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True Strike 175 Hit Accuracy A, B
Judgment* 200 Bonus Damage B
HexaStrike+ 220 Critical Chance Ult- Fus
Black Halo 230 Bonus Damage Ult- Frag, D
Randgrith --- ??? ???
*Must be WAR/PLD/WHM/DRK/SAM in main or subjob
+Must be WHM in main
Special thanks to Celestia for her continuing help on Club
Shining Strike- 1 hit, 1.5x Light Elemental damage @ 100TP
Seraph Strike- 1 hit, 2x Light Elemental damage @ 100TP
Brain Shaker- 1 hit, 1.5x damage, Causes Stun, Cancels enemy techniques
Star Light- Apparently recovers MP based on Club skill and TP. Skill/9 @100
Skill/6 @200 and Skill/3 @300 TP, no damage done.
Moon Light- Recovers a percentage of EVERYONE in party's MP, no damage done.
Gives back same amount as Star Light
Skull Breaker- 1 hit, 1.5x damage, Lowers enemy INT.
True Strike- 1 Critical hit for 3x Damage
Judgment- 2 hit, 2x Damage @ 100TP
HexaStrike- 6 hits, 1x damage. Hits can critical for higher damage.
Black Halo- 2 hits for 3x damage each @ 100 TP
Randgrith- Special Limit Break that can only be used by equipping Gullintani (in Dynamis) or Mjollnir (anywhere)(White Mage only).
Comment: Clubs don't see nearly as much melee attention as some of the other weapons. The all-job use clubs have pathetic damage for their level; wands focus on Magic bonuses over power. The only ones really worth using are
Hammers for White Mages and Maces for Paladins (especially when fighting undead). White Mages don't get chances to melee much, but Hexastrike is a very strong weaponskill and essential for high level farming for White Mages.
The MP regaining "Light" skills are intriguing but it's hard to say whether their effect is ever worth using.
Dagger. Dominant Attributes- Air(Wind) + Slice (Earth)
Name Skill Lvl TP Effect Attributes
Wasp Sting 10 Poison Duration S
Gust Slash 40 Bonus Damage A
Shadow Stitch 70 Bind Duration C
Viper Bite* 100 Poison Duration S
Cyclone* 125 Bonus Damage A, B
Energy Steal 150 Steal more MP - Doesn't Chain
Energy Drain* 175 Steal more MP - Doesn't Chain
Dancing Edge+ 200 Hit accuracy S, A
Shark Bite + 225 Bonus Damage Ult- Frag
Evisceration 250 Bonus Damage Ult- Frag, P
Mercy Strike --- ??? ???
* Must be THF/RDM/BRD/RNG/NIN in main or subjob
+ Must be THF in main
Wasp Sting- 1 hit for normal dagger damage (weak :P) and give weak poison.
Gust Slash- 1 hit for 2x Wind element damage @100, 3x@200. Pretty nice, especially on melee resistant creatures. As it is elemental, it does not stack with sneak or trick, and being magic based- it can be resisted.
Shadowstitch- 1 hit for normal damage and Bind. Not incredibly useful but it stacks with Sneak/Trick until you learn Viper Bite
Viper Bite- 1 hit (looks like 2) for 2x damage and causes venomous poison.
Cool tech, but not that strong when not sneaked or tricked (seems to have a cap equal to regular attack damage, thus why Sneak and Trick are needed to raise cap).
Cyclone- 1 hit, 2x damage Wind element (same strength as Gust Slash) area attack centered on target, great for train farming.
Energy Steal- They both steal MP but I don't know by how much or whether they
Energy Drain- cause HP damage as well. I assume Drain is stronger as is EX.
Dancing Edge- 5 hit attack, 1x damage. This and the ones after all are non- elemental, and thus stack with Sneak/Trick
Shark Bite- 2 hits for 2x damage- more reliable but not as strong as
Dancing Edge. The level 3 renkeis make up for it.
Evisceration- 5 hit attack, 1x? damage @ 100 TP.
Mercy Strike- Special Limit Break that can only be used by equipping
Batardeau (in Dynamis) or Mandau (anywhere)(RDM THF BRD).
Comment: Daggers are usually unimpressive weapons made very powerful by the usage of thief skills. Other classes can use daggers for helpful stat boosts or special debuff effects on enemies (like inflict poison or Def Down). Black
Mages, Red Mages, and Paladins might find usefulness in the MP techniques of daggers, but I need to learn their effect first. Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead.
Great Axe. Dominant Attributes- Blunt(Lightning) + Slice (Earth)
Name Skill Lvl TP Effect Attributes
Shield Break 10 Effect Duration B
Iron Tempest 40 Bonus Damage S, B?
Sturmwind* 70 Bonus Damage C, S
Armor Break 100 Effect Duration B
Keen Edge 150 Critical Chance D
Weapon Break 175 Effect Duration B
Raging Rush+ 200 Bonus Damage I, C
Full Break+ 225 Effect Duration Ult- Dis
Steel Cyclone 240 Bonus Damage Utl- Dis, A
Metatron Torment--- ??? ???
*Must be WAR/DRK in main or subjob
+Must be WAR in main
Special thanks to Janeba for a ton of info into the workings of break technique
Shield Break- 1 hit, 1x damage and Evasion down. Is considered "Ice alligned" so Creatures that are weak to Ice get twice the effect duration, and those resistant to Ice get no effect at all, even if the skill hits. Uncertain if being "Ice alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Amazing technique, benefits whole party, everyone gets TP faster and melees hold the hate. Its skillchain value is uncertain though as it can "miss" on occation and when it does hit, it can make the battle too easy to use a
Skillchain on.
Iron Tempest- 1 hit, 1.5x damage @ 100 TP, 2x @ 200TP & 300TP. Not as good as
Shield Break unless you are Skillchaining or need a quick finishing blow.
Sturmwind- 2 hit, 1x damage @ 100TP. Good for Fragmentation skillchains
Armor Break- 1 hit, 1x attack and Defense down. Is considered "Air alligned" so Creatures that are weak to Air get twice the effect duration, and those resistant to Air get no effect at all, even if the skill hits. Uncertain if being "Air alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Really, all break techniques are amazing. This one is recommended for heavy armor enemies like Beetles and Crabs. Good opener for a Skill Chain.
Keen Edge- 1 hit, that criticals for 3x? damage or misses for 1x? damage
Weapon Break- 1 hit, 1x damage and Attack down. Is considered "Water alligned" so Creatures that are weak to Water get twice the effect duration, and those resistant to Water get no effect at all, even if the skill hits. Uncertain if being "Water alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Obviously, save this one for heavy hitting enemies, especially if you have strong offense but not a lot of healing/defense.
Raging Rush- 3x hit attack, x? Damage per hit
Full Break- 1 hit, 1x damage and Attack, Accuracy, Evasion, and Defense down. Is considered "Earth alligned"so Creatures that are weak to Earth get twice the effect duration, and those resistant to Earth get no effect at all, even if the skill hits. Uncertain if being "Earth alligned" means cannot stack with Sneak. Normal Effect duration: 1:30 @100, 2:00 @200, 2:30 @300.
Well, this is the ultimate Break technique, the only reason you might not use it is one enemies resistant to Earth. Perfect to open for Level 3 Renkei.
Steel Cyclone- 1 hit? x? damage @100 TP
Metatron Torment- Special Limit Break that can only be used by equipping
Abaddon Killer(in Dynamis) or Bravura (anywhere) (WAR).
Comment: Great Axe is an incredibly fun weapon. Very Slow, but Very Powerful and some Amazing Techniques. A single break technique can bring an enemy from High Stat rating to Low Stat rating for the duration of the entire battle.
Furthermore, the multi-hit Weapon Skills do very impressive damage. Warriors can use this weapon both when berserking for maximum damage and tanking for holding hate.
Great Katana. Dominant Group- Balanced
Name Skill Lvl TP Effect Attributes
Tachi: Enpi(Flying Swallow) 10 Bonus Damage P, S
Tachi: Hobaku(Binding Edge) 30 Stun Duration I
Tachi: Goten(Thunderous Sky)70 Bonus Damage P, B
Tachi:Kagero(ShimmerOfTheHeatedAir)100Bonus Damage F
Tachi: Jinpu(Blowing Mind) 150 Bonus Damage S, A
Tachi: Koki ( Shining ) 175 Bonus Damage C, B
Tachi: Yukikaze(Snowstorm)+ 200 Bonus Damage I, A, D?
Tachi: Gekko(Moon Light)+ 225 Bonus Damage Ult- Dis, C*
Tachi: Kasha(Floral Chariot)250 Bonus Damage Ult- Fus, D
Tachi: Kaiten() --- ??? ??? *changed to this 12/16/2003
+Must be SAM in Main
Special thanks to Godchain for all his help with G Katana techs
Tachi: Enpi- 2 hits for 1x damage @ 100 TP. Used in Self chaining before the
TP nerf.
Tachi: Hobaku- 1 hit, 1x damage, causes Stun, cancels enemy techniques
Tachi: Goten- 1 hit, 1.5x Thunder Elemental damage, nice for Crabs and Pugils, and makes Fusion
Tachi: Kagero- 1 hit, 1.5x Fire Elemental damage. Connects well with other limit breaks.
Tachi: Jinpu- 2 hit, 1.5x damage each, Wind Elemental damage. Can self chain with itself and a lot of others.
Tachi: Koki- 1 hit, 1.5x Light Elemental damage.
Tachi: Yukikaze- 1 hit, Ice Elemental damage directly correlated to current TP, regardless of enemy defense (2-3dmg per TP?). Very Strong, Causes Blindness.
Tachi: Gekko- 1 hit, x? Elemental? damage, Causes Silence
Tachi: Kasha- 1 hit, x? Damage, Causes Paralysis
Tachi: Kaiten- Special Limit Break that can only be used by equipping
Tosukanotsurugi(in Dynamis) or Amanomurakumo (Heaven's Cloud) (anywhere) (SAM).
Comment: the Great Katana is the main weapon for Samurai (ninjas can use them too oddly enough, but I doubt you'll catch one doing so after Dual Wield).
Great Katana have very possibly the Best Damage/Delay ratio in the game, but there aren't very many and are usually very expensive (lots of craftsmenship).
Some Samurai are disappointed with the lack of multi-hit techniques, but the few hits they have are usually very strong and they can chain with every element except Dark, allowing for long or multiple chains to take advantage of magic bursts.
Great Sword. Dominant Attributes- Slice (Earth) + Ice
Name Skill Lvl TP Effect Attributes
Hard Slash 10 Bonus Damage S
Power Slash 30 Critical Chance P
Frost Bite 70 Bonus Damage I
Freeze Bite* 100 Bonus Damage I, A
Shockwave 150 Effect Radius C
Crescent Moon 175 Bonus Damage S
Sickle Moon+ 200 Bonus Damage S, B
Spinning Slash+ 225 Bonus Damage Ult- Grav
Ground Strike 250 Bonus Damage Ult-Grav, Ult- Dis
Scourge --- ??? ???
*Must be WAR/PLD/DRK in main or subjob
+Must be PLD/DRK in main
Special thanks to Godchain and Meo for there help with G Sword techs
Hard Slash- 1 hit, 1.5x Damage @ 100TP, 2x @ 200 Tp, 2x @ 300TP
Power Slash- 1 hit, Critical for 2x Damage or miss for 1x
Frost Bite- 1 hit 1x Ice element Damage @ 100 TP. Weak but does well against enemies weak to ice
Freeze Bite- 1 hit, 1.5x Ice element Damage @ 100 TP. Stronger than Frost.
Shockwave- 1x Damage to main target, 1.5 to extra targets, Wedge shaped frontal
Judgment* 200 Bonus Damage B
HexaStrike+ 220 Critical Chance Ult- Fus
Black Halo 230 Bonus Damage Ult- Frag, D
Randgrith --- ??? ???
*Must be WAR/PLD/WHM/DRK/SAM in main or subjob
+Must be WHM in main
Special thanks to Celestia for her continuing help on Club
Shining Strike- 1 hit, 1.5x Light Elemental damage @ 100TP
Seraph Strike- 1 hit, 2x Light Elemental damage @ 100TP
Brain Shaker- 1 hit, 1.5x damage, Causes Stun, Cancels enemy techniques
Star Light- Apparently recovers MP based on Club skill and TP. Skill/9 @100
Skill/6 @200 and Skill/3 @300 TP, no damage done.
Moon Light- Recovers a percentage of EVERYONE in party's MP, no damage done.
Gives back same amount as Star Light
Skull Breaker- 1 hit, 1.5x damage, Lowers enemy INT.
True Strike- 1 Critical hit for 3x Damage
Judgment- 2 hit, 2x Damage @ 100TP
HexaStrike- 6 hits, 1x damage. Hits can critical for higher damage.
Black Halo- 2 hits for 3x damage each @ 100 TP
Randgrith- Special Limit Break that can only be used by equipping Gullintani (in Dynamis) or Mjollnir (anywhere)(White Mage only).
Comment: Clubs don't see nearly as much melee attention as some of the other weapons. The all-job use clubs have pathetic damage for their level; wands focus on Magic bonuses over power. The only ones really worth using are
Hammers for White Mages and Maces for Paladins (especially when fighting undead). White Mages don't get chances to melee much, but Hexastrike is a very strong weaponskill and essential for high level farming for White Mages.
The MP regaining "Light" skills are intriguing but it's hard to say whether their effect is ever worth using.
Dagger. Dominant Attributes- Air(Wind) + Slice (Earth)
Name Skill Lvl TP Effect Attributes
Wasp Sting 10 Poison Duration S
Gust Slash 40 Bonus Damage A
Shadow Stitch 70 Bind Duration C
Viper Bite* 100 Poison Duration S
Cyclone* 125 Bonus Damage A, B
Energy Steal 150 Steal more MP - Doesn't Chain
Energy Drain* 175 Steal more MP - Doesn't Chain
Dancing Edge+ 200 Hit accuracy S, A
Shark Bite + 225 Bonus Damage Ult- Frag
Evisceration 250 Bonus Damage Ult- Frag, P
Mercy Strike --- ??? ???
* Must be THF/RDM/BRD/RNG/NIN in main or subjob
+ Must be THF in main
Wasp Sting- 1 hit for normal dagger damage (weak :P) and give weak poison.
Gust Slash- 1 hit for 2x Wind element damage @100, 3x@200. Pretty nice, especially on melee resistant creatures. As it is elemental, it does not stack with sneak or trick, and being magic based- it can be resisted.
Shadowstitch- 1 hit for normal damage and Bind. Not incredibly useful but it stacks with Sneak/Trick until you learn Viper Bite
Viper Bite- 1 hit (looks like 2) for 2x damage and causes venomous poison.
Cool tech, but not that strong when not sneaked or tricked (seems to have a cap equal to regular attack damage, thus why Sneak and Trick are needed to raise cap).
Cyclone- 1 hit, 2x damage Wind element (same strength as Gust Slash) area attack centered on target, great for train farming.
Energy Steal- They both steal MP but I don't know by how much or whether they
Energy Drain- cause HP damage as well. I assume Drain is stronger as is EX.
Dancing Edge- 5 hit attack, 1x damage. This and the ones after all are non- elemental, and thus stack with Sneak/Trick
Shark Bite- 2 hits for 2x damage- more reliable but not as strong as
Dancing Edge. The level 3 renkeis make up for it.
Evisceration- 5 hit attack, 1x? damage @ 100 TP.
Mercy Strike- Special Limit Break that can only be used by equipping
Batardeau (in Dynamis) or Mandau (anywhere)(RDM THF BRD).
Comment: Daggers are usually unimpressive weapons made very powerful by the usage of thief skills. Other classes can use daggers for helpful stat boosts or special debuff effects on enemies (like inflict poison or Def Down). Black
Mages, Red Mages, and Paladins might find usefulness in the MP techniques of daggers, but I need to learn their effect first. Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead.
Great Axe. Dominant Attributes- Blunt(Lightning) + Slice (Earth)
Name Skill Lvl TP Effect Attributes
Shield Break 10 Effect Duration B
Iron Tempest 40 Bonus Damage S, B?
Sturmwind* 70 Bonus Damage C, S
Armor Break 100 Effect Duration B
Keen Edge 150 Critical Chance D
Weapon Break 175 Effect Duration B
Raging Rush+ 200 Bonus Damage I, C
Full Break+ 225 Effect Duration Ult- Dis
Steel Cyclone 240 Bonus Damage Utl- Dis, A
Metatron Torment--- ??? ???
*Must be WAR/DRK in main or subjob
+Must be WAR in main
Special thanks to Janeba for a ton of info into the workings of break technique
Shield Break- 1 hit, 1x damage and Evasion down. Is considered "Ice alligned" so Creatures that are weak to Ice get twice the effect duration, and those resistant to Ice get no effect at all, even if the skill hits. Uncertain if being "Ice alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Amazing technique, benefits whole party, everyone gets TP faster and melees hold the hate. Its skillchain value is uncertain though as it can "miss" on occation and when it does hit, it can make the battle too easy to use a
Skillchain on.
Iron Tempest- 1 hit, 1.5x damage @ 100 TP, 2x @ 200TP & 300TP. Not as good as
Shield Break unless you are Skillchaining or need a quick finishing blow.
Sturmwind- 2 hit, 1x damage @ 100TP. Good for Fragmentation skillchains
Armor Break- 1 hit, 1x attack and Defense down. Is considered "Air alligned" so Creatures that are weak to Air get twice the effect duration, and those resistant to Air get no effect at all, even if the skill hits. Uncertain if being "Air alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Really, all break techniques are amazing. This one is recommended for heavy armor enemies like Beetles and Crabs. Good opener for a Skill Chain.
Keen Edge- 1 hit, that criticals for 3x? damage or misses for 1x? damage
Weapon Break- 1 hit, 1x damage and Attack down. Is considered "Water alligned" so Creatures that are weak to Water get twice the effect duration, and those resistant to Water get no effect at all, even if the skill hits. Uncertain if being "Water alligned" means cannot stack with Sneak. Normal Effect duration:
1:30 @100, 2:00 @200, 2:30 @300.
Obviously, save this one for heavy hitting enemies, especially if you have strong offense but not a lot of healing/defense.
Raging Rush- 3x hit attack, x? Damage per hit
Full Break- 1 hit, 1x damage and Attack, Accuracy, Evasion, and Defense down. Is considered "Earth alligned"so Creatures that are weak to Earth get twice the effect duration, and those resistant to Earth get no effect at all, even if the skill hits. Uncertain if being "Earth alligned" means cannot stack with Sneak. Normal Effect duration: 1:30 @100, 2:00 @200, 2:30 @300.
Well, this is the ultimate Break technique, the only reason you might not use it is one enemies resistant to Earth. Perfect to open for Level 3 Renkei.
Steel Cyclone- 1 hit? x? damage @100 TP
Metatron Torment- Special Limit Break that can only be used by equipping
Abaddon Killer(in Dynamis) or Bravura (anywhere) (WAR).
Comment: Great Axe is an incredibly fun weapon. Very Slow, but Very Powerful and some Amazing Techniques. A single break technique can bring an enemy from High Stat rating to Low Stat rating for the duration of the entire battle.
Furthermore, the multi-hit Weapon Skills do very impressive damage. Warriors can use this weapon both when berserking for maximum damage and tanking for holding hate.
Great Katana. Dominant Group- Balanced
Name Skill Lvl TP Effect Attributes
Tachi: Enpi(Flying Swallow) 10 Bonus Damage P, S
Tachi: Hobaku(Binding Edge) 30 Stun Duration I
Tachi: Goten(Thunderous Sky)70 Bonus Damage P, B
Tachi:Kagero(ShimmerOfTheHeatedAir)100Bonus Damage F
Tachi: Jinpu(Blowing Mind) 150 Bonus Damage S, A
Tachi: Koki ( Shining ) 175 Bonus Damage C, B
Tachi: Yukikaze(Snowstorm)+ 200 Bonus Damage I, A, D?
Tachi: Gekko(Moon Light)+ 225 Bonus Damage Ult- Dis, C*
Tachi: Kasha(Floral Chariot)250 Bonus Damage Ult- Fus, D
Tachi: Kaiten() --- ??? ??? *changed to this 12/16/2003
+Must be SAM in Main
Special thanks to Godchain for all his help with G Katana techs
Tachi: Enpi- 2 hits for 1x damage @ 100 TP. Used in Self chaining before the
TP nerf.
Tachi: Hobaku- 1 hit, 1x damage, causes Stun, cancels enemy techniques
Tachi: Goten- 1 hit, 1.5x Thunder Elemental damage, nice for Crabs and Pugils, and makes Fusion
Tachi: Kagero- 1 hit, 1.5x Fire Elemental damage. Connects well with other limit breaks.
Tachi: Jinpu- 2 hit, 1.5x damage each, Wind Elemental damage. Can self chain with itself and a lot of others.
Tachi: Koki- 1 hit, 1.5x Light Elemental damage.
Tachi: Yukikaze- 1 hit, Ice Elemental damage directly correlated to current TP, regardless of enemy defense (2-3dmg per TP?). Very Strong, Causes Blindness.
Tachi: Gekko- 1 hit, x? Elemental? damage, Causes Silence
Tachi: Kasha- 1 hit, x? Damage, Causes Paralysis
Tachi: Kaiten- Special Limit Break that can only be used by equipping
Tosukanotsurugi(in Dynamis) or Amanomurakumo (Heaven's Cloud) (anywhere) (SAM).
Comment: the Great Katana is the main weapon for Samurai (ninjas can use them too oddly enough, but I doubt you'll catch one doing so after Dual Wield).
Great Katana have very possibly the Best Damage/Delay ratio in the game, but there aren't very many and are usually very expensive (lots of craftsmenship).
Some Samurai are disappointed with the lack of multi-hit techniques, but the few hits they have are usually very strong and they can chain with every element except Dark, allowing for long or multiple chains to take advantage of magic bursts.
Great Sword. Dominant Attributes- Slice (Earth) + Ice
Name Skill Lvl TP Effect Attributes
Hard Slash 10 Bonus Damage S
Power Slash 30 Critical Chance P
Frost Bite 70 Bonus Damage I
Freeze Bite* 100 Bonus Damage I, A
Shockwave 150 Effect Radius C
Crescent Moon 175 Bonus Damage S
Sickle Moon+ 200 Bonus Damage S, B
Spinning Slash+ 225 Bonus Damage Ult- Grav
Ground Strike 250 Bonus Damage Ult-Grav, Ult- Dis
Scourge --- ??? ???
*Must be WAR/PLD/DRK in main or subjob
+Must be PLD/DRK in main
Special thanks to Godchain and Meo for there help with G Sword techs
Hard Slash- 1 hit, 1.5x Damage @ 100TP, 2x @ 200 Tp, 2x @ 300TP
Power Slash- 1 hit, Critical for 2x Damage or miss for 1x
Frost Bite- 1 hit 1x Ice element Damage @ 100 TP. Weak but does well against enemies weak to ice
Freeze Bite- 1 hit, 1.5x Ice element Damage @ 100 TP. Stronger than Frost.
Shockwave- 1x Damage to main target, 1.5 to extra targets, Wedge shaped frontal
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