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		<summary type="html">&lt;p&gt;FaeQueenCory moved page &lt;a href=&quot;/index.php?title=Template:THA:CSMNG-Weapons&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Template:THA:CSMNG-Weapons (page does not exist)&quot;&gt;Template:THA:CSMNG-Weapons&lt;/a&gt; to &lt;a href=&quot;/index.php/THA:CSMNG-Weapons&quot; title=&quot;THA:CSMNG-Weapons&quot;&gt;THA:CSMNG-Weapons&lt;/a&gt; without leaving a redirect&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;===Staves===&lt;br /&gt;
Sure SMN has the ability to equip clubs as their main weapon... But with a dearth of worthwhile shields to choose from... compounded with no native [[Shield Skill]]... no native [[Dual Wield]]... And the relative lack of relevant stats for the job... Clubs are just the strictly inferior option in all regards, as I&amp;#039;ve previously mentioned above.&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;border:2px dashed green; padding:5px&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
====&amp;lt;p style=&amp;quot;text-align:center; background: lightgreen; border: 2px solid green;&amp;quot;&amp;gt;[[Ultimate Weapons]]====&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:Claustrum (Level 119 III) description.png|center|link=Claustrum]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: lightgreen; border: 2px solid green;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Linked Weapon Skill: [[Gate of Tartarus]]&lt;br /&gt;
|}&lt;br /&gt;
Oh, Claustrum. How I love you. And yet, you are so terrible. Though recently, you kinda-sorta-slightly aren&amp;#039;t &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;as&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; terrible as you used to be.&amp;lt;br /&amp;gt;&lt;br /&gt;
All three of the {{H:text|Relics, Empys, and Aeonics. All are &amp;#039;&amp;#039;High-damage-low-delay&amp;#039;&amp;#039; weapons. Though the Aeonic Staff is a sort of exception to the &amp;#039;&amp;#039;bad for magery&amp;#039;&amp;#039;.|&amp;quot;[[Relic Weapons|Relic]]-like&amp;quot; [[Ultimate Weapons]] tend to be bad for magery}}... and this is especially so for Summoner.&amp;lt;br /&amp;gt;&lt;br /&gt;
Claustrum is the first [[Staff]] Ultimate Weapon implemented in the game, {{H:text|Sadly I can&amp;#039;t cite this, as it has been lost to the sands of time. The earliest SE has catalogued is January 2005, and nothing in 2005 mentions them. I&amp;#039;m fairly certain it was 2004, as RotZ was released mid~late 2003, and it usually takes some months for &amp;#039;&amp;#039;endgame&amp;#039;&amp;#039; content to be fully implemented.|first introduced sometime in 2004}}. And as the &amp;quot;Ultimate Weapon&amp;quot; for Black Mage and Summoner... the {{imgpop|[[Claustrum (Level 75)|completed Lv.75]]|Claustrum (Level 75) description.png|link=Claustrum (Level 75)}} was by in large much of a failure. Sure the +8MP/tic [[Refresh (Status)|refresh]] effect sounds all fine and good... but for BLM it offers no nuking power, and for SMN nothing for the Avatar, our primary damage source.&amp;lt;br /&amp;gt;Not to mention it was hidden behind an [[Relic Aftermath|Aftermath]]... so it couldn&amp;#039;t even be activated and then swap to a more relevant staff, as that would lose the Aftermath.&amp;lt;br /&amp;gt;&lt;br /&gt;
And this would continue all the way through its {{imgpop|[[Claustrum (Level 119)|iLv.119]]|Claustrum (Level 119) description.png|link=Claustrum (Level 119)}}, though at least it gained a paltry boost to nuking at that level... Even if most any other iLv staff outperformed it for that still... Claustrum being terrible and just the worst weapon to have was such a widespread belief that [https://youtu.be/JRAlBFqCSrA?t=1m54s it grew to memetic levels!]&amp;lt;br /&amp;gt;&lt;br /&gt;
And now? Well it still is pretty bad... but &amp;quot;Afterglow a Claustrum&amp;quot; isn&amp;#039;t the 100% joke that it used to be. In fact, it&amp;#039;s &amp;#039;&amp;#039;almost&amp;#039;&amp;#039; useable... sorta. Accuracy+60 is nothing to shake a stick at, &amp;#039;&amp;#039;&amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt;&amp;#039;&amp;#039; it&amp;#039;s now applied to avatars too! So... that&amp;#039;s something. But quite frankly... it&amp;#039;s now a novelty rather than completely worthless. It&amp;#039;s not the &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;worst&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; staff available... but by no means is it &amp;#039;&amp;#039;good&amp;#039;&amp;#039; either.&amp;lt;br /&amp;gt;And there certainly {{H:text|And all for less effort/cost to get to boot.|are better options}}.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:Hvergelmir (Level 119 III) description.png|center|link=Hvergelmir]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: lightgreen; border: 2px solid green;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Linked Weapon Skill: [[Myrkr]]&lt;br /&gt;
|}&lt;br /&gt;
This is {{H:text|Certainly of the Ultimate Weapons, but also of basically every other staff in the game. I&amp;#039;m sure there&amp;#039;s an example of a worse one... I just can&amp;#039;t think of it.|the worst staff available}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the 99era, Empyreans (aka Relics V2) were generally the more easier to make into a functional level (Lv.85+, as that&amp;#039;s the version that gains the Weapon Skill). And as they didn&amp;#039;t &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;need&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; to be 99&amp;#039;d in order to be useable as a top tier weapon... most people made them to Lv.90 and stopped, as the Lv.90&amp;lt;big&amp;gt;↠&amp;lt;/big&amp;gt;Lv.95 trial is rather {{H:text|1,500 Heavy Metal Plates... which have an exceedingly rare drop rate.|a steep hill to climb}}... Even at the height of [[Voidwatch]] participation.&amp;lt;br /&amp;gt;&lt;br /&gt;
And while this staff &amp;#039;&amp;#039;&amp;#039;does&amp;#039;&amp;#039;&amp;#039; offer the most MP available of most any staff in the game... the lack of any magic relevant stats pre-{{imgpop|[[Hvergelmir (Level 119)|iLv.119]]|Hvergelmir (Level 119) description.png|link=Hvergelmir (Level 119)}} really pushed the staff into the garbage category... Which would be cemented completely with the ability to unlock [[Empyrean Weapon Skill]]s in the November 2013 update&amp;lt;sup&amp;gt;[http://forum.square-enix.com/ffxi/threads/38100-Nov-5-2013-%28JST%29-Version-Update?p=477133&amp;amp;viewfull=1#post477133]&amp;lt;/sup&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Myrkr is probably the best Weapon Skill you can get a hold of, offering you absolutely unparalleled MP restoration. Which is what makes this such a bad weapon to use, as Myrkr is &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;all&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; it will give you that other staffs won&amp;#039;t... Except now... {{H:text|And unlike Claustrum&amp;#039;s damage increase to Gate of Tartarus, Myrkr gains no benefit for being used with a Hvergelmir equipped.|&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039; staves can use Myrkr}}. Even worse, [[Walk of Echoes Weapon|you don&amp;#039;t even &amp;#039;&amp;#039;need&amp;#039;&amp;#039; Hvergelmir to unlock it]]!&amp;lt;br /&amp;gt;&lt;br /&gt;
But what about the current iLv.&amp;quot;121&amp;quot; version? It has &amp;quot;[[Fast Cast]]&amp;quot;+50%! Indeed it does... not that it has the INT or additional [[Magic Accuracy]] to make that worthwhile for [[stun]]ning... not that SMN does that... And not that &amp;quot;Fast Cast&amp;quot; isn&amp;#039;t a ubiquitous stat now-a-days...&amp;lt;br /&amp;gt;And given that Empyrean weapons are the hardest/most expensive/most time consuming Ultimate Weapons to make... Do you really want to sink all those resources into a staff whose only worthwhile attribute is &amp;quot;Fast Cast&amp;quot;? Something you&amp;#039;d only wear for the second it takes to cast something? Certainly not me, but if you want to spend your time that way... More power to you.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:Khatvanga description.png|center|link=Khatvanga]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: lightgreen; border: 2px solid green;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Linked Weapon Skill: [[Shattersoul]]&lt;br /&gt;
|}&lt;br /&gt;
And here is the third, and newest, &amp;quot;Relic&amp;quot; Weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Weirdly though, unlike the other two, it actually &amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;is&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt; weirdly useful. Not particularly the best thing ever... but for [[Scholar]] (and to a slight lesser extent [[Black Mage]]), this staff offers a unique use as a near perfect infinite MP machine!&amp;lt;br /&amp;gt;&lt;br /&gt;
That being said, for Summoner, it&amp;#039;s worthless outside of a Lockstyle. Offering nothing worthwhile.&amp;lt;br /&amp;gt;&lt;br /&gt;
Though... I suppose, in all honesty, it &amp;#039;&amp;#039;does&amp;#039;&amp;#039; offer you the ability to unmerit Shattersoul.... but... at the cost of any and all Summoner relevant stats.&amp;lt;br /&amp;gt;&lt;br /&gt;
It may also be completely out of your reach as [[:Category:Escha#Reisenjima_4|Reisenjima&amp;#039;s Geas Fete]] offers fights against some of the most powerful Notorious Monsters the game has ever seen.&amp;lt;br /&amp;gt;Aeonics are really a &amp;quot;crapshoot&amp;quot; like that: either they are 100% easily obtainable as your group of friends is good enough to do so, or they are 100% unobtainable as you either don&amp;#039;t know anyone or all the people you know can&amp;#039;t do the content.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;max-width:60%;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:Nirvana (Level 119 III) description.png|center|link=Nirvana]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: lightgreen; border: 2px solid green;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Linked Weapon Skill: [[Garland of Bliss]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;The&amp;#039;&amp;#039;&amp;#039; Ultimate Weapon.&amp;lt;/p&amp;gt;&lt;br /&gt;
In the 75era, sadly, this wasn&amp;#039;t the top of the mountain that it is today... Introduced in the September 2008 update&amp;lt;sup&amp;gt;[http://www.playonline.com/pcd/verup/ff11us/detail/3668/detail.html]&amp;lt;/sup&amp;gt;, it offered only &amp;quot;[[Magic Attack Bonus]]&amp;quot;+20 to increase in damage, only boosting magical and hybrid Blood Pacts... All for what was {{H:text|With the boons attained in Rhapsodies of Vana&amp;#039;diel, the Mythic making process is a much less demanding ordeal.|once the most monumental weapon building process in the game}}.&amp;lt;br /&amp;gt;Furthermore, for barely any effort, the [[Trial 1706|Ice aligned, pet MAB]] [[:Category:Trial_of_the_Magians_Staves#Elemental_Trials|Magian Staff]] offered a half-Nirvana-strength MAB bonus... All for not even 1% of the effort. Even worse, as the level caps would rise, by the 99era... That same Magian Staff was still at ~1/2 the power of {{imgpop|[[Nirvana (Level 99)|Nirvana]]|Nirvana (Level 99) description.png|link=Nirvana (Level 99)}}, and to add insult to injury, the formerly superior idle potential of Nirvana&amp;#039;s [[Perpetuation cost]] reduction was eclipsed by the trivially made Magian Staves that not only reduced Perpetuation to 1 more MP/tic than Nirvana, but also reduced Blood Pact Delay by almost the entire cap!&amp;lt;br /&amp;gt;&lt;br /&gt;
But that all changed when they introduced the {{imgpop|[[Nirvana (Level 119)|iLv.119]]|Nirvana (Level 119) description.png|link=Nirvana (Level 119)}} version in the November 2013 update&amp;lt;sup&amp;gt;[http://forum.square-enix.com/ffxi/threads/38100-Nov-5-2013-%28JST%29-Version-Update?p=477133&amp;amp;viewfull=1#post477133]&amp;lt;/sup&amp;gt;! For a time anyways. Ironically, as more and more 119 staves for SMN were added, it would be the magical blood pacts that would see less and less use for Nirvana. A complete reversal from the 75 and 99era Nirvana! And, alas, as the iLv.&amp;quot;121&amp;quot; added no &amp;quot;Magic Attack Bonus&amp;quot; from the {{imgpop|[[Nirvana (Level 119)|iLv.119]]|Nirvana (Level 119) description.png|link=Nirvana (Level 119)}}, this trend of favoring other staves for magical Blood Pacts would be cemented.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even with all of that, {{H:text|A 121 Avatar gets +10 to each base stat, Attack+74, Accuracy+57, Defense+44, Evasion+44... and 2 more HP... over a 119 Avatar. That&amp;#039;s the stats easily seen with /checkparam. We don&amp;#039;t know the *exact* amount of Magic Accuracy given from Item Levels, but it is a safe bet that it is roughly comparable to the Accuracy bonus, if not outright equivalent.|the [[Base Stat]] increase and the [[Magic Accuracy]] added from the additional two [[Item Level|level]]s Nirvana provides}}&amp;lt;sup&amp;gt;[http://forum.square-enix.com/ffxi/threads/44592-Oct-7-2014-%28JST%29-Version-Update?p=527239&amp;amp;viewfull=1#post527239]&amp;lt;/sup&amp;gt;, as well as the +40% Blood Pact Damage, makes Nirvana simply the best enfeebling and physical Blood Pact staff... as well as the best idle staff!&amp;lt;br /&amp;gt;And with the November 2016 update&amp;lt;sup&amp;gt;[http://forum.square-enix.com/ffxi/threads/51624-Nov.-10-2016-%28JST%29-Version-Update?p=587216&amp;amp;viewfull=1#post587216]&amp;lt;/sup&amp;gt; making certain {{physical}} BPs have their [[:Category:FTP Replicating WS|ƒTP replicating across all hits]], Nirvana&amp;#039;s [[Mythic Aftermath|AM3]] has become the equal in absurd power boost as {{imgpop|[[Epeolatry]]|Epeolatry (Level 119) description.png|link=Epeolatry}}&amp;#039;s [[Mythic Aftermath|AM3]] is for [[Resolution]] or {{imgpop|[[Tizona]]&amp;#039;s|Tizona (Level 119) description.png|link=Tizona}} [[Mythic Aftermath|AM3]] is for [[Chant du Cygne]], but for some of the best BPs available for your Avatars instead of a [[Weapon Skill]].&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;max-width:76%;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; valign=&amp;quot;top&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
====Non-Ultimate Weapons====&lt;br /&gt;
I&amp;#039;m keeping the list here to &amp;#039;&amp;#039;just&amp;#039;&amp;#039; iLv.119 options available. Why? Because non119 weapons generally pale in comparison to any 119 option available.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
=====&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Idle Staves=====&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[File:Contemplator +1 description.png|center|link=Tumult Curator]]&lt;br /&gt;
I am only including Contemplator here as it is the only staff available with a [[Auto Refresh|Refresh]] effect. As it comes from one of the most powerful Notorious Monsters in the game... it&amp;#039;s not really realistic to try and farm one for most people. So don&amp;#039;t get your hopes up for getting one. At least that would be true if not for the periodic &amp;quot;&amp;#039;&amp;#039;&amp;#039;Wanted Dial Campaign&amp;#039;&amp;#039;&amp;#039;&amp;quot;! During the times when the campaign is held, you have a fair chance to get a [[Tumult&amp;#039;s Coffer]] from the special [[Gobbie Mystery Box]] Dial.&amp;lt;br /&amp;gt;&lt;br /&gt;
Though to be perfectly honest, you&amp;#039;re not very likely to actually get one from the Coffer, as equipment drops from [[Unity Concord|UCNMs]] are rather uncommon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Furthermore, as SMN has such a large natural [[Auto Refresh]] rate, and as detailed below, &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;needing&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; a pure refresh or /heal set is rather superfluous. Made even more redundant as most current endgame content restores your HP/MP to full as soon as you start. So if you &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; want a refresh option to have a full refresh set... there&amp;#039;s always {{imgpop|[[Bolelabunga]]|Bolelabunga description.png|link=Bolelabunga}} or {{imgpop|[[Owleyes]]|Owleyes description.png|link=Owleyes}}... though those are only 1MP/tic... {{H:text|Or the same if you can&amp;#039;t afford the 50x Tumult&amp;#039;s Bloods to +1 it.|which is 1MP/tic less than if you&amp;#039;re lucky enough to get a Contemplator during a Campaign}}. And they&amp;#039;re also clubs and not staves.&lt;br /&gt;
[[File:Gridarvor description.png|center|link=Oboro#Creation_Process]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: #D696AA; border: 2px solid #CC5B7F;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt; Pet: [[Accuracy]]+70 [[Attack]]+70 &amp;quot;[[Double Attack]]&amp;quot;+15%&lt;br /&gt;
|}&lt;br /&gt;
The first of what I like to call the &amp;quot;{{H:text|Ghetto isn&amp;#039;t necessarily a bad thing here. I just mean that it&amp;#039;s not a real Mythic, yet it follows the same style of design; and is considered a &amp;#039;&amp;#039;special&amp;#039;&amp;#039; weapon.|Ghetto-Mythic}}&amp;quot; weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
+95 Accuracy, and the &amp;quot;Double Attack&amp;quot; Rate of a Lv.75 [[Warrior]]? AND ~1/3 of your required cap of -14 [[Avatar Perpetuation Cost]]? &amp;#039;&amp;#039;&amp;#039;AND&amp;#039;&amp;#039;&amp;#039; a bit of [[Attack Speed|Haste]] to boot?? Ever since they added augments, Gridarvor rivals [[Nirvana]] itself in terms of idle potency. If only the {{imgpop|[[Monster Signa]]|Monster Signa description.png|link=Monster Signa}} texture wasn&amp;#039;t so horribly ugly..... But that&amp;#039;s what /lockstyle is for!&amp;lt;br /&amp;gt;&lt;br /&gt;
If you don&amp;#039;t have one now, you should get one immediately. In terms of idling, there is no other staff that compares. So go out and make one as fast as you can! You won&amp;#039;t regret it.&lt;br /&gt;
[[File:StaffCycle.gif|center|link=:Category:Trial_of_the_Magians_Staves#Elemental_Trials]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: #D696AA; border: 2px solid #CC5B7F;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;[[File:ElementCycleAug.gif|link=]]Affinity: [[Avatar Perpetuation Cost]] -7&amp;lt;br /&amp;gt;[[File:ElementCycleAug.gif|link=]]Affinity: [[Blood Pact Ability Delay]] -12 &lt;br /&gt;
|}&lt;br /&gt;
While these used to be a viable option all the way until [http://forum.square-enix.com/ffxi/threads/49843-Feb-10-2016-%28JST%29-Version-Update?p=571771&amp;amp;viewfull=1#post571771 February 2016], I just can no longer recommend using one and only include them here out of nostalgia.&amp;lt;br /&amp;gt;&lt;br /&gt;
What made these so good was the fact that in a single slot, you had half of your [[Avatar Perpetuation Cost|perp cost]] done, and almost all of your [[Blood Pact Ability Delay]] taken care of. Only needing 7 more in perp and 3 more in delay! Even now that&amp;#039;s still amazingly good... it&amp;#039;s just that they can&amp;#039;t compete with [[Gridarvor]] at all. (And of course, [[Nirvana]] reigns supreme.)&amp;lt;br /&amp;gt;&lt;br /&gt;
But don&amp;#039;t feel like you can&amp;#039;t work with them if they are all you have when you first come back, if you are returning from the 99era. They still are supremely good. But you should work on replacing them (if only for the +7 inventory) with a fully augmented Gridarvor ASAP. It&amp;#039;s just too good.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Physical&amp;quot; Blood Pact Staves=====&lt;br /&gt;
[[File:Tumafyrig description.png|center|link=Delve_II_Rewards#Upgradeable_Weapons]]&lt;br /&gt;
{| style=&amp;quot;background: #D696AA; border: 2px solid #CC5B7F;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;A:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;[[MP]]+60 Avatar: [[Accuracy]]+15 [[Attack]]+15&lt;br /&gt;
|-&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;B:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;[[MP]]+60 Avatar: [[Magic Accuracy]]+15 &amp;quot;[[Magic Attack Bonus]]&amp;quot;+15&lt;br /&gt;
|}&lt;br /&gt;
What really made Tumafyrig good &amp;lt;u&amp;gt;&amp;#039;&amp;#039;when it was first released&amp;#039;&amp;#039;&amp;lt;/u&amp;gt; was that native +7 to [[Summoning Magic]]. Sure a {{imgpop|[[Kirin&amp;#039;s Pole]]|Kirin&amp;#039;s Pole description.png|link=Kirin&amp;#039;s Pole}}, &amp;#039;&amp;#039;can&amp;#039;&amp;#039; potentially get you up to +12... but Tumafyrig was a good alternative. Furthermore, as skill converts to accuracies for [[Blood Pact]]s... the native +7 skill boosts the +15 Magic/Accuracy to roughly +21.&amp;lt;br /&amp;gt;&lt;br /&gt;
Nowadays, there are much better options, for not only both physical (path A) or magical (path B) Blood Pacts; but also for skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
As for why I didn&amp;#039;t list Path C... because it sucks. Sure +15 Attack/Magic Attack Bonus sounds nice and all... but you can have capped [[pDIF]] all you like, it won&amp;#039;t matter if you can&amp;#039;t hit something.&lt;br /&gt;
[[File:Arasy Staff +1 description.png|center|link=Arasy Staff +1]]&lt;br /&gt;
This is what I would call a &amp;quot;starter staff&amp;quot;... or at least I would... if not for the requirement to have at least 50 [[Job Points]] spent in order to just equip it.&amp;lt;br /&amp;gt;&lt;br /&gt;
That being said, if you lack for other alternatives... this staff isn&amp;#039;t terrible. {{H:text|Depending on your server, it may be exceedingly expensive or relatively preiswert.|Purchasable off the Auction House too}}. The only thing is that it lacks any Accuracy or Attack to further boost physical Blood Pacts, as this is only really good for those.&amp;lt;br /&amp;gt;&lt;br /&gt;
Furthermore, there is some minor debate on the topic, but the overall consensus seems to be that while the +5% [[Magic Burst Bonus]] &amp;#039;&amp;#039;is&amp;#039;&amp;#039; theoretically really good (as it is II and thus not subject to the 40% cap that regular MBB is)... the lack of the [[Magic Accuracy]] that other options have makes the trade off not worthwhile for nuking. (Though not really relevant for SMN, you may have [[BLM]]/[[SCH]]/[[RDM]] leveled and may be considering conserving inventory with this option.)&lt;br /&gt;
[[File:Exemplar description.png|center|link=Ogdoad]]&lt;br /&gt;
Speaking of multi-job staves for conserving space... this staff is probably the best option for the inventory challenged.&amp;lt;br /&amp;gt;&lt;br /&gt;
BPdmg+8 is almost the maximum you can get on more focused staffs, and +15 skill not only matches the highest available skill in the staff slot, but it also translates into a bit of [[Accuracy]] when this is used for physical Blood Pacts. (About +14ish, and as this lacks any [[Magic Attack Bonus]] this staff is rather worthless for magical Blood Pacts.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Not only that, but the [[Enhancing Magic Skill]]+15 makes this a staff [[Scholar]]s and [[Red Mage]]s are likely to already want. Furthermore, in regards to nuking, this staff has more than ample [[Magic Accuracy]] with both hard Magic Accuracy &amp;#039;&amp;#039;and&amp;#039;&amp;#039; [[Elemental Magic Skill]]. And with nearly 30 [[INT]] and [[MND]], this staff is just all around decent for so many things.&lt;br /&gt;
[[File:Keraunos description.png|center|link=:Category:Alluvion_Skirmish_Weapons#Base_Weapons]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: #D696AA; border: 2px solid #CC5B7F;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[Image:SnowOrbAug icon.png|Snoworbs|link=:Category:Alluvion_Skirmish_Weapons#Two-Handed_Weapons_and_Marksmanship]]&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;Pet: [[Accuracy]]&amp;amp;[[Ranged Accuracy]]+1~25 &amp;#039;&amp;#039;&amp;quot;[[Magic Attack Bonus]]&amp;quot;+1~25&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:LeafOrbAug icon.png|Leaforbs|link=:Category:Alluvion_Skirmish_Weapons#Two-Handed_Weapons_and_Marksmanship_2]]&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;Pet: [[Critical Hit Rate]]+1~4% &amp;quot;[[Double Attack]]&amp;quot;&amp;amp;[[Critical Hit Rate]]+1~6%&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:DuskOrbAug icon.png|Duskorbs|link=:Category:Alluvion_Skirmish_Weapons#Two-Handed_Weapons_and_Marksmanship_3]]&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;[[Blood Pact|Blood Pact Damage]]+1~10&lt;br /&gt;
|}&lt;br /&gt;
If you have no intention of ever making a Nirvana, then Keraunos will be the best physical and hybrid Blood Pact staff available to you.&amp;lt;br /&amp;gt;&lt;br /&gt;
Why I recommend you make this a physical and hybrid BP staff is because while the extra &amp;quot;Magic Attack Bonus&amp;quot; may be tempting, especially in regards to hybrid BPs... [[Espiritus]] and [[Grioavolr]] are generally strictly superior options for magical Blood Pacts, as they have larger MAB &amp;#039;&amp;#039;and&amp;#039;&amp;#039; Macc possibilities.&amp;lt;br /&amp;gt;+10 Blood Pact Damage is the best nonNirvana statistic you can get in the weapon slot, and hybrid BPs&amp;#039; magical damage is determined by their physical damage hit(s). Plus all the Leafstone augments don&amp;#039;t contribute to magical Blood Pacts in any way... so there is little reason to make this a purely magical one. Just &amp;quot;go all in&amp;quot; on the {{H:text|The base MAB+100 makes this really good for the hybrid BPs without extra the magic aligned augments.|physical augments}}: Acc⨤25 DA&amp;amp;CritRate⨤6%.&amp;lt;br /&amp;gt;&lt;br /&gt;
And ever since the November 10, 2016 update&amp;lt;sup&amp;gt;[http://forum.square-enix.com/ffxi/threads/51624-Nov.-10-2016-%28JST%29-Version-Update?p=587216&amp;amp;viewfull=1#post587216]&amp;lt;/sup&amp;gt;, that &amp;quot;[[Double Attack]]&amp;quot; and [[Critical Hit Rate]] augment really boosts your best Blood Pacts further than any other NonNirvana staff currently available. (Even more so than [[Grioavolr]]&amp;#039;s best possible augments, as Grioavolr can&amp;#039;t get BPdmg &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; &amp;quot;Double Attack&amp;quot;. Since the change to [[Eclipse Bite]], [[Double Punch]], [[Predator Claws]], [[Rush]], [[Chaotic Strike]], and [[Volt Strike]] into being [[:Category:FTP Replicating WS|ƒTP transferring BPs]], Keraunos will be the best physical staff you can make.)&amp;lt;br /&amp;gt;&lt;br /&gt;
While you &amp;#039;&amp;#039;can&amp;#039;&amp;#039; get Attack on Keraunos, you &amp;#039;&amp;#039;&amp;#039;can&amp;#039;t&amp;#039;&amp;#039;&amp;#039; get &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; Accuracy and Attack. And like previously mentioned, you can cap [[pDIF]] all you like...&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Magical&amp;quot; Blood Pact Staves=====&lt;br /&gt;
[[File:Uffrat +2 description.png|center|link=:Category:Skirmish_Weapon#Uffrat_.2B2]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: #D696AA; border: 2px solid #CC5B7F; max-width:400px;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt; [[DMG]]+1~19&amp;lt;br /&amp;gt;[[INT]]+1~7 [[MND]]+1~7&amp;lt;br /&amp;gt;Pet: [[Accuracy]]&amp;amp;[[Ranged Accuracy]]+1~24 [[Attack]]&amp;amp;[[Ranged Attack]]+1~24 [[Magic Accuracy]]+3~24 &amp;quot;[[Magic Attack Bonus]]&amp;quot;+2~24 [[Avatar Perpetuation Cost]]-1~5&lt;br /&gt;
|}&lt;br /&gt;
{{imgpop|[[Uffrat]]|Uffrat description.png|link=Uffrat}} was the beginning of the love that Summoner would get in the 119era. And as the [[Skirmish]] content was completed Uffrat would grow in power to be a potent magical Blood Pact staff. Or a solid hybrid Blood Pact staff if you were lucky enough to get physical augments... though either way, given how the augment system works, all of the desired stats share the same slot... so having both [[Magic Accuracy]] &amp;#039;&amp;#039;and&amp;#039;&amp;#039; [[Magic Attack Bonus]] or [[Accuracy]] &amp;#039;&amp;#039;and&amp;#039;&amp;#039; [[Attack]] for augments is impossible.&amp;lt;br /&amp;gt;&lt;br /&gt;
As Skirmish weapons and armor used the &amp;quot;&amp;#039;&amp;#039;classic&amp;#039;&amp;#039;&amp;quot; random augment system.... you can expect to spend anywhere between 1 and 1,000,000,000 augment stones used before you get a worthwhile augment.&amp;lt;br /&amp;gt;&lt;br /&gt;
And as the random augment system is terribad... and this staff is heavily outclassed by a myriad of random drops (detailed below), don&amp;#039;t bother with it if you don&amp;#039;t already have it... and if you, for some reason, &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;do&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; have it... quickly ditch it for one of the many easy to get, and better staves below.&lt;br /&gt;
[[File:Frazil Staff description.png|center|link=:Category:High-Tier_Mission_Battlefields#Avatar_Prime_Fights]]&lt;br /&gt;
There isn&amp;#039;t much to say about this one.&amp;lt;br /&amp;gt;&lt;br /&gt;
It comes from the [[:Category:High-Tier_Mission_Battlefields#Avatar_Prime_Fights|Shiva MBCNM]], and to get it to have any reasonable drop rate, you&amp;#039;ll need to complete the BCNM on at the very least &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; difficulty.&amp;lt;br /&amp;gt;&lt;br /&gt;
It&amp;#039;s just a solid and quick to get magic damage Blood Pact, and a decent start for an enfeebling Blood Pact staff. Though the other staves below are likely easier for you to get a hold of... at the very least they have {{H:text|Especially the Eschan staves.|a better drop rate}}.&lt;br /&gt;
[[File:Nibiru Staff description.png|center|link=:Category:Escha_Rewards#Upgradeable_Weapons]]&lt;br /&gt;
{| style=&amp;quot;background: #D696AA; border: 2px solid #CC5B7F;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;C:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt; [[MP]]+80 Pet: [[Magic Accuracy]]+20 &amp;quot;[[Magic Attack Bonus]]&amp;quot;+25&lt;br /&gt;
|-&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;D:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt; Pet: [[Accuracy]]+20 [[Attack]]+20 &amp;quot;[[Double Attack]]&amp;quot;+3%&lt;br /&gt;
|}&lt;br /&gt;
This is, in essence, a &amp;quot;{{imgpop|&amp;#039;&amp;#039;[[Tumafyrig]]+1&amp;#039;&amp;#039;|Tumafyrig description.png|link=Tumafyrig}}&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Paths A and B are for [[BLM]] and [[SCH]], with C and D being the [[SMN]] relevant paths. Seeing as how easy this staff is to get, and how its drop rate is very good at that, this is the staff I would recommend you get as your &amp;quot;starter&amp;quot; staff. Get two even, a path C for magic and enfeebling; and a path D for physical and hybrid. Not only that, but once you get more worthwhile staves, {{H:text|At least until you get a Grioavolr... if you get a Grioavolr.|you can keep one for the [[Fast Cast]]}}.&lt;br /&gt;
[[File:Marquetry Staff description.png|center|link=:Category:High-Tier_Mission_Battlefields#Avatar_Prime_Fights]]&lt;br /&gt;
If Nibiru is a &amp;quot;&amp;#039;&amp;#039;Tumafyrig+1&amp;#039;&amp;#039;&amp;quot;, then this is a &amp;quot;{{imgpop|&amp;#039;&amp;#039;[[Frazil Staff]]+1&amp;#039;&amp;#039;|Frazil Staff description.png|link=Frazil Staff}}&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Just like Frazil, it comes from the [[:Category:High-Tier_Mission_Battlefields#Avatar_Prime_Fights|Carbuncle MBCNM]], so its drop rate is just as poor compared to other options. The real boon here is the [[Blood Pact|Blood Pact Damage]] in addition to the [[Magic Attack Bonus]]. While it changes depending on the monster you fight, on things that matter: {{H:text|BPdmg is a hard % increase, MAB is a soft % increase. Generally, high level NMs have large MDBs, making MAB have a lower return. In other words, +10 BPdmg is +10% damage all the time, while +10 MAB is only +10% damage when the target has only 1MDB.|10MAB≈1BPdmg}}. So in essence, this has 20 &amp;quot;&amp;#039;&amp;#039;{{H:text|Functional. Not literal.|Magic Attack Bonus}}&amp;#039;&amp;#039;&amp;quot; and 15 [[Magic Accuracy]] over Frazil. All with +5 to [[Blood Boon]] to boot.&amp;lt;br /&amp;gt;&lt;br /&gt;
That being said, all of the last two on this list have the potential to be the best Magical Blood Pact staves available, and are generally easier to get a hold of than Marquetry Staff is.&lt;br /&gt;
[[File:Espiritus description.png|center|link=:Category:Escha_Rewards#Upgradeable_Weapons_2]]&lt;br /&gt;
{| style=&amp;quot;background: #D696AA; border: 2px solid #CC5B7F;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;A:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;[[Enmity]]-6 Avatar: &amp;quot;[[Magic Attack Bonus]]&amp;quot;+30 [[Damage Taken]]-4%&lt;br /&gt;
|-&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;B:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;[[Summoning Magic Skill]]+15 Avatar: [[Magic Accuracy]]+30 [[Damage Taken]]-4%&lt;br /&gt;
|-&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;C:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;[[MP]]+50 Avatar: &amp;quot;[[Magic Attack Bonus]]&amp;quot;+20 [[Magic Accuracy]]+20&lt;br /&gt;
|}&lt;br /&gt;
The &amp;quot;{{H:text|Ghetto isn&amp;#039;t necessarily a bad thing here. I just mean that it&amp;#039;s not a real Mythic, yet it follows the same style of design; and is considered a &amp;#039;&amp;#039;special&amp;#039;&amp;#039; weapon. I will also refer to it as the &amp;#039;&amp;#039;Escha (Ru&amp;#039;Aun) Ghetto-Mythic&amp;#039;&amp;#039;.|Other Ghetto-Mythic}}&amp;quot; weapon for Summoner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is one of the staves that is why I recommend you take {{imgpop|[[Keraunos]]|Keraunos description.png|link=Keraunos}} down the physical side of things. All things considered, this is one of the best magical staves, and {{H:text|Path B.|can be by far the best nonNirvana enfeebling staff}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Path A offers you the most &amp;quot;[[Magic Attack Bonus]]&amp;quot;; Path B is by far one of {{H:text|Roughly slightly less than +60 Macc.|the best [[Magic Accuracy]] options available for Summoners}}; Path C splits the difference. Augment paths can be changed at any time with no loss of rank for a mere 3k [[Bayld]] by trading the weapon to [[Nolan]]. So if you want to test out which will be better for your magical Blood Pacts, you have the ability to swap between paths. (Personally, I&amp;#039;m a cautious person, so I use path C... And I recommend you do the same. 10 less MAB for 20 Macc is more than a bargain.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Path D pales in comparison to a well augmented Keraunos, as it lacks [[Accuracy]] or [[Summoning Magic Skill]]... and Keraunos has a larger BPdmg value, which is the more relevant stat for physical and hybrid BPs. So don&amp;#039;t try and force this to be a physical staff, it&amp;#039;s just not worthwhile when you can get a superb and better option in Keraunos.&lt;br /&gt;
[[File:Grioavolr description.png|center|link=:Category:Escha_Rewards#Upgradeable_Weapons_3]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; background: #D696AA; border: 2px solid #CC5B7F; max-width:400px;&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|{{augment}}&amp;lt;span style=color:#CC5B7F&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;Pet: [[Accuracy]]&amp;amp;[[Ranged Accuracy]]+1~40 [[Attack]]&amp;amp;[[Ranged Attack]]+1~40 [[Magic Accuracy]]+1~40 &amp;quot;[[Magic Attack Bonus]]&amp;quot;+1~40&amp;lt;br /&amp;gt;[[Blood Pact|Blood Pact Damage]]+1~10&lt;br /&gt;
|}&lt;br /&gt;
This has the &amp;#039;&amp;#039;&amp;lt;u&amp;gt;potential&amp;lt;/u&amp;gt;&amp;#039;&amp;#039; to be the best Magical staff available.&amp;lt;br /&amp;gt;&lt;br /&gt;
That being said, dear Lord in Heaven.... Reisenjima augments suck. While they tell you and give the appearance of being less random and &amp;quot;weighted&amp;quot; depending on the stone used.... It&amp;#039;s arguably &amp;#039;&amp;#039;&amp;#039;worse&amp;#039;&amp;#039;&amp;#039; than the classic Skirmish augment system. Where you once had the option to &amp;quot;force&amp;quot; higher value augments (though lacked any control over the augment content) by using a +2 stone; there is only the NQ stones to use for Reisenjima augments. Furthermore, while yes... certain augments &amp;#039;&amp;#039;are&amp;#039;&amp;#039; technically forced {{H:text|Pellucid forces a derived stat, Taupe forces a base stat, and Fern forces a &amp;#039;&amp;#039;fun&amp;#039;&amp;#039; stat.|based on the stone used}}... It&amp;#039;s just that you are guaranteed that the augment will exist. So be ready to see a million &amp;quot;Attack+1&amp;quot; augments without regard to any other augment stat, be it worthwhile or garbage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is the only staff aside from Nirvana that gives both [[Accuracy]] &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; [[Attack]] in addition to {{H:text|However it only caps at the same value that Keraunos&amp;#039;s does at +10.|Blood Pact Damage}}. But the likelihood of you getting anywhere near &amp;quot;cap&amp;quot; for either is... {{H:text|Remember, it&amp;#039;s all luck based, so you&amp;#039;ll either never see such an augment... or it&amp;#039;ll be the very first stone you use.|exceedingly low}}. Not to mention that the lack of ability to get both &amp;quot;[[Double Attack]]&amp;quot; &amp;#039;&amp;#039;and&amp;#039;&amp;#039; BPdmg... With the November 10th, 2016 update&amp;lt;sup&amp;gt;[http://forum.square-enix.com/ffxi/threads/51624-Nov.-10-2016-%28JST%29-Version-Update?p=587216&amp;amp;viewfull=1#post587216]&amp;lt;/sup&amp;gt; making many of the best of your physical BPs you have into being [[:Category:FTP Replicating WS|ƒTP transferring BPs]], that &amp;quot;Double Attack&amp;quot; you&amp;#039;ll find higher spikes in physical damage from a well augmented {{imgpop|[[Keraunos]]|Keraunos description.png|link=Keraunos}} than you would in a perfectly augmented [[Grioavolr]]&amp;lt;br /&amp;gt;&lt;br /&gt;
So if you get one and want to take it down the SMN path of augmenting... This can serve as an &amp;quot;&amp;#039;&amp;#039;Espiritus+1&amp;#039;&amp;#039;&amp;quot;. But given as how luck based it is, don&amp;#039;t try and get this and &amp;#039;&amp;#039;&amp;#039;only&amp;#039;&amp;#039;&amp;#039; this. Get an {{imgpop|[[Espiritus]]|Espiritus description.png|link=Espiritus}}, augment it... (and you&amp;#039;ll want one anyways for Path B&amp;#039;s skill boost) and &amp;#039;&amp;#039;then&amp;#039;&amp;#039; you can spend the hell it is in Reisenjima augments to make a better staff with your Grioavolr.&amp;lt;br /&amp;gt;&lt;br /&gt;
So with that all being said... It &amp;#039;&amp;#039;is&amp;#039;&amp;#039; fairly easy to make one of these with better magic stats than Espiritus. All you need is at least +25 MAB and +3 BPdmg to just match a Path C Espiritus. While you&amp;#039;re more likely to see closer to 20~22 MAB, the much higher cap on BPdmg allows for a slightly lower MAB total. Especially when it&amp;#039;s under a 5 MAB difference. And give how common {{H:text|At least for me.|+5 and +8 BPdmg is for BPdmg augments}}... You likely won&amp;#039;t take very many stones to {{H:text|You&amp;#039;d need *at least* +25 Macc to just match a Path B Espiritus. So while you can eek out a slightly more potent Grioavolr for enfeebling... it&amp;#039;s just much easier to use Espiritus. Especially as these augments are a crapshoot to get.|replace a Path A/C Espiritus for {{magical}} BPs}}. But still. Get the safer option first. While it is possible to go 1/1x and have flawless augments... you could also spend hundreds... thousands... or even millions of stones searching for that elusive perfect augment. It all depends on Luck, and I don&amp;#039;t rely on such things without reliable alternatives... and neither should you!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>imported&gt;FaeQueenCory</name></author>
	</entry>
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