Starter Quest

I Can Hear a Rainbow

Quest works as per retail; however, players do not need to collect ALL of the elemental weathers–just a few until you receive the cutscene with Carbuncle. Rarer weathers count for more credit.

Reminder: Players need to have the Carbuncle’s Ruby in their inventory, not in the Mog Case/Satchels to receive the weather effect updates.

Players will start out with all of the avatars without needing to do the Tuning forks or Prime avatar fights.

Non-working Abilities / Traits

The following abilities are known to not work:

  • Astral Conduit
  • Avatars: Alexander, Odin, Atomos

Avatar Levels

Several of the summoner “Avatar: i119” and “Avatar: Lv.+#” gear are wired up and the functionality of scaling avatars beyond level 99 is functional. For many players, this means being more strategic with gear choices and, frankly, actually caring about your gear a bit more than some private servers.

From level 1 to 99, all avatars gain scaling buffs similar to those applied to players and monsters. This includes adjustments to HP, MP, attributes, and secondary attributes (attack, magic attack, evasion).

From level 100 and beyond, avatars still gain additional base stats with the above formula, but also gain three additional ‘bonus’ advancements for each level above 99 they achieve–capping at level 125.

  • Physical Attack = 40 * (avatar's level - 99)
  • Magic Attack = 15 * (avatar's level - 99)
  • +Attributes = 6 * (avatar's level - 99)
  • e.g. At level 122 (sancus sachet +1, nirvana i119 III, and campestres’s cape), an avatar would have a level difference bonus of 23 levels, granting them +920 attack, +345 magic attack bonus, and +138 to each attribute (STR, VIT, DEX, etc.).

Currently, updated avatar level items that have been wired up include:

These bonuses allow avatars to be much more combative against level 120+ endgame encounters.

Summoners also receive the Impact spell and are greatly advised to use it–the attribute reductions make a tremendous improvement in magic accuracy and min/max calculations of avatar blood pacts.


Avatar’s Favor

A customized version of Avatar’s Favor has been added into the system. This short-ranged, AOE buff allows summoners to provide the party with varying buffs depending on the avatar they have summoned. On retail, these buffs are fairly tame; however, they have been bolstered to match our community and provide more utility in small group situations.

At this point in time, the “Avatar’s Favor” mods do not affect these buffs. As we evaluate the potency and tuning of these buffs over the coming weeks, we’ll determine if they can be increased or not by these mods.

Summoner and Avatar Effects

Unlike retail, Avatar’s Favor does not decrease the Blood Pact Ability Delay as it is already reduced 50% by the server’s configuration. The additional avatar perpeutation cost is set to scale and caps at +5 mp/tick cost while the ability is active at level 99.

It does, however, provide the following scaling bonuses to the summoned avatar for the duration of the buff. As this buff can be maintained, this gives players the trade off of a higher perpetuation cost vs. stronger group and avatar.

Here are the values at level 99:

  • Magic Attack Bonus +10
  • Magic Accuracy +30
  • Accuracy +10%
  • Attack +10%
  • Defense +5%

Party Effects

The following effects will apply to players who are nearby the avatar (within 10 units). In addition to the favor bonuses, most also provides a bolstered attribute and an elemental alignment that increase attack, accuracy, defense, and resistance to the element.

These effects do not apply to the avatar itself; however, if there are multiple summoners in the same group, multiple version of this effect can run in parallel–e.g. one with Ifrit, one with Garuda, both using Avatar’s Favor grants the party both buffs.

These bonuses are based on the Summoner’s summoning skill in the formulas below.


Carbuncle provides a very powerful regen and refresh skill to the group and can be used to quickly recover or sustain through damage over time effects.

  • Regen skill * 0.1
  • Refresh skill * 0.05

Fenrir provides a potent magic defense and evasion bonus along with a bolster to all attributes. With enough summoning skill, Fenrir can provide a whole group with some of the best magic defense in the game.

  • Magic Defense (skill * 0.1)
  • Magic Evasion (skill * 0.1)
  • All Attributes (skill * 0.15)

Ramuh provides players with an alignment and resistance to thunder with a potent critical hit, critical damage rate increase, and DEX bonus.

  • Thunder Accuracy/Attack/Defense (skill * 0.15)
  • Thunder Resistance (skill * 0.10)
  • Critical Hit Rate (skill * 0.05) + 5
  • Critical Hit Damage (skill * 0.01) + 1
  • DEX (skill * 0.15)

Ifrit provides players with an alignment and resistance to fire with a potent Attack %, Ranged Attack %, and Double Attack bonus. These are percentage gains, not flat values!

  • Fire Accuracy/Attack/Defense (skill * 0.15)
  • Fire Resistance (skill * 0.10)
  • Attack +% (skill * 0.015) + 1
  • Ranged Attack +% (skill * 0.015) + 1
  • Double Attack (skill * 0.015) + 1
  • STR (skill * 0.15)

Shiva provides players with an alignment and resistance to ice and a heavy hitting MAB, Magic Damage, and Magic Accuracy bonus for players.

  • Ice Accuracy/Attack/Defense (skill * 0.15)
  • Ice Resistance (skill * 0.10)
  • Magic Attack Bonus (skill * 0.10) + 5
  • Magic Damage (skill * 0.10)
  • Magic Accuracy (skill * 0.15)
  • INT (skill * 0.15)

In contrast to Fenrir, Titan provides players with a tremendous physical damage taken reduction–allowing summoners with enough summoning magic skill to provide massive damage reduction to the party along with an alignment and resistance to earth.

  • Earth Accuracy/Attack/Defense (skill * 0.15)
  • Earth Resistance (skill * 0.10)
  • Physical Damage Taken -% (skill * 0.01) + 2
  • VIT (skill * 0.15)

Garuda provide an alignment and resistance to wind along with a powerful evasion, accuracy, and ranged accuracy bonus.

  • Wind Accuracy/Attack/Defense (skill * 0.15)
  • Wind Resistance (skill * 0.10)
  • Evasion (skill * 0.10)
  • Accuracy/Ranged Accuracy (skill * 0.07) + 5
  • AGI (skill * 0.15)

Leviathan provides an alignment and resistance to water along with a powerful (and rare) Cure Potency bonus for players.

  • Water Accuracy/Attack/Defense (skill * 0.15)
  • Water Resistance (skill * 0.10)
  • Cure Potency (skill * 0.015)
  • MND (skill * 0.15)
Cait Sith

Cait Sith provides an alignment and resistance to light along with magic damage taken reduction–an excellent choice for heavy magic damage fights.

  • Light Accuracy/Attack/Defence (skill * 0.15)
  • Light Resistance (skill * 0.10)
  • Magic Damage Taken -% (skill * 0.01) * 2
  • MND (skill * 0.15)

Diabolos provides an alignment and resistance to dark along with resistance to Sleep and a bonus Refresh effect.

  • Dark Accuracy/Attack/Defence (skill * 0.15)
  • Dark Resistance (skill * 0.10)
  • Sleep Resistance (skill * 0.10)
  • Refresh (skill * 0.15)
  • INT (skill * 0.15)

Avatar Skillchains

The avatars can skillchain with players and other avatars. The following physical and hybrid damage blood pacts have had their skillchain elements added:

AvatarBlood PactSC 1SC 2
CarbunclePoison NailsTransfixion
IfritBurning StrikeImpaction
IfritDouble PunchCompression
IfritFlaming CrushFusionReverberation
FenrirMoonlit ChargeCompression
FenrirCrescent FangTransfixion
FenrirEclipse BiteGravitationScission
GarudaPredator ClawsFragmentationScission
RamuhShock StrikeImpaction
RamuhChaotic StrikeFragmentationTransfixion
ShivaAxe KickInduration
ShivaDouble SlapScission
TitanRock ThrowScission
TitanRock BusterReverberation
TitanMegalith ThrowInduration
TitanMountain BusterGravitationInduration
LeviathanBarracuda DiveReverberation
LeviathanTail WhipDetonation
LeviathanSpinning DiveDistortionDetonation
Cait SithRegal ScratchScission
Cait SithRegal GashDistortionDetonation


Allows summoners to toggle on and off whether or not their avatar’s automatic blood pacts when they perform a weaponskill.

Summoner Blood Pacts Research and Tuning

Summoners and Avatars are constantly being evaluated and tuned… they’re VERY fickle between “extremely overpowered” and “unable to do anything”. Our goal is to make summoner an amazingly fun class, but still keep a balance between it and other classes.

In late March 2019, we sat down and reviewed every blood pact, every damage calculation, and every avatar modifier. Here’s the results of that deep dive.

What We Learned

  1. Avatars, by design, do not have a level correction when calculating damage like player-based weaponskills do. This makes them extremely powerful against higher level mobs [source].
  2. Avatars do not necessarily gain more physical damage by adding a great deal of attack to them as there’s a hard cap to the pDIF formula for avatars [source], however, their cap is extremely high and attributes help.
  3. All physical blood pacts were wired up to also calculate in the magic attack bonus of the avatar. This is systemically wrong [source] and was causing physical blood pacts to receive upwards of 10-20x their attack damage and THEN apply the Blood Pact damage increase added to it.
  4. As coded, all physical blood pacts are being passed in as fire damage, not the correct element for the avatar. This is causes unexpected damage results against mobs strong/weak to that element and/or on the elemental day.
  5. As coded, all blood pacts (physical and magical) compare the INT of the avatar to the mob. Most physical blood pacts rely on DEX, VIT, STR, or even CHR [source].
  6. As coded, many of the damage type modifiers no longer exist or are spelled wrong (H2H instead of BLUNT, SLASH instead of SLASHING) causing these physical blood pacts to do less than or incorrect damage against monster families strong/weak to the type.
  7. Several blood pacts were not providing their correct additional effect.
    1. Rock Buster and Mountain Buster inflicting Bind.
    2. Megalith Throw not inflicting Slow.
    3. Geocrush not inflicting Stun.
  8. A couple of blood pacts were wired up as physical, but should have been elemental.
    1. Burning Strike should be fire elemental magic damage.
    2. Lunar Bay should be dark elemental magic damage.
  9. As coded, Astral Flow abilities are, overall, useless. The base damage for them is 48-78 damage. 😕
  10. As coded, the damage multipliers and subsequent hit multipliers (for multihit blood pacts) are significantly lower than they should be [source] and [source].
  11. As coded, the methods that handle elemental resists and damage mitigation for avatar abilities (physical and magical) completely ignores the DMG, DMGMAGIC, DMGPHYS, and the uncapped versions of those mods. This means a monster designed to take -70% magical damage would still be hit for 100% of an avatar’s magical blood pact and, the reverse, that a monster designed to take 130% physical damage would still only take 100%.

What We Changed

Whoo! Wow. Okay, so, in that same order as above, the following updates have been applied to summoner blood pacts.

  1. Nothing to fix regarding Avatars not having a level correction and that’s, honestly, a real benefit to summoners. Having a pet that’s essentially “120+” vs. the target’s level means higher crit changes, higher rates of hit, and higher damage overall.
  2. This has been addressed by better allocating attributes to avatars throughout the leveling process. As fixed in No. 5 below, now that blood pacts are using the correct stats, having those stats increased helps.
  3. This was fixed. Yes, this will greatly reduce the damage of multi-hit physical blood pacts like Rush, but back down to reasonable levels and provide a proper growth gain for players to gear up (no more naked summoners with Nirvana; sorry).
  4. All blood pacts now have their proper element and elemental day bonuses applied. Carby gains bonuses on Lightsday and weakens on Darksday, etc.
  5. All blood pacts have been updated to use their proper attribute comparisons as stated in the source. This means that avatar blood pacts that compare INT are likely stronger against mobs with lower INT (like non-casters) and ones that compare STR are likely stronger against mobs with low STR (like casters).
  6. All blood pacts that had the wrong damage type have been fixed.
  7. Rock Buster, Mountain Buster, Megalith Throw, and Geocrush (poor Titan!) now have their proper additional effects.
  8. Burning Strike and Lunar Bay are now their proper elemental damage, not physical.
  9. Astral Flow abilities have had their base damage formula updated from 48 + (level * 8) + (dINT * 1.5) to 2048 + (level * 8) * (dINT + 1.5).
  10. The damage multipliers provided by the sources have been applied to the physical blood pacts.
  11. The methods for handling blood pact elemental resists and damage mitigations have been fixed to account for a target’s explicit damage resist or weakness modifiers. For example, arcana “weapon” type mobs have an intate family resistance to magic; slimes and oozes have an inate resistance to physical. Blood pacts now properly account for these when calculating damage. Keep this in mind when you’re fighting certain targets and using certain elements and physical vs. magical damage.