Category:Elemental Staves

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Elemental Staves are a group of Lv.51 crafted staves that are equipable by all jobs and offer a hidden effect that is similar to, but distinct from, Magic Affinity. This hidden effect being so potent that it's not until Lv. 99+ that other staves even begin to match or exceed these staves in power.

Each staff has a DMG of 30NQ/35HQ and a delay of 366NQ/356HQ, and follows the same structure of their listed effects:

  • The Base Stat associated with the element +4NQ or +5HQ. (e.g. STR for Element: Fire, AGI for Element: Wind, etc.)
    • Element: Dark lacks an associated Base Stat, so grants +1NQ or +2HQ to each Base Stat.
    • While Element: Light is associated with CHR, the Element: Light aligned staves grant +1NQ or +2HQ to each Base Stat like the Element: Dark staves instead.
  • Elemental Magic Evasion +15NQ or +20HQ for the element the associated element is strong to. (e.g. Element: Ice for Element: Fire, Element: Earth for Element: Wind, etc.)
  • A bonus to a Derived Stat associated with the staff's element.
  • An Enspell type additional effect of the associated element.
    • There is no difference in potency between NQ or HQ staves.

Each staff's hidden effect offers a potent buff to the corresponding element that it is tied to; and an equally potent reduction to the element that the staff's element is strong against. (e.g. Fire Staff grants Element: Fire spells Macc+20, a damage boost of +10%, and Element: Fire Avatars and Spirits a reduced perpetuation cost of -2; but reduces Element: Ice spells Macc-20, a damage reduction of -10%, and Element: Ice Avatars and Spirits an increased perpetuation cost of +2.)

Element
Iridal Staff icon.png NQ Staff
Macc±20 Magical Damage±10% PerpCost∓2
Chatoyant Staff icon.png HQ Staff
Macc±30 Magical Damage±15% PerpCost∓3
Derived Stat Bonus
Element: Fire Fire Vulcan's Attack & Ranged Attack +10
Element: Earth Earth Terra's Physical Damage Taken -20%
Element: Water Water Neptune's Divine Magic Skill +10
Element: Wind Wind Auster's Evasion +10
Element: Ice Ice Aquilo's Elemental Magic Skill +10
Element: Thunder Thunder Jupiter's Critical Hit Rate +15%
Element: Light Light Apollo's Cure Potency +10%
Element: Dark Dark Pluto's MP Recovered While Healing +10
Elements Iridal Chatoyant Cure Potency +10%
MP Recovered While Healing +10

Introduced in the July 2012 Update[1], each base elemental staff can be combined via Synergy: the NQ staves into a Iridal Staff and the HQ staves into a Chatoyant Staff.

Normal Quality Staves cannot be "high qualitied synergized" into a Chatoyant Staff, only the HQ Staves can be merged into the HQ unified staff.

The unified staff has a DMG of 40NQ/45HQ and a delay of 366NQ/356HQ, and has similar structure of their component staves' listed effects:

  • All Base Stats +4NQ or +5HQ.
  • Elemental Magic Evasion +15NQ or +20HQ for all elements.
  • The Derived Stat bonus of the Element: Light and Element: Dark staves: Cure Potency and MP Recovered by Healing.
    • There is no difference in potency between NQ or HQ staff.
  • In lieu of the Enspell type additional effect, the unified staves have a unique effect called Iridescence
    • There is no difference in potency between NQ or HQ staff.
    • Iridescence adds a secondary weather proc for an additional +10% damage boost or cure potency boost.

The unified staff's hidden effect offers a potent buff to the all elements, with no penalties to an element like the component staves; the only difference being between the NQ and HQ staff:

  • IridalNQ grants all spells Macc+20, a damage boost of +10%, and all Avatars and Spirits a reduced perpetuation cost of -2.
  • ChatoyantHQ grants all spells Macc+30, a damage boost of +15%, and all Avatars and Spirits a reduced perpetuation cost of -3.