Trust or Alter Egos are 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.
To unlock Trust magic and begin gathering Alter Egos, see Acquiring Trust Magic below.
By default, a player is only able to summon any combination of three of these alter egos at a time.
Each NPC will support you in battle depending on their role and job class.
There are currently 119 available Trust spells that are able to be used, though eleven of them are linked to the Unity leader the player is currently aligned with. 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. At level 99, you can begin spending Alter Ego Points to upgrade Trust NPC Stats, like HP, MP, STR, etc.
Magic Conventions
Trust magic follows many of the same conventions as any other form of magic and is affected by Fast Cast/Haste, but do not require any MP to cast. They have a natural 3 second cast time and 240 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, you may summon Alter Egos regardless of enmity in content that says "Alter Egos may be used without effect on enmity." Some examples include Reive content, Legion, Walk of Echoes, or Domain Invasion. This includes re-summoning Alter Egos that have been defeated, dismissed, etc as long as their recast timer is ready again.
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.
This restriction is in effect to prevent a bug with trusts interfering with pending party invites.
Changing party leader can be used as a workaround.
Only the party leader is able to summon alter egos.
Trusts that move out of range of the monster move in accordance to the monsters position after its engaged, and move when their player moves.
If your trusts are running in circles and not doing what they are supposed to such as curing, then you need to move the monster to a more appropriate position.
Commands / Macros
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.
This performs the same action as talking to the alter ego and selecting Dismiss.
The same restriction applys between using the text command and using Dismiss from the menu: the alter ego must be in targeting range (30y).
Alternatively: All Trusts, regardless of range, will be forcibly dismissed by inviting another player or summoning an Adventuring Fellow into a 6-member party that contains Trusts.
You can hide the trust of other players using the command/hidetrust on
The /ignoretrust [on/off] command updates your subtarget cursor so it doesn't target trusts in other parties when enabled.
You will still be able to subtarget your own party's trusts.
The /emotetrust [on/off] command when enabled will cause your alter egos to perform certain emotes on your target at the same time you do. (Default is on.)
This can be used for setting up screenshots, but has no practical purpose such as Voidwatch trigger resets.
Trusts with custom NPC models may not have emote animations.
Available Battle Content
Where Alter Egos may or may not be called:
As of the December 2017 update;.
Alter Egos may be summoned in the following content:
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 Moogle, while some have more grueling quest/mission requirements.
Some Seasonal Events also reward the player with unique alter egos, such as Sunbreeze Festival. See the events page for more information.
You can trade Cipher items into one of the following NPCs:
Unity Concord (UC) Alter Egos are obtained by completing Records of Eminence quests via accumulating 5,000 Unity Accolades for them to appear in the magic list.
UC trusts will disappear if you cease obtaining accolades for a period of time, and you must earn 5,000 again.
You may check your current standing via the Status → Unity → Unity Info menu. A Partial evaluation of 5 will allow the Unity trust to be summoned.
Please note: It is only possible to be a member of one Unity at a time, and therefore only possible to have one Unity Concord (UC) Alter Ego.
Spell Icons
The icon type of the trust spell relates to the alter ego's role.
The icon color relates to their regional association.
Icon type
Role
Icon color
Association
Tank
Bastok
Melee Fighter
San d'Oria
Ranged Fighter
Windurst
Caster
Jeuno / Rise of the Zilart
Healer
Chains of Promathia
Support
Treasures of Aht Urhgan
Special (Other)
Wings of the Goddess
Seekers of Adoulin
Other
Alter Ego Behaviors
Description of the behaviors or trust "A.I." has its own page: Trust Behavior.
Alter Ego Statistics & Levels
The strength and status of an Alter Ego is determined as follows:
Player level 99 or lower:
An Alter Ego's level is fixed and will always match the level that the player is who called it forth. When a player levels up while an Alter Ego is present, the Alter Ego's strength does not improve. A player must re-call forth the Alter Ego to see a strength improvement.
Players level 99 or above:
An Alter Ego's level is adjusted automatically while called forth based on the calling player's average Item Level. This value can be found under the Equipment menu. When a player's Item Level changes, all Alter Egos will adjust automatically. Item Level 119 is the initial cap of this improvement (see #Further Improvements for more).
As of the January 2017 Version Update, Haste+ is granted to Alter Egos who have been called forth by players with an average Item Level of 100+. The exact value of this effect depends on the alter ego's type.
As of the November 2021 Version Update, the following Trusts called forth by players who are Item Level 100+ will have increased defense and an increased Shield Block Activation Rate based on average Item Level:
The Alter Ego AAEV is exempt from this, and its defense power increases regardless of Item Level.
A player's Master Levels do not have any additional effect on alter egos.
Alter Egos don't have the same stat distribution as players. They seem to follow the stat distribution of Adventuring Fellows or other NPCs.
Their equipment is cosmetic for the most part, but in some cases they have additional effects related to the equipment. Such as Valaineral's defense reduction being similar to the Hauteclaire but nothing seen for the other PLD relic armor bonuses. Ferreous Coffin has the Refresh+2 of the WHM relic armor, but his Cure spells are the same effectiveness as Kupipi's so that set's stats like Healing Magic Skill+ and MND+ aren't applied.
A key difference is that player stats are more balanced between races (starting at level 61), while alter egos aren't seeing the same adjustments.
The base MP boost for jobs without MP using a subjob with MP is 33% higher for trusts.
Rhapsody in Fuschia's "Trust's Stats Up" effect is valid for all base stats except HP and MP. It was calculated to be about +20 to base stats (STR/DEX/AGI/VIT/INT/MND/CHR) at level 99 (see KI talk page).
The blue post describes values for effects increase depending on the job, such as higher Magic Accuracy for a ranged magic attacker and higher Accuracy for a melee attacker. Note that SE has used accuracy and hit rate interchangably in the past, and may be talking about INT/MND/CHR (depending on the magic type) and DEX.
Alter Egos will receive the bonuses of Atmas and similar effects like Vorseals, but do not receive the bonuses of effects like Signet and Ionis.
Alter Ego Points
These points can be used to upgrade your alter egos' basic stats such as HP and STR.
The primary way to earn these alter ego points is by completing the monthly objectives in the Records of Eminence, meaning that you can accumulate them on a regular basis. The system is designed so that you can strengthen your alter egos by allocating points to any stat. All stats can eventually be maxed out, but points cannot be reassigned, so make sure to choose your upgrades carefully. In addition to the standard methods, we plan to occasionally offer additional opportunities to earn points, such as during events like Vana'Bout.
The plan is to eventually make enough points available so that all of the alter egos' stats can be upgraded to the limit. Keep in mind, some alter egos may have different HP/MP caps based on their traits.
Unlocking Alter Ego points
Once you have met the requirements listed below, speak to Syndella in Ru'Lude Gardens (H-5) to obtain the Cipher bracelet and unlock the ability to earn alter ego points.
(1) If you have already completed the quest, you can speak to Marjory to obtain the "Marjory's Thesis" item.
Alter Ego Equipment System
(tentative name)
This feature will enable you to select equipment for your alter ego, providing them with ability boosts beyond their basic stats, similar to how the puppetmaster attachments work. We plan to make the equipment obtainable even when playing solo and are also currently exploring ways to incorporate existing content and crafting systems. As a result, it will be some time before we can share further details, so please stay tuned for additional updates regarding this feature.
(https://forum.square-enix.com/ffxi/threads/63889)
Monthly Adventurer Campaigns
There are two types of campaigns that may run any given month.
Maximum HP and MP raises by +50% for every active Trust that you summon.
These amounts are added on top of any always-on effects already in place. In the case of Ferreous Coffin, he always has -10% Maximum HP and +35% Maximum MP. When the campaign is on, he has +40% Maximum HP and +85% Maximum MP.
All trusts have a higher resistance to all Status Effects.
When a Trust is defeated by reducing its HP to 0, it will instead recover HP and MP to their maximum value without a Weakened state. Note that status effects will still remain.
She can rapidly generate Volatile Enmity for initial threat or recovery from enmity reset attacks with a cornucopia of abilties and spells like Provoke, Flash, and Foil.
Uses Runes resisting the element of the current day. After taking magic damage, uses the appropriate Bar-spell and changes runes.
Uses One for All in response to enemies casting high-tier damaging spells.
After tradingArk Angel GK 's cipher, you must speak to Jamal, zone, and speak to Jamal again to unlock the Objective for Cipher: Ark EV. Be sure before zoning Jamal asks you to "Please come by again later."
Players will be unable to receive the alter ego when trading the Cipher if they have not completed the Rhapsodies of Vana'diel mission "Exploring the Ruins." Completing that cutscene/mission will allow the cipher to be traded.
Lacks Provoke; however, AAEV's additional Fast Cast trait reduces the recast time on Flash and Reprisal for solid enmity control.
Recast times can be improved further by providing Haste.
AAEV has improved Shield stats compared to other trusts, implied by the [Nov 2021 Patch Notes]. This would also make her Reprisal better.
Ark Angel Elvaan doesn't use any WHM-only abilities or spells, but /WHM has Auto-Regen and Magic Defense Bonus, making her a good physical/magical hybrid tank.
After tradingArk Angel TT 's cipher, you must speak to Jamal, zone, and speak to Jamal again to unlock the Objective for Cipher: Ark HM. Be sure before zoning Jamal asks you to "Please come by again later."
You may need to zone and talk to him again if you haven't talked to him since tradingArk Angel TT 's cipher in order for him to unlock the Objective.
Players will be unable to receive the alter ego when trading the Cipher if they have not completed the Rhapsodies of Vana'diel mission "Exploring the Ruins." Completing that cutscene/mission will allow the cipher to be traded.
Special Features
Possesses HP+20%
Possesses an Utsusemi +1 trait which grants AA HM an extra shadow.
If there is a NIN, PLD, or RUN in the party, behaves as a damage dealer: Uses Innin, Berserk.
If there are no other tanks in the party, behaves as a tank: Uses Yonin, Warcry.
Uses Provoke in both situations in order to be sub tank.
Casts debuffs when does not have hate.
Starts fights with Migawari if available.
Uses weapon skills at 1000 TP and does not try to skillchain.
Trust Synergy
ArkEV / ArkHM / ArkMR / ArkGK / ArkTT: When all 5 Ark Angels are summoned, they possess a Magic Evasion bonus (see: Resist).
August wears the Founder's Gear and has accordingly all Killer Effects and high resistance to Terror.
August can switch weapons at will while auto attacking and performing weapon skills, it is unknown if this changes his damage type or is merely cosmetic.
He has been observed wielding H2H, Dagger and Axe, Bow (Auto Attacks), Great Axe and Scythe (Alabaster Burst), Great Sword (Tartaric Sigil), Dual Katanas and Great Katana (Noble Frenzy) Club and Staff (Fulminous Fury), All Weapons combined (No Quarter), and Flute (Daybreak) in addition to his default Sword and Shield.
Uses weapon skills at 1000 TP and does not try to skillchain.
Daybreak (~3 min cooldown, ~1 min 30 sec duration)
When August's HP drops below a certain threshold (~66%), he uses Daybreak if it's available which partially restores some HP and MP, resets his TP, and activates an aura with wings of light
Does not use Provoke, but will use Flash. This leads to poor hate control.
Uses TP randomly and does not try to skillchain.
Cures players and trusts in yellow (<75%) HP.
Trust Synergy
Curilla: Rainemard casts Phalanx II (unlocked at level 75) only on Curilla and himself. His Phalanx, like his Enspells, also appears to benefit from his extremely high enhancing magic skill, his Phalanx II is -35 damage.
Mnejing will hold up to 1500 TP to close skillchains; however, he will not always choose to close with a weapon skill which will create the highest tier skillchain possible. (i.e.: he will sometimes use Chimera Ripper to skillchain with Savage Blade to create a tier 1 skillchain instead of Shield Subverter to create a tier 3 skillchain)
Mnejing tries to interrupt TP-abilities with Shield Bash.
Mnejing will Flash its target using the Flashbulb (Mnejing's Flash generates considerable enmity).
Mnejing can use the effects of his attachments (Strobe, Barrier Module, Flashbulb, and Disruptor) despite not having any maneuvers effects.
Mnejing's Disruptor Dispel is highly accurate and he will use it against enemies other trusts will not attempt to dispel due to M.ACC.
Trust Synergy
Nashmeira: Mnejing receives increased defense (+10%) and increased enmity (+10%) (not compatible with Nashmeira II).
Royal Bash is stronger than a normal Shield Bash. Royal Saviour is a secondary, stronger version of Sentinel. Trion alternates between this and the normal version of Sentinel.
Trion tries to interrupt TP-abilities with Royal Bash.
Uses TP randomly and does not try to skillchain.
With his two defensive TP moves, he's not likely to interrupt skillchains much.
Trust Synergy
Pieuje (UC) only uses Regen when healing his brother Trion.
Possesses Enmity+, Cure Potency Bonus+50%, Spell interruption rate decrease, Refresh+ (+3mp/tick Auto Refresh, stacks with PLD trait), and Damage Taken -8%, HP+10%, MP+20%
Uriel Blade can be used under 1000 TP based on certain conditions, making him excellent at engaging multiple targets. He can even use it when engaging a single target and any time the player draws enmity. This makes him a good SC opener for Ark GK, who can use that to close Light SCs right after engaging an enemy with no TP requirement for either of them.
Very powerful at low levels due to his special ability letting him use Uriel Blade before he has access to it as a normal weapon skill (lv.50).
Casts Protect spells on himself under the effect of Majesty with the added defense of Shield Barrier (defense varies by ilvl, up to 350), but does not attempt to overwrite other Protect effects even if he would gain more defense from doing so.
Against SMNs, Rampart trigger seems to be based on whether there's an avatar summoned. Certain Tonberry NMs have a Light Spirit or their avatar appears after Astral Flow, which could explain why Rampart didn't trigger.
Fealty can be used under certain conditions including anticipating Mijin Gakure and negating its damage.
Uses weapon skills randomly around 2000 TP and does not try to close skillchains.
As a Plantoid, he intimidates beasts, is intimidated by vermin, and is subject to Plantoid Killer.
Uses TP randomly and does not try to skillchain.
Summoning, Dismiss and death text can only be understood if summoner is wearing (or lockstyled) mandragora costume gear (Mandragora Suit and Mansque, etc).
All nearby party members receive a +24 bonus to all base attributes, i.e.: STR, DEX, etc. (Bonuses degrade over time: about a rate of -1 per tock. Usually +13 to +16 left when the effect ends based on initial duration).
Duration is based on TP (~70 seconds @1500 TP, ~90 seconds @2000 TP, 120 seconds @3000 TP)
Salaheem Spirit's attribute bonus seems to be determined on your level ÷ 4 (+18 @ level 72, +24 @ level 99)
Holds up to 1500 TP to try to close skillchains.
When not able to close a skillchain, uses Berserk + Warcry + random weapon skill.
Without any conditions to increase Salaheem Spirit usage: maintaining the bonus is up to luck. External TP Bonuses () and TP gain rate increases (Regain/Haste/Store TP/Double Attack) can help.
Holds up to 2000 TP in order to close skillchains. If he's not able to close a skillchain, will use Assassin's Charge in combination with the WS.
Can be made to spam Shockstorm Edge (to close) by opening with a Weapon Skill that leaves no alternative (like Cyclone)
Lock and Load is a marksmanship weapon skill, which Aldo seems to have a lower proficiency in since this weapon skill misses more often than others.
Uses Sneak Attack regardless of positioning and does not try to combine it with weapon skills.
Will use Bully before Sneak Attack (to remove the directional requirement on Sneak Attack), so try readying a skillchain when you see Aldo use Bully.
Sneak Attack does not work on ranged or magic weapon skills.
Gains TP quickly with Dual Wield and Triple Attack trait: 50 TP/hit x2.
Trust Synergy
Aldo/Lion/Zeid: When two or three of them are in a party together, they gain a power boost from each of the others in the party. [Official synergy hint]
Aldo gains an “enhances Dual Wield effect” bonus (Requires level 20 or greater). Adds a chance for extra attacks instead of reducing delay: his TP gain is still multiples of 50. (similar to Hattori Garb Set) [Reference:Patch Notes]
Areuhat is capable of wielding TP attacks commonly employed by wyrms.
Even in her Elvaan form, she is susceptible to Monster Correlation: She can intimidate Demons and be intimidated by them in turn.
She waits for Warcry effects to expire before using Blood Rage, but it will sometimes be immediately overwritten by other Warrior trusts using Warcry at the same time she casts Blood Rage since they tend to have the same buffing logic.
Players will be unable to receive the alter ego when trading the Cipher if they have not completed the Rhapsodies of Vana'diel mission "Exploring the Ruins." Completing that cutscene/mission will allow the cipher to be traded.
Special Features
Possesses HP+20%
Occassionally able to use Weapon Skills without consuming TP. Can do this to close Skillchains under 1000 TP or to use Dragonfall twice at high TP.
There is a short delay before he can use it again.
Has a high TP return on Jump (790 TP), uses it at low TP.
After tradingArk Angel EV 's cipher, you must speak to Jamal, zone, and speak to Jamal again to unlock the Objective for Cipher: Ark MR. Be sure before zoning Jamal asks you to "Please come by again later."
Players will be unable to receive the alter ego when trading the Cipher if they have not completed the Rhapsodies of Vana'diel mission "Exploring the Ruins." Completing that cutscene/mission will allow the cipher to be traded.
Abilities are used based on skillchain level and battle condition, so she may Meditate before a weaponskill instead of waiting for you to reach 1000 TP.
Ayame's consistent weapon skill choice and timing make her a good choice for parties who want to set up magic bursts of a specific element boosted by Sengikori (+25% Magic Burst Damage).
High TP gain rate with Hasso/Zanshin and >250 TP per hit depending on level of SAM Store TP trait.
Petal Pirouette normally reduces enemy TP to 0, but it has a reduced effect on NMs: enemy's remaining TP will be written in the log.
Photosynthesis will only be used during daytime (6:00~18:00).
Summoning, Dismiss and death text can only be understood if the summoner is wearing (or lockstyle) mandragora costume gear (Mandragora Suit and Mansque, etc).
Has several auto-attack animations. Although none can miss, only the roar appears to do magic damage (element unknown). He will exclusively roar if the monster is out of range.
Since his attacks are special moves, he does not benefit from Sambas or Haste, but likewise is not affected by Slow or Spikes.
Has a large HP pool common to non-humanoids.
Can treat as a Warrior for job interaction purposes (buffs/behaviors of other trusts).
Holds TP randomly between (1500-2000), but does not attempt to close skillchains.
Trust Synergy
Morimar: Darrcuiln and Morimar will uses TP moves more often when summoned together.
Darrcuiln will use TP moves with 1000 TP, regardless of whether Morimar is ready to complete a skillchain or not.
Note: If Morimar's aura is up, Darrcuiln behaves normally and saves its TP until 1500-2000.
Notice: Acquiring this trust is a long process of 12 quests; many of which have "a game day of waiting" between them. Setting aside a good amount of time is advised to see this done. The starting quest = Gifts of the Griffon and you don't need to be allied to San d'Oria (S) in order to start or obtain this trust.
Uses Cure spells on party members in orange HP (<50%) or asleep, with higher priority for the tank (<75%).
Holds up to 1500 TP in order to close skillchains.
Fablinix's high MP pool and access to Stun at the BLM level (lv.42) may give the impression that he is a BLM or has multiple main jobs. However, if you use him in area with subjob restrictions he will have 0 MP. If you give him at least +8MP through AoE Food (before applying his +350%) or by raising your item level, he will still be able to cast Stun but none of the other spells. He might have a different version of Stun than players, which may explain reports of his Stun recast being shorter.
Aggressive weapon skill usage and Jumps enhanced by Berserk, boosted Unity Leader stats (and Flaviria Unity Shirt), and early access to higher level weapon skills make Flaviria a strong physical damage dealer to have while leveling.
An advantage of the Piercing Damage Type, is that enemies weak to it like Mandragora, Birds, and Flys are common across Vana'diel.
Saves up to 2500 TP while waiting to close a skillchain.
Ingrid II's weapon skills are especially effective at creating Light-based skillchains.
Ingrid II only casts spells in order to Magic Burst, doing so with the Banish line of Divine Magic.
Moonlight use doesn't appear to be triggered by anything specific (such as her or party members lacking MP).
Self-Aggrandizement: Recovers HP and removes one status ailment for the entire party. Used when 3 or more party members are in yellow HP (<75%) or a party member is asleep. Recast: 00:30.
Ingrid II is especially effective against undead enemies due to her propensity to create Light skillchains and magic bursting with powerful Banish spells.
If Hagakure and Meditate are available, does not try to close skillchains created by other weapon skills or existing skillchains: focuses on making a solo skillchain at 2000 TP.
Iroha's skillchain is as follows: Hanadoki > Choun = > Fuga = > Gachirin = > Gachirin = .
Iroha will normally hold her TP in order to close any potential skillchains.
When Iroha has 2000+ TP and Meditate is ready, she will attempt to perform a 4 part Double Light skillchain.
Iroha will magic burst fire-based skillchains using a near instant cast Flare II.
This version of Iroha has taken on a fiery new appearance and the blessing of Phoenix was upgraded; her Reraise was replaced with the AoE healing skill, Rise From Ashes.
Rise from Ashes is a weapon skill that restores 25% HP of all party members, restores MP, and provides a 500HP Stoneskin buff.
She will use Rise From Ashes if 3 or more party members are at yellow HP (75%) or if a party member is asleep.
Notice: Acquiring this trust is a long process of 12 quests; many of which have "a game day of waiting" between them. Setting aside a good amount of time is advised to see this done. The starting quest = Better Part of Valor and you don't need to be allied to Bastok (S) in order to start or obtain this trust.
Uses Feral Howl when the enemy is < 20% HP, which can help to prevent abilities triggered by low-hp (e.g. Healing abilities, Final Sting), especially job abilities you wouldn't be able to Stun normally (e.g. Benediction, Mijin Gakure)
Even though she appears to Dual Wield, she only attacks with a single attack per round.
Does not try to participate in skillchains.
Waits until ~1500 TP to use a TP move, Vivifying Waltz and Thorn Dance are prioritized when conditions are met.
Vivifying Waltz will be used @ 1500 TP when at least 2 party members are in yellow HP (<75%), or as soon as 1000 TP when a party member is in orange (<50%) HP. The amount healed varies with TP.
All of Lilisette's abilities are considered TP moves and will return 0 TP if not damaging to the enemy.
Rousing Samba does not create samba animations on attacks, and is an AoE critical hit rate (10%).
Sensual Dance is an AoE party attack (15%) and magic attack boost, but can miss party members due to positioning.
Sensual Dance affects other party members with Lilisette in their line of sight (like a beneficial Gaze attack), and does not include herself.
Sensual Dance can affect Lilisette, but the positioning is different. One way to do it is for Lilisette to be in front of the target and behind the player (the "Trick Attack to the face" position) and still close to the target. Then they would need to be facing each other to both receive the buff.
The two boosts applied during Sensual Dance can wear off at different times, one at ~50 seconds, the other at ~55 seconds.
Thorn Dance is a self-targeted Defense Bonus used when taking the top enmity slot. She can prioritize this ability and use it under 1500 TP.
Aldo/Lion/Zeid: When two or three of them are in a party together, they gain a power boost from each of the others in the party. [Official synergy hint]
Aldo gains an “enhances Dual Wield effect” bonus (Requires level 20 or greater). Adds a chance for extra attacks instead of reducing delay: his TP gain is still multiples of 50. (similar to Hattori Garb Set) [Reference:Patch Notes]
He only starts skillchains that would create Light or Darkness skillchains with the previously used weapon skill.
He has no Distortion weapon skills, so he has no reaction to players using Gravitation weapon skills.
Holds TP until 3000 to open skillchains for the player. Uses a random weapon skill at 3000 TP if conditions are not met.
Matsui-P's skills and behavior were decided by the winner of the "Alter Ego Design Campaign – One Venturous Tarutaru!" competition.
The development team made this comment on the contest entry: "This alter ego would be able deal lots of damage at once by using Ninjutsu to magic burst! Mana Wall doesn't seem possible due to the support job's level..."
Uses Saber Dance upon engaging and refreshes it as often as possible.
Uses Haste Samba when another party member is on a main job with access to Cure (WHM,RDM,SCH,PLD) or when the enemy is undead, otherwise uses Drain Samba.
Possesses MP+100% (but doesn't use MP), Double Attack.
Attacks with palm blasts that are blunt damage (tested on warder of temperance).
Her attacks and abilities are Zilartian themed: uses the fighting stance of the Mammets and weapon skills of Kam'lanaut and Eald'narche with some differences.
Tries to open skillchains when the player reaches 1500 TP. Does not try to open skillchains with other trusts.
The weapon skill she opens with is random. Easy to skillchain with: all of her weapon skills have level 2 properties.
Will close skillchains with players and other trusts if possible, otherwise uses a weapon skill at 3000 TP.
Fully finish Fantastic Fraulein Mumor: Dynamic Dopplegangers twice, wearing this year's garments the second time, and talk with a Moogle at: Northern San d'Oria (G-8) / Bastok Markets (I-7) / Windurst Walls (G-11). You will obtain the Trust spell automatically during the cutscene.
Uses Haste Samba when another party member is on a main job with access to Cure (WHM,RDM,SCH,PLD) or when the enemy is undead, otherwise uses Drain Samba.
Trust Synergy
Uka Totlihn: By summoning them both at the same time, the stats of the abilities they use will increase. [Official Synergy Hint]
On summoning will pick a club weapon skill from her list and use that exclusively, re-summoning her will randomize the choice of weapon skill again, in this way you can "pick" her weapon skill.
200 TP per hit.
Uses weapon skills when another party member has 1000 TP, otherwise holds TP indefinitely.
Her Multi-Attack rate is very high. She can be a great skillchain partner for other trusts or yourself.
But the damage is low to balance out the number of swings, and you may worry about feeding TP (Monster TP Gain).
After completing this quest, zone out and/or wait one game day. If you happen to pick up Rock Racketeer quest, then it means next visit to Nanaa Mihgo will be for the Trust of her.
Favors Tachi: Kaiten, but will use other weapon skills to close Skillchain (However, she favors opening skillchains most times).
Noilluie will perform Tachi: Kaiten on an existing Light skillchain in order to create a double Light skillchain (She can accomplish this even if she opened the initial skillchain thanks to her high rate of TP gain).
Will attempt to perform a 4-step double Light self-skillchain based on Sekkanoki recast:
During the scene where you acquire her trust, she will ask if you've "...been to see her yet?" regarding Ulmia. Assuming that Ulmia is not a pre-requisite for getting Prishe's trust (), Prishe will have different dialogue depending on whether or not you've unlocked her already.
If you have already unlocked Ulmia, she'll respond "You actually got her to go along with it!?" ..."Well done, pal!"
Special Features
Possesses HP-5%, MP+75%
Will only cast Cure when a party member is at very low health.
Uses TP as soon as she gets it.
Trust Synergy
Ulmia: Prishe and Ulmia will prioritize supporting each other
Ulmia will cast Pianissimo and Sentinel's Scherzo on Prishe if she takes a large amount of damage in a single hit and two songs are already active. This seems to prevent the player from receiving Scherzo after AoE damage. (Doesn't apply to Prishe II)
Prishe will cast Cure spells on Ulmia at yellow (75%) HP.
Psychoanima : Prishe gains physical damage immunity for <5 seconds. Used when brought to low HP with a physical attack, only available once per summon.
Hysteroanima : Prishe gains magical damage immunity for <5 seconds. Used preemptively in response to her target starting to cast a high-tier damaging AoE spell, only available once per summon.
Log will read "Prishe resists the effects of the spell!"
Prishe will cast Curaga spells to wake up any players/trusts affected by sleep or when players are in critical HP.
Uses TP as soon as she gets it.
Does damage equivalent to a melee fighter trust, but as a WHM it may be difficult to get support spells like Haste II.
Trust Synergy
Ulmia: Prishe II can cast Cure I - IV only on Ulmia.
Curilla: Rainemard casts Phalanx II (unlocked at level 75) only on Curilla and himself. His Phalanx, like his Enspells, also appears to benefit from his extremely high enhancing magic skill, his Phalanx II is -35 damage.
Notice: Acquiring this trust is a long process of 12 quests of which a few have "a game day of waiting" between them. Setting aside a good amount of time is advised to see this done. The starting quest = The Tigress Stirs and you don't need to be allied to Windurst (S) in order to start or obtain this trust.
Uses unique weaponskill Rejuvenation in response to the player taking a hit that depletes them to at least yellow HP or when the player is asleep. Restores HP, MP, TP to the entire party. Used every 30 seconds.
Be aware that he will not move into range to engage in combat on his own; it is recommended to summon him early in your trust order to ensure he will be in range to attack.
Holds TP until 3000 to try to close skillchains.
Luminous Lance is a ranged weapon skill.
Is treated as a Paladin: Does not use Paladin abilities, but impacts behavior of trust supports or off-tanks like Ark HM and behavior of certain enemies like Bozetto Necronura.
Once Quickstep is at daze lv.5, only re-applies it when it's <10s from expiring.
Uses Reverse Flourish only with 5 finishing moves and when TP is low.
When above 2000 TP, uses Judgment. Does not try to skillchain.
Has Healing Waltz but only removes status effects from herself.
Uses Haste Samba when another party member is on a main job with access to Cure (WHM,RDM,SCH,PLD) or when the enemy is undead, otherwise uses Drain Samba.
Trust Synergy
Mumor: By summoning them both at the same time, the stats of the abilities they use will increase. [Official Synergy Hint]
Aldo/Lion/Zeid: When two or three of them are in a party together, they gain a power boost from each of the others in the party. [Official synergy hint]
Aldo gains an “enhances Dual Wield effect” bonus (Requires level 20 or greater). Adds a chance for extra attacks instead of reducing delay: his TP gain is still multiples of 50. (similar to Hattori Garb Set) [Reference:Patch Notes]
Will exclusively use Ground Strike for his Weapon Skill (Note: he will not know Ground Strike until a specific level (appears to be level 50), leading him to hold 3000 TP indefinitely if summoned below said level).
Tries to Skillchain with others, otherwise saves TP to 3000 and then uses it.
Due to Ground Strike's skillchain properties, Zeid can close level 3 skillchains with weapon skills that possess Fusion or Gravitation properties.
Possesses MP+100%, Store TP-40, Ranged Attacks: TP+100%
Will try to stay out of melee range.
Uses weapon skills at 2000 TP and does not try to skillchain.
During Lightsday, Makki-Chebukki will move out of range but take no other actions. As soon as the day changes he will resume fighting normally (resummoning is not necessary).
Margret tends to support her TP-abilities with as many job abilities as possible.
Uses weapon skills at 2000 TP and does not try to skillchain.
If the enemy has less than a certain threshold of HP (10-15%), Margret will hold off using weapon skills or abilities and only auto-attack.
Margret is fairly poor at opening or closing high tier skillchains due to only having a single weaponskill with dual element properties (Arching Arrow).
Oisoya is a variant of Namas Arrow with identical enmity properties.
Gains 252 TP per hit maximum when over level 90, based on Samurai Store TP traits.
Only uses his weaponskill to open skillchains when another party member has 1000 TP. Will wait at 3000 TP indefinitely if no other party members gain TP.
Adelheid casts a Storm on herself corresponding to the enemy's weakness if possible, otherwise matches the current day, followed by a -helix and nukes of her storm's element unless magic bursting a skillchain.
Will change storms under certain conditions such as BLMs casting Freeze (which modifies enemy resistances).
For Light/Dark storms, she only casts helix since there are no matching elemental nukes.
During a skillchain, magic bursts a helix matching the skillchain's element without preparing a -storm first.
Casts Cure spells on party members under 33% (red) hp, with a higher threshold and priority for the tank.
Despite using Dark Arts, her healing potency/cost/cast times do not appear to suffer any detrimental effects.
Gains 100 TP per hit with her melee attacks. Tries to use TP as soon as she gets it, but may have other priorities.
Adelheid's weapon skills all do magic damage and the Microtubes additionally apply status effects.
Her weapon skills seem to have a longer delay before you can skillchain with them: try timing follow-up weapon skills starting from when the vial explodes, not from when the ability is used.
May not be obtained if the player is currently between Windurst Missions 6-1 to 9-2. Even if you changed Nations - you must change back to Windurst and complete Missions.
After tradingArk Angel MR 's cipher, you must speak to Jamal, zone, and speak to Jamal again to unlock the Objective for Cipher: Ark TT. Be sure before zoning Jamal asks you to "Please come by again later."
Players will be unable to receive the alter ego when trading the Cipher if they have not completed the Rhapsodies of Vana'diel mission "Exploring the Ruins." Completing that cutscene/mission will allow the cipher to be traded.
Special Features
Possesses HP+20%, MP+50%
Ark Angel Tarutaru uses Last Resort and Souleater whenever the recast is ready and tries to keep up Poison and Bio fulltime on the enemy.
At the start of the fight and each time after using Amon Drive, he casts Sleepga, augmented by Elemental Seal if the recast is ready.
He only uses elemental spells to magic burst skillchains, often trying to burst two spells on the same skillchain (the second burst failing most of the time due to high casting times).
Aspir is used to burst Compression-skillchains and also casted freely when his MP is below 50%, but are only used against enemies which have MP.
Players will be unable to receive the alter ego between the time the mission Beauty and the Beast is undertaken and the mission Glimmer of Portent is completed.
When all three are present, Makki-Chebukki can cause Kukki-Chebukki to cast Meteor by shouting “MEEE”. Kukki-Chebukki and Cherukiki may join with “TEEE” and “ORRR!” which increases the damage of the spell. A player-BLM CAN join this Meteor-casting.
They gain a small amount of mp when they do their emotes.
They take turns emoting, so it's like the 3 of them have 1 Refresh (+3mp/tick) effect that they have to share.
You have to get a "perfect score" (8 dancing syncs) twice. (First to get the costume outfit, and then a second time in said outfit to get the Trust Cipher.)
Uses highest-tier elemental magic spell available, avoids casting spells that the enemy is resistant to but doesn't accurately target enemy weaknesses.
Tends to run out of MP very quickly. Firesday Night Fever will fully recover MP, but she only uses it at low HP
Stays in melee range and attacks with her wands, does not appear to be affected by Haste
Firesday Night Fever (5 min cooldown, ~4 min duration)
When her HP drops below 50%, uses Firesday Night Fever if it's available which fully recovers her HP and MP
Has a pink sparkling aura
No longer freely casts single target nukes. Only casts during magic burst using -ja spells or to cast Stun
Will use her weapon skills in this order: Neo Crystal Jig -> Super Crusher Jig -> Eternal Vana Illusion-> Final Eternal Heart (aoe)
Firesday Night Fever ends when she uses Final Eternal Heart*
Firesday Night Fever lasts about 4 minutes, based on her low attack rate and TP gain
*There is a glitch where if Mumor lands the finishing blow on an enemy with Final Eternal Heart: the aura does not stop, she no longer uses weapon skills, and cannot re-activate Firesday Night Fever to heal herself.
Robel-Akbel avoids casting elemental magic that his target would resist. Does not accurately target weaknesses.
Attempts to magic burst off skillchains using -aja tier spells.
Robel will often try to double burst a skillchain but rarely succeeds without some kind of external fast cast bonus.
Robel-Akbel will use elemental magic of a tier that is sufficient to KO his current target (assuming the attack is not resisted), thus conserving his MP for future battles.
Unlike most magic wielding trusts, Robel-Akbel can sustain his magic attacks for long periods of time due to Occult Acumen and Null Blast (which he prioritizes when low on MP).
When Shantotto draws hate, she will stop casting until the enemy attacks someone else.
Shantotto will use the highest tier of elemental magic she can access by default.
If fighting a weaker enemy or an enemy at low HP, Shantotto will use use lower tier spells in order to conserve her MP.
Trust Synergy
King of Hearts uses the full range of his enhancing spells on Shantotto in the same way as on himself and his player and even prioritizes her over the player and himself. (Does not apply to Shantotto II or Domina Shantotto)
Elemental Magic Damage+ varies by level: +784 at ilvl 120 (total of +979 with the standard Magic Damage+195 that caster trusts receive at ilvl)
Magic Attack Bonus is the standard amount: BLM Trait value, with an additional +25 at ilvl which may require Rhapsody in Fuchsia for total of +65.
Shantotto's tier 1 magic spells are comparable in power to spells appropriate to her actual level.
As a result of only using tier 1 magic she will almost never run out of MP regardless of the duration of a battle.
Shantotto will magic burst any skillchains, and she often double bursts for massive damage in a very short period of time.
Due to all of these factors Shantotto is widely regarded as the absolute best trust available for magic damage and magic bursting.
However, she has relatively low HP and defenses making her very fragile and susceptible to dying from enemy AoE attacks.
When aiming for magic burst and casting normally, avoids casting spells based on enemy resistances but doesn't accurately target weaknesses if multiple elements meet a certain magic accuracy threshold.
Shantotto will hold up to 2500 TP to close skillchains.
Ullegore is thematically a Corse: he uses Corse abilities as weaponskills, and can intimidate Arcana.
But since he is a man in a costume, does not exhibit Undead traits: Ullegore can be cured, he is not intimidated by Arcana, and HP/MP can be drained from him with Drain/Aspir.
Likewise, he does not exhibit Demon traits, even if he is called a Demon King on his Trust cipher.
Ullegore's Envoutement skill does not apply Curse like a normal Corse.
Uses a unique attack Bored to Tears, which is accompanied by a message stating that "The <target> has become noticeably bored"; This applies a Slow less potent than Slow II
Obtain 5000 Unity Accolades through Records of Eminence objectives for a Partial Personal Evaluation of 5pt (this is also how you re-obtain it in the event you've lost it).
Players will be unable to receive the alter ego between the time the mission The Warrior's Path is offered and the boss of the mission Dawn is defeated.
Will stay in place after engaging up to 20 yalms, allowing the player to pull the monster away. If pulled beyond that, she will move to be within 15 yalms.
Uses Cure spells on party members in orange HP (<50%) or asleep, with higher priority for the tank or current target of the foe (<75%).
Will cast single target Protect and Shell on players that get dispelled or otherwise lack the buff.
Prioritizes -na and then healing spells over buffing and finally enfeebling.
Enfeebling is the lowest priority. Casts Slow first followed by Paralyze, and casts no other enfeebles.
Overwrites a lower tier Protect of Shell with a higher tier single target if applicable.
Can be affected by the Paralysis status, but it cannot proc in any meaningful way as all weaponskills (which Monberaux's item uses count as) cannot be paralyzed.
Muddle, the status preventing usage of items, will prevent him from using Chemist abilities.
Chemist abilities can still be used while under the effect of Amnesia.
Status removal abilities (listed below) become AoE after donating Gil to Monberaux. Donation amount is 10% of the Gil you currently have on hand, with a 10,000g lower limit and 100,000g upper limit. Donating more does not change the effect. Upgrade lasts until the next Conquest Tally.
Temporary moving your Gil in your Mog GardenGil repository chest or alt and keep 100,000 Gil on you allow you to have the AoE effect for 10,000 Gil and can take your Gil back after the trade.
Uses one ability every 3-4 seconds as needed.
Uses the following abilities:
Potion: Restores 50 HP.
X-Potion: Restores 150 HP.
Hyper Potion: Restores 250 HP.
Max. Potion: Restores 500 HP.
Mix: Max. Potion: Restores 700 HP.
Mix: Final Elixir: Restores HP/MP fully in an area up to two times. Requires Elixir and Hi-Elixir donation to Monberaux in Upper Jeuno. Used when a party member is asleep.
Auto-attacks seem to be light elemental regardless of stance, and are effected by MAB/MDB.
Bellatrix of Light - Enables enhancing magic and Illustrious Aid
Bellatrix of Shadows - Enables enfeebling magic and Dynastic Gravitas.
No cooldown on changing between the two stances, she will switch as needed to cast spells based on priority.
Dynastic Gravitas - Inflicts amnesia on nearby enemies.
Guiding Light - Nearby party members gain increased attack, defense, magic attack, and magic defense for 30 seconds. Usable from either stance. The effect overwrites and prevents application of Cocoon and Saline Coat.
Illustrious Aid - Restores HP to nearby party members. Used when multiple party members are in yellow HP (<75%).
Stationary Behavior: will stay in place after engaging. If allies/enemies are out of her casting range and in line of sight, she will slowly inch toward them until they're in casting range.
Prioritizes Erase and -na spells above other spells. Will quickly cast these on any trust or party member immediately after being debuffed, starting with the master and itself.
Casts Haste, Refresh, and Phalanx on the player regardless of their job or enmity.
Will not cast Haste or Refresh on other players or trusts.
King of Hearts thinks the player is his master, Ambassador Karababa (BLM).
Casts Phalanx on the party member or alter ego with the highest enmity on King's current target's list. -35 dmg Phalanx at level 99.
From time to time the King of Hearts may randomly “Level Up”, which restores some HP and MP as well as unlocking access to Bludgeon. It doesn’t seem to be actively triggered, but may occur at any time during combat.
Uses TP randomly and does not try to skillchain.
Prioritizes Shuffle when able to Dispel an enemy buff.
Shantotto: King of Hearts uses the full range of his enhancing spells on Shantotto in the same way as on himself and his player and even prioritizes her over the player and himself. (Does not apply to Shantotto II or Domina Shantotto)
Indi-Acumen (+21 Magic Attack) or Indi-Focus (+55 Magic Accuracy ) and EntrustIndi-Refresh (+5/tick): BLM, RDM, SCH based on the difference between your level or item level and the enemy's level. Indi-Focus is used when the enemy's level is higher than the player's level or item level by 5 or more.
*Sylvie only uses Entrust with a player GEO who does not have an Indicolure on themself, but Sylvie's Indi-Languor will go on the first PLD, RUN, or NIN in the party.
Below level 93, Sylvie won't use any of the above Indi- spells until everything's available, regardless of your job. (i.e., she is waiting until Indi-Haste's level, whether you need it or not)
Please note that there are two Dilapidated Gates in the zone.
Players will be unable to receive the alter ego if the quest Storms of Fate is in progress after viewing the event at the Dilapidated Gate in Misareaux Coast (F-7) until the battlefield is completed.
Special Features
Does not engage.
Recasts her songs shortly before they wear off.
Song Priority:
Ballad: Based on party composition, rate of MP usage, and a target party member's remaining MP percentage (details below).
Ulmia tracks rate of MP usage to determine the target party member spending the highest percentage of their MP. ([2] BG-Forum)(Official explanation - In Japanese)
It is possible for all party members to be at low MP and double Marches are still being played, due to failing this MP consumption check.
You can try forcing yourself to be the ballad target by resummoning Ulmia then pulling with a spell.
Cast Ballad if target party member's MP is below a certain threshold:
75% if 3 or more party members (out of 6) have native MP, based on main and sub job.
33% if 2 or fewer party members (out of 6) have native MP.
Can do double Ballads, depending on MP and timing of 2nd song expiration.
Prishe: Prishe and Ulmia will prioritize supporting each other
Ulmia will use Pianissimo and cast Sentinel's Scherzo on Prishe if she takes a large amount of damage in a single hit and two songs are already active. This seems to prevent the player from receiving Scherzo after AoE damage. (Doesn't apply to Prishe II)
Prishe: Prishe will cast Cure spells on Ulmia at yellow (75%) HP. (Other party members are healed at low HP)
Prishe II: Prishe II normally only has access to Curaga spells, but will cast Cure spells on Ulmia.
This Trust is unaffected by all attacks, skills, and magic, and thus cannot die.
Acquisition
If you have completed the quest Trust, you will automatically obtain the alter ego upon logging in after the Tuesday, December 9th, 2025, version update.
No message will be displayed signifying that you have acquired the alter ego.
If you have not completed the quest Trust, you must first complete it after the Tuesday, December 9th, 2025, version update and then relog or change areas.
No message will be displayed signifying that you have acquired the alter ego.
Cornelia was/is only available during the following times:
The amount of DEX increases when Kuyin in employed in your Mog Garden, depending on unknown factors possibly including the ranks of Mog Garden locations and number or length of Kuyin contracts.
Obtain 5000 Unity Accolades through Records of Eminence objectives for a Partial Personal Evaluation of 5pt (this is also how you re-obtain it in the event you've lost it).
Abilities are used based on skillchain level and battle condition, so she may Meditate before a weaponskill instead of waiting for you to reach 1000 TP.
Ayame's consistent weapon skill choice and timing make her a good choice for parties who want to set up magic bursts of a specific element boosted by Sengikori (+25% Magic Burst Damage).
High TP gain rate with Hasso/Zanshin and >250 TP per hit depending on level of SAM Store TP trait.
Aggressive weapon skill usage and Jumps enhanced by Berserk, boosted Unity Leader stats (and Flaviria Unity Shirt), and early access to higher level weapon skills make Flaviria a strong physical damage dealer to have while leveling.
An advantage of the Piercing Damage Type, is that enemies weak to it like Mandragora, Birds, and Flys are common across Vana'diel.
On summoning will pick a club weapon skill from her list and use that exclusively, re-summoning her will randomize the choice of weapon skill again, in this way you can "pick" her weapon skill.
200 TP per hit.
Uses weapon skills when another party member has 1000 TP, otherwise holds TP indefinitely.
Her Multi-Attack rate is very high. She can be a great skillchain partner for other trusts or yourself.
But the damage is low to balance out the number of swings, and you may worry about feeding TP (Monster TP Gain).
Indi-Acumen (+21 Magic Attack) or Indi-Focus (+55 Magic Accuracy ) and EntrustIndi-Refresh (+5/tick): BLM, RDM, SCH based on the difference between your level or item level and the enemy's level. Indi-Focus is used when the enemy's level is higher than the player's level or item level by 5 or more.
*Sylvie only uses Entrust with a player GEO who does not have an Indicolure on themself, but Sylvie's Indi-Languor will go on the first PLD, RUN, or NIN in the party.
Below level 93, Sylvie won't use any of the above Indi- spells until everything's available, regardless of your job. (i.e., she is waiting until Indi-Haste's level, whether you need it or not)