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Monk FAQ by Akumu X

Version: .996 | Updated: 01/11/2006

Monk FAQ .996

by Akumu X
for Final Fantasy XI
on Seraph server
character name Kirei (75Mithra MNK)
E-mail - AkumuX@hotmail.com
Live Journal: http://www.livejournal.com/users/goushoryuuken/

My First FFXI movie: 
^(no spaces)^

My First WoW movie (if ya like that game):
^(no spaces)^

Soon...My 2nd FFXI movie. (Much better editted.)

To start - thanks for being interested in my FAQ. Please report any
grammar/spelling errors, or just errors in general.


I.Intro to Monk
II. Ver. History
III. Job Abilities
IV. Job Traits
V. Stat Equipment Importance
   Vb. Artifact Armor
   Vc. Artifact II Armor/Relic Knuckles
   Vd. Dynamis Explination
   Ve. The Black Belt
   Vf. Shura Set (Dryadic Abjuration Set)
   Vg. God Armor	
VI.Job Combinations
VII. Playing as a Monk
VIII. Listed Equipment
IX. Weapon Skills
X. FAQ (Maat FAQ in this section)
XI. Credits & Thanks
XII. Summary

I. Welcome to Monk.

It is pretty much fact, that by most NA players Monk is one of the
more overlooked jobs. It's not "advanced", we get no damn "circles"
abilities or "killer" traits. We just do damage. It is a pretty
simple class to play, however still possible to screw up. Wielding
a set of knuckles, a monk attacks twice per round. These two
attacks are actually considered as one by the game. Boosting before
battle gets your first series of attacks a boost in damage. NOT just
the first punch. (I've done extensive research on this.) Well, that
said. Let's see what this "simple" job has going for it.


II. This is version 
.1 More revisions will be forthcoming as they are deamed necessary.
.2 Added a question and answer to the FAQ chapter.
.3 Fixed a spelling error, added the to be more updated, Equipment
.4 Added an AF How to guide, under Equipment.
.5 It seems I left out a whole damned section "Playing as a Monk"
>.> That's now corrected.
.6 Added a FAQ, Added Artifact II Armor Stats and Location
.7 cleared up a few typos
.8 Added in Tourney Patas (40)
.9 With the new Oct-Dec 2004 Update I added the equips that I thought
should take over the "old" equips position. (What's better for you.)
Also, added in Black Belt quest how to, since I literally had to 
figure out how to do it myself. (Yea, I got my Black Belt ^_^) Also
added Monk/Samurai/Ninja cursed gear. Shura set. Also added God
.99 Small word changes.
.991 Small text changes, and added new level 30 Bracers
.992 Added further, more accurate, info on upgrading Dynamis Knuckles
.993 Added AF +1 armor
.994 More minor text changes
.995 Added WS dmg determination and section 'Weapon Skills'
.996 Completed how to get Sprahai

III. Job Abilities
Hundred Fists - Level 1 - 2:00:00 timer - 1:00 Duration

If you've seen this, you know the beauty of it. Hundred Fists is
awesome, there's no way around it. Assuming you can actually hit
the target, it not being IT+++, this will take a significant chunk
out of a target's HP. However, it will draw hate onto you, so the 
healer had better be prepared to shell out some cures. Use this for
a chain 5, or if your group maybe pulls a link into camp.

Boost - Level 5 - :15 timer - 3:00 Duration

Many monks don't know if boost is worth it or not. Yes, it can seem
repetitious to keep boosting while the puller is out getting a new
mob. I can only tell you that it is indeed worth it. It is even more
worth it when you get Chi Blast, which is highly effected my how
many times you've boosted, and yet even more worth it when you get 
you AF gloves (Temple Gloves) which increase the power of boost yet
further. Please boost before new fights, I would not recommend boosting
during fights, as it slows do your attacks, unless you, for some reason
are tanking. Boost draws small aggro, and a Monk tanking can use
that to an advantage.

Dodge - Level 15 - 5:00 timer - 2:00 Duration

Dodge is what is says. Once every 5 minutes, for 2 minutes you get a
slight evasion increase. The increase strenghtens with AF boots
(Temple Gaiters), this is primarily a hate generating tool for when 
you're tanking. There really is no reason to use it otherwise. The
evasion bonus isn't too noticeable, and especially not to IT monsters.

Focus - Level 25 - 5:00 timer - 2:00 Duration

Focus is a beautiful thing. It noticeably increases you accuracy for
two minutes. Use this as soon as it's up.

Chakra - Level 35 - 5:00 timer - Instant (on self)

Chakra is simply a healing ability. Your VIT multiplied by 2
(or 3 with AF body gear Temple Cyclas). Very good for farming, also
very good when fighting mobs with nasty AOEs.

Chi Blast - Level 41 - 3:00 timer - Instant (to monster)

Chi Blast, early on, is simply a means for the Monk to tack on more
damage as the mob is coming in to the camp. Chi Blast power is 
affected by how many times you've boosted in conjunction with your
MND stat. Late game, for HNM fights Monks are called on to use 
Boost and Chi Blast (along with as much MND gear as they can get their
hands on) to Chi Blast the HNM. Doing 700-1100 damage is NOT
uncommon. Use this ability whenever it's up, and properly boosted.
It's more damage done by you, the damage dealer.

Counterstance - Level 45 - 5:00 timer - 5:00 Duration

Counterstane drops you def down to 30-60, while greatly increasing 
your chance to counter. It's typically not worth it to use 
Counterstance unless you have a large amount of +counter gear
or the AF2 boots (Melee Gaiters) and even then. It's still more
of a personal preferance to use. You either like this ability, or
you don't. I don't use it that much, maybe when farming if I can 
remember, but I'd rather not play around with Counterstancing
on VT/ITs. That's just me.

IV. Job Traits

Martials Arts Level 1, 31, 46, 61, 75.
Unlike any other job save Ninja, Monk get their own built in Haste.
Monk's Hand to Hand fighting has a default delay of 480. The chart
below shows how your base delay drops, as your levels rise.
HTH Delay = 480 
HTH Delay with Martial Arts I [Monk Lv1] 400 
HTH Delay with Martial Arts II [Monk Lv16] 380 
HTH Delay with Martial Arts III [Monk Lv31] 360 
HTH Delay with Martial Arts IV [Monk Lv46] 340 
HTH Delay with Martial Arts V [Monk Lv61] 320 
HTH Delay with Martial Arts VI [Monk Lv75] 300 

As you can see, Monks get quite speedy come 61+ - 75. Tack on your
weapon delay (usally +86, +96, +112) and you have a not so bad
damage over time situation. ^_^

Counter - 10 - You will occasionally counter a mobs attack, directed
at you. (Will never hear anyone complain about this)

Max HP Boost - 15, 35, 55, 70. Ahh, what monks are known for before
the fights even begin. Is that an Elvaan WAR? No, it's a Taru MNK.
Monk get sick HP, which is very nice, considering we need an offset
to our pretty damn low defense. You Galka monks better get used to
being 150-400 HP above the next highest HP character in your party.

Kick Attacks - 51, 71. 
Kicks are completely random, but do generate TP and are an extra 
attack in the Monk's favor. They typically do roughly 1/2 of the
damage of a punch. Fun to watch, more damage on the mob, who can

V. Stat Equipment Importance

Being a damager dealer, the main purpose of the job is to (of course)
deal damage. However, Monk are the most straight-forward damage 
dealers in the game. No spells to debuff, no break WSs to use for
the benefit of the party, no acid/sleep etc arrows/bolts. Just 
straight out damage. That being said, Monk is pretty easy to go shopping
for. My list of importance for all Monks save Elvaan, and maybe Galka
goes STR>ACC>ATK>DEX. Elvaan would be ACC>STR>ATK>DEX, due to their 
high STR. Build your gear accordingly. Haste items are more often than
not, a luxury. If you can afford them, and can still hit hard and often
with them, more power to you.


VI. Job Combinations

First off, I'm just gonna list possible VIABLE combinations. Crap like
MNK/DRG is RIGHT OUT. (Don't give me that haste earring crap, it's 

MNK/WAR - This subjob leads the Monk in it's highest dmg output w/o relying
on skillchains. Double Attack, Berserk, Warcry, Atk Bonus, Defense Bonus.
These things can not be disputed. However, there are situations when
you'll be forced to sub THF.

MNK/THF - Not worth it before 67. Gaining Steal, Gilfinder, and Sneak 
Attack. While discarding Double Attack, Berserk, Atk Bonus and Def Bonus
is not a choice you should willingly want to make. However after 67
in bones parties if there isn't a Dark Knight closing the Light 
skillchain. You WILL be asked to close it, and if you value your life
and the sanity of your Paladin and White Mage, you WILL sub THF (with
it being at least level 30, for Trick Attack) You don't sub THF in a bones
party, you die or AT LEAST have unnecessary cures burned on you while 
the Paladin tried frantically to get hate back, not to mention doing less
damage because both hits of your Dragon Kick aren't guarenteed to connect
like with /THF. (Also use /THF for farming. Treasure Hunter at 15, and
Flee (which is really fun) at 25. Why not just take the bugger to 30
for the Trick Attack? Right?)

MNK/SAM - I'm not a fan of it. Monks are already typically waiting for 
every other job besides RNG and SAM (maybe a non tanking WAR/NIN) to
get TP. Thus being at being at 175TP (due to your Store TP traits)
when the DRK, DRG, PLD and what have you get 100, isn't worth it. That 
extra TP means just about bugger. Try it sometime. Do a 100TP Howling
Fist. The a 175TP Howling Fist, the difference makes you wonder. ...and
Meditate then soloing your WS. >.> Why bother? Especially since this 
game is built on leveling off of things like crabs and beetles. As 
mentioned in the MNK/THF part. Come 67, if you're in a bones party, 
that MNK/SAM just don't play. Cuz now you're hitting too damn HARD.
Thus screwing up the hate system for the PLD, draining the healers MP, 
trying to heal our gross HP. Causing unnecessary agg on the WHM for
having to spam Cure IVs. It just doesn't fly...on bones MNK are Dragon
Kick closers or using Raging Fists to make Fusion for the DRK/THF.
And a DRK/THF no way, no how can keep up with a MNK/SAM in TP.

MNK/Mage - No. Only time a MNK/mage works is for HNM battles. The hard
ones. And that's MNK/WHM (MAYBE MNK/SMN) for the MND bonus. From, if 
you were paying attention, Chi Blast being directly related to MND
(and Boost). MNK/WHM with +MND gear = SICK Chi Blast dmg. Especially 
if the MNK is Elvaan, and to a lesser degree Galka.
VII. Playing as a Monk

Hit Control+A or type in /assist (name of tank here, minus parenthesis)
Congrats. You can now play as a Monk! 

Honestly folks, this is the easiest job in the game to play. There is
no debuffing, tanking, jumping, repeated skillchaining, or anything 
else the melee do except damage. The reason why Monks are so great at 
damage is because that's ALL they do. A good DRK will toss out some
Absorb spells or Aspir on the inevitable crab you're fighting. Dragoons,
well they're next simple, but they at least jump. We Berserk (if WAR
sub) and Focus. Dodge is an utter waste, Chakra only when hit by AOE,
Boost in battle is a no no unless you're trying to hold hate, and Chi
Blast is horrible unless Boosted up. That is the simplicity of the 
Monk. However, some think that simple job = unfun or even "bad" job.
Simply not the case. All through my levels I never got tired of Monk.
Never "stopped for a break", LOVED pounding the hell outta things, and
did so in a sound, and better manner than many a Monk I've partied with.
The extras definately help. Boost before every fight while the puller is
out getting the mob. Once you get Chi Blast, boost then Chi Blast as the 
mob is coming in. However, please don't boost too high (post 54) lest 
you screw up the PLD getting hate. It is possible to do 300-500 damage
Chi Blast to the mob as it's coming in. A Paladin provoking after that,
means nothing. The Paladin would have to flash as well, as they should,
and even then you're on thin ice till full hate is established.

So, some extra steps to playing your job to it's pinnacle.
-Boost before all fights, but NOT during them.
-Boost Chi Blast mob as incoming, though don't get crazy.
-WAR subbers, if with a NIN tank and see NIN having trouble casting
Utsusemi, voke, take a few hits to let the NIN cast.
-If hit with a blind, or poison (paralysis after 58) attack/AOE try
telling the WHM not to worry about you. You have Chakra to clear that
out of your system. (Then use Chakra, thus saving them some MP)
-EAT YOUR MEATS/Sole Sushi, sadly I dont see this early on, Monk 
LIVE off STR. EAT THEM MEATS! (Though, sushi is damn good too.)
-Keep your gear UP TO DATE. Sadly, yes this means take time out to
go and farm/fish/raise a craft. Please guys, just do it. You're so
much better of a Monk with better equips.

I'm sure I'll think of some more. That's it for now. Any suggestions?
Holler at me.

VIII. Listed Equipment

This is the list such as it is. Will update from time to time with any
new items that S-E adds. Also, please keep in mind, expensive things
like Cross-counters, Scorpion Harness and Peacock Charm, aren't expected.
They're just added into the list for completeness sake. This layout is
very similar to Effen's layout. (He has a FAQ on Allakazham, it's similar
because I agree on ALL of his choices. He seems very wise in the way of
the Monk, though he, like I, have long since quit FFXI. [Last I checked
anyways.] ^_^;) The equipment list may be slightly dated, S-E keeps adding
more equips and I'm not always able to get ahold of information on just 
what they added.

Disclaimer of sorts: There are indeed many items in here that are not
mentioned. The Shura set, God Armor, HIGH gold smithing items, RSE1/2,
Diving Might earring, Triumph Earring, +1 lvl 72 Rings etc.
These are not mentioned for basically the following reasons. 1. They
all costs millions/are crafted from very very high level synthesis, or 
are God armor or Rare/Ex. I don't add these because I don't want to
insult the intelligence of my FAQ readers, you all know that you'd want
Byakko's Haidate for the 5% Haste, you don't need me to tell you which
god peices you'd want, I'm sure you're already drooling over them.
Likewise for the Shura set, especially for the Shura set because many
of it's peices are strictly judgement calls on how you'd like your Monk
to be. As far as Triumph Earrings, they cost millions, 2STR is never
worth millions. Alky Bracellets push it, they're barely worth the money
because you're adding 2STR on top of Pallas's. Once again though,
this is my judgement call, in these regards I ask you to make yours. 

Hand To Hand: 
Cesti(1), Ryl Ftm Cesti(10), Republic Knuckles (15), Impact Knuckles(32),
Mythril Knuckles(38), Tourney Patas(40), Pata +1(48), Tactician Magician's
Hooks(50) Cross-Counters (50), Bone Pata+1(56), Spartan Cesti(58),
Feral Fangs (66) > Avengers (68) Indra Katars (73) or Narasimha/Vishnu
Cesti (67)

Notes: First off, your AF1. As SOON as Oggbi hands them to you, DROP
THEM. They are complete crap, and you shouldn't even entertain the notion
of using them in an XP pt. (Yea you can still do AF quests if you don't 
have your Beat Cesti) This is how I figure Monk knuckles. On the skill
chain chart, 85% of the time, Monks are skillchain closers, typically
closing Fusion. With high dmg knuckles you, of course, get higher 
damage closing Fusion. Which leads to higher damage Fusion, which leads
to the mob dying faster, which leads to quicker XP. Monks attack fast
enough that they don't need a 0 delay weapon. Please purchase what's 
on the list. I can assure you, it is what's best for your Monk, and for 
your XP pt.

Newly added: Updated to show Indras and Nara Cesti, also Avengers as nice
as there are to look at are placed IMO on the same pedistal as Ferals.
The thing Ferals has over Avengers is, of course, the one damage, but
also more importantly. Ferals can be bought. Avengers are rare/ex drop
off of the Bomb Queen in Ifrit's, and she is a stingy one. Indras are
a semi-rare drop off of Steam Cleaner, a pot that is a sky trigger.
If you have sky, and your LS is going to be doing Gods, they'll need to
kill Steam Cleaner if they want his drop.(Gem Of the East) used to spawn
a god. Now as far as the Cesti go, I really can't recommend them, until
your delay drops to 300 base. That is to say 75. At 75 Cesti, to be
honest, rip mobs up. You lose a few dmg per fist, surprising not much, 
and a nice chunk off of your weapon skills, but good lord the attack 
speed.It gets down right crazy if you add your haste gear, and maybe
Haste from a RDM or WHM. Usually don't use Cesti in xp on anything 
other than bones, but it's not unheard of to use them for everything.
I do not add Kaiser/Koening. Koenig is only better from Ferals because 
of some acc, acc that is nice, but you don't need. Kaiser, have never
been sold on Seraph. They are a +1 of Koenig, which is a lvl 90+ synth.
Kaiser are beautiful indeed, however, not attainable.

Bronze Cap(1), Hachimaki(8), Monk's Headgear(11), Merc. Hachimaki(20), 
Emperor Haripin(24), Merc Cpt Headgear(30), Voyager Sallet (41), AF
(56) [If you like "The complete AF look"], Melee Crown (75) or 
Optical Hat (70) depending on what you're doing.

Notes: Hairpin is nice, I don't expect you to have it. But at that low
of a level, DEX is your friend since ACC isn't around yet. Voyager Sallet
added Dec 9th 2004 has that nice +3STR, great for a Monk. Toss up 
between Opt Hat and Melee Crown, depending on your task. Whether you
need the accuracy or not, of course. (Crown is +5STR amongst other 

Bronze Harness(1), Kenpogi(8), Power Gi(13), Beetle Harness(21), 
Merc. Cpt. Doublet(30), Jujitsu Gi(40), Shinobi Gi(49), Master Gi(55),
 Scorpian Harness(57)[Hope ya got $$], AF(58) 

Notes: Our AF body is beautiful, look forward to it. Before then get
yourself a Jiujitsu Gi at 40~ish, and if ya got some extra bucks. A
Masters at 55 for added D. No need for a Shinobi if you have Jujitsu,
it's just on the list for those Monks that don't have Jujitsu.

Any, Battle Gloves(14), Fed. Tekko(25), Hume RSE [if you're Hume of course]
(27), Gigas Bracelets (30), Ochiudo Kote(34), AF(54), Pallas's Bracelets (60),
Alkyoneus's Bracelet(70) 

Notes: Definate pick up them Battle Gloves. Gigas Bracelets have nice
+HP and +STR come level 30 if you wish to gettem. As far as Ochi's Kote.
There is so indistinguishable difference between Ochi's and AF gloves
that I just sold Ochi's and used the 700k (at the time) and put it 
towards my Spectacles fund. Alky Bracelets at 70, are PLENTY rare, and
plenty expensive. Got my pair from killing the NM 
(w/ help of course, thanks Gork)

Bronze Subligar(1), Sitabaki(8), Linen Slops(12), Beetle Subligar(21),
Republic Subligar(25), Jujitsu Sitabaki(37), Shinobi Hakama(49), Master
Sitabaki/+1(53), AF(60), Rasetsu Hakama(72) 

Notes: Straight forward. Make sure to pick up Republic Subligar. Has
a decent +ATK. Wear that for as long as you like, and aren't taking hits.
Because the other Legs are pretty much just more D/for the looks. AF is
debatable. Whether you wanna stick to Master Sita +1 or AF is up to
you, and depends on how you like the look/how you play.

Bronze Leggings(1), Kyahan(8), Light Soleas(13), Beetle Leggings(21),
Windurstian or Fed. Kyahan(25), Merc. Cpt. Gaiters(30), Fuma Kyahan(39),
AF(52), Rasetsu Sune-Ate(72) or Fuma Sune-Ate (72) or Melee Gaiters (71)
Once again, it all lies in what you're doing...that dictates what you

Notes: Pretty straight forward. I don't have the "Kung-Fu Shoes" series
in here. They have a hidden effect to increase kick damage, but are
SO rarely on the AH that they aren't even worth mentioning. If you get
tired of Orange, at 72 you can buy the Rasetsu boots, some +ATK.
Usually I just wear the whole Rasetsu set or the whole AF set. They
look stupid mixed. (Also, I'm not a big fan of Fuma, give me AF2 boots)

White Belt(1), Purple Belt(18), Brown Belt(40), Life Belt(48), Black

Notes: ACC > Haste. Those are my "words of wisdom". Once you find that
your attacks are being missed. Then try removing Life Belt for Brown.
If you still hit well (or have 2 Sniper's) then Brown Belt can stay on. 
About the Black Belt, oh man what a trip that thing is to get. You won't
get it at 70. 75 More likely, since you need to kill 3 HNM (King versions
drop the items 100%) WELL worth it!

Bone Earrings +1 (16), Beetle Earrings +1(21), Spike Earrings(55),
Tortoise Earring+1 [if you can find them] (45)Coral Earrings(63) 

Notes: Nothing hard here, +ATK earrings all the way, unless you have 
gil pouring out of your eye sockets to get the end game strength earrings
or Supomomimi +2STR earrings from the 5 at once Ark Angel fight.

Spike Necklace(21), Peacock Charm(33), Spectacles(59)

Notes: Spike Necklace is your friend. STR is more important that ATK.
STR, not only is a calculation of ATK, it also *gasp* raises your
STR. (ATK *gasp* doesn't raise your STR) Specs are entirely up to you.
The sure were nice to have for me, but if you feel you don't need them,
then give it a try w/o them.   

Courage Ring(14), Puissance Ring(36), Sniper's Ring(40),
Sun/Victory Ring(54), Ruby Ring (72) 

Note: I have Sniper's Rings in there. Because some Monks like to get
their +acc out of the Rings slot, and use Brown Belt. Of course,
this way is also more expensive, but viable. Either way you should
have either 2 sniper's or a Life Belt. You decide, how you want to
play it.

Back: Wolf Mantle +1 (28) > Amemit Mantle (61)

Note: If +Agi, or +Eva is your thing, feel free to go that route.

    Vb. Artifact Armor

AF Quest name: Wandering Ghost
Lvl req: 40
Talk to whom: Oggbi, Port Bastok/The Restaraunt
AF Name: Beat Cesti/The Knuckles That Puke Built
AF Stats: Lv 42, Damage +4, Delay +48, DEX +2, VIT +2, Hit +3
How To: Bring the 'Pendant of Pickaxe' dropped by Wandering Ghost,
which appears when A pickaxe is used to A small hole at the inner 
Gusgen Mines.  
Tips: Trade a Pickaxe to the ??? in the lower level of the Gusgen Mines.
Go through 2 doors,staying on the left hand side. Drop down a hole in
the floor, and go to the ??? in the left corner there. You will see a
???. (If lost, maybe ask a miner there) Kill the Wandering Ghost and
get the Pendant. And bring it to Oggbi. 
PT Needed: 2 LV55 OR 6 members of LV45 at least. (Ghost type mob resist
physical attacks) 

AF2 Quest name: Re-encounter
Lvl req: Monk lvl 50 (having completed MNK AF1)
Talk to whom: Oggbi, Port Bastok/The Restaraunt
AF Name: Temple Gaiters (Feet)
AF Stats: Lv 52, Def 12, HP +12, DEX +3, Light Resist +10, Enhances
'Dodge' Effect
How To: Go to Fei'yin, get into the BC and leave.
An event will take place. After that, investigate the tent at
F-6,7 IN Davoi. The two NM Orcs appear. After killing them, investigate
the tent again, the get a key item (You'll have to run around to look
for a new flap to lift up. The book will be under that)
'The Book On Martial Arts of San d'Oria'. Take it to Oggbi. 
PT Needed: 5 members of LV55 at least. 

AF3 Quest name: Something To Protect
Lvl req: Monk lvl 50 (cleared 'Re-encounter')
Talk to whom: Ayame, Bastok Metalworks, Gun Powder Room, Left Side.
AF Name: Temple Hose (Legs)
AF Stats: Lv 60, Def 29, HP +18, Guard Skill +10, Counter +1
How to: Trade A Yaqgudo Drink to the ??? that is in front of the
room with a brass door at the top of Castle Oztrjoa. (Just keep going
up in Castle O. Top of the steps on a torch you'll see the ???) 
An NM 'Huu Xalmo the Savage' appears. Kill it and get the 
'Xalmo Feather'. Trade it to Ayame, and the quest is completed.
PT Needed: 15 members of LV58 at least.

Note: This bird counters ALOT. Make sure the Monks are healed, since
we attack twice a round it hurts ALOT to fight this thing. And the
higher the level of the tank, the better. Tank should probably use
Invincible during the Bird's Hundred Fists.

AF Quest: Boghertz's Gloves
LVl req: Monk lvl 50 (cleared 'Re-encounter')
Talk to whom: Guslam, Upper Jeuno, Armor Shop
AF Name: Temple Gloves (Hands)
AF Stats: Lv 54, Def 14, HP +14, STR +4, Dark Resist +10, Enhances
'Boost' effect (about doubles the power of it)
How to: Get a Crawlers' Nest Coffer Key (dropped off of Helm Beetle,
Crawler Hunter, Knight Crawler, Water Elemental and Wespe) Now search 
the area for a coffer. (I recommmend going to MysterTour and going 
to there Map1 section, then Crawlers' Nest to look up the exact
coffer spots) Now that you have the "old gauntlets" go talk to Guslam.
Then go to Port Jeuno near the Auction House/Chocobo station. You'll see
a ???. Touch it to get a cutscene. Go Castle Zvahl Baileys talk a straight
path (no lefts/rights off of the main hall. (Stay sneaked and invis, and
in the MIDDLE of the path once you get to a 4-way intersection. Come to
a gate with for torches. Touch a torch to spawn Dark Spark (bomb NM).
Defeat him and touch the torch again to get your flame. Now go back to
Port Jeuno and touch the ??? again. Grats, done.
PT Needed: Basically just an XP PT to do some Helm Beetles, but DS
requires 6~ish ppl 55+. Of course, the higher the better.

AF Quest: Garlaige Citadel Coffer
Lvl req/conditions: Having completed Boghertz's Gloves AF quest.
AF Name: Temple Crown (Head)
AF Stats: Lv56, Def 21, HP +16, MND +5, Enhances 'Focus' effect
How to: The Coffer Key drops off of Fallen Mages, Fallen Majors, Wraith
Hellmine, Over Weapon, Vault Weapon, Magic Jug, and Tainted Flesh. I 
recommend sticking with the first two. The most abundant, and you hit
hard on skeletons. Once you have the coffer key you need to go behind
the 2nd/3rd Banishing Gates. The map is on
http://mysterytour.web.infoseek.co.jp/ffxi/us/index.html under Map1
Garlaige Citadel. (better than trying to explain the spawns). You 
WILL need 4 people to get you behind the gates, and their are platforms
you need to stand on.

AF Quest: Beadeaux Coffer
Lvl req/conditions: Having completed (or even started?) Boghertz's
Gloves AF quest.
AF Name: Temple Cyclas (Body)
AF Stats: Lv 58, Def 41, HP +20, VIT +3, Accuracy +5, Enhances 'Chakra'
How to: The Coffer Key drops off of Darksteel Quadav, Sapphire Quadav,
Ancient Quadav and Platinum Quadav. Once you get the key the coffer area 
is very close, and very easy (though you might have to eat a death)
Once again, check MysteryTour for the map. (You have the Beadeaux map, 
right? If not, buy it in Bastok)

	Vb1. Artifact Armor +1 

I do not have all of the knowledge of how to get these items, except 
for the they're in Limbus, and it's something involving collecting chips
from defeating <enter Limbus zone here> and trading XX amount of chips and
your original AF to XX NPC to get AF peice +1.

Temple Crown +1
Enhances "Focus" effect
HP recovered while healing +1

Temple Cyclas +1
Enhances "Chakra" effect

Temple Gloves+1
Enhances "Boost" effect
"Subtle Blow"+4

Temple Hose+1
Guarding skill +15

Temple Gaiters+1
Enhances "Dodge" effect

~~~~~~~~Vc.~~~~~~~~~~~~~~Artifact II Armor~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Head: Melee Crown  Lvl 75 Def 23
Effects: HP+5% STR+5 Enmity-3  "Subtle Blow" +6 
Dropped where?: Hell. Er, Dynamis - Xarcabard.
Body: Melee Cyclas Lvl 74 Def 44
Effects: HP+5%  VIT+5  HP Regen  HealingHP +6 
Dropped where?: Dynamis - Beaucedine
Hands: Melee Gloves Lvl 73 Def 15
Effects: HP+3% Attack+16 "Subtle Blow"+4  Enhances "Chakra" effect 
Dropped where?: Dynamis - Jeuno
Legs: Melee Hose Lvl 72 Def 31
Effects: HP+6% AGI+4  "Kick Attacks"+5  "Subtle Blow"+5 
Dropped where?: Dynamis - San d'Oria

Feet: Melee Gaiters Lvl 71 Def 15
Effects: HP+4%  DEX+4  Guard skill+12  Enhances "Counterstance" effect 
Dropped where?:Dynamis - Bastok

Weapon: Relic Knuckles
Dmg 1 Delay 999
Dynamis Dmg/Delay: Same
Dropped where?: Dynamis - Windurst

Upgrade 1 of Relic Knuckles - Militant Knuckles
Dmg 1 Delay 96
Dynamis Dmg/Delay: +16/96 (Water +7)

Upgrade 2 of Relic Knuckles - Dynamis Knuckles
Dmg 16 Delay 96
Dynamis Dmg/Delay: +18/96 (Water +9)

Upgrade 3 of Relic Knuckles - Caestus
Dmg 23 Delay 96
Dynamis Dmg/Delay: Same
Additional Effect: In Dynamis, may use "Final Heaven" Weaponskill

Final Upgrade Relic Knuckles - Spharai
Dmg 23 Delay 86
Dynamis Dmg/Delay: Same
Additional Effect: May use "Final Heaven" Weaponskill out of Dynamis.
Attack +20, Enhances "Counter" effect.

How to upgrade your knuckles:

Switchstix can upgrade degraded weapons if you bring him the things he wants. 

The first upgrade will require: 

Relic Knuckles x1 
Koh-I-Noor x1 
Griffon Leather x1 
Adaman Sheet x1 

Fee: 100 Byne Bill x4 

The Relic Knuckles are a drop from Dynamis - Windurst. The Koh-I-Noor is
either crafted (HQ3) or bought with 33 100 Byne Bills from an Goblin NPC
in Beadeaux. Trade all four items and payment in Byne Bills to Switchstix
and he make your Militant Knuckles. You will need to wait one game day. 

The second upgrade will require: 

Militant Knuckles x1 
Bronze knuckles x1 
Metal knuckles x1 
Koenigs knuckles x1 

Fee: Monitont Silverpiece x14 

The third upgrade will require: 

Dynamis Knuckles x1 
Attestation of Might x1 
61 L.Jadeshells 

The Attestation drops in Dynamis - Beacedine. Trade these two items to
Switchstix and he will make you the Caestus. This will enable you to use
the special weapon skill "Final Heaven", but only in Dynamis areas. 

The fourth upgrade will require: 

Caestus x1 
Mystic Fragment (from Animated Knuckles in Dynamis-Xarcabard)
Necropsyche (from the dragons in Dynamis-Xarcabard)
a 10,000 Byne Bill fee

You trade all 4 to a blank target in Castle Oztroja and receive the Spharai.

This will upgrade the Caestus to the final weapon Spharai, which allows you
to use the weapon skill "Final Heaven" anywhere.

Rumors about "Final Heaven" from Allakazham.

"Some interesting info - The skill Final Heaven builds in strength the more
you use it. Rough guesses from things I've read are about +5% damage per 100
uses, so after 1000 uses, you'd be at about a +300 damage adder to it. Not
sure if this caps, or gets exponentially harder to build like limit points
meaning that first upgrade after 100 uses, then 2nd upgrade after 250 uses,
then 3rd damage upgrade after 500 uses, etc. Regardless, it does get more
powerful over time. 

The weapon skill does NOT get a damage modifier with Sneak Attack, much like
elemental based attacks don't. Much as Apocaypse and Namas Arrow can build
an additional skillchain burst off of Light or Dark, Knuckles can also.
Ex. two people skillchain & burst dark, you then use Final Heaven and burst
Dark again off of that kind of like an L4 burst. 

*** let me add the disclaimer that none of this info should be taken at face
value, however, I've read instances of these things from multiple sources and
believe them to be at least partially true. Got most of the information from
JP sites like eLeMeN, stuff like that. Reputable places. 

My advice would be to search yourself and corroborate my findings. Use Google
Language Tools to translate since it works very well with Japanese to English

Vd. Dynamis Explination:

For those of you that don't know what Dynamis is, you need an alliance of
usually at least 30 people if you hope to clear an area. There are 6 areas.

Dynamis - Bastok (Takes place in the Bastok Mines)
Dynamis - San D'Oria (Takes place in Southern San D'Oria)
Dynamis - Windurst (Takes place in Windurst Walls)
Dynamis - Jeuno (Takes place in Ru'Lude Gardens)
Dynamis - Beaucedine Glacier
Dynamis - Xarcabard

Upon leveling to level 65, if you visit Xarcabard you will be treated to 
a cutscene with Raogrimm. (Assuming you've defeated the Shadow Lord)
You may now enter Dynamis from the Trail Markings spots in the area
above that I've mentioned. You trade a perpetual hourglass, which is 
purchased for 1,000,000 gil from the Goblin in Castle. Oztroja, trade this
hourglass to the trail markings. If it's your first time to that Dynamis
you will get a cutscene. Congrats, you're now in the chaos that is Dynamis.

I can only recommend, as a Monk, going there at 70+. And to be honest, most
Dynamis Linkshells require you to be 70+. Honestly,  65-69 you can't hit a
damn thing. 70 you start to do well, at 75 you're on easy street. In Dynamis
every mob you fight has a job, and uses two hour when at a certain amount of
health. There are even jobs that you've never seen before Orc Ninja and such.

I won't go into further detail, because this isn't a Dynamis FAQ. It's a Monk
FAQ. I will impart some advice to the Dynamis bound Monks. Sub Ninja. These
Dynamis area are FULL of vicious AOEs (from statues, and the []Mega Boss[])
subbing Ninja will make your party WHM very happy, also your party PLD.
The WHM needs to worry about curing the PLD, not your ass. Subbing NIN helps
this as much as it can be helping. Utsusemi:Ni come 74 is preferrable, but 
honestly even Ichi is fine. Another tidbit, for Ninja and Thief mobs don't 
bother using Raging/Asuran Fists unless you're a Focussed 74-75. Stick with
Dragon Kick or Howling Fist. Keep an eye out for the PLD and THF two hour.
You, of course, can not hurt them unless you're a mage at this time. When
you defeat the []Mega Boss[] where the boss was defeated a ??? will appear.
You must click this if you haven't cleared the area already. This will
give you a key item and change your title to Dynamis <enter defeated area here>
Interloper. You must defeat Dynamis Bastok, San D'Oria, Windurst, and Jeuno
to gain access to Dynamis Beaucedine. Pretty sure you must beat Beaucedine
to get to Xarcabard.

Ve. The Black Belt:

1. Prereqs: Have your high Norg fame (Riceballs @144 for me) Have completed
Purple Belt, and Brown Belt quests.
2. Talk to Vola, you'll get a small cut.
3. Go to leave Neptune's Spire the way you came in.
4. When you open the door to leave you'll get a cutscene with Atori-Tutori
he will tell you the items you need. (Wyrm Beard, Behemoth Tongue and 
Adamantoise Egg)
5. When you aquire the Wyrm Beard walk up to the door in the main hall of
Neptune's Spire (the one with the first Tenshodo member you see behind it.)
6. Trade the Wyrm Beard to the door, you'll get a cut with Atori-Tutori,
he will tell you clues, who you want to talk to next is Degenhard in Bastok
(I-10 in Bastok Markets) you will get a small cut with him, I beleive he
should tell you to aquire a Behemoth Tongue.
7. Next, when you get the Behemoth Tongue. Again trade it to the door 
(I don't think you'll get a cut [I traded two at the same time]) you'll
remember from your cut with Degenhard that he mentioned his friend Maat.
(We ALL know who Maat is.)
8. Go talk to Maat (Ru'Lude Gardens I-6) you will get a cut with him, he
tells you to get an Adamantoise Egg.
9. When you have gotten one, trade it to the previously mentioned main hall
Neptune's Spire door.
10. You will be asked to trade your Brown Belt to the door also. Trade your
Brown Belt to the door, and prepare to be entertained =p That's it, you now
have the Black Belt.

Keep in mind, you only talk to Vola once. All the other transactions are to
the main hallway door (not the door to get into the place by the Mithra clerk,
the one further back.) Also, I had the tongue and beard and I can not remember
which I traded to the door first, I beleive it was the Beard, if not, then
definately the Tongue. Just switch their orders. Enjoy that belt, I know I am.

Vf. Shura Set (Dryadic Abjuration Set.)

First off please tell me if you know of an error with which God/HNM drops
which abjuration. My information may not be complete as far as drops.

Dryadic Abjuration: Head

Cursed Kabuto makes Shura Zunari Kabuto
Lv 73 Def 20 HP-25 STR+5 Accuracy+5
Cursed Kabuto -1 makes Shura Zunari Kabuto+1  
Lv 73 Def 21 HP-30 STR+6 Accuracy+6
Dropped off of: Aspidochelone, Seiryu.

Ingredients/Skill needed to make the Cursed Kabuto:
Woodworking 97

Items needed: Earth Crystal, Ancient Lumber, Divine Lumber 
Animal Glue, Urushi, Zunari Kabuto

Comment: Not bad...Opt Hat for accuracy but if you ever don't need the 
accuracy there's this or the Melee Crown for +5STR on ya. Dunno if it's 
worth the money for the ingredients, though.
Dryadic Abjuration: Body

Cursed Togi makes Shura Togi
Lvl 73 Def 40 HP-50 Acc. +10 Atk. +20

Cursed Togi -1 makes Shura Togi +1
Lv 73  Def 41 HP-55 Acc. +11 Atk. +22
Dropped off of: Kirin

Ingredients/Skill needed to make the Cursed Togi:
Woodworking 99, Leathercraft: Unknown but supposedly needed

Items needed: Wind Crystal, Ancient Lumber x2, Divine Lumber x2
Urushi, Animal Glue, Tiger Leather, Hara-Ate

Comment: Also prettttty nice. The Acc is lovely, the Atk never hurt, it's
just a matter of choosing this Melee Cyclas (for soloing maybe?), Scorp
Harness (also for soloing, due to evasion), or Osode for raw power w/
no Acc.


Dryadic Abjuration: Hands

Cursed Kote makes Shura Kote
Lv 73 Def. 16 HP-20 Acc. +4 Enhances "Resist Paralyze" effect

Cursed Kote -1 makes Shura Kote+1
Lv 73 Def. 17 HP-25 Acc. +5 Enhances "Resist Paralyze" effect 

Dropped off of: Suzaku

Ingredients/Skill needed to make the Cursed Kote:
Woodworking 96

Items needed: Wind Crystal, Kote, Divine Lumber, Ancient Lumber 
Animal Glue, Urushi

Comment: Crap. The Acc is nice, the Resist enhace is a joke. +5Acc
over the +STR bracellets/gloves (or +Atk if that's your thing)? 
No thanks.


Dryadic Abjuration: Legs

Cursed Haidate makes Shura Haidate
Lv 73 Def. 30 HP-35 STR+5 Acc.+7

Cursed Haidate -1 makes Shura Haidate +1
Lv 73 Def. 31 HP-40 STR+6 Accuracy+8
Dropped off of: Byakko

Ingredients/Skill needed to make the Cursed Haidate:
Woodworking 93

Items needed: Earth Crystal, Divine Lumber, Animal Glue, Urushi 

Comment: IMO the best peice in the set. We need STR, we get it here.
We need Acc, we get it here. Like all Abj set it all comes down to
"Is it worth the price, due to the fact that I can not sell it once
it's made." IMO that's a borderline question. Right now AF2 Pants w/
Dune Boots (More Kick Attacks from Pants, Harder Kick Attack from Boots)
is going just great. Even Byakko's is nice...yummy haste. Lots of
good pants for Monk, take your pick people.


Dryadic Abjuration: Feet

Cursed Sune-Ate makes Shura Sune-Ate
Lv 73 Def. 16 HP-20 Acc. +4 Enhances "Resist Gravity" effect

Cursed Sune-Ate -1 makes Shura Sune-Ate+1
Lv 73 Def. 17 HP-25 Acc. +5 Enhances "Resist Gravity" effect 

Dropped off of: Aspidochelone, Byakko 

Ingredients/Skill needed to make the Cursed Sune-Ate:
Woodworking 94

Items needed: Wind Crystal, Divine Lumber, Animal Glue, Urushi 

Comment: Crap. The Acc is nice, teh Resist Gravity is a joke. Boots are
a weak spot for Monk. Probably best off with AF2 when soloing stuff you
think you can counter, and Dune Boots for power. (Maybe some Fuma Sune's
for that haste...)

Vg. God Armor

I add this section on request, it's probably nice to have it seeing as 
Monk benefit from a good many God Armors. May I also say, unlink Shura
this entire set looks GREAT.


Kirin's Osode: Lv 75 Def. 52
Stats: MP+30 STR+10 DEX+10 VIT+10 AGI+10 INT+10 MND+10 CHR+10 [LIT]+50
Comment: As you can see, yea...that's +10STR and what is it (besides 
Acc that adds the most to Monk dmg? Yea. This is THE Monk armor if you
have enough Acc on your person.)


Genbu's Kabuto Lv 75 Def. 35
StatsL HP+50 VIT+15 [WTR]+50
Comment: Chakra macro? Yup.


Seiryu's Kote Lv 75 Def. 26
Stats: HP+50 AGI+15 Ranged Accuracy+10 
Comment: No use for Monk at all, really. 


Byakko's Haidate Lv 75 Def. 42
Stats: DEX+15 [LTG]+50 Haste+5%
Comment: Meh, DEX. But that Haste...hey now. A very fine set of pants.
Right up there with AF2 Pants, and Shura Haidate.


Suzaku's Sune-Ate Lv 75 Def. 30
Stats: MND+15 [FIR]+50 Blaze Spikes when damage is taken. 
Comment: Chi Blasting gear, plain and simple. 

IX. Weapon Skills

Grapple WS	        100%	200%    300%  #Hits    Secondary Attribute
Combo			1.00	1.50	2.00	x3	STR_20%, DEX_20%		
Shoulder Tackle		1.00			x2	VIT_30%			
One Inch Punch		1.00			x2	VIT_40%			
Backhand Blow		1.00			x2	STR_30%, VIT_30%	
Raging Fists		???	???	???	x5	STR_???			
Spinning Attack		1.00			x2	STR_35%			
Howling Fist		1.50	2.00	3.00	x2	STR_20%, VIT_50%		
Dragon Kick		2.00	2.50	3.00	x2	STR_50%, VIT_50%		
Asuran Fists		1.00			x8	STR_50% or VIT_50%
Final Heaven            1.00    ???     ???     x2       STR_???

Let's face it folks. We're monks here, if there's one thing Monks know
it's our weapon skills, and everyone is jealous of our weapon skill in 
terms of looks, though we can get the shaft due to their elements. Even 1 
hit WS, for some reason in game, register as 2 hits due to 2 hits being a 
Monk's 'round' of attacks. Names are listed by America/Japanese 

Combo - Useable by: Monk, Ninja, Warrior, Thief.
Over 100TP gained results: Extra Damage
Capable of opening: Liquefaction
Capable of closing: Fusion
Weapon Skill needed: Hand to Hand 10
Looks: Three hits. Not exactly a Killer Instict 'Ultra Combo!'
Sounds: Sounds cool enough...nice big booms.
Summary: Stacks very well with Sneak Attack if you fancy Monk thief. A
surprisingly strong WS you'll be using this one well up to Backhand Blow
or even Raging Fists, if you're not a Backhand fan.

Shoulder Tackle/Tackle - Useable by: Monk, Ninja, Warrior, Thief
Over 100TP gained results: Longer Stun Duration
Capable of opening: Induration
Capable of closing: Impaction, Fragmentation, Fusion
Weapon Skill needed: Hand to Hand 40
Looks: Looks good actually, funny to see all the races in this stance.
Sounds: Sounds good too, very appropriate for the WS.
Summary: To be mainly used for it's effect, that is to stun. (Be they
Goblin Bombs, slow mob abilities, Ancient Magic.) Doesn't stack with SA.

One Inch Punch/Tankei - Useable by: Monk, Ninja, Warrior, Thief (need Monk
sub if you're not a Monk)
Over 100 TP gained results: Extra armor ignored
Capable of opening: Transfixion
Capable of closing: Gravitation
Weapon Skill needed: Hand to Hand 70
Looks: Doesn't look THAT bad, but one punch WS are...bleh.
Sounds: Sounds, interesting...like many hits which makes sense I guess.
Summary: Craptastic! Stick with combo if you like, I know I did. >.>
Bruce is rolling over in his grave. Doesn't stack with SA.

Backhand Blow - Useable by: Monk, Ninja, Warrior, Thief
Over 100TP gained results: Damage
Capable of opening: Gravitation
Capable of closing: Detanation
Weapon Skill needed: Hand to Hand 100
Looks: Quick. Can look nice if your race has a sweet backhand animation.
Sounds: Quick, some what plain.
Summary: Damage can be pretty sweet on this WS actually. Sure no Fusion 
closer, but nice if you're forced to solo your WS. Doesn't stack with SA.

Raging Fists/Rangeki - Useable by: Monk, Ninja, Warrior, Thief (need Monk
sub if you're not a Monk)
Over 100 TP gained results: Damage
Capable of opening: Liquefaction
Capable of closing: Fusion
Weapons Skill needed: Hand to Hand 125
Looks: Delicious! Combo with 2 more, and it works out.
Sounds: Lovely! I could listen to this damn WS all day. Top 3 Best in game.
Summary: Damage is capable of disgustingly good figures. 1200 Raging Fists
in KRT yesterday (with Berzerk). 1200dmg with a lvl 41WS? Um, yes please!
Granted I had WAR sub, also this does stack nicely with SA. (Which is why
Thieves like this WS for any soloing.)

Spinning Attack - Useable: Monk, Ninja, Warrior, Thief
Over 100 TP gained results: Area of Effect
Capable of opening: Scission, Fusion 
Capable of closing: Liquefaction
Weapon Skill needed: Hand to Hand 150
Looks: Not bad, I guess.
Sounds: The sound isn't too bad, but the sound of it hitting all of the 
mobs around is sweet.
Summary: To be used for farming in a lowbie zone, bout it. You have Raging
Fists, no need to use this crap in exp groups. Doesn't stack with SA.

Howling Fist/Kuu Mei Ken - Useable: Monk onry 
Over 100 TP gained results: Damage
Capable of opening: Distortion (yay)  
Capable of closing: Fusion
Weapon Skill needed: Hand to Hand 200
Looks: This things looks like it could blow the side of someone's house out.
It's only 1 punch, but they did good making it look fierce.
Sounds: Not a bad sounding WS...
Summary: You're new best friend till bones parties. Congrats, THF's now love
you. Doesn't stack with SA.

Dragon Kick/Double Dragon - Useable: Monk onry
Over 100 TP gained results: Damage
Capable of opening: Fragmentation, Light, Distortion
Capalbe of closing: Light
Weapon Skill needed: Hand to Hand 225
Looks: Pretty damned nice. Completely new animations for all races, though
seeing Galka and Taru do this always kills me. (<3)
Sounds: Sounds like it looks, a pack of rocks slapping together and falling, 
not bad.
Summary: You're true love. Just this WS, combined with the dmg we do to bones,
assures that they're dropping...and they're dropping quickly. It's best to
stack this with Sneak and Trick Attack because it can get QUITE strong, and 
cause hate problems. (Trust me.) Wanna break 1500dmg? This is the Monk WS,
short of Final Heaven, that's most likely to do it when stacked with SA/TA.

Asuran Fists - Useable: Monk onry (Who else could front this sort of 
awesomeness? No one.)
Over 100 TP gained results: Accuracy (They damn sure didn't make it Damage or
this would be the strongest WS in the game...BAR NONE. [Imagine all 8 crits or
double attacks])
Capable of opening: Fusion, Darkness, Fragmentation
Capable of closing: Gravitation, Liquefaction
Weapon Skill needed: Hand to Hand 250
Looks: I'd rather it looked like Raging Fists +3, but alas this design is
not bad at all. My problem is that it's really busy. You actually need to 
spin the camera around as you're doing it to see what your character looks
like doing it. You're just too damn fast, and there's color blurs everywhere.
All this said, it is a beautiful weapon skill.
Sounds: Sounds beautiful. Dun-dun-dun-dun-dun-dun-dun-POING Just wait till
you hear it.
Summary: My WS of choice, it simply looks too nice. 
Quest: "Akumu, how do I get Asuran Fists?" you ask. Well here's a step by 

The quest is started from Oggbi in Port Bastok's resteraunt. (Surely, you
know him by now.) Have your Hand to Hand at 250 or above LV71 to start the
quest. He'll give you the 'Knuckles of Trials' a hand to hand weapon which
you use to collect 300 weapon skill points. 1 point for regular WS, 3 points
for LV2 Chain, 5 points for Light. I recommend you CLOSE these Weapon skills
to ge the points. You have to use these monsters that return XP to you. When
you have worked off all your points the latent effect on it will disappear. 
Every so often pay attention to the check and see if the +20HP is still on you
or not. When it's gone give it back to Oggbi. He will direct you to Bostaunieux
Oubliette in Chateau D’Oraguille, San D'Oria. You may wish to have the map,
or at least someone who's done the quest before. (I didn't have either, but we
made due.) You'll want 10-18 people depending on how many Monks you have with
you. I say Monk make a difference because the mob, Bodach, is a skeleton. He's
at I-8 in the basement of Bostaunieux Oubliette. Remember in Bostaunieux head
toward I-8. Take care about the holes, make sure you are with Sneak/Silent Oil
and then have your group drop down. You're now in the basement of the joint,
continue on toward I-8. You're now in a small room with a ???. When you touch
the ??? the WSNM Bodach will appear. Might as well Hundred Fists the damned
fool. When he topples over head on back to Port Bastok, might have want to
set your HP here in the first place, go back to the Oggbi for a short cutscene, 
and receive the weapon skill that not even Cornelia mastered. (Poor Cornelia.)

Final Heaven is mentioned previously in this FAQ. I don't have the link to
it's video, but it is a 1 hit punch in the same animation of One Inch and
Howling Fist, of course with different SFX around it. I've heard, of course,
it's quite powerful. 
X. Frequently Asked Questions

Feel free to send me your questions. There are some FAQs on other forums.
If you need my opinion on what to do I'd be happy to add it into the FAQ.
Typical questions are:

"What's the best race for Monk?"
Answer: Elvaan > Galka > Mithra = Hume > Taru.
Explination: Elvaan have the highest STR, and the highest MND. The
difference between an Elvaan Monk and a Mithra, Hume, Taru Monk of the 
same level with the same gear (like that ever happens) is pretty 
noticeable. Difference between Elvaan and Galka, in both categorys isn't
that noticeable. Keeping in mind there is nothing wrong with being any
kind of Monk so long as you respect yourself enough to always have the
best equipment you can get, w/o going crazy (Peacock Charms, Scorp
Harnesses and what have you). Also, please keep in mind, I'm a Mithra.
^_^; not biased to the Elvaan at all. Just stating what I see to be fact.

"Why do I get picked last for parties?"
Answer: Because pre-60 in the cookie cutter leveling places that many 
people have set in their minds. Distortion is THE skillchain. Monks can
NOT makes Distortion before 60.
Explination: Get used to making your own parties, and doing second hand
skillchains till 60. (Cept on beetles, they're weak to Fusion.) People
love to level on the crabs. They think there's "no other place to level"
Which is bull, they just don't wanna deviate from the proven semi-effective
norm.) You get picked last for parties also, because many many players
like to see what I call "big stupid numbers" they'd rather see another 
job hit for 76 a swing, then a Monk hit for 40 each punch. This view 
changes VERY MUCH come "late game" when everyone is begging you to party
on the fastest XP in the game with them. (Bones with Light skillchain)
In the mean time, you're gonna have to suffer through it. Make your own
parties, and try and keep your chin up. 

From a post on the GameFAQs forums "Which are better Ochiudo's
Kote or Temple Gloves?" 
(My reply in the post) First off, been there done that with the "Boost with
AF gloves, fight with Kote" crap. Just not worth your character blinking 
every damn fight so you can get a good strong Chi Blast off, and fight with
Kote on.

Second, it is my beleif that Temple Gloves > Kote 54+. Especially come 65+
you have TOO much damn atk (especially if subbing WAR and having Berserk,
eating meat miths) for 20attack to mean a damned thing. ATK caps, STR
doesn't. ATK is a function of STR!

I've also parsed this damage on various mobs. Bones, crabs, crawlers. The
damage from Kote seems to help WS damage bottom come up a bit, but straight
punching it's all Temple Gloves. (Though my Mithra ass uses Alkyoneus's
bracellets). +STR > +ATK for a Monk. 

It's just that at 34 when the Kotes become available the amount of ATK they
add outshines the STR you can get at that level, but rest assured as levels
rise, the returns diminish. If you're doing more damage with Kote then with
Temple Gloves on you still need to sell them Kote get your $$ and buy some
more +STR gear. A whole damn lot of it you could get with the price of them
Kote. (650+K)

Besides even if you are a +ATK freak Melee Gloves (AFII) > O. Kote. Though
I'd use those just to stack the "Enhance Chakra" on with Temple Cyclas.

"What food should I eat as a Monk?"

Well, that's basically up to you with two popular choices. A type of sushi
product. (Most popular for monks being Sole Sushi, due to the STR it adds.)
Or Meats (Most popular 30min food being either a jerky or a good old 
fashioned Meat Mithkabob.) You basically buy both, eat both and judge your
performace on them. Sushi adds ACC, Meat add ATK, they both add STR. For
more food info you may wish to check out... 

"How does a Monk defeat Maat?"

I didn't add it in my monk FAQ because there are WAY too many ways to go
about it.

My way hasn't worked for but 2 people and I, my way specifically didn't
work for some people, there's too many damn ways to go about it.

Try mysterytour genkai 5 information.

Though if you need to know, what I did was:

Sleep to 100% TP with Opo-Opo Necklace
Boost 9, yes 9 times
Focus and Dodge
Engage turned around so as not to hit him
Activate 100 Fists
Chi Blast
Icarus Wing
Raging Fists 
Wait for TP from Hundred Fists 
Raging Fists

I don't mean to brag, but no one, but NO ONE has killed Maat, and had
as much HP left over as me, and I knew every 70+ NA Monk back in the day.
Try and beat my record of 580HP left over. ^_^ My friend Zeroth beat him in
record time, but only because he didn't sleep with Opo. Homsar of the 
Seraph server said he beat my HP record, and says he sent a pic of it to me
well, damn hotmail never gave it to me. Ah well, regardless that dude's
one mean Monk. (Galka)


XI. Credits

Thanks to the Gamefaqs.com board trolls for having me fall asleep laughing
every night. Keep up the funny XXX vs YYY threads! Thanks to the people 
in game that helped me get my Monk to were it is. ...and that's about it.

Thanks to all of my friends on Seraph. The list is much to long to lay out,
or maybe I just don't want to, because if I forget someone I'd hurt their
feelings. =p But the closest ones Horgatz (retired), Zeroth, Homsar, Shamgi
(retired), Scheme (retired), Beezel (retired) and Gork (retired) who where
in my short lived LS, thanks guys.

Extra special thanks to all of my Monk brethern, they (the FFXI people) 
FINALLY recognize our strength! Hell, it'd only taken YEARS! Keep on
rocking it hard, guys. 

Take care. See you again!

Copyright Akumu X 2004-2005


XII. Summary

Monk is straight damage that can't make distortion till 60, and doesn't 
hit particularly hard on beetles, and is pretty much double wammied on
crabs. However, these set-backs make end game all the more bitter
sweet. Come 67, the XP just don't stop. You may not get too many JP
invites, but once you take some NA down into Gustav Tunnel and you're 
chain 4ing your first time there, everyone will decide that's where
they want to level. I've been invited solely because people wanted to lvl
there. I being the only NA Monk 67-74 at the time, there was little
option. It was if Kirei's on, get her. (Though I'm a guy, people call me
"her" because I am a Mithra) This is what you have to look forward to.
Struggle on to acheive it, because I guarentee, you won't be disappointed.
On a final note, as much as I'd like to help people out, please don't 
ask me to help with your Genkai and AF quests. Rather, you can ask, but 
don't be dissapointed if I can't come. 


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