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Category:Trust

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Trust is a type of magic which allows players who have fulfilled certain requirements to summon alter egos of popular Vana'diel NPCs to fight alongside of them in battle.

By default, a player is only able to summon any combination of three of these alter egos at a time. Upon completion of Rhapsodies of Vana'diel Mission 1-7, the player may summon up to four (Rhapsody in White KI) and upon completion of Rhapsodies of Vana'diel Mission 2-13, the player may summon up to five (Rhapsody in Crimson KI). Each NPC will support you in battle depending on their role and job class. There are currently 72 available Trust spells that are able to be used, though nine of them are linked to the Unity leader the player is currently aligned with; accordingly, there are actually only 63 obtainable Alter Egos. Trust spells show up in their own category in the menu.

Unlike your Adventuring Fellow, Trust NPCs do not gain experience in battle and do not level up. Instead, their statistics and level are based on your character's level and also your listed iLvl. Alter Egos will not automatically level up with you; this includes Alter Egos summoned whilst under the effects of Level Sync. As such, Alter Egos should be released and re-summoned after gaining a level. This does not apply, however, to aforementioned iLvl equipment; Alter Ego stats will automatically change if your overall iLvl changes.

Magic Conventions

Trust magic follows many of the same conventions as any other form of magic and is affected by Fast Cast/Haste. Trust spells do not require any MP to cast, have a natural 3 second cast time and 120 second cooldown; the cooldown resets upon changing areas. Much like Ninjutsu and Songs, Trust magic will not draw aggro from magic-aggressive creatures and cannot be cast while under the effect of Silence or Mute.

While Trust magic is similar in these ways to traditional magic, it does have unique conditions on when it can be used:

  • If you have drawn aggro from a creature you will not be able to summon any Alter Egos.
    • If you (as party leader) have fallen in battle but a party member is still fighting the creature, you will be able to re-summon Alter Egos before re-engaging, as you do not have any established hate.
Please note: This may not always work as certain content has party/alliance hate mechanics regardless of actions taken or not.
  • If a party member has drawn aggro from a creature, you (as party leader) will be able to summon Alter Egos.

However, none of these rules apply in any Reive content, Legion or Walk of Echoes, as Alter Egos may be summoned regardless of enmity.

Party Usage

The June 17, 2014 update enabled players to summon Trust NPCs while in a party with other players, but there are a few restrictions:

  • Alliances may not be formed when in a party comprised of both players and alter egos.
  • Parties may not contain multiple alter egos of the same NPC.
    • This includes different versions of the same NPC (i.e. variants such as Excenmille and Excenmille (S), Maat and Maat (UC), or Zeid and Zeid II)
    • The only exemption to this is D. Shantotto which for story reasons isn't the same NPC.
  • Alter egos may not be summoned in the first 120 seconds after being invited to a party.
  • Only the party leader is able to summon alter egos
  • Trusts can be dismissed (only when the party leader does not have a drawn weapon) with the commands /returnfaith, /refa, /returntrust or /retr - by default they dismiss the targeted Trust alter ego; using the subcommand all dismisses all Trusts.
  • Trusts that move out of range of the monster move in accordance to the monsters position after its engaged (So if your trusts are running in circles and not doing what they are suppose to such as curing, then you need to move the monster to a more appropriate position

Available Battle Content

As of the May 10th, 2016 update;.

Alter Egos may be summoned in the following content:

Alter Egos may not currently be summoned in any of the following content, unless otherwise explicitly stated:

Acquiring Trust Magic

Upon reaching level 5, a player may begin to unlock Trust magic by completing one of these three initiation quests:

Completing one will allow you to start a second quest in another city. The first quest will be longer to explain the details on how to use this new form of magic. Subsequent quests will be shorter in length and will only include the basics. Any city's quest can be your first, regardless of nation rank and allegiance.

Some Alter Egos are obtained by simply trading in a Cipher obtained from the Repeat Login Campaign, while some have more grueling quest/mission requirements, and Unity Concord Alter Egos are obtained by completing Records of Eminence quests and accumulating enough Unity Accolades to have a high enough personal evaluation for them to appear in the magic list; see below for the specific prerequisites of all available Alter Egos.

Please note: It is only possible to be a member of one Unity at a time, so therefore only possible to have one Unity Concord (UC) Alter Ego at a time.

Alter Egos by Role

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Subcategories

This category has only the following subcategory.

Pages in category "Trust"

The following 90 pages are in this category, out of 90 total.

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