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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 above:

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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Offensive Caster

Ranged Fighter

Melee Fighter



Alter Egos by Affiliation

Unity Concord

It should be noted that each UC Alter Ego possesses a variant of the powerful Empyrean Weapon Skills; while possessing a different name, these Weapon Skills are identical in animation, function, and properties; however, they do not grant the effects of Aftermath.

Trust NPC Spells Abilities Acquisition
Aldo (UC)
Aldo (UC) Trust.jpg
  • Be a member of the Aldo Unity Concord
Weapon Skills
Special Features:
Apururu (UC)
Apururu (UC) Trust.jpg
  • Be a member of the Apururu Unity Concord
Weapon Skills
Special Features:
Has a really high regain effect but does not attack. Instead, when MP is around 50%, she will use the weaponskill Nott to restore her MP. Will use Curaga to remove sleep. 
Ayame (UC)
Ayame (UC) Trust.jpg
  • Be a member of the Ayame Unity Concord
Weapon Skills
Special Features:
Completes skillchains while using Sengikori if ready.
Uses Hasso when she doesn't have hate.
If she gets hate, she uses Seigan and Third Eye.
When she has 2000+ TP, she uses Shikikoyo on the party leader after they use a weapon skill. 
Flaviria (UC)
Flavira (UC) Trust.jpg
  • Be a member of the Flaviria Unity Concord
Weapon Skills
Special Features:
Invincible Shield (UC)
Invincible Shield (UC) Trust.jpg
  • Be a member of the Invincible Shield Unity Concord
Weapon Skills
Special Features:
Jakoh Wahcondalo (UC)
Jakoh Wahcondalo (UC) Trust.jpg
  • Be a member of the Jakoh Wahcondalo Unity Concord
Weapon Skills
Special Features:
Will Sneak Attack Evisceration and Trick Attack Dancing Edge if allowed to position with players/trusts. Will also open with Feint
Trust NPC Spells Abilities Acquisition
Maat (UC)
Maat (UC) Trust.jpg
  • Be a member of the Maat Unity Concord
Weapon Skills
Special Features:
Naja Salaheem (UC)
Naja Salaheem (UC) Trust.jpg
  • Quadruple Attack
  • Triple Attack
  • Store TP
  • Be a member of the Naja Salaheem Unity Concord
Weapon Skills
Special Features:
On summoning will pick a club weaponskill from her list and use that exclusively, resummoning her will randomize the choice of weaponskill again, in this way you can "pick" her weaponskill. If she has the accuracy to hit, she has a very high weaponskill rate, making her a great skillchain partner for other trusts or yourself. Peacebreaker and Justicebreaker also apply potent def and magic defense down on the target (some report 50% to both). She has no MP so Nott only serves to restore her HP, which can make her very survivable if she has the required accuracy. 
Pieuje (UC)
Pieuje (UC) Trust.jpg
  • Be a member of the Pieuje Unity Concord
Weapon Skills
Special Features:
Will melee for TP and use Nott, was also given regain in a patch. Misery and Auspice together give him an enlight effect. Will use Esuna in Misery stance, removing 2 debuffs at once for all in range if they are also on himself Verification Needed
Sylvie (UC)
Sylvie (UC) Trust.jpg
  • Be a member of the Sylvie Unity Concord
Weapon Skills
Special Features:
Will change indi spells based on accuracy requirements, and the main job of the player, does not melee and stays in range of the player to receive her indi spell. Will not entrust a player whose main job is GEO.
Indi-Fury (+37.5% Attack) or Indi-Precision (+56 Accuracy) and Entrust Indi-Frailty (-17.5% Defense Verification Needed):
Indi-Haste (+28.8% haste Verification Needed) and Entrust Indi-Refresh (+5/tic): PLD and RUN
Indi-Haste (+28.8% haste Verification Needed) and Entrust Indi-Regen (+30/tic): NIN
Indi-Acumen (+41 Magic Attack Verification Needed) or Indi-Focus (+55 Magic Accuracy) and Entrust Indi-Refresh (+5/tic): BLM, RDM, SCH
Indi-Refresh (+5/tic) and Entrust Indi-Acumen (+41 Magic Attack Verification Needed): WHM, BRD, SMN
Indi-Refresh (+5/tic) and no Entrust: GEO 
Yoran-Oran (UC)
Yoran-Oran (UC) Trust.jpg
  • Be a member of the Yoran-Oran Unity Concord
Weapon Skills
Special Features:
Uses Afflatus Solace.

Extremely high magic evasion for a trust, especially it seems to sleep but also avoids silence and other enfeebles a great deal.

Casts Stoneskin on himself.

Has regain and uses Nott. Is very mana efficient as well thanks to cureskin.

Has some fastcast, will Erase and -na.

Will not cast Haste or AoE Cures. Stays at a distance from enemies while healing. 


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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