrongi Canyon, Cape Terrigan

  [ Water ]
  La Theine Plateau, Jugner Forest, Pashhow Marshlands, Rolanberry Fields, 
  Buburimu Peninsula, Yuhtanga Forest, Yhoator Forest 

  [ Ice ]
  Battalia Downs, Beaucedine Glacier, Xarcabard

  [ Clear Weather ]
  Anywhere with the weather being normal

You may also want to know the weather before travelling to these places. To do 
so you can check NPC weather forecasters at various cities. They will give you 
a general idea for the next few (Vana d'iel) days, for certain areas nearby.

Low Jueno (F-11) Shashan-Mishan
Upper Jueno (G-6) Appollonia
Port Jueno (K-8) Leffquen
Selbina (H-9) Wachiwi
Mhaura (H-9) Pekuku
Rabao (F-8) Amaja-Kumaja
Kazham (G-7) Tcinono
Norg (H-9) Shidzue
Windurst Woods (K-12) Mushuhi-Metahi 
Windurst Waters (F-8) Furan-Furin 
Windurst Port (L-6) Eya Bhithroh
Bastok Markets (H-10) Svana
Bastok Mines (I-9) Mariadok 
Bastok Port (J-11) Fo Mocorho
South San d'Oria (J-8) Maleme
Tavnazian Safehold (H-8 upper) Gennoue

Once you have experienced the 7 weathers listed above, go to (G-6) at La 
Theine Plateau and trade the ruby to the monument there. Now you may open the 
job at your Mog House.

2.0: The Job

2.1: Ability List of the Summoner
A Summoner is not like a Beastmaster. They can only tell their pet to attack
[ Assault ], tell their pet to return to them [ Retreat ], use an ability once 
in a while [ Blood Pact ], and have their pet disappear [ Release ].

Summoned pets can die and be re-summoned, each pet has a recast time, just 
like any magic. Also like magic, Summoner must not be attacked and have enough 
MP to call it and keep going. Hate gained by an Avatar is the same as hate for 
any other pet or party member. It is not completely shared with the Summoner.

When told to attack a monster, the summoned pet will do so until it dies or 
the monster dies, or it is told to stop. Then the summoned pet will go back to 
you, or auto attack any other monster that is attacking you. 

A problem with Retreat is that it has a recast time for using the command, 
yet your pets will most likely auto-attack again if you are attacked, sooner 
than you can use the command again.

If you zone change while the summon pet is still out, it reappear the next 
time you zone change into an area where you can summon.

Astral Flow
2hour ability, which is a status that lasts 3 minutes long. Can be used from 
level 1 Summoner main and above. Once activated you can access your beast's 
true ability. Elemental Spirits do not have Astral Flows.

How to use:
Have summon out and already attacking monster. If not attacking monster, it 
will miss. Have the ability menu available (this menu is available every 30-60 
seconds depending on what ability you did last), activate Astral Flow and 
choose the last or new option in your pet command menu list. The 2hour for 
each summon has a specific name.

What Happens:
On the first use of the beast's Astral Flow ability, your MP will go to 0. You 
can use the Flow ability about 2 more times if you get enough MP to use it 
again. All MP will again go to 0 on each use, excess MP doesn't affect damage.

MP Drain:
The cost of upkeep for your pet will be paid during Astral. So if you have 
an Element Staff you will actually gain MP by using Astral Flow and doing
nothing while having the pet out. 
Ex: Neptune Staff & Leviathan -> 3MP/sec is gained

Cost is level x2 MP. If you have no more MP, the summon can/will disappear 
during the charge time of the ability or you cannot select it. Have way more 
than your lvx2 MP so you can get the summon out, get it in position, then 
activate the abilities. 

In fact, this is the whole basis of playing Summoner right now. Have your MP 
ready, take out Summon, get in position, use ability and then make the Summon 
dissapear. The only difference with your 2hour is that the summon will maybe
disappear whether or not you told it to.

You must use the element strong to the element you are fighting, or it can and 
will be resisted. In fact, you should always do this with ALL magic, so 
memorize the order.

Strong -> Weak
Use this element -> on this element
Thunder -> Water -> Fire -> Ice -> Wind -> Earth -> Thunder

[ Level 10 ] MPmax UP
A bonus given to your MP maximum.

[ Level 15 ] Clear Mind
Faster MP regeneration the longer you sit. MP Healing+3 (15)

[ Level 20 ] Resist Slow
Little resistance to 'Slow' status. No use really but primary weapon is a 2h 
staff which is slow to begin with. Slow also affects summon/spell casting, it 
takes 1.5x longer to recast the same spell even after the countdown shows 0.

[ Level 25 ] Auto Refresh
MP recover at all times. 3seconds/1mp.

[ Level 30 ] Clear Mind
Hidden boost. MP Healing+6 (18)

[ Level 30 ] MPmax UP
Hidden boost. A bonus given to your MP maximum.

[ Level 40 ] Resist Slow
Hidden boost. Little resistance to 'Slow' status. 

[ Level 45 ] Clear Mind
Hidden boost. MP Healing+9(21), intervals after that +1(2) more

[ Level 50 ] MPmax UP
Hidden boost. A bonus given to your MP maximum.

[ Level 60 ] Resist Slow
Hidden boost. Little resistance to 'Slow' status. 

[ Level 60 ] Clear Mind
Hidden boost. MP Healing+12(24), intervals after that +1(2) more

[ Level 70 ] MPmax UP
Hidden boost. A bonus given to your MP maximum.

[ Level 70 ] Clear Mind
Hidden boost. MP Healing+12(27), intervals after that +2(3) more

Notes on Status and Damage
From tests it seems your own stats and level versus the monster affects summon 
strength. Boosting MP amount and lowering MP costs is most important. INT MND 
CHR doesn't affect summon monster's magic damage. Summoning Magic Skill is the 
magic power of your Summon's magic abilities (resist), your Summon's accuracy, 
and Summon's damage resist with physical attacks. It possibly affects the 
Summon's defense and evasion but it is hard to measure. It also reduces the 
chances of the magic your pets are casting from becoming interrupted.

A less known fact is that CHR increases monster hate on Provoke, so there's no
reason why you should boost CHR. The Austere/Penance equipment set has CHR 
reduction, however I think this is because it simply looks shabby. For that
same reason the wedding dress set (Opaline) has CHR additions.

Since Summoners more often than not need to play "back up healer", carrying
a set of Enmity minus equipment is helpful in critical situations.

All summon monsters have a huge range for damage amount (as in you can do 6 
damage or 1000) based on your level and the monster you are fighting. 
Important note is that there is NO DAMAGE CAP in the damage equation for 
Summoned Avatars. Your damage potential will grow as you level up, along with 
the amount of HP your Avatars have.

09/14/2004 Modifications
-Avatars can now participate in skillchains and magic bursts by carefully 
 timing the use of the ability "Blood Pact." Astral Flows also can be 
 timed to magic burst.
-The damage and accuracy of several avatar attacks have been adjusted.
-Avatar TP will now enhance the potency of magical Blood Pact abilities. 
 Just as with normal player TP, after the ability the avatar's TP will be 
 reset to zero. Avatar TP does not affect physical Blood Pact techniques, 
 and thus TP will not be lost after an avatar uses one of these abilities.
-Avatar TP is gained like player TP. Dealing and recieving damage, including
 magic damage. It is lost after any magic ability.
-Using avatar abilities without TP results in the normal strength.

MP Drain Rate
Depending on your level and the summon used, your MP will be drained whenever 
the summon is out. It also costs MP to actually summon. The cost of drain 
has been modified in July 2004. The MP is drained every 3 seconds. Diablos is
considered one of the regular Avatars.

Calculating Drain:
Carbuncle initial cost is 1, every 9 levels +1
Spirits initial cost is 2, every 4.5 levels +1
Fenrir initial cost is 1, every 7.3 levels +1
Avatars (before level 62) initial cost is 3, every 9.3 levels +1 
Avatars (after level 62) initial cost is 3, every 3 levels +1

The general drain rate difference (not including auto refresh):

MP drain at level 1~ for Avatars is about 3mp/3seconds
MP drain for Spirits at level 1~ is 2mp/3seconds
MP drain for Carbuncle at 1~ is 1mp/3seconds
MP drain for Fenrir at 1~ is 1mp/3seconds

MP drain at level 30~ for Avatars is about 6mp/3seconds
MP drain for Spirits at level 30~ is 8mp/3seconds
MP drain for Carbuncle at 30~ is 4mp/3seconds
MP drain for Fenrir at 30~ is 5mp/3seconds

MP drain at level 60~ for Avatars is about 9mp/3seconds
MP drain for Spirits at level 60~ is 15mp/3seconds
MP drain for Carbuncle at 60~ is 7mp/3seconds
MP drain for Fenrir at 60~ is 9mp/3seconds

In chart form by Starfox of Odin Server:

            Carbuncle   Fenrir      Avatar      Elemental 
Spell Cost  5MP         15MP        7MP/15MP*   10MP 
MP/tick: 1  Lv. 1       Lv. 1       ---         --- 
         2  Lv. 9       Lv. 8       ---         Lv. 1 
         3  Lv. 18      Lv. 15      Lv. 1       Lv. 5 
         4  Lv. 27      Lv. 22      Lv. 10      Lv. 9 
         5  Lv. 36      Lv. 30      Lv. 19      Lv. 14 
         6  Lv. 45      Lv. 37      Lv. 28      Lv. 18 
         7  Lv. 54      Lv. 45      Lv. 38      Lv. 23 
         8  Lv. 63      Lv. 51      Lv. 47      Lv. 27 
         9  Lv. 72      Lv. 59      Lv. 56      Lv. 32 
        10  ---         Lv. 66      Lv. 65      Lv. 36 
        11  ---         Lv. 73      Lv. 68      Lv. 40 
        12  ---         ---         Lv. 71      Lv. 45 
        13  ---         ---         Lv. 74      Lv. 49 
        14  ---         ---         ---         Lv. 54 
        15  ---         ---         ---         Lv. 58 
        16  ---         ---         ---         Lv. 63 
        17  ---         ---         ---         Lv. 67 
        18  ---         ---         ---         Lv. 72 

* All Celestial Avatars are 7MP.  Diabolos is 15MP. 

Summoner Job Skills
Dagger          (Skill Rank E, not good to use as Summoner)
1h Club         (Skill Rank C+, not very good either)
2h Staff        (Skill Rank B their best weapon, more proficient than WHM 
                 with it, but still weak)
Evasion         (Skill Rank E, just like all other back line magicians)
Summoning Magic (Skill Rank A-, only SMN job can level up this skill)

I suggest leveling up your weapons and evasion by some other job, as SMN will 
not be able to in party. To level up Summon Magic skill, simply summon and 
make your pet disappear repeatedly. The day of week, moon and weather 
supposedly helps. However, by my observation it seems completely random and
you are limited to getting about 1.0 skill up within a real time hour.

Status Ranks
Race, Job and Sub Job combined affect your final stats. 
These are the rankings of the Summon Job, possible sub and Races.

HP   G    E    D
MP   A    C    D
STR  F    D    D
DEX  E    F    D
VIT  F    D    E
AGI  D    E    E
INT  B    E    C
MND  B    A    C
CHR  B    C    D

HP   A   C   D   D   G
MP   G   E   D   D   A
STR  C   B   D   E   F
DEX  D   E   D   A   D
VIT  A   C   D   E   E
AGI  E   F   D   B   C
INT  E   F   D   D   A
MND  D   B   D   E   E
CHR  F   D   D   F   D

2.2: Acquiring Elemental Spirit Summons
These summons have no ability menu and will cast magic of their element at 
random. You can use them starting at level one (as with all summons) if you 
'eat' a Scroll, much like other magic. They cost more MP to summon and drain 
more than the Avatars & Carbuncle. However the calling time is much more 
faster. They also can cast ancient magic on the enemy, but it's very slow. 
Most people simply use these for skill up.

Air Spirit     - Dropped by SMN type Yagudo in Oztroja Castle, Sauromogue 
Ice Spirit     - Dropped by SMN type Demons in Castle Zvhal Baileys
Fire Spirit    - Dropped in level 40 or 50 BCNM battles
Water Spirit   - Dropped by SMN type Tonberries in Temple of Uggalepih
Light Spirit   - Dropped by NM Tonberry in Temple of Uggalepih, BCNM30(God 
                 coin), BCNM50 (Comet Orb @ Palborough)
Dark Spirit    - Dropped by NM Demon in Castle Zvhal Baileys
Earth Spirit   - Bought from shop at Norg
Thunder Spirit - Dropped by BC20 (Comet Orb @ Ghelsba)

2.3: Aquiring Avatar Summons
(Zilart Expansion Required)
In order to accept the quests for each Avatar you need to have fame in the 
city which is offering it. This is not the same fame as finishing one-time 
quests. It involves fame from doing repeatable quests as well. You must do 
one-time quests of a location and many repeatables in order to accept the 
Summon Avatar quest. There are 9 Ranks of fame levels, to know if you are 
Rank 9, the NPC mentions "the Goddess". Rank 9 isn't required for the Avatar 
quests, though. Also, all party members must have accepted the quest and 
have the Tuning Fork in order to enter the battle. 

Warning: You can only clear each Avatar quest once a (realtime) day.

Fame Check NPCs
South San d'Oria (K-6) Namonutice
*San d'Oria fame is grouped with Selbina & Rabao fame

Bastok Port (E-6) Flaco
*Bastok fame is grouped with Selbina & Rabao fame

Windurst Waters (F-10) Zabirego-Hajigo
*Windurst fame is grouped with Mhaura & Kazham fame

Low Jueno (H-8) Mendi
*Jueno fame is grouped with San d'Oria, Bastok and Windurst

Kazham (I-11) Ney Hiparujah

Rabao (G-9) Waylea

Norg (H-8) Vaultimand
*includes Tensyodo related quests in all cities

Quest Name        Avatar     Cloister Area     Offering NPC  NPC Location
Trial of Wind     Garuda     Cape Terrigan     Agado-Pugado  Rabao
Trial of Earth    Titan      Quicksand Caves   Juroro        Bastok Port
Trial of Thunder  Ramuh      Boyahda Tree      Ripapa        Mhaura
Trial of Water    Leviathan  Den of Rancor     Edal-Tahdal   Norg
Trial of Fire     Ifrit      Ifrit's Cauldron  Ronta-Onta    Kazham
Trial of Ice      Shiva      Fei Yin           Gulmama       North San d'Oria
Moonlit Path      Fenrir     Toraimarai Canal  Leepe-Hoppe   Windurst Waters
Waking Dreams     Dialos     Pso'Xja           Kerutoto      Windurst Waters

Fenrir Notes:
To accept Fenrir's quest you must have all previous summons defeated and
the key Whisper item from defeating them (do not return to their offering 
NPC). When speaking to Leepe-Hoppe you will recieve the key item to enter 
Full Moon Fountain BC.

*You do not necessarily need to have all previous Avatars either. 
Say you are a melee who only wants Fenrir items, you can defeat the previous 
Avatars and keep the key Whisper item without ever having recieved the 
ability to Summon those Avatars.

Diablos Notes:
To accept Diablos' quest, you must have completed certain chapters of the 
Chains of Promathia expansion. Simply speak to Kerutoto and you will be 
given a key item to enter the BC at the Shrouded Maw.

Getting to the Cloister Areas
Use the maps found at Lonely Vana d'iel for how: 

This is the type of MGS needed to get through without battling:
Kuftal Tunnels (to get to Terrigan) - Sneak
Cape Terrigan - Sneak and Invisible
Quicksand Caves - Sneak
Boyahda Tree - Sneak
Temple of Uggalepih (to get to Rancor) - Invisible
*Entering Rancor requires a party member with the Paintbrush
Den of Rancor - Sneak and Invisible
Ifrit's Cauldron - Silent Oils and Prism Powders (magic sensitive)
Fei Yin - Sneak, Sneak and Invisible at basement level (some magic sensitive)
Toraimarai Canal - Sneak

Recommended Battle Strategy
When you reach the Cloister, cast all prepatory spells, eat foods, etc. 
Once everyone is ready, members in the party then click onto the Protocrystal 
and enter a BCNM, a short cut scene will happen to everyone until they are 
able to move around inside. You then must defeat the 'Prime' Avatar.

In this BCNM only 6 party members are allowed, it can be escaped by exiting 
through the Protocrystal. One party can be in there at a time, and if everyone 
is dead, they will be removed automatically from the BCNM after the time 
limit. The time limit is 30 minutes.

For each battle I suggest this lineup:

If party is level 60-
PLD/WAR or NIN/WAR (damage tank)
RDM/BLM or RDM/WHM (can stay at front line and recast Ba-Spells, Refresh)
WHM/BLM or WHM/SMN (main cure tank, recast Ba-Spells at rear line)
BLM/WHM (main attacker and support healing)
BLM/WHM (main attacker and support healing)
BRD/WHM (main job is keep Carol up)

If the party is level 60+, any (common sense) strategy will work. Keep in mind 
that anything can happen, and sometimes the Flow will still do full damage.

The point is for keeping up the Ba-Spells, MP and Carol up. Only Magic strong 
to the Avatar will damage it, therefore the 2 BLM make defeating it quick and 

At around 50% HP, the Avatar will use its 2hour ability. Depending on whether 
Ba and Carol has been up, it can either obliterate your front line of the 
party or you will survive. Recently the Ba-Spell equation power has been 
changed, making Prime Avatar battles much easier. Before, Ba-Spells will give 
you +20 resistance to that element. Now the Strengthen Magic Skill level could 
boost Ba-Spells to around +90 at level 70. All Avatars are similar, except 
Shiva which casts SleepGa - so have everyone eating "poison status" items in 
order to stay awake.

Upon defeating the Avatar, another cut scene will occur and everyone will 
automatically leave the Protocrystal battle field. After this, you will get 
a "Whisper" key item. By going back to the Quest offer NPC you get either: 
ability to use the Avatar, RaEx equipment, RaEx items or 10,000 gil.

Fenrir is an exception, it is 10 levels stronger than the others, and has an 
ability which removes all enhancing magic, including foods. There is no Ba
spell for Dark defense either, but there is a Carol.

Mini Quest Strategy
An optional quest allows Summoners to get the avatars other than Fenrir solo. 
Talk to the NPC near the respective taru and you will recieve a mini fork. 
The Summoner is warped to the Cloister and fights the battle solo with 
Carbuncle and a cap of level 20, only. Without Carbuncle Mittens (something 
needing high level) I doubt many actual low leveled Summoners would do this 
just to get the Avatar. It also turns out that in a later patch, a dezone 
scroll was added, so you can use it to go back to homepoint.

The only strategy I can think of is use Carbuncle's Astral Flow and chuck 
Ethers, Hi-Ethers and Pro-Ethers while having Yagudo Drinks.

[ Notes from Players who tried ]
-Do all buffs and heal MP to full before entering
-The beasts have sense magic, so if you summon near them, they will aggro
-Summon Carbuncle from just the right distance, and have it attack
-If Carbuncle dies, beast name becomes yellow and beast regens it's HP
-Resummon ASAP and it will automatically attack beast to stop regen
-Continue until enemy HP is less than 50%, then use Shearing Light
-Use Ethers and resume attacking beast/resummoning Carbuncle
-When Astral Flow is available use Shearing again
-If the Avatar is not yet dead, repeat the first steps with Carbuncle

2.4: Optional Avatar Item List
*The plus and minus for elements mean resistance to that damage
*Conserve MP is a BLM passive ability which randomly lessens the cost of 
 magic spells during cast
*Some Avatars have an optional quest item, explained under Evoker Ring

[ Ifrit Prime ]
-Ifrit Blade (1h sword) D36 Delay236 STR+3 Atk+10 Added Effect:Fire Damage 
-Fire Belt (Belt) Defense6 Water-20 Ice+20 FireDay:STR+3 Lv65~ All Jobs
-Fire Ring (Ring) Defense2 FireDay:HP-15% Atk+15 RngAtk+15 Lv65~ All Jobs

[ Titan Prime ]
-Titan Cudgel (1h club) D22 Delay278 VIT+3 Added Effect:Earth Damage 
 Lv65~All Jobs
-Earth Belt (Belt) Defense6 Wind-20 Thunder+20 EarthDay:VIT+3 Lv65~ All Jobs
-Earth Ring (Ring) Defense2 EarthDay:HP-15% Defense+15 Lv65~ All Jobs

[ Leviathan Prime ]
-Leviathan Rod (1h club) D22 Delay288 MND+3 Added Effect:Water Damage 
-Water Belt (Belt) Defense6 Fire+20 Thunder-20 WaterDay:MND+3 Lv65~ All Jobs
-Water Ring (Ring) Defense2 WaterDay:MP-15% Conserve MP+15 Lv65~ All Jobs

[ Garuda Prime ]
-Garuda Dagger (Dagger) D19 Delay183 AGI+3 Atk+7 Added Effect:Silence 
-Wind Belt (Belt) Defense6 Earth+20 Ice-20 WindDay:AGI+3 Lv65~ All Jobs
-Wind Ring (Ring) Defense2 WindDay:HP-15% Evade+15 Lv65~ All Jobs

[ Shiva Prime ]
-Shiva Claw (Hand to Hand) D+11 Delay60 INT+3 Aim+8 Added Effect:Paralysis
-Ice Belt (Belt) Defense6 Wind+20 Fire-20 IceDay:INT+3 Lv65~ All Jobs
-Ice Ring (Ring) Defense2 IceDay:MP-15% Spirit Magic Skill+15 Lv65~ All Jobs

[ Ramuh Prime ]
-Ramuh Staff (2h Staff) D29 Delay366 DEX+3 Added Effect:Thunder Damage
-Lightning Belt (Belt) Defense6 Water+20 Earth-20 ThunderDay:DEX+3 
 Lv65~ All Jobs
-Lightning Ring (Ring) Defense2 ThunderDay:HP-15% Aim+15 RngAim+15 
 Lv65~ All Jobs

[ Fenrir Prime ]
-Fenrir Torque (Neck) Day:MP+30 Night:Enmity-3
 Lv70~ All Jobs
-Fenrir Earring (Ear) Day:Atk+10 Night:RngAtk+10
 Lv70~ All Jobs
-Fenrir Cape (Back) Day:Defense+10 Night:Enmity+3
 Lv70~ All Jobs
-Fenrir Stone (Throw) D30 Delay999 Day:HP+30 Night:Evade+10
 Lv70~ All Jobs

[ Diablos Prime ]
-Diablos Pole (2h Staff) D57 Delay402 Added Effect:Slow
 Dark Weather:Enhances Drain and Aspir Lv75~ All Jobs
-Diablos Earring (Ear) Lv65~ All Jobs Accuracy+3 
 Dark weather: Accuracy-3 Magic Accuracy+2 
-Diablos Torque (Neck) Lv70~ All Jobs Ranged Accuracy+8
 Dark weather: Ranged Accuracy-8 Ranged Attack+9 
-Diablos Ring (Ring) Lv65~ All Jobs
 DarkDay: MP-15% Dark Magic Skill+15

2.5: Ability List of the Summons
At level 1 all Avatars (including Carbuncle) have an Astral Flow ability. 
These are all wide range attacks! Keep that in mind when using them, as 
it will aggro monsters in a crowded area. The astral flow can be resisted
if your skill is low, and it also can miss if the monster moves.

Carbuncle: Shearing Light - all enemies in range get light damage
Ifrit: Inferno - all enemies in range get fire damage
Titan: Earth Fury - all enemies in range get earth damage
Garuda: Aerial Blast - all enemies in range get wind damage
Shiva: Diamond Dust - all enemies in range get ice damage
Leviathan: Tidal Wave - all enemies in range get water damage
Ramuh: Judgement Bolt - all enemies in range get thunder damage
Fenrir: Howling Moon - all enemies in range get dark damage
Diablos: Ruinous Omen - reduce enemy HP by random % value

*MP cost in brackets
*many have additional effects but rarely will register nor last long

[ Lv 1 ]
Carbuncle: Healing Ruby (6) hp (8+Levelx2) recover on target
Shiva: Axe Kick (10) physical attack
Garuda: Claw (7) physical attack
Titan: Rock Throw (10) ranged attack, slow status
Ramuh: Shock Strike (6) physical attack, stun status
Leviathan: Baracuda Dive (8) physical attack
Ifrit: Punch (9) physical attack
Fenrir: Moonlit Charge (17) physical attack, dark status
Diablos: Camisado (20) physical attack

[ Lv 5 ]
Carbuncle: Poison Nail (11) attack, poison status

[ Lv10 ]
All Avatars except Fenrir at this level get 'version 2 black magic' (24) 
of their respective element. The magic is easily resisted ex: Thunder2.

[ Lv11 ]
Fenrir: Crescent Fang (19) physical attack, paralysis status

[ Lv19 ]
Ramuh: Thunder Spark (38) all enemies in range get thunder damage and 
paralysis status

[ Lv20 ]
Diablos: Somnolence (30) physical attack, gravity status

[ Lv21 ]
Titan: Rock Buster (39) ranged physical attack, bind status

[ Lv23 ]
Ifrit: Burning Strike (48) fire damage attack

[ Lv24 ]
Carbuncle: Shining Ruby (44) lasts 3mins. Party in range gets protect/shell 
defense +10%
Fenrir: Lunar Cry (41) enemy evade and accuracy down depending on moon phase

[ Lv25 ]
Garuda: Aerial Armor (92) lasts 15minutes or until worn off. Members in range 
get Blink (Blink - 3 times will randomly evade physical or magical attacks)
Carbuncle: Auto Regen (no MP) this is not listed anywhere but it seems if you 
watch Carbuncle's HP bar closely, he regens a little HP every 3 seconds.

[ Lv26 ]
Leviathan: Tail Whip (49) physical attack, heavy status

[ Lv28 ]
Shiva: Frost Armor (63) lasts 1min30s. Party members in range get Ice Spike 
status (Ice Spike - ice damage + paralysis effect counter to monster's attack)

[ Lv29 ]
Diablos: Nightmare (42) area sleep while bio status

[ Lv30 ]
Ifrit: Double Punch (56) two attacks

[ Lv31 ]
Ramuh: Rolling Thunder (52) lasts 1min. Party members in range get EnThunder 
status (En Thunder - every physical attack does extra thunder damage)

[ Lv32 ]
Fenrir: Lunar Roar (27) enemies in range loose two enhancing effects

[ Lv33 ]
Leviathan: Slowga (48) All enemies in range get Slow status

[ Lv35 ]
Titan: Megalith Throw (62) Physical attack where Titan throws huge rock, slow 

[ Lv36 ]
Garuda: Whispering Wind (119) Party members in range are cured about 100+HP.

[ Lv37 ]
Diablos: Ultimate Terror (27) Area reduction of enemy attributes, if a link 
of monsters has occured, it will stop them from linking

[ Lv38 ]
Ifrit: Crimson Roar (84) Lasts a short time, party members in range get a 
status like War Cry (War Cry - attack power +15% for very short time)

[ Lv40 ]
Shiva: SleepGa (54) Sleep on all enemies in range.

[ Lv42 ]
Ramuh: Lightning Armor (91) for 2mins party members in range get Shockspike
(Shockspike - lightning damage + stun status counter to monster's attack)

[ Lv43 ]
Fenrir: Ecliptic Growl (46) for 3mins party members is range get a stat bonus 
to STR,DEX,VIT and AGI,INT,MND,CHR depending on the moon phase

[ Lv44 ]
Carbuncle: Glittering Ruby (62) party members in range get a random status +10 
for short time, and it slowly goes back down to normal, ex: +9 +8 +7. Similar 
to Ab-spells of DRK job.

[ Lv46 ]
Titan: Earthen Ward (92) lasts about 15mins, party members in range get 
Stoneskin status (Stoneskin - character will absorb about (50+Levelx2) damage 
until it wears off)
*10/21/03 Update: cannot overlap recast this spell anymore, to get the Titan 
stoneskin spell on, party members must click other stoneskin off

[ Lv47 ]
Leviathan: Spring Water (changed to 99) party members in range get some 
(47+Levelx3) HP & statuses cured (Esuna type). 
Status recovery: Blind, Silence, Petrified, Paralysed, Sickness, Poison, Sleep
Does not cure Erase-needing and Curse ex: DexDown, Heavy, Choke, Bio, Terror, 
Bind, specific kinds of Slow

[ Lv48 ]
Garuda: HasteGa (129) party members in range get Haste status, lasts shorter 
than actual Haste spell.

[ Lv49 ]
Diablos: Nocturne Shield (92) party members get Phalanx status

[ Lv50 ]
Shiva: Double Slap (96) 2 physical attacks

[ Lv55 ]
Carbuncle: Meteorite (108) small light damage attack
Fenrir: Ecliptic Howl (57) for 3mins party members in range get a bonus
on accuracy up and evade up depending on the moon phase

[ Lv56 ]
Diablos: Dream Shroud (121) party members get magic attack and magic defense
boosted by about +10 for a short time

[ Lv60 ]
All summons get 'version 4 magic' (118). Damage is often resisted.

[ Lv65 ]
Carbuncle: Ruby Light 2 (166) Party members in range (28+Levelx4) HP recover
Fenrir: Eclipse Bite (109) 3 attacks
Diablos: Nether Blast (109) Ranged attack, dark elemental damage

[ Lv70 ]
Garuda: Predator Claw (164) 3 physical attacks
Shiva: Rush (164) 5 physical attacks
Titan: Mountain Crash (164) physical attack, Bind status
Ramuh: Chaos Strike (164) 3 physical attacks, Stun status
Leviathan: Spinning Dive (164) physical attack
Ifrit: Flame Crash (164) physical attack

Notes on Spirit Avatars
They only cast spells of their element and randomly at certain intervals. 
Some of them get spells at the same level that a WHM or BLM main would. So 
if your SMN job is 50, the Ice Spirit gains Freeze. 

The time your Spirit takes to cast a spell depends on Summoning skill.
Spirit Timer = 48 - (Current skill/3) + (Max skill for your level/3)

If Spirit is cast on its day, -4 secs
If Spirit is cast on a day it is weak to, +4 secs
If Spirit is cast on its weather, -2 secs
If Spirit is cast on weather it is weak to, +2 secs
AF2 Spats or Astral Flow, -5 secs

2.6 Skillchain and Magic Burst
Added on the 09/14/2004 update were new properties to summon abilities. 
The more TP a pet has, the more potent magic abilities become.

For more information on skillchain possibilities, try the calculator 
found at http://ffxi.xenoveritas.org/tools/skillchains
or the chart found at http://www.geocities.jp/ffxi_smn/chain.html

Avatar Skill Elements
Dark:    Moonlit Charge, Double Punch
Light:   Poison Nail, Crescent Fang
Water:   Baracuda Dive, Rock Buster
Ice:     Axe Kick, Megalith Throw
Thunder: Shock Strike, Burning Strike
Fire:    Punch
Earth:   Rock Throw, Double Slap
Wind:    Claw, Tail Whip

Burst Possibilities
To magic burst, time a magic ability to land after the end of a chain 
the same way a Black Mage would. Burstable abilities are:
-Version II and IV spells
-Magic from Spirits (unlikely)
-Astral Flows
-Petit Meteo
-Thunder Spark

2.7 Group 2 Merit Abilities
Level 75 Summoners can access Group 2 abilities by spending points on the 
abilities they wish to learn. Spending more points on a certain ability 
will enhance it (more damage per TP) in some way. Only the 6 original 
Avatars have accessible abilities, which were previously only seen at 
Prime Avatar battle fights. The damage is based on TP, and even with
full TP the damage is nowhere near the level 70 physical abilities.

Ifrit - Meteor Strike (fire damage)
Shiva - Heavenly Strike (ice damage)
Garuda - Wind Blade (wind damage)
Titan - Geocrush (earth damage, additional effect: Stun)
Leviathan - Grand Fall (water damage)
Ramuh - Thunder Storm (thunder damage)

3.0: Advanced Information

3.1: Job Properties and Subjobs 
This is all my opinion after playing more than 70 levels of the job. However, 
I lead just about all my parties, allowing myself the freedom to avoid 
becoming a brainless curetank. I was able to cast and use abilities at my own 
discretion. That included experimenting.

Currently the SMN job is highly flawed. There are also many bugs involving 
all summons. People would still see a summon onscreen although you recalled 
them. If someone unequips an item or moves while you do a party strengthen 
ability, you loose the MP, the summon will freeze, the summon wont even do the 
ability. The timer will reset and say "you can't do anything for another 
minute". This also happens if you and/or your pet fell asleep or became 
stunned as you commanded it, the timer resets and nothing happens. Really 
frustrating and can mean life or death for your party.

The same thing happens if the monster died just after you activated the 
command while your pet had been targeting the monster previously. Your pet 
will freeze, the timer resets, MP is gone but nothing has happened. Also, 
attempting to use an ability just before the MP you have for that ability 
is gone, will result in a frozen pet along with no command window. 

Another bug involving lag has the summon pet out, you have no commands at all 
in the pet menu nor can you use macros. The only way out of it is to 
reconnect, or to let your MP drop to 0 so the pet disappears. 

As well, if a monster moves as your summon does any ability (astral flow, 
magic, ranged attacks included) it too will get the "out of range, this 
ability could not go" message. Your MP is lost, nothing happens and your 
ability menu is gone, too. 

Auto attack also is a problem. If the Summoner is attacked, the summoned pet 
will automatically engage and attack the enemy. This is problematic as you can 
tell your pet to 'dissapear' or 'come back' only once every few seconds. In a 
BCNM or multiple enemy battle where monsters are continually put to sleep, the 
summoned pet often wakes up an enemy by attacking it before you have the time 
to make it stop. Another reason why the pet should not be left 'out'.

A SMN is a messy cure tank and defense booster most of the way. The best known 
uses for this job are at level 70. Used mainly as defense or timed offense in 
HNM and BCNM battles. Even then, other jobs are often preferred. The job's 
offensive attacks are nowhere near as strong and reliable as BLM magic, this 
is offset by the fact that the damage dealt is 'safe'.

There is also little skill or active thinking involved in playing as Summoner. 
One can do an ability then go AFK to get coffee while their MP regens. Little 
timing is required outside of attempting to magicburst, which often isn't 
as useful as the other ability commands available.

Which brought me to the question, what is my role as a Summoner? Maybe this 
is what makes Summoner versatile. Although you have the pact ability once 
every minute, you have to make sure you make the most out of it. That 
includes recasting party effects only when necessary, or making sure that 
your pet is safe from attacks such as Sleep or Paralyse if you are moving 
into battle position. Depending on each monster or situation you are put into, 
try to keep in mind the status of your party members, their locations, monster
AI and TP (determine what it may do next) and what is the most productive pact 
ability to use at that exact moment.

Party Forming
The ideal rear guard (the 3 mages in a party) for a Summoner past level 40 
involves having a RDM and a BRD or a COR. Certain monsters will require a 
WHM for status recovery spells and such, however.

It's good to always have a mage standing at the ready during battles. Since
SMN needs to sit a lot, it's generally not good for a SMN to party with a 
BLM. Two mages sitting usually leads to delays in reacting to situations.

ToAU has added the new job Corsair which has an ability at level 40 called
"Evoker's Roll". When a COR is combined with a SMN in party, this roll 
gives an extra 1mp/3sec. The other oft used ability COR has is "Healer's 
Roll" which lessens the sitting duration for regenerating MP.

Support Job
For the current level cap, the best subjob is WHM and no other. Also, the only 
job useful with SMN as a subjob for practical purposes is WHM Lv50~. In rare
cases, a COR or BRD will also sub SMN to fight certain HNM battles.

People wonder if they can have two pets by subbing DRG or BST, but it will not 
work as you will get the "you already have a pet" error.

Why WHM subjob:

1. Cure bad statuses, RDM sub cannot cure statuses
2. 2h staff skills which are available only to WHM/PLD/MNK when main or sub
3. Party spells you can use without significant loss in power or effectiveness
4. Can teleport at very high level.
5. Curega, CuregaII, Goddess Seal, Reraise and Raise.

What SMN/RDM gets:

1. If skill maxed beforehand, useless dagger skills
2. Slight increase in cure cast speed since its the only thing you can use. 
   Summons cannot have their "speed up" by RDM sub, nor would they need to be.
3. Less MP more HP
4. Offensive spells you will never use since the power, spells and skill is 
   half of your level.
5. People believe a SMN can convert and refresh in the future cap levels. 
   Turns out level 75 is the last cap rise (Refresh and Convert impossible).

Summoners don't use their weapons in battle normally due to lack of skill, STR 
and DEX. They belong in the traditional "back row". So RDM's Enchant is 
useless when you miss and won't do damage (as the Enchant damage is based on 
the Enhancing
 Magic skill of the subjob), it's equally useless on Ramuh's 
party EnThunder ability. Summoner also has the weakest defense out of all jobs 
(even less than BLM) and HP, so they should rarely ever be near a monster. One
possible use for SMN/RDM is Dispel and Phalanx at higher levels, however both
are usually unnecessary or weaker on sub.

Why cure tanking is so bad
SMN job does not include "Recovery Magic Skill". The skill is only as good as 
your subjob's and then it is halved. Your cures do not do much, so in turn you 
must cure more than a WHM or RDM, generating hate and dangerous problems. 

To boost your cure power, you would need a special staff of some kind. Your 
cure magic casting will also be interrupted very very easily should you get 
hit, even if only by a small amount of damage.

As well, AF does not have hate minus for summoner, it has hate minus for the 
summoned pet! Avatar hate is the same for any party member hate. It is 
separate. When you call back your Avatar, the hate generated to it is gone as 
though that Avatar member 'died'. Same for if the Avatar actually died. It 
does not affect your hate or other party members hate.

It makes no sense because we want our summons to take hits. Summons can be hit 
by statuses and cannot be fixed aside from being recalled/defeated and then 
called out again. Sleep however is another story. If you fall asleep from 
certain spells or boss/monster weaponskills your summon can fall asleep, too. 
When you wake up, your summon should wake up at the same moment. The only 
equipment that adds a little avatar hate (enmity) is the new Yinyang robe.

3.2: Playing by Level
This is an old forum post of mine, written when I was leveling. Chances are 
your leaders would request otherwise as the game has changed nowadays. If you 
are soloing to 75, your style will be lot more different.

1-10: Use your summons as purely attackers
10-24: Attacker and occasionally ver2 magic/abilities
24: Play with the barely useful Carbuncle pro/shell
25+: Garuda party Blink, most used ability for a long while
28: Shiva Icespike, para is barely effective and it's just for show
31: Ramuh's Enthunder, lasts even shorter than Ice Spike but fun
36: Garuda's cure, not even useful since you will already have CureGa, which 
    is faster and less mp.
38: Ifrit Warcry before renkei but for the MP it costs why bother?
40: Shiva SleepGa, I'm expecting this to be for BCNM40 
    Sleepga does not work well on totetote++ when linked while leveling
42: Ramuh Shockspike, feels the same as IceSpike, for show
44: Carbuncle's "random status up by 10" fun but the stats go back down too 
    soon anyway
46: Titan (after 40 levels of not using him) has party Stoneskin
    There is a cut on the max amount of damage you can take, it is weaker 
    than 'real' Stoneskin.
47: Leviathan (after 20 levels of ignoring) has party Cure/Esuna
48: Garuda (after all that Blink) has HasteGa, cut down in the amount of time 
    it lasts. By this time only 1 or 2 party members ever need haste anyway.

After this summoner gets nothing new that's really of use until 70. Most will 
rotate between Blink, Stoneskin, Hastega and rarely using Leviathan's 
cure/esuna (which is a very slow ability).

50: Shiva's Double Slap, in case you already haven't noticed that Shiva is so 
    weak physically, this only does lots of damage if she hits both times.
55: Carbuncle's Petit Meteo, slightly weaker than the version 4 magics
60: Version4 spells, instead of using party strengthening only, using version4
    to finish off monster becomes your main goal. BRD's threnody is required 
    for it to not be resisted on strong enemies. Your damage can vary to above 
    the cap, depending on level. 
70: The summon's new physical attacks are the best damage you can do. Great on 
    tote or weaker leveled monsters. Will easily miss on totetote++, HNM, boss 
    type, and monsters which have defense against physical attacks.

Summoners with Fenrir should note that the accuracy and evade modifying 
abilities are the main use for Fenrir outside of attacking. Make sure to 
note the moon phase before using it.

Fenrir's Eclipse Bite is not as strong as the level 70 attacks but it's MP 
cost and early level is what makes it so useful. The other thing to look for 
when choosing which 70 attack to use is the type versus that monster. For 
example, Garuda's predator claw seems to be strong on skeletons, but 
Leviathan is better on monsters with high evade. Then again, the multi-hit 
attacking of Garuda gives monsters more TP than Leviathan would. Giving 
certain monsters more TP than usual is a danger in itself.

70 ability damage from Highest to Lowest:
Garuda, Leviathan, Titan, Ifrit, Ramuh, Shiva

Ability Range and Positioning
Take time to figure out how to make your Summoned pets appear in the spot
you want when you call them. Also know the range of your pets abilities,
both offensive and defensive, as they are very small. Learning to eyeball
it comes with plenty of practice and use.

Eventually you will be in situations where your character cannot be near 
the melee, but needs to use the Summoned pet defense abilities on them. 
By positioning yourself (with pet out) then finding the perfect spot 
where you are safe and the melee are in range of the ability, you can
resummon a pet and it will appear where you last had it. This saves time 
from repositioning or waiting for the pet to get in range. Time saving
is extremely important as you can only use your pact once a minute.

Blink, Stoneskin and Healing
Blink is so important because not only do monsters miss attacks, their magic 
can miss too, until it wears off. This means way less healing. As for the 
party healing abilities, since it takes time to get the summon out and in 
position, the inability to use this job for reacting to instant situations 
makes it all the more MP costly and dependant on other players.

Only give your party Stoneskin if many targets are getting it, and their 
Skin has completely worn off. Also be sure to give people using Ninja job (as 
main or sub) the Stoneskin instead of Blink.

Lunar Cry, Ecliptic Growl and Ecliptic Howl
The pattern and amount of stat boosts is rather unclear naturally, depending
on the moon phase decide whether to boost your frontline or your rearline. 
Until anyone can figure out the english equivalents of the Moon Phases, I 
will have to leave this chart as is. The phases are different in the 
Japanese client, while the English client has percentage values.
STR stat boosts go to STR, DEX, VIT
INT stat boosts go to AGI, INT, MND, CHR

Moon Phase           Lunar Cry            Ecliptic Growl     Ecliptic Howl
New Moon             Acc-1 Eva-31         STR+1 INT+7        Acc+1 Eva+25
Waxing Crescent      Acc-6 Eva-26         STR+2 INT+6        Acc+5 Eva+21
Waxing Crescent      Acc-11 Eva-21        STR+3 INT+5        Acc+9 Eva+17
First Quarter Moon   Acc-16 Eva-16        STR+4 INT+4        Acc+13 Eva+13
Waxing Gibbous       Acc-21 Eva-11        STR+5 INT+3        Acc+17 Eva+9
Waxing Gibbous       Acc-26 Eva-6         STR+6 INT+2        Acc+21 Eva+5
Full Moon            Acc-31 Eva-1         STR+7 INT+1        Acc+25 Eva+1
Waning Gibbous       Acc-26 Eva-6         STR+6 INT+2        Acc+21 Eva+5
Waning Gibbous       Acc-21 Eva-11        STR+5 INT+3        Acc+17 Eva+9
Last Quarter Moon    Acc-16 Eva-16        STR+4 INT+4        Acc+13 Eva+13
Waning Crescent      Acc-11 Eva-21        STR+3 INT+5        Acc+9 Eva+17
Waning Crescent      Acc-6 Eva-26         STR+2 INT+6        Acc+5 Eva+21

How to Fish Monsters with your Pet
Something extremely useful for SMN or people with SMN subjob. When leveling in 
an area where monsters link, or it's too dangerous for a fighter to go fish, 
you can use pet to get a monster. 

If you make your pet disappear too soon, the monster may give up. This is why 
you either need to let the pet take/give a few beatings and build more hate 
towards your party.

Example A (No Link Monster):
Monster is in an area filled with Ghosts. Summon Carbuncle, cast Sneak on 
yourself, go to the monster, make Carbuncle attack it, then run back to camp 
spot. Your Sneak will not be cancelled. Either call back Carbuncle or let it 
die to the monster. The monster will automatically come to your party. Places 
needing Invisible will not work. Telling your pet to do things cancels 
Invisible status.

Example B (Link Monster):
There are 4 Spiders you want to fight near each other and will link. Make your 
pet attack one until it dies. Do not panic when the other 3 spiders attack it. 
When your pet dies, the other 3 spiders will stop while the originally 
attacked monster will come to your party. If a spider pops on the way back, it 
will link. So be sure that all the monsters which may link are grouped 
together when you let the pet die.

Using offensive SMN abilities will cause you to loose your Sneak and 
Invisible spells. Also avoid attacks that target an area of monsters.

3.3: Items, Equipment and Weaponskills
What to eat as a Summoner
There's only two cheap things you really need. Chocolate and Juice. Bubble 
Chocos are easy to make or buy in dozens, and they increase your "while 
sitting MP recovering rate". High quality of the Bubble Choco is the Heart 

The other thing you need is lots and lots of juice if there is no RDM in the 
party. It's easy to make Pine Juices using 2x Kazham Pines + Water crystal. 
Since juice cannot be stacked, carry the pines in dozens and crystals in 
dozens with you to the party.

Many Summoners love to "raise" their MP by eating pies, which I find 
wasteful because the power of a Summoner only is seen once a minute. The rest 
of the time is spent sitting and healing MP. The more MP you get sitting, the 
better. Pies are more useful for jobs like BLM or RDM which benefit from the 
added stat boosts.

Stats of some useful foods for SMN: 
Bubble Choco    - sitting MP recover+1 (30m)
Heart Choco     - sitting MP recover+4 (60m)
Mushroom Kabob  - MP+10 STR-1 MND+3 sitting MP recover+2 (30m)
Witch Kabob     - MP+15 MND+4 sitting MP recover+3 (60m)
Pamama Tart     - MP+10 HP+10 DEX-1 sitting MP recover+2 (60m)
Sweet Rice Cake - MP+17 VIT+2 INT+3 MND+1 sitting MP&HP recover+2 (30m)

Wizard Cookie   - sitting MP recover+7 (5m)
Ginger Cookie   - sitting MP recover+5 (3m)
Coin Cookie     - sitting MP recover+6 (5m)
Cinna-Cookie    - sitting MP recover+4 (3m)
Choco Drink     - sitting MP recover+3 (3hr)

Apple Juice     - 1MP/3sec (120s)
Orange Juice    - 1MP/3sec (90s)
Grape Juice     - 2MP/3sec (90s)
Tomato Juice    - 1MP/3sec (180s)
Pine Juice      - 1MP/3sec (240s)
Melon Juice     - 2MP/3sec (135s)

What to wear as a Summoner
Most people stick to all MP boosting equip possible. Aside from that, RSE 
equipment (if MP boosting) will do great until the level for AF equipment 
despite the very low defense.

Your main weapon should be a staff with an MP boosting quality to it or a 
MP cost down quality to it. When fighting something solo, use a Pole type of 
weapon. They have stronger attack, no MP boosting and look like they are 
wrapped with white at the middle. My own SMN uses the Mercurial Pole instead
of a Light or Apollo Staff to spam the Spirit Taker WS for MP.

SMN job can wear shields, but like BLM they have no skill whatsoever. Their 
subjob's shield skill is applied.

Another thing, cloaks with "Refresh" added to them will work with your "Auto 
Refresh". So yes, you will get the refresh from your equipment item, combined 
with your job's refresh. Instead of 1MP/3sec, it will become 2MP/3sec.

There are also throw items which boost MP such as Morion Tathlum, Phantom 
Tathlum, Hedgehog Bomb and Mantra Coin. There's also the MP Egg from Easter
events. In any case, don't throw them and do not make any macros for range 
attacks. Even if it's on another palette, remove it when you are SMN.

Special SMN Equip
*MP cost means the MP cost to keep the summon out.
*Refresh means 1MP/3seconds recovered when wearing it.
*Attribute Magic means the power of that element magic.
*HealingMP means the MP you recover while sitting down.

Conjurer Ring (Rare) from Comet Orb 50BCNM
Lv50~ Latent (HP Yellow and TP 100+%): SMN MPcost-1

Summoning Torque (Rare) Moon Orb @ Leviathan's Protocrystal BCNM
Lv65~ Lightning+5 Summon Magic Skill+7

Conjurer's Earring (Rare) from Clotho or Lachesis BCNM
Lv70~ Latent (HP Yellow and TP 100+%): Damage-20%

Astral Signa dropped by Tzee Xicu the Manifest (Yagudo Avatar, Rare HNM pop)
Lv70~ D32 Delay366 HP+18 MP+18 SMN MPcost-2

Avatar Belt (Rare) from Sky Orb 30BCNM
Lv30~ Latent (Support Job SMN, not main): SMN MPcost-2

Archalaus's Pole (Rare) from Moon Orb @ Throne Room BCNM
Lv60~ D48 Delay402 INT+4 MND+4 Added effect: MP Drain

Grim Staff (Rare) from Themis Orb @ Waughroon or Balga's Dais BCNM
Lv71~ D60 Delay390 STR+5 MND+6 Added effect: HP Drain

Himmel Stock (Rare) from Star Orb 40BCNM
Lv40~ D19 Delay366 MP+63 Time until next Blood Pact+3

Yinyang Robe (Rare+Ex) from Shikigami Weapon (Ro Maeve, 21 hour pop)
Lv71~ defense43 MP+25 Refresh
Time until next Blood Pact-5 Avatar: Enmity-3

Astral Pot (Rare+Ex) ammo from ENM Pulling The Strings
Lv61~ D30 delay999 20 uses/30s use/30m reuse
Enchantment: increases Magic Attack Bonus of Avatars

[ Carbuncle Mittens ]
Rare+Ex Defense5 MP+14 Lv20~ 
Hidden Power: Carbuncle MPcost-4 (-3 depending on level)
A "???" randomly appears every two hours in Temple of Uggalepih. Touching it 
will give you a 'Tonberry's Offering'. Trade it to a "???" in a room at the 
top of the temple which needs a 'High Priest Key' to open. Crimson-Toothed 
Pawberry will pop. The drop is 100% and takes 9+ Lv65~ members or 6 Lv75~ 
members to defeat. The "???" for the NM appears every 15 minutes.

[ Evoker Ring ]
Rare+Ex Lv71~ MP+25 Summoning Magic Skill+10 Summon MPcost-1
Just like preparing for the Fenrir quest, defeat all the other Avatars
including Fenrir. However, after winning choose to recieve the quest 
items. Trade them to Mamaurabin in Norg, you can trade each item one at a 
time so they don't fill your inventory. Each of the item names are 
related to previous FF games. After waiting JPN 0:00 next day, talk to 
him to receive your ring.

[ Level 50 RareEx JSE ]
Duende Cotehardie: Def26 ConserveMP+4 Dark Spirit MPcost-1 Lv50~ BLM/SMN
Nimbus Doublet: Def26 Regen Light Spirit MPcost-1 Lv50~ WHM/SMN
You get these by doing Brygid's quest in Bastok Markets. An Aries Subligar 
is needed for the Duende Cotehardie, a Capricorn Subligar is needed for 
the Nimbus Doublet. Subligars are RareEx level 50, dropped by Fomors in
Sacrarium or Phomiuna Aqueducts.

Summon Cost Reduction 2h Staff List
Keep in mind that if you are Summoning something which is the element weak 
to the staff you are wearing, a hidden MP cost is added. Also if casting 
spells weak to the element of the staff you are wearing, their strength is 
lowered. Magic strength is only that of the caster, and not of your pets at 
all. Don't expect your pets to do more damage physically or magically, the 
"attribute magic" boosts only affect yourself.

Wear Fire Staff and cast Blizzard, your damage is lowered
Wear Light Staff and summon Fenrir, MP cost becomes +2
Wear Aquilo Staff and summon Garuda, MP cost becomes +3

Light Staff Lv51~
D30 Delay366 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR+1 Dark+15 Cure Magic+10%
Added Effect: Light Damage
Hidden: Attribute Magic+15% Carbuncle/Light MPcost-2

Apollo Staff Lv51~
D35 Delay356 STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 Dark+20 Cure Magic+10%
Added Effect: Light Damage
Hidden: Attribute Magic+20% Carbuncle/Light MPcost-3

Dark Staff Lv51~
D30 Delay366 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR+1 Light+15 HealingMP+10
Added Effect: Dark Damage
Hidden: Attribute Magic+15% Fenrir/Dark MPcost-2

Pluto Staff Lv51~
D35 Delay356 STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 Light+20 HealingMP+10
Added Effect: Dark Damage
Hidden: Attribute Magic+20% Fenrir/Dark MPcost-3

Fire Staff Lv51~
D30 Delay366 STR+4 Ice+15 Atk+10 RngAtk+10
Added Effect: Fire Damage
Hidden: Attribute Magic+15% Ifrit/Fire MPcost-2

Vulcan Staff Lv51~
D35 Delay356 STR+5 Ice+20 Atk+10 RngAtk+10
Added Effect: Fire Damage
Hidden: Attribute Magic+20% Ifrit/Fire MPcost-3

Ice Staff Lv51~
D30 Delay366 INT+4 Wind+15 Spirit Magic Skill+10
Added Effect: Ice Damage
Hidden: Attribute Magic+15% Shiva/Ice MPcost-2

Aquilo Staff Lv51~
D35 Delay356 INT+5 Wind+20 Spirit Magic Skill+10
Added Effect: Ice Damage
Hidden: Attribute Magic+20% Shiva/Ice MPcost-3

Wind Staff Lv51~
D30 Delay366 AGI+4 Earth+15 Evade+10
Added Effect: Wind Damage
Hidden: Attribute Magic+15% Garuda/Wind MPcost-2

Auster Staff Lv51~
D35 Delay356 AGI+5 Earth+20 Evade+10
Added Effect: Wind Damage
Hidden: Attribute Magic+20% Garuda/Wind MPcost-3

Earth Staff Lv51~
D30 Delay366 VIT+4 Thunder+15 Physical Damage-20%
Added Effect: Earth Damage
Hidden: Attribute Magic+15% Titan/Earth MPcost-2

Terra Staff Lv51~
D35 Delay356 VIT+5 Thunder+20 Physical Damage-20%
Added Effect: Earth Damage
Hidden: Attribute Magic+20% Titan/Earth MPcost-3

Thunder Staff Lv51~
D30 Delay366 DEX+4 Water+15 Critical Hit+15
Added Effect: Thunder Damage
Hidden: Attribute Magic+15% Ramuh/Thunder MPcost-2

Jupiter Staff Lv51~
D35 Delay356 DEX+5 Water+20 Critical Hit+15
Added Effect: Thunder Damage
Hidden: Attribute Magic+20% Ramuh/Thunder MPcost-3

Water Staff Lv51~
D30 Delay366 MND+4 Fire+15 Holy Magic Skill+10
Added Effect: Water Damage
Hidden: Attribute Magic+15% Leviathan/Water MPcost-2

Neptune Staff Lv51~
D35 Delay356 MND+5 Fire+20 Holy Magic Skill+10
Added Effect: Water Damage
Hidden: Attribute Magic+20% Leviathan/Water MPcost-3

Austere/Penance Equipment Set
To use this equipment properly, only switch to it just before you activate 
a blood pact ability, then change back to your regular equipment after 
activating. The reduced timer will be in effect.

Austere Robe Lv50~ Def29 CHR-2
Avatar perpetuation cost -1 / Blood Pact ability delay -3

Penance Robe Lv50~ Def30 CHR-3
Avatar perpetuation cost -2 / Blood Pact ability delay -4

Austere Hat Lv50~ Def13 MP+8 CHR-1
Summoning Magic Skill +2 / Blood Pact ability delay -2

Penance Hat Lv50~ Def14 MP+8 CHR-2
Summoning Magic Skill +3 / Blood Pact ability delay -3

Austere Sabots Lv50~ Def7 MP+10 VIT-1 CHR-1
Summoning Magic Skill +3 / Enmity -3

Penance Sabots Lv50~ Def8 MP+15 VIT-2 CHR-2
Summoning Magic Skill +4 / Enmity -4

Austere Slops Lv50~ Def19 VIT-1 INT+2 MND+2 CHR-1
Summoning Magic Skill +3

Penance Slops Lv50~ Def20 VIT-2 INT+4 MND+4 CHR-2
Summoning Magic Skill +4

Austere Cuffs Lv50~ Def8 MP+15 CHR-1
Summoning Magic Skill +2 / Blood Pact ability delay -1

Penance Cuffs Lv50~ Def9 MP+17 CHR-2
Summoning Magic Skill +3 / Blood Pact ability delay -2

Weapon Skills
You probably won't be using these in battle, but when soloing you might. 
Summoner gets these weaponskills, at these job and weapon levels, if you have
it leveled up. This list is SMN useable weaponskills only.

Dagger WS          JobLv  WSLv  Ex  Notes
Wasp Sting         4      10        Poison
Gust Slash         16     40        Wind Damage
Shadowstitch       28     70        Bind
Viper Bite         40     100   Y   Poison, 2 Attacks
Cyclone            50     125   Y   Wind Damage, Area Attack
Energy Steal       56     150       Drain MP from certain monsters
Energy Drain       63     175   Y   Drain MP from certain monsters
Evisceration       ?      230       5 Attacks (requires quest)
*need to sub THF/RDM/BRD/RNG/NIN for the Exclusive Dagger skills.

1h Club WS        JobLv  WSLv  Ex  Notes
Shine Strike       4      10        Light Damage
Seraph Strike      16     40    Y   Light Damage
Brainshaker        28     70        Stun
Starlight          40     100       10%of MP:1MP/TP (little MP recover)
Moonlight          50     125   Y   PT members in area: little MP recover
Skull Breaker      56     150       INT Down
True Strike        63     175       Critical Hit, TP: aim
Black Halo         75     230       2 Attacks (requires quest)
*need to sub WAR/WHM/PLD/DRK/SAM for the Exclusive 1h Club skills.

2h staff WS        JobLv  WSLv  Ex  Notes
Heavy Swing        3      10        Very weak
Rock Crusher       14     40        Earth Damage
Earth Crusher      24     70    Y   Earth Damage, Area Attack
Starburst          34     100       Light or Dark Damage
Sunburst           51     150   Y   Light or Dark Damage
Shell Crusher      56     175       Defense Down
Full Swing         62     200       TP: Damage
Spirit Taker       68     215       Damage: MP recover
Retribution        71     230       TP: Damage (requires quest)
*need to sub WAR/MNK/WHM/PLD for the Exclusive 2h Staff skills.

[ Gate of Tartarus ]
WS "Gate of Tartarus" can only be used by a level 75 SMN or BLM. When 
the WS is used, it has an additional effect of attack down, while the 
effect is active the SMN or BLM recieves a Refresh status. The WS is 
gotten by upgrading the Relic 2h Staff multiple times. At full upgrade 
the staff becomes:

Claustrum lv75~
D72 Delay390 Acc+20 Additional effect: Dispel

3.4: Rare Ex Armors
I did Artifact Armor quests in a mad rush when it was first released, so I 
barely remember details. AF1 requires you to be lv40~ summoner, AF2 
requires you to be lv50~. All the BCNM battles have NO limit in party 
members, you can have an alliance inside! The key item can be reused as 
many times until you are successful, the key item can either be kept in mog 
or discarded anytime (like any other BCNM orb). One key item can unlock the 
BCNM for multiple people on the quest and in the same party/alliance (one 
battle is enough for all). You can throw away the key item (RaEx pendulum) 
after winning each battle.

AF1 Quest: Windurst Walls
-Go to the "House of the Hero" in Windurst Walls
-Speak to Juroro in Bastok Port (get a key item)
-Go to Quicksands -> Earth Cloister -> trade the key item to Protocrystal
-BCNM battle with Gazer type monster (hint: use magic attacks)
-Speak to Juroro in Bastok Port
-Speak to the "House of the Hero" in Windurst Walls
-Speak to the Principal (Kuro-Muro)
-Kukulcan's Staff (weapon) get

AF2 Quest: Windurst Walls
-Go to the "House of the Hero" in Windurst Walls
-Speak to Kuro-Muro, trade 4 Astragalos (throw ammo, made by Bone Guild)
-Speak to Shantoto, Freppe (Aurastery) and Furakku-Norakku (Optistery)
-Speak to Gulmama in North San d'Oria (get a key item)
-Go to Fei Yin -> Ice Cloister -> trade key item to Protocrystal
-BCNM battle with 6 Sapling type monsters (hint: BRD or BLM is useful)
-Speak to Kuro-Muro, Evoker's Spats (pants) get

AF3 Quest: Windurst Walls
-Speak to the "House of the Hero" in Windurst Walls
-Speak to Kuro-Muro
-Speak to Ripapa in Mhaura (get a key item)
-Go to Boyahda Tree -> Thunder Cloister -> trade key item to Protocrystal
-BCNM battle with 2 Weapon type monsters
-Speak to Kuro-Muro
-Speak to Agado-Pugado in Rabao (get a key item)
-Go to Cape Terrigan -> Wind Cloister -> trade key item to Protocrystal
-BCNM battle with 1 Manticore type monster (hint: buy Cure Silence items)
-Speak to Kuro-Muro, Evoker's Horn (helmet) get

Gloves Quest (same as other AF Gloves):
Sea Serpent Grotto Coffer for the key item, can open as any job

Toraimarai Canal Coffer 
(easier if you have the key to the door from Windurst Walls, from a quest)

Temple of Uggalepih Coffer
(easier if you are lv68~ as most monsters will not aggro)

Artifact 1 Stats
This is the equipment which is explained above.

Kukulcan's Staff (2h staff)
lv41 D22 delay366 MP+20

Evoker's Horn (head)
lv60 defense15 MP+20 INT+3 Summoning Magic Skill+5 Avatar: Enmity-3

Evoker Doublet (body)
lv58 defense35 MP+15 MND+3 Avatar: Enmity-2
Avatar Elemental Resistance+20

Evoker's Bracer (gloves)
lv54 defense11 MP+15 VIT+4 Avatar: Enmity-2
Occasionally converts damage taken to Avatar Element to MP

Evoker's Spats (pants)
lv52 defense25 MP+15 Evade+10 Avatar: Enmity-2
Enhances Avatar Accuracy

Evoker's Pigaches (boots)
lv56 defense10 MP+15 AGI+5 Avatar: Enmity-2
Enhances Avatar Evasion

Artifact 2 Stats
Artifact 2 and Relics are random drop in specific Dynamis areas. 

Summoner's Horn (head)
lv75 defense18 MP+25 INT+3 Weather: SummonCost-3
Time until next Blood Pact-3

Summoner Doublet (body)
lv74 defense38 MP+20 Week: SummonCost-3
Time until next Blood Pact-3 Avatar: Critical Hit+3%

Summoner's Bracer (gloves)
lv72 defense15 MP+25 Summoning Magic Skill+10 
Time until next Blood Pact-2 Enhances Avatar Accuracy

Summoner's Spats (pants)
lv71 defense26 MP+20 MND+3 Spirit Summon: less spell interruption
Time until next Blood Pact-2

Summoner's Pigaches (boots)
lv73 defense14 MP+20 VIT+3
Time until next Blood Pact-2 Enhances Avatar Attack

Zenith Equipment Stats
This is gotten by using scrolls from HNM monsters to uncurse equipment. 
All of it can be worn at level 73~ by WHM BLM RDM BRD or SMN.

Zenith Crown (head)
INT+3 MND+3 Converts 50 HP to MP
Resist Silence up 

Dalmatica (body)
Magic Defense Up+5 Refresh Converts 50 HP to MP
Resist Paralyze up

Zenith Mittens (hands)
Magic Attack Up+5 Converts 50 HP to MP

Zenith Pants (legs)
MND+4 CHR+4 Evasion-3 Converts 50 HP to MP

Zenith Pumps (feet)
INT+2 CHR+2 Converts 50 HP to MP

Artifact+1 Stats
These are gotten by participating in Limbus to upgrade your AF.

Evoker's Horn+1 (head)
lv74 defense15 MP+25 INT+6 MND+6 Summoning Magic Skill+5 Avatar: Enmity-3

Evoker Doublet+1 (body)
lv74 defense35 MP+45 HealingMP+5
Time until next Blood Pact-4 Avatar Elemental Resistance+25

Evoker's Bracer+1 (gloves)
lv74 defense11 MP+19 Avatar: Enmity-2
Time until next Blood Pact-1
Occasionally converts damage taken to Avatar Element to MP

Evoker's Spats+1 (pants)
lv74 defense25 MP+22 Enmity-3 Avatar: Enmity-2
Enhances Avatar Accuracy

Evoker's Pigaches+1 (boots)
lv74 defense10 MP+25 Enmity-4 SummonCost-1
Enhances Avatar Evasion

3.5: Modifications to Summoner Job 
Square-Enix changed quite a few things to Summoner Job but it will never be 
enough. So far they have increased the Astral Flow damage and lowered the cost 
of only two abilities. The one major change occured when they lowered the cost 
of summoning Avatars (Shiva, Ifrit, etc) from 30MP to 7MP, yet raised the cost 
of summoning Elemental Spirits (now 10MP). Fenrir and Diablos however are 15MP. 
They've also added skillchain and magic burst for certain Avatar abilities.

*03/14/2006 Update: 1UP has a new ToAU interview promising changes
SUMMONER: One observation the development team has noticed has been the 
tendency of Summoners to only cast an avatar when they need a specific spell 
(i.e. Aerial Armor), and then to release them. The team would like the 
Summoner to leave the avatars out longer. To achieve this it's considering 
giving the Summoner more MP, although in reality a lower perpetuation cost 
might be more effective. The duration of Summoner-derived party buffs will 
depend -- finally -- on the level of a Summoner's summoning magic skill. The 
FFXI team is planning to add more abilities for avatars. There are no plans 
to add Bahamut as an avatar. The reason for this is because if the developers 
were to add Bahamut as a summonable avatar, they would have to reduce his 
strength considerably, and the team didn't want to do that. New avatars will, 
however, be added in the future. 

*06/12/2006 Update: During the Fan Fest in Santa Monica, it was stated 
that the abilities of avatars will be based on summoning skill.

What Summoners want (from 2ch BBS, Summoner's Dream)
-Skill up to become easier, right now it is wasteful to try to do
-2h Staff skill rank A since it's a SMN's main weapon.
-Adapting MP costs (if less people get a party ability, then less mp cost)
-Summon's attacks having enchant already
-Keeping summons out having less mp slip (or none at all)
-The damage summons do is valid for the MP cost, so it does not feel wasteful
-Auto Refresh 2 at level 50 (2mp/3sec)
-Teleport or Escape ability
-More traditional FF Summons (Odin, Siren, Bahamut, etc)

What I want
-Toggle on/off for pet's auto attack
-Modify /wait settings for macros so that we can use other macros too
-Pet abilities have better descriptions and the boost values visible
-Some sort of party saving ability involving crowd control
-Increase range of party abilities
-Fix bugs with player movement and equip change
-See where your pet is on the map
-Know what statuses (positive and negative) are on your pet
-Know when your pet's weakening on monsters has worn off, such as Tail Whip

3.6: Random Observations
These are various notes that came after 75 levels of playing in parties, 
HNM battles, Missions or farming/hunting as SMN. You can see what my 
equip is like somewhat: http://ffxi.allakhazam.com/profile.xml?17975

Maximizing your Power
Merit points should be put into MP first, as that affects you most no matter 
what level. It's generally agreed upon that boosting avatar's physical damage 
and accuracy are the most important for endgame. However many CoP missions
and BCs still rely on your astral flow for success. Other good places to 
put your merit points are enmity reduction and magic cast interruption.

Having level 75 SMN job opens the new merit category for the job. Most have 
gone the route of Attackx3 then Aimx2. It is the the same route I took, as
I do not have the time to spend more than 3 merits on one upgrade. Whatever
configuration you choose is up to you and the time you have.

Take time to learn about monster weaknesses the way a Black Mage would,
it will help you in selecting correct Blood Pacts and Astral Flows to 
use on monsters. Magic based Blood Pacts are still magic and can be resisted,
the lesson is to stick to the correct elements. Memorizing the element
wheel and memorizing which monsters are weak to what types of attacks (be 
it physical or magical) also helps. It also is important to remember which 
attacks have higher accuracy than others, so you are always giving your
best possible shot.

Although many Summoners like to renkei, it generally does not occur. Several
charts on avatar skillchain can be found here http://adennak.com/blog/?postid=3

Our main strength is in Blood Pacts and the more frequent you can use 
them, the better. Some HNMs can only be attacked at certain times (think 
of the 3 new dragons such as Tiamat), so getting equipment which reduces
the pact time helps immensely.

To also save time, make sure to use macros instead of using the menu. The 
seconds spent opening menus and waiting for the Pact menu to open are 
costly. This is why Astral Flow lasts longer than other SPs, it gives 
players extra time to cycle through windows.

For people who hate waiting for parties
Use the time to go just outside of town and level up your Summon Magic skill. 
You can make a macro so that you can study while leveling it up or do other 
things. This skill is impossible to level up normally in party. It is 
naturally low.

Summoners are able to also solo various monsters decently at level 71+. If 
you're feeling risky you can even solo for exp almost anywhere, just expect 
some long downtimes and close calls.

Indispensible Summoner Stuff
-Dark/Pluto Staff
Ever since the Elemental Ore staves were introduced, Dark Staff is the most 
important piece of equipment one can get. The amount of time a SMN spends 
sitting must be shortened as much as possible. On that same note, anyone 
above level 72 should invest in the Errant Houppelande shirt for an extra 
5MP when Healing and macro the standing/sitting equipment.

-Light/Apollo Staff
With Light Staff you get the needed power to your Cure Magic and the needed
MP cost reduction to keep Carbuncle out at levels 51+.

-Spirit Taker WS
Russta reminded me about this WS, the damage you do is returned in a 1:1 
ratio for MP. You can do a blood pact then get all the MP back by doing this 
WS on a monster which doesn't have high defense or evade.

-Carbuncle Mittens
At low levels you can even solo with these. They're valuable help in low 
level BCNMs, and an MP cost saver when using your pet to fish monsters.
With these you can have Carbuncle following to keep you safe in dungeons.

-Evoker Ring
With these you get a large equip boost in Summon Magic Skill and an MP boost 
without loosing HP (something SMN needs). The MP cost reduction makes it 
possible for Carbuncle drain no MP at level 71+ when combined with Carbuncle 
Mittens and Light Staff.

-SMN AF1 Pants
These pants give your pet the needed aim to land their physical hits and 
physical attacks with greater accuracy than normal.

-Anything that boosts Summon Magic Skill or cuts Pact Delay
If you are playing by using your pets offensively, the most important thing 
to boost aside from the obvious is anything which boosts your skill. If you 
played the job like most normal players, your skill is most likely behind 
by many levels. AF, Evoker Ring, Summoner Torque are the easiest boosts.

Hate and Pet Behaviours
Doing anything builds hate towards your character, but how much and 
under what conditions? I did some experimenting:

-When pets automatically Assault monsters
If a monster faces you, before it even attempts to hit you, your pet will 
automatically engage with the monster. The pet AI will recognize the 
monster AI targetting you.

-Telling Pet to Assault before engaged with monster
Always do this at a neglible distance from any monster, being too close may 
have the monster turn to you for a second. Allow your pet to take/do a few 
hits so that hate is built towards the pet. Telling Pet to Assault does 
create a small amount of hate from the monster towards yourself.

-Telling Pet to Retreat when engaged with monster
This builds a little more hate towards you, and will drag the monster and 
whatever links with it towards you (and not your pet). Monsters which were 
hit by your pet (built hate) will only target your pet. Other monsters 
which were linked on the way will target you until hate is built towards 
them by someone or something else.

-Using Blood Pact before engaged with monster
Using an offensive Blood Pact is considered an act of agression towards a 
monster. Therefore a little hate will go towards you, even before your 
pet has done the attack. If your pet has landed the attack, hate will go to 
your pet. If your pet did not land it, hate will still be towards you.

-Pets may give up
If you tell a pet to attack something and the monster moves further away,
you may have to repeat the command as the pet will go back to you instead.

-Ability/Macro lag
The time between your button press and the action being sent and appearing on 
your screen is delayed by about one second. So you can hit your macro about 
one second before you are able to do an ability and it will execute on time. 
This is faster than physically possible by using the menus, where you spend 
an extra second scrolling, targetting and pressing buttons.

4.0: Closing Acknowledgments

4.1: Credits
This guide would not have been possible without the following:

- FFXIOnline.com, GameFAQs.com, ffxi.allakhazam.com
  The largest discussion forums for Final Fantasy XI. Thanks goes to Ping for 
  making our ideals of bringing importers together happen. Posters have helped 
  in correcting and suggesting additions.

- RageOfDark Linkshell
  Without them I wouldn't be able to have any experiences ingame to write 
  this. Farplaner always helps in correcting and finding the latest info.
  They also were kind enough to tell me what all of my abilities look like in 
  the english game screen as I tapped it out from the tab menu.

- Juventus Linkshell
  Without them I wouldn't have any uber gear or the chance to test out my 
  Summoner job on various HNMs, nuff said.

- 2ch BBS FFXI Summoner Forum
  Nearly all information right and wrong that has ever been discovered about 
  Summoner is from here, first. The posters here are all anonymous.

- FFXI Mystery Tour http://mysterytour.web.infoseek.co.jp
  For extracting and putting up the relic and AF info.

- F Memo http://miara.sakura.ne.jp/ff
  For storing the "Final Answer" chart from 2ch on Fenrir's abilities

- Ragnarok Players
  FFXI Players have contacted me through /tell to correct various typos.

- Lydya on server Cerberus
  For pointing out the elemental staves and added MP cost.

4.2: Version History
v0.1  August 18, 2003. started typing stuff using old FAQ as a template.
v0.2  October 14, 2003. got up and wrote more.
v0.3  October 20, 2003. corrections and anticipating additions.
v0.4  October 21, 2003. revisions due to the version up.
v0.5  October 30, 2003. some clarification and additions.
v0.6  November 5, 2003. official translations added due to NA release.
v0.7  November 9, 2003. new weapons added from Farplaner, some corrections.
v0.8  November 28, 2003. some changes due to updates and weaponskills added.
v0.9  December 7, 2003. additions and new high level rare SMN items.
v1.0  January 4, 2004. many many changes due to the game's update.
v1.1  February 26, 2004. Fenrir, Relics, AF2 and Evoker Ring quest.
v1.2  May 1, 2004. New equipment and quest information added.
v1.3  May 30, 2004. Quest information clarified and more details added.
v1.4  June 10, 2004. Various details added and typos fixed.
v1.5  June 28, 2004. New observation section, clarifications and details.
v1.6  July 6, 2004. More details added and corrections.
v1.7  August 30, 2004. Some calculation additions and more info verified.
v1.8  November 10, 2004. More additions and clarifications.
v1.9  December 15, 2004. New equipment added.
v2.0  November 9, 2005. New equipment added and various revisions.
v2.1  December 12, 2005. Added information about Diablos.
v2.2  March 14, 2006. Added information about ToAU changes.
v2.3  June 12, 2006. Added more information about Diablos.
v2.4  July 22, 2006. Added information about Group 2 Merits.

End of Guide v2.4

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