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The Divine Protector: PLD Guide 2024
TABLE OF CONTENTS
PROLOGUE The Paladin's Role
Consumables
Sub-Job
Blue Magic Set
Merits Points
ENMITY Enmity Types & Characteristics
Optimizing CE loss Reduction
Enmity Generated by Healing
Atonement Mechanics
Enmity Generation
Effective Aggro Generation
DEFENSE Damage Taken Reduction Mechanics
Physical Damage Mitigation
Magical Damage Mitigation
GROUND TANKING
JA OFFENSE Shield Bash
Divine Emblem
Sepulcher
Intervene
JA DEFENSE Holy Circle
Invincible
Sentinel
Cover
Rampart
Majesty
Fealty
Chivalry
Palisade
MAGIC OFFENSE Banish Family
Flash
Holy Family
Enlight Family
Crusade
MAGIC DEFENSE Cure Family
Protect & Shell Family
Raise
Reprisal
Phalanx
EQUIPMENT HP Management and Optimization
GEAR SETS
IDLE PDT New-Tier Idle Set
Low-Tier Idle Set
Mid-Tier Idle Set
Top-Tier Idle Set
IDLE MDT
IDLE XP
IDLE REFRESH / TOWN
ENMITY SETS FULL ENMITY
SIRD ENMITY
JOB ABILITY SETS JAs Sets
FAST CAST SETS FAST CAST
PHALANX SETS PHALANX POTENCY
PHALANX SIRD
ENHANCING SETS ENLIGHT II
CURE SETS CURE SELF
CURE OTHERS
ENGAGED SETS ENGAGED PDT
ENGAGED XP
WEAPONS SKILL SETS ATONEMENT
SAVAGE BLADE
AEOLIAN EDGE
SANGUINE BLADE
SPECIAL SETS DOOM



PROLOGUE


The Paladin's Role
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Paladins take the front line, shielding their allies by absorbing damage and locking enemy attention on themselves. With strong defensive capabilities, mastery of shield mechanics, and reliable enmity tools, they form the core of any well-coordinated party. Thanks to Majesty, they also bring powerful AoE healing support-enhancing their own survivability and contributing meaningfully to group stability without stepping away from their tanking role.


── Key Strengths ──
Excellent Defense: High block rate and strong damage mitigation allow Paladins to endure sustained pressure.
Reliable Enmity Tools: Keeps enemies focused on both single targets and large groups.
Majesty-Enhanced Healing: Grants +25% Cure Potency II, -25% recast, and AoE effect to Cure and Protect-allowing Paladins to efficiently support group healing while maintaining full aggro and positioning control.
Supportive Role: Reduces incoming damage to the team and acts as a steadying presence in chaotic fights.


── Challenges to Master ──
Enmity Management: Requires proper ability rotation and good timing to hold threat effectively.
Positioning Awareness: Effective blocking and AoE control rely heavily on correct positioning.
Gear Optimization: Performance depends on adapting gear sets and HP balance to specific situations.
Technical Knowledge: Understanding enmity mechanics, cooldown management, and subjob synergy is key.
Leadership Expectations: Paladins often set the pace for pulls and contribute to group decision-making.


Consumables
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Consumables underpin a Paladin's survival between heals. The right food reinforces Defense, HP and resistances during sustained combat; a well-stocked medicine pouch keeps you self-sufficient against status ailments; and drinks open a second buff slot for HP or MP recovery while standing.


Food effects scale with your base stats - percentage-based bonuses (DEF%, HP%, Accuracy%) give more value the higher your base stat is. Always weigh what you actually need before picking a meal.


Stat values below come from in-game tooltips. Click the icons to view each item on FFXIAH, or the names to read the full BG-Wiki entry.


FOOD
ICON NAME STATS & ROLE WHERE TO OBTAIN
Endgame
Miso Ramen / +1 NQ (30m): HP+100 · DEF+10% (170) · MDB+5 · M.Eva+10% (50) · Slow Res+10 · STR/VIT+5
+1 (60m): HP+105 · DEF+11% (175) · MDB+6 · M.Eva+11% (55) · Slow Res+15 · STR/VIT+5
Gold standard for PLD - the only food stacking HP, physical DEF, MDB and M.Eva in a single slot. Default endgame pick.
AH ➞ Food ➞ Meals ➞ Breads & Rice - crafted only (Cooking 90, KI Noodle Kneading).
Om. Sandwich / +1 NQ (30m): HP+11% (150) · DEF+11% (120) · Acc+11% (80) · Enmity+4 · VIT/MND+7
+1 (60m): HP+11% (155) · DEF+11% (125) · Acc+11% (85) · Enmity+5 · VIT/MND+8
Miso alternative when you need Acc and direct Enmity+. The only endgame meal bundling HP%/DEF%/Acc/Enmity in one slot.
AH ➞ Food ➞ Meals ➞ Breads & Rice - crafted only (Cooking 101). Also ×12 from The Voracious Resurgence Mission 1-4.
Sublime Sushi / +1 NQ (30m): HP+40 · Acc+10% (cap 100) · R.Acc+10% (cap 100) · STR+6 · DEX+7
+1 (60m): HP+45 · Acc+11% (cap 105) · R.Acc+11% (cap 105) · STR+7 · DEX+8
Situational. No DEF%, no Enmity, no MDB - pull out only when raw Accuracy is the bottleneck on high-evasion targets. Not a defensive meal.
AH ➞ Food ➞ Meals ➞ Seafood - crafted only (Cooking 90, KI Raw Fish Handling).
Mid-game / Budget
Black Curry Bun / +1 NQ solo (30m): DEF+15% (cap 180) · Acc/Eva+5 · VIT+4 · DEX+2 · INT+1 · Sleep Res+3 · HHP+2 · HMP+1
NQ 4+ party (30m): DEF+25% (cap 200) · Acc/Eva+7 · VIT+6 · DEX+4 · INT+3 · AGI+2 · Sleep Res+5 · HHP+6 · HMP+3
+1 (30m): DEF+25% (cap 200) - same as NQ 4+; HQ does not benefit from party scaling, only craft for solo/small group
Highest DEF cap of any solo food (200). Drops MDB / M.Eva / Slow Res, but a fraction of Miso's cost - solid pick while gearing up.
Curio Vendor Moogle - 4,000 gil (Port San d'Oria J-9 / Port Bastok K-13 / Port Windurst M-4). Requires KI Rhapsody in Fuchsia. Also AH ➞ Food ➞ Meals ➞ Breads & Rice (crafted, Cooking 64).
Early game / Leveling
Tavnazian Taco / Leremieu NQ (30m): HP+20 · MP+20 · DEF+25% (cap 150) · VIT+6 · DEX/AGI/CHR+4 · HHP+1 · HMP+1
+1 Leremieu (60m): HP+20 · MP+20 · DEF+25% (cap 160) · VIT+6 · DEX/AGI/CHR+4
Classic leveling food. The 25% DEF shines while your base Defense is below the cap; once your kit pushes past ~600-640 raw DEF you outgrow it and switch to Miso Ramen.
Curio Vendor Moogle - 4,000 gil. Requires KI Rhapsody in Fuchsia. Also AH ➞ Food ➞ Meals ➞ Seafood (crafted, Cooking 81).
Rabbit Pie NQ (30m): DEF+25% (cap 100) · Att+25% (cap 100) · R.Att+25% (cap 100) · STR/VIT+5 · INT−2
Budget leveling pick that gives Attack and Defense on the same plate. Caps are modest but the price is too - keep a stack for solo XP or low-tier farming.
Curio Vendor Moogle - 5,000 gil. Requires KI Rhapsody in Fuchsia. Also AH ➞ Food ➞ Meals ➞ Meats & Eggs (crafted, Cooking 94).


MEDICINES
Status & Recovery
ICON NAME EFFECT WHERE TO OBTAIN
Panacea Wipes every Erasable debuff in one go - Defense Down, Magic Defense Down, Stat Down, potentially Amnesia. Does not touch Curse, Doom, Poison, Disease, Blind, Silence or Paralyze. Auction House ➞ Medicines. Curio Vendor Moogle - 20,000 gil. Requires Key Item Rhapsody in Ochre.
Remedy Covers most of the -na line in a single item - Blind, Paralyze, Poison, Silence, and a chance on Disease. Will not touch Virus, Plague, Curse or Doom. Auction House ➞ Medicines. Curio Vendor Moogle - 3,000 gil. Requires Key Item Rhapsody in Fuchsia. NPC vendors in Upper Jeuno, Aht Urhgan Whitegate, and Western Adoulin for 3,360 gil. One stack (x12) per month from the Ambuscade vendor (280 Hallmarks total).
Holy Water Lifts Curse and Bane; rolls a chance to break Doom before the timer runs out - keep a stack handy for doom-mechanic fights. Auction House ➞ Medicines. Curio Vendor Moogle - 1,000 gil. Requires Key Item Rhapsody in Emerald.
Echo Drops Breaks Silence - critical for a Paladin since Flash, Phalanx and Cure all go offline under it. Auction House ➞ Medicines. Curio Vendor Moogle - 700 gil. Requires Key Item Rhapsody in Umber. NPC vendors for 736 gil (nation must be 2nd place or higher in Conquest).
Antidote Clears Poison - quick fix when the healer is busy elsewhere. Auction House ➞ Medicines. Curio Vendor Moogle - 300 gil. Requires Key Item Rhapsody in White. NPC vendors across the three nations for 290 gil.
Antacid Wipes your current food buff - lets you switch meals mid-fight when the encounter shifts from physical to magical pressure (or vice versa). Auction House ➞ Medicines. Curio Vendor Moogle - 1,000 gil. Requires Key Item Rhapsody in Emerald.
Vile Elixir Emergency MP refill - pours back 25% MP (and 25% HP as a bonus). Pop it when you've drained your pool on Phalanx and Cure rotations and a healer can't refresh you in time. Rare/Ex, stack 1. Auction House ➞ Medicines. Curio Vendor Moogle - 20,000 gil. Requires Key Item Rhapsody in Mauve.
Vile Elixir +1 Big-button MP refill - 55% MP back (plus 55% HP). The go-to panic option in long magical fights where MP starvation cuts off your defensive spells. Rare/Ex, stack 1. Auction House ➞ Medicines. Curio Vendor Moogle - 40,000 gil. Requires Key Item Rhapsody in Ochre.
Reraise
Instant Reraise III Pops Reraise III with zero cast - the strongest one-shot revive buff in the game. Rare/Ex, stack 1. Imperial Standing vendors in Al Zahbi and Aht Urhgan Whitegate - 20 Imperial Standing (Famatar F-7, Falzuuk G-6, Asrahd I-8, Nabihwah in Nashmau H-6).
Hi-Reraiser Casts to grant Reraise II - better HP/MP restore on wake-up than the plain Reraiser. Rare/Ex, stack 1. Auction House ➞ Medicines. Curio Vendor Moogle - 1,500 gil. Requires Key Item Rhapsody in Emerald.
Reraiser Casts to grant Reraise I - the entry-level pre-fight safety net. Rare/Ex, stack 1. Auction House ➞ Medicines. Curio Vendor Moogle - 1,000 gil. Requires Key Item Rhapsody in Azure.
Instant Reraise Drops Reraise I with no cast - the cheap, no-fail option to slap on right before a pull. Rare/Ex, stack 1. Curio Vendor Moogle - 500 gil. Requires Key Item Rhapsody in White. Also Conquest Points vendors (7 CP) and Unity Accolades vendors (10 UA).


DRINKS
Drinks live in a separate buff slot from food, so you can carry a meal, a juice and a milk simultaneously. Refresh juices keep your MP topped up between pulls; Regen milks slowly rebuild HP when you're standing. Tick = every 3 seconds.


Juices do not stack with the Refresh spell line (I/II/III) or other juices. Milks do not stack with the Regen spell line or other milks. Both still stack with bard songs, corsair rolls, Auto-Refresh/Regen traits, and gear-borne Refresh/Regen.
Juices | Refresh effect (MP recovery)
ICON NAME EFFECT WHERE TO OBTAIN
Yagudo Drink 2 MP/tick for 180 sec - 120 MP total. Curio Vendor Moogle - 2,000 gil. Requires Key Item Rhapsody in Crimson. Also AH. Crafted (Cooking 60).
Kitron Juice 3 MP/tick for 180 sec - 180 MP total. Curio Vendor Moogle - 2,500 gil. Requires Key Item Rhapsody in Fuchsia. Crafted only (Cooking 100).
Amrita 5 HP/tick + 5 MP/tick for 300 sec - 500 HP / 500 MP total. Auction House only - rare and expensive. Best emergency drink (Refresh + Regen in one slot).
Milks | Regen effect (HP recovery)
Pamama au Lait 2 HP/tick for 600 sec - 400 HP total. Auction House. Crafted (Cooking 81).
Persikos au Lait 4 HP/tick for 600 sec - 800 HP total. Curio Vendor Moogle - 2,100 gil. Requires Key Item Rhapsody in Fuchsia. Also AH. Crafted (Cooking 91).
Tanks | Wearable milk dispensers
Back-slot equipment (Level 1, All Jobs) that dispenses au lait on use - 30s cast delay, charges regenerate over time. Listed here for completeness alongside the milks themselves.
Pamama Tank Dispenses Pamama au Lait (+2 HP/tick). 8 charges, 60s reuse. Auction House. Crafted (Cooking 85, Leathercraft 1).
Persikos Tank Dispenses Persikos au Lait (+4 HP/tick). 5 charges, 60s reuse. Auction House. Crafted (Cooking 95, Leathercraft 1).




Sub-job choice plays a crucial role in how a Paladin adapts to different content types. Whether prioritizing enmity, durability, magical defense, or support utility, each subjob unlocks unique tools that shape the Paladin’s effectiveness.


While Blue Mage stands out as the most versatile and reliable option, others like Rune Fencer or Scholar can shine in specific encounters when used with intention.


Below is a breakdown of the most relevant sub-jobs, with their strengths, weaknesses, and recommended usage.


Some say Paladin is a tank. Others say it wears heavy armor. But with Ullr in hand, the Paladin/Ranger becomes what Square Enix always secretly intended: a ranged destroyer in full plate.
It may not block... but the mobs are too far away to ever reach melee range.



SPECIALIST TIER – THE ULLR LINE
SUB-JOB STRENGTHS WEAKNESSES USAGE

Ranger

• Enables Flaming Arrow and full ranged WS cycling, maximizing Ullr performance


• Extends Paladin’s engagement range beyond conventional ability thresholds


• Maintains tactical continuity between threat generation and long-range elimination



• Requires specialized infrastructure: pre-shot, mid-shot, and strict ammo management


• Lacks active enmity tools - relies on fast eliminations as a control mechanism


• Susceptible to downtime if Scavenge is unsynced or Flurry II is unavailable



• Recommended for undead-heavy content or volatile AoE threat zones


• Excels in static party setups prioritizing positional safety over direct contact


• Reaches full potential when the tank is never meant to be touched


TOP TIER

Blue Mage
• Cocoon (+50 % DEF)
• Multiple AoE hate spells (6 y)
• Conal / single-target snap tools
• Excellent for multi-target tanking
• Needs spell set & MP
• Silence shut it down
• Slightly lower DPS than /WAR
• All-purpose sub / shines in mass-pull content

Rune Fencer
• Vallation / Valiance / Foil ⇒ big CE + VE burst
• Runes give strong elemental resist
• Extra Magic Defense Bonus
• Lower physical defense (no Cocoon)
• Limited AoE tag options
• Banishga 10 y AoE radius (risk over-pull)
• Top snap-hate sub for single / multi pulls / magic resist bonus
MID TIER

Scholar
• Stoneskin blocks damage → no TP
• Accession AoE buffs / Erase
• Sublimation MP battery
• No hate tools
• Setup time (Arts + Accession)
• Ultra-niche outside TP strats
• Sortie / Aminon TP-denial comps

Dark Knight
• Souleater + Last Resort burst DPS
• Stun (45 s) snap hate / interrupt
• Attack Bonus / Desperate Blows (GS only)
• Poisonga AoE tag
• Souleater HP drain
• Last Resort ↓DEF
• No extra mitigation
• MP-heavy
• Burst DPS
•Stun utility
•situational off-tank

Warrior
• Provoke snap hate (30 s)
• Warcry AoE ATK + enmity
• Berserk / Aggressor DPS boost
• Defender (+25 % DEF, full-time)
• Double Attack & Fencer traits
• Trade-offs: Berserk ↓DEF, Defender ↓ATK
• No magic mitigation / self-heals
• Limited AoE hate beyond Warcry
• Default sub for fast pulls & physical-heavy fights
LOW TIER

Red Mage
• Aeolian Edge cleave XP (CN [S])
• Haste I / Refresh I
• No real hate tools
• Weak defense / mitigation
• Cleave-farming niche only

Dancer
• Haste Samba / Spectral Jig
• Step debuffs
• Optional Dual Wield
• Majesty cures > Waltz
• Hate only via Animated Flourish (30 s)
• No mitigation
• Niche solo/farming


Blue Magic Set
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Blue Magic grants Paladin valuable utility through AoE enmity tools, crowd control, and passive stat bonuses. With proper setup, PLD/BLU becomes a flexible tank capable of handling large pulls while reinforcing key defensive traits.


This set was built with three goals in mind:
• Layered AoE enmity spells with staggered recasts
• Passive bonuses (VIT, HP, MP) to boost durability
• Activation of Magic Defense Bonus +10 via spell synergy


This setup uses a full 35 Blue Magic Points (BMP), available only at subjob level 51 or higher.
If you're limited to 30 BMP, you can skip Pollen, Sickle Slash to stay within budget.



Only Cocoon and enmity spells are used actively in combat. The rest serve passive purposes only.
Head Butt offers a fast-recast single-target Stun and can be used in place of Frightful Roar if you prefer control over AoE enmity.
Healing Breeze, when paired with Sheep Song, grants Auto-Regen I (+1 HP/tick); useful in niche cases but excluded from the main setup.


Frightful Roar has low enmity and weakens DEF, which may conflict with stronger debuffs.



COMBAT SPELLS
ENMITY AOE
Name Enmity (CE / VE) Recast Description Cost (BMP)
Geist Wall 320 / 320 30s AoE Dispel 3
Stinking Gas 320 / 320 37s VIT Down 2
Sheep Song 320 / 320 60s AoE Sleep 2
Soporific 320 / 320 90s AoE Sleep (no DoT) 4
Frightful Roar 1 / 320 20s AoE DEF Down 3
ENMITY SINGLE TARGET
Blank Gaze 320 / 320 10s Single-target Dispel (Gaze) 2
ENMITY CONAL
Jettatura 180 / 1020 120s Frontal conal Terror (9') 4
DEFENSE
Cocoon 1 / 80 60s +50% Defense (VIT+3) 1


PASSIVE BONUSES
MAGIC DEFENSE BONUS +10
Name Enmity (CE / VE) Recast Description Cost (BMP)
Magnetite Cloud - - MDB trait (with Ice Break) 3
Ice Break - - MDB trait (with Magnetite) 3
STATS
Pollen - - CHR+1 / HP+5 1
Sickle Slash - - MP+15 / HP–5 4
Terror Touch - - MP+10 / HP–5 3


Merits Points
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Below is the recommended Paladin merit allocation for endgame tanking. Group 1 maxes Sentinel and Rampart recasts (the two big defensive cooldowns); Group 2 caps Fealty, unlocks Chivalry, and fully invests in Guardian (Sentinel's Enmity Loss multiplier); the Others Group keeps Enmity+/Enmity- neutral for cross-job flexibility and caps Enemy Crit Rate + SIRD for defensive consistency. Allocations marked 0 are intentionally skipped - the Reason column explains why.


GROUP 1
10/10
NAME POINTS DESCRIPTION REASON
Shield Bash Recast 0 Reduces recast by 2s. Less vital than Sentinel or Rampart.
Holy Circle Recast 0 Reduces recast by 10s. Too situational.
Sentinel Recast 5 Reduces recast by 10s. Essential for hate management.
Cover 0 Increases duration by 4s. Up to 20s; Rampart/Sentinel prioritized.
Rampart Recast 5 Reduces recast by 4s. Essential for damage reduction and hate.


GROUP 2
10/10
NAME POINTS DESCRIPTION REASON
Fealty 4 +5s duration/merit. Counters Charm & Mijin Gakure.
Chivalry 1 +5% MP/merit. Required to unlock ability.
Iron Will 0 Rampart +19% SIRD/merit. Redundant with SIRD gear.
Guardian 5 Sentinel -19% enmity loss/merit. Essential for Sentinel enmity.


OTHERS GROUP
10/10
NAME POINTS DESCRIPTION REASON
Enmity+ 0 Enmity +1 per merit level. Keep neutral for job flexibility.
Enmity- 0 Enmity -1 per merit level. Avoid for PLD; keep neutral.
Enemy Critical Hit Rate 5 -1% enemy crit rate/merit. Reduces damage spikes.
Spell Interruption Rate 5 SIRD -2% per merit level. Helps reach SIRD cap.



ENMITY


Enmity Types & Characteristics
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Final Fantasy XI uses a two-layer hate system to determine which player a monster targets. These layers are Volatile Enmity (VE) and Cumulative Enmity (CE), each with distinct behavior and decay rules. Their sum is referred to as Total Enmity (TE), and it dictates the monster’s aggro priority. Understanding how VE and CE interact is essential for tanking effectively and for manipulating hate in high-end content.


ENMITY TYPES
Enmity Type Maximum Details
Volatile Enmity (VE) 30,000 • Decay Rate: -60 VE/sec
• Soft cap at 30,000 - actions beyond cap are wasted
• Reset to 0 on death
Cumulative Enmity (CE) 30,000 • Fixed-value: Specific to each action (e.g. Provoke = 1 CE, Flash = 180 CE)
• Final values are multiplied by (1 + Enmity+%) from gear and job effects (e.g. Crusade +30%)
• Decay: gradual, on hits taken from the mob
• Reset to 0 on death
Total Enmity (TE) 60,000 • Targeting priority = VE + CE


Optimizing CE Loss Reduction with Gear and Enmity+
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CE loss is the cumulative-enmity drain triggered every time you take damage from a tagged mob. In multi-target fights this can bleed your hate faster than your spike rotation can rebuild it. Two independent stacking buckets - Enmity+ stat and Reduced Enmity Loss (gear + Foe Sirvente) - combine multiplicatively to cap CE loss at 75% reduction (only 25% of the normal drain applies).


Distinct from Palisade's "no enmity loss on block" effect, which fully suppresses the drain on blocked hits for the buff duration - see the Palisade JA card.


CE LOSS REDUCTION
Aspect Description
Mechanic Each hit the mob lands drains a portion of your accumulated CE. "CE loss reduction" lowers that drained percentage, letting your hate stack persist longer between Provoke/Flash cycles.
Bucket 1
Enmity+ Stat
1% reduction per +2 Enmity
• Cap: +100 Enmity → 50% reduction
• Stacks every Enmity+ source: gear bonus, Crusade +30, Caballarius/Creed bonuses, JP/merit Enmity+, food (Om. Sandwich +5).
Bucket 2
Reduced Enmity Loss
• Gear with the explicit "Reduces Enmity Loss" property + Foe Sirvente (bard song)
• Combined bucket capped at 50% reduction
• Foe Sirvente alone can cap the bucket - gear pieces are pure overcap once the song is up
• See Gear & Buffs section below for individual contributions
Stacking Formula Total Reduction = 1 − [(1 − Bucket1) × (1 − Bucket2)]
Buckets multiply, they do not add. Each bucket is independently capped at 50%.
Worked Example
Scenario Bucket 1
(Enmity+)
Bucket 2
(Reduced Loss + Song)
Total CE Loss Reduction CE Drain Remaining
Baseline (no reduction) 0% 0% 0% 100%
Burtgang only (no Enmity, no Crusade, no song) 0% 20% 20% 80%
Mixed Global idle (+43 Enmity gear) + Crusade + Burtgang + Chev. Cuisses +3 (no song) 36% (+73) 34% 58% 42%
Mixed Global idle + Crusade + Burtgang + Chev. Cuisses +3 + Foe Sirvente 36% (+73) 50% (song caps) 68% 32%
Pure Mitigation idle (+58 Enmity gear) + Crusade + Burtgang + Chev. Cuisses +3 (no song) 44% (+88) 34% 63% 37%
Pure Mitigation idle + Crusade + Burtgang + Chev. Cuisses +3 + Foe Sirvente 44% (+88) 50% (song caps) 72% 28%
✓ Theoretical max: +100 Enmity (Bucket 1 cap) + Foe Sirvente (Bucket 2 cap) 50% 50% 75% 25%

Both Top-Tier idle sets already include Burtgang + Chev. Cuisses +3 for Bucket 2 (−34%). Foe Sirvente jumps the global from ~58-63% to 68-72%, closing most of the remaining gap to the 75% ceiling. Stacking Creed Collar on top once the song is up adds nothing - the song already caps Bucket 2 at 50%.
Practical Notes • Prioritize survivability (DT / PDT / MDT) - taking fewer hits is always better than mitigating CE loss after the fact
Foe Sirvente is essentially mandatory in 4+ mob pulls; without a bard, lean on Palisade for blocked-hit suppression instead
• Don't overstack "Reduces Enmity Loss" gear once Foe Sirvente is up - the bucket is capped at 50% regardless
What matters here is your idle set, not your spike sets - CE loss triggers on hits taken between actions, when you're standing in idle gear. See the Top-Tier Idle Set section for documented numbers: Mixed Global (Enmity+43) reaches 57% and Pure Mitigation (Enmity+58) reaches 65% CE loss reduction with Foe Sirvente up


GEAR & BUFFS


"Reduces Enmity Loss" Sources (Bucket 2 - capped at 50% combined)
Every contribution below adds to the same bucket. A single Foe Sirvente already caps it; the gear pieces become overcap once the song is up but remain useful when no bard is present or when the song drops.
Icon Source Slot Contribution Notes
Burtgang (Mythic) Main −20% Largest single piece. Always equipped on a PLD building it - no opportunity cost beyond the Mythic itself.
Chev. Cuisses +3 Legs −14% Default idle legs for PLD - already included in both Top-Tier idle sets (Mixed Global and Pure Mitigation). No swap decision: this is the piece you're wearing when the hit lands.
Creed Collar Neck −5% Small contribution. Slot is contested by Knight's Bead Necklace +2 (R25: Enmity+10, DEF+40, HP+60, VIT/MND+15, DT−7%) which bundles Enmity+ and mitigation - Creed Collar rarely wins outside very specific Bucket 2 stacking scenarios without a bard.
Foe Sirvente (BRD song) Buff up to −50% Single-handedly caps Bucket 2. If a bard is in the alliance, this is the entire bucket - gear pieces become safety nets between song refreshes.



Enmity+ Stat (Bucket 1 - capped at +100 = 50%)
Bucket 1 is fed by the Enmity+ on whatever set you're wearing when the hit lands - i.e. your idle set, not your spike sets (Full Enmity, Provoke set, etc. are flash-in-flash-out and don't apply during the drain). Both Top-Tier idle sets carry Burtgang + Chev. Cuisses +3 for Bucket 2 (−34% combined), and stack Enmity+ in gear:
Mixed Global idle = Enmity+43 in gear → with Crusade (+30) = +73 Enmity → Bucket 1 ≈ 36%
Pure Mitigation idle = Enmity+58 in gear → with Crusade (+30) = +88 Enmity → Bucket 1 ≈ 44%
Crusade is essentially always up between actions (5 min duration, refresh in your rotation). Saturating Bucket 1 at the +100 cap is rarely worth a slot detour - focus on DT first, let Crusade close the gap.


Enmity Generated by Healing
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Healing yourself or party members generates CE and VE proportional to HP restored, then divided across every tagged enemy. In single-target fights, a Cure IV under Majesty is a meaningful passive spike (~565 CE per cast). In multi-target pulls the value collapses fast - by 3+ mobs the per-mob slice falls below dedicated AoE hate tools, and by 4+ it's irrelevant. The table below shows where self-healing stops being a viable hate source.


── Simplified Enmity Calculations ──
Cumulative Enmity (CE):
CE = (HP Healed × 0.231)
• Divided by the number of enemies (min CE = 1)
Volatile Enmity (VE):
VE = CE × 6


── Key Points ──
• Enmity+ increases CE & VE
• Enmity- can reduce CE to 1


── Example ──
• Self-healing set: Enmity+100% (Gear + Crusade = 70+30)
Cure IV = 1222 HP restored
• Final CE = ((1222 × 0.231) ÷ mob count) × 2.00
• Final VE = Final CE × 6


CURE IV ENMITY BY MOB COUNT
# Mobs Final CE Final VE Aggro Value
1 564.6 3,387.6 ✔️ Strong spike - better than Foil
2 282.3 1,693.8 ✔️ Viable if other tools are down
3 188.2 1,129.2 ⚠️ Below Sheep Song (1,560) - situational
4 141.2 846.9 ❌ Too diluted - not reliable


Atonement Mechanics
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Atonement is the Mythic-exclusive Weapon Skill for Burtgang. Its damage scales from your accumulated CE and VE, but the damage is never the point - the per-hit cap (~1190 at Lv.119) keeps it modest even at full hate. What makes the WS load-bearing in the PLD kit is two things: the large enmity spike on cast (see the breakdown below), and the Aftermath window it triggers. Burtgang's AM has three mutually exclusive tiers keyed to the TP cost of the Atonement: a WS at 1000-1999 TP procs AM1 (Accuracy +30~49, 1:30), a WS at 2000-2999 TP procs AM2 (Attack +40~99, 2:00), and a WS at 3000 TP procs AM3 (Occasionally Attacks Twice 40% / Thrice 20%, 3:00). Each new Atonement overwrites the current AM with the tier matching its TP cost - WSing at lower TP downgrades AM3 → AM1/AM2 and breaks the rotation. The endgame goal is therefore to always WS at 3000 TP to keep AM3 permanently up: the OAT/OA3 procs compress auto-TP regen, the next 3000 TP Atonement comes back online much faster, AM3 re-extends - a self-sustaining hate engine.



── Atonement Damage Formula ──
• ((CE ÷ 6) - 1) + ((VE ÷ 6) - 1) ≤ Weapon Level × 10
• At Lv.119: per-hit cap ≈ 1190 damage.
Burtgang Mythic Aftermath Lv.3 (3000 TP, 3 min) - Occasionally Attacks Twice (40%) or Thrice (20%) on weapon swings: extra hits compress TP regen and visibly raise total damage output (per-hit cap unchanged).


── Enmity Multiplier (fTP mod) ──
• Scales with TP, capped at x2 at 3000 TP (base).
• With R15 Burtgang augment (Atonement: Enmity+100): +1 to fTP - cap becomes x3 at 3000 TP. This is from the Oboro augment, not from the Aftermath.
• Additional TP bonuses (gorgets, belts) do not increase the cap further.


── Important Note ──
• Damage dealt is breath-type, split into 2 hits (CE + VE).

ATONEMENT ENMITY (BURTGANG)
Category CE VE Total
Base Generation 300 900 1200
R15 Burtgang (1000 TP) 600 1800 2400
R15 Burtgang (2000 TP) 750 2250 3000
R15 Burtgang (3000 TP) 900 2700 3600



Enmity Generation
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── Understanding Enmity Generation ──
Enmity generation in combat is influenced by two main factors: the Base Value of an action and the Total Modifier applied through gear and buffs. Balancing these factors is essential for managing threat and maintaining control in battle.


── Formula Overview ──
• Base Value: Defined by the action, divided into Volatile Enmity (VE) and Cumulative Enmity (CE).
• Final Enmity = Base Enmity × Total Modifier
• Total Modifier: Derived from:
• Equipment Bonus: Enmity gained from gear (e.g., +159% with the Full Enmity Set).
• Crusade Buff: Additional +30% enmity from the Crusade spell, counted in the same Equipment Enmity bucket as gear.
• The Equipment Enmity total (gear + Sentinel +100 + Crusade +30) is hard-capped at +200 - maximum Total Modifier = ×3.00.


── Example Calculation ──
An action with 1,000 VE using the Full Enmity Set (+159%) and Crusade (+30%):
1,000 VE × (1 + 1.59 + 0.30) = 2,890 VE.


ENMITY GEAR SETS
Equipment Set Equipment Bonus Crusade Bonus Total Modifier Optimal Use
Full Enmity Set +159% +30% ×2.89 Maximize enmity with Flash, Jettatura, Provoke
SIRD Enmity Set +114% +30% ×2.44 Balanced enmity and SIRD for spellcasting
ENMITY GENERATED BY JAS/SPELLS AND GEAR INFLUENCE
Action Category Equipment Set Volatile Enmity (VE)
(Base x Total modifier = enmity)
Cumulative Enmity (CE)
(Base x Total modifier = enmity)
PALADIN MAIN
Invincible JA Full Enmity + Crusade
(159% + 30%)
7200 × 2.89 = 20808 VE 0
Divine Emblem + Flash (with Chevalier's Sabatons +3) JA + Magic Full Enmity + Crusade
(159% + 30%)
2189 × 2.89 = 6326 VE 308 × 2.89 = 890 CE
Divine Emblem + Flash JA + Magic Full Enmity + Crusade
(159% + 30%)
1920 × 2.89 = 5548 VE 270 × 2.89 = 780 CE
Palisade JA Full Enmity + Crusade
(159% + 30%)
1800 × 2.89 = 5202 VE 900 × 2.89 = 2601 CE
Shield Bash JA Full Enmity + Crusade
(159% + 30%)
900 × 2.89 = 2601 VE 450 × 2.89 = 1300 CE
Flash (without Divine Emblem) Magic Full Enmity + Crusade
(159% + 30%)
1280 × 2.89 = 3699 VE 180 × 2.89 = 520 CE
Sentinel JA Full Enmity + Crusade
(159% + 30%)
900 × 2.89 = 2601 VE 0
Majesty JA Full Enmity + Crusade
(159% + 30%)
340 × 2.89 = 982 VE 0
Rampart JA Full Enmity + Crusade
(159% + 30%)
320 × 2.89 = 924 VE (per member affected) 320 × 2.89 = 924 CE (per member affected)
Divine Emblem JA Full Enmity + Crusade
(159% + 30%)
320 × 2.89 = 924 VE 0
Sepulcher JA Full Enmity + Crusade
(159% + 30%)
320 × 2.89 = 924 VE 0
BLUE MAGE (SUB JOB)
Jettatura Conal AoE Full Enmity + Crusade
(159% + 30%)
1020 × 2.89 = 2948 VE 180 × 2.89 = 520 CE
Blank Gaze Single-target SIRD + Crusade
(114% + 30%)
320 × 2.44 = 780 VE 320 × 2.44 = 780 CE
Geist Wall AoE SIRD + Crusade
(114% + 30%)
320 × 2.44 = 780 VE 320 × 2.44 = 780 CE
Sheep Song AoE SIRD + Crusade
(114% + 30%)
320 × 2.44 = 780 VE 320 × 2.44 = 780 CE
RUNE FENCER (SUB JOB)
Valiance JA Full Enmity + Crusade
(159% + 30%)
900 × 2.89 = 2601 VE (per member affected) 450 × 2.89 = 1300 CE (per member affected)
Vallation JA Full Enmity + Crusade
(159% + 30%)
900 × 2.89 = 2601 VE 450 × 2.89 = 1300 CE
Pflug JA Full Enmity + Crusade
(159% + 30%)
900 × 2.89 = 2601 VE 450 × 2.89 = 1300 CE
Foil Magic Full Enmity + Crusade
(159% + 30%)
880 × 2.89 = 2543 VE 320 × 2.89 = 924 CE
Swordplay JA Full Enmity + Crusade
(159% + 30%)
320 × 2.89 = 924 VE 160 × 2.89 = 462 CE
WARRIOR (SUB JOB)
Provoke JA Full Enmity + Crusade
(159% + 30%)
1800 × 2.89 = 5202 VE 1
Warcry JA Full Enmity + Crusade
(159% + 30%)
320 × 2.89 = 924 VE (per member affected) 0


Basic Principles of Effective Aggro Generation
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Managing Aggro effectively is the cornerstone of a Paladin's role in any combat scenario.
Ensuring that enemies focus their attacks on you and not on vulnerable party members requires a strategic balance of Spells, Job Abilities (JAs), and gear.


This section provides a foundational guide on how to generate and maintain Aggro using single-target and AoE strategies.
By mastering these principles, you will not only solidify your position as the primary tank but also ensure your party’s safety and efficiency during encounters.


Whether dealing with single targets or multiple enemies, understanding the nuances of Volatile Enmity (VE) and Cumulative Enmity (CE) will make you a more reliable and effective tank.


SINGLE TARGET PRIORITY – PLD/BLU
# Action Objective VE Generated CE Generated
1 Divine Emblem + Flash Opening tag: Divine Emblem ×1.5 Flash's Special Enmity Bonus - biggest opening spike available. 6326 (with Chevalier's Sabatons +3) 890
2 Sentinel + Palisade or Rampart Sentinel = 900 VE activation spike + Enmity+100 Equipment buff (30s, cap +200); Palisade (no enmity loss on block) or Rampart adds the second spike. Buffs apply to every tagged mob. Palisade: 5202 / Rampart: 924 Palisade: 2601 / Rampart: 924
3 Shield Bash Instant ST spike that stuns TP moves; with Cab. Gauntlets +2/+3 also dispels (~100%). 2601 1300
4 Flash or Jettatura Snap hate: Flash (45s ST) or Jettatura (cone AoE - enmity sticks even on Terror resist). Flash: 3699 / Jettatura: 2948 520 CE
5 Blank Gaze → Geist Wall → Sheep Song Filler rotation between cooldowns; Sheep Song also interrupts actions (Stun alternative). Each generates 780 VE Each generates 780 CE
MULTIPLE TARGET PRIORITY – PLD/BLU (VE/CE per affected mob)
1 Sheep Song, Geist Wall, or Cold Wave AoE tag centered on caster; places PLD on every mob's list. (Cold Wave = DoT only, no initial dmg.) 780 VE 780 CE
2 Sentinel + Palisade or Rampart Sentinel grants Enmity+100 Equipment (cap +200) and a 900 VE activation spike, then Palisade or Rampart delivers a larger spike; the self-buffs apply to every tagged mob. Palisade: 5202 per mob / Rampart: 924 × N members Palisade: 2601 per mob / Rampart: 924 × N members
3 Jettatura Conal AoE spike; position so every mob is in the cone. Enmity sticks even on Terror resist. 2948 VE per mob in cone 520 CE per mob in cone
4 Sheep Song → Geist Wall → Cold Wave Filler rotation (caster-centered AoE); Sheep Song interrupts actions. Each generates 780 VE Each generates 780 CE


SINGLE TARGET PRIORITY – PLD/RUN
1 Divine Emblem + Flash Initial tag and opening spike that places PLD on the hate list. 6326 (with Chevalier's Sabatons +3) 890
2 Sentinel 900 VE activation spike + Enmity+100 Equipment buff (30s, cap +200) and −PDT 90→50%; applies to every tagged mob. 2601 0
3 Valiance Highest per-cast spike; scales with N party members covered; buff applies to every tagged mob. 2601 × N members (up to 15606) 1300 × N members (up to 7800)
4 Rampart −25% SDT (all damage) to party in 13' AoE; spike scales with N members covered. 924 × N members (up to 5544) 924 × N members (up to 5544)
5 Palisade Block rate +30% (+50% with JPs), no enmity loss on block; spike applies to every tagged mob. 5202 2601
6 Flash Snap hate (45s recast) + −300 accuracy blind on the mob. 3699 520
7 Vallation Self-buff combining Magic Defense and enmity; applies to every tagged mob. 2601 1300
8 Shield Bash Instant ST spike that stuns TP moves; with Cab. Gauntlets +2/+3 also dispels (~100%). 2601 1300
9 Pflug Self-buff combining status resistance and enmity; applies to every tagged mob. 2601 1300
10 Foil AoE enmity via self-target; bonus evasion vs TP moves. 2543 924
MULTIPLE TARGET PRIORITY – PLD/RUN (VE/CE per affected mob)
1 Banishga AoE tag within a 10-yalm radius; places PLD on every mob's hate list. Variable (damage-dependent) Variable (damage-dependent)
2 Sentinel 900 VE activation spike + Enmity+100 Equipment buff (30s, cap +200) and −PDT 90→50%; applies to every tagged mob. 2601 0
3 Valiance Highest per-mob spike; scales with N party members covered; buff applies to every tagged mob. 2601 × N per mob (up to 15606) 1300 × N per mob (up to 7800)
4 Rampart −25% SDT (all damage) to party in 13' AoE; spike scales with N members covered. 924 × N per mob (up to 5544) 924 × N per mob (up to 5544)
5 Palisade Block rate +30% (+50% with JPs), no enmity loss on block; spike applies to every tagged mob. 5202 2601
6 Vallation Self-buff combining Magic Defense and enmity; applies to every tagged mob. 2601 1300
7 Pflug Self-buff combining status resistance and enmity; applies to every tagged mob. 2601 1300
8 Foil AoE enmity via self-target; bonus evasion vs TP moves. 2543 924
9 Shield Bash Instant ST spike that stuns TP moves; with Cab. Gauntlets +2/+3 also dispels (~100%). 2601 1300



DEFENSE


Damage Taken Reduction Mechanics
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Final Fantasy XI layers damage reduction across multiple buckets - DT, PDT, MDT, BDT, and the special II variants (PDT II / MDT II) - each capped independently at −50%. The catch: standard PDT/MDT cap at −50%, but the II variants (Burtgang PDT II −18%, Aegis MDT II −50%) push past that cap and stack additively with DT. The tables below show the cap structure and worked examples combining multiple buckets to see what actually lands on your HP bar.


REDUCTION TYPES & CAPS
Type Cap Formula Notes
Damage Taken (DT) -50% Applies to all damage types Combines with PDT, MDT, or BDT to reach their caps.
Physical Damage Taken (PDT) -50% (Uncorrected Damage) × (100% - PDT - DT) Use Burtgang (-18% PDT II) for up to 68% reduction.
Magical Damage Taken (MDT) -50% Floor((Magic Damage) × (100% - MDT - DT)) ÷ (1 + MDB ÷ 100) Use Aegis (-50% MDT II) for up to 87.5% reduction.
Breath Damage Taken (BDT) -50% (Breath Base Damage) × (1 - BDT - DT - MDT augmentations) Gear with MDT augments helps reduce breath damage.
PDT II/MDT II Up to -87.5% Special reductions beyond standard PDT/MDT caps Examples: Burtgang (PDT II), Aegis (MDT II).


CALCULATION EXAMPLES
Example Details Corrected Damage Explanation
Physics -50% PDT
-18% PDT II
1000 × (1 - 0.50 - 0.18)
320 damage taken
PDT caps at -50%, but PDT II allows reductions beyond the cap.
This results in further reduced physical damage.
Magics -50% MDT
-50% MDT II
MDB +20
Floor((1000 × (1 - 0.50 - 0.375)) ÷ (1 + 20 ÷ 100))
104 damage taken
MDT reduces by -50% initially.
MDT II adds -37.5%, reaching the cap of -87.5%.
MDB further divides the remaining damage by its bonus percentage.
Breaths -50% DT
-30% BDT
-10% MDT augmentations
1000 × (1 - 0.50)
500 damage taken
DT already caps at -50%, applying globally to all damage types.
Contributions from BDT and MDT are not applied further.


Physical Damage Mitigation
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Paladin's physical mitigation is built on three multiplicative layers: raw DEF (base + equipment + buffs like Protect V / Cocoon), shield mechanics (block rate × per-block damage reduction, capped by shield size), and enemy crit rate reduction (merits + gear, capping the natural 10% crit rate at the 1% floor). Stacked with Phalanx's flat damage absorption, incoming physical can approach zero on smaller hits. The three tables below break down each layer.


DEFENSE (DEF)
Aspect Description
Base DEF Calculated using level and Vitality (VIT).
Formula: Base DEF = floor(VIT × 1.5) + level adjustment
Equipment DEF Direct addition of DEF values from equipment.
Active Buffs Protect V: Adds 220 DEF (+ shield DEF when cast by Paladin).
Example: Shield with 130 DEF results in a total of 350 DEF.
Cocoon: Boosts DEF by 50% (Blue Mage Spell).
Impact on Attack/DEF Ratio A higher Attack/DEF ratio increases incoming damage.
A lower ratio reduces damage, with higher DEF providing better mitigation.


SHIELD MECHANICS
Aspect Description
Shield Skill Mechanics Shields block physical attacks from the front.
Formula: BlockRate = BaseRate + ((ShieldSkill - AttackerSkill) × 0.2325).
Example: Shield Skill 420 and BaseRate 45% → Block Rate = 49.65%.
Ultimate Shields: Specific shields like Aegis ignore conventional rules.
Damage Reduction Formula: PercentDamageBlocked = SizeDamageReduction + (ShieldDEF / X).
X varies depending on shield level:
• Non-ilvl shields: ShieldDEF/2.
• ilvl 119 shields: ShieldDEF/4.
Final Damage Taken: BaseDamage × (1 - Reduction/100).
Damage Reduction on Block Formula: FinalDamage = BaseDamage × (1 - ShieldReduction/100) × (1 - PDT/100).
Example: 1000 × (1 - 0.60) × (1 - 0.30) = 280 final damage (60% shield reduction + 30% PDT).
Abilities • Reprisal: Multiplies block rate by ×1.5 (or ×3.0 with Priwen).
• Palisade: Adds 30% block rate (+20% merits), prevents hate loss on block.
Standard Shields
Shield Size Total Damage Reduction Base Block Rate

1 -20% 55%

2 -40% 40%

3 -50% 45%

4 -65% 30%
Ultimate Shields
Shield Total Damage Reduction Base Block Rate

Aegis
-75% 50%

Srivatsa
-75% 50%

Ochain
-60% ~108%

Duban
-60% ~108%


ENEMY CRITICAL HIT RATE
Aspect Details
Critical Hit Rate Reduction Enemy critical hit rate is a merit category available to all jobs. Each merit upgrade grants a 1% reduction in critical hit rate from enemies, up to a maximum of 5% reduction.
This costs 15 merits for a full upgrade (1 > 2 > 3 > 4 > 5).
Critical Hit Rate Formula Enemy critical hit rate seems to be calculated similarly to Player Critical Hit Rate, but uses the Enemy's DEX and the Player's AGI.
• Higher AGI reduces the Enemy's critical hit rate.
• Minimum critical hit rate: 1%.
• Cap on Enemy critical hit rate: 10% (exceptions apply).
• To reduce a capped 10% critical hit rate to the minimum of 1%, 9% reduction is required.
Reduction Calculation Example:
• Merits (5/5): -5%.
• Fortified Ring: -7%.
Total reduction = 12%, reducing 10% to 1%.
Avoid overcapping by carefully balancing gear and merits.
Recommended Equipment Warden's Ring: Enemy critical hit rate -5%, "Death" resistance +10, Physical damage taken -3%.
Eluder's Sachet: Enemy critical hit rate -5%, Damage taken +2%.
Fortified Ring: Enemy critical hit rate -7%, MP+50, Accuracy+5, Magic damage taken -5%.
Importance for Tanks Tanks can reduce the spike damage from critical hits by equipping items with Enemy critical hit rate reduction.
• Particularly useful in situations with Phalanx, where overall damage can approach zero.
• Focus on reducing critical hit spikes for greater stability.


Magical Damage Mitigation
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Magical damage runs through a strict 4-stage pipeline before it touches HP: Magic Evasion decides the initial resist tier (Full Hit / 1/2 / 1/4 / 1/8), Elemental Resistance shifts that tier (negative resists floor at 1/2 damage; positive + MEVA enables full 1/8 resists), MDT shaves a flat percentage capped at −50% (−87.5% stacking Aegis MDT II), and finally MDB divides the remainder by (100 + MDB) ÷ (100 + enemy MAB). Each layer multiplies into the next - a partial resist + capped MDT + heavy MDB stack collapses big nukes into chip damage. Note: this pipeline applies to spell damage and elemental WSs, but not breath attacks (those use BDT + DT only - see the Damage Taken Reduction Mechanics table above).


ELEMENTAL RESISTANCE
Aspect Description
Importance and Scenarios • Negative Resistance guarantees at least 1/2 damage
• Positive Resistance, with MEVA, enables full resist (1/8 damage)
• Bar-spells boost resistance for specific elemental threats
Application for PLD Carrier's Sash offers broad elemental resistance
Warden's Charm / +1 helps manage multiple elemental resistances
Bar-spells for specific vulnerabilities
MAGIC DEFENSE BONUS (MDB)
General Description • Formula: Final Damage = Base Damage × (100 + MAB) ÷ (100 + MDB)
• Applies to all magical damage including Quick Draw and elemental WSs
Limitations • Does not affect breath attacks
• Same-tier traits do not stack
• No known cap
Enemy Interaction • Enemy MAB can exceed 900 in extreme cases
• Most enemies lack MDB except NMs
DAMAGE CALCULATION ORDER
1. Magic Evasion • Determines initial resist state:
• Full Hit → All damage
• Partial Resist → 1/2 or 1/4 damage
• Full Resist → 1/8 damage
2. Elemental Resistance • Modifies resist state:
• Negative → Forces minimum 1/2 damage
• Positive → Enables full resists with MEVA
3. Magic Damage Taken • Formula: Remaining = Base × (1 - MDT)
• Caps at 50% (87.5% with Aegis)
4. Magic Defense Bonus • Final calculation using MDB formula
• Last layer of defense


GROUND TANKING
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✦ VOL. I - ISSUE #47 ✦ MHAURA PRESS ✦ PRICE: 4 GIL ✦


GROUND TANKING
MYTH OR REALITY?
A Paladin Breaks the Silence - Exclusive Interview


By Anonymous Correspondent ◆ Photographs: Hysoka, GEO Archives

── ❖ ── PROLOGUE - THE MEETING ── ❖ ──

The rendez-vous is set in Rabao, behind the grand awning's crates, not far from Home Point #2 - a discreet spot, sheltered from foot traffic, overlooking the crystal and the reeds.
Tetsouo is already there when we arrive: slumped in the shade, leaning against a crate, melon juice in hand. He doesn't rise. He doesn't even look up. He simply lifts his cup, gestures vaguely toward the empty crate across from him, and waits in silence - as if we had been late since the dawn of time.

── ❖ ── GREETINGS ── ❖ ──

Journalist: Tetsouo, thank you for granting us this interview. Many in our community wonder about the philosophy behind your… approach to tanking.
Tetsouo: (He takes a long sip of melon juice, then sets the cup down with calculated slowness.) Time is only precious to those who have never learned to lose it with majesty. You are fortunate to be sitting here. Few mortals have ever been granted access to my tactical reasoning. Take notes - your silence is worth more than a complete BiS set.

Journalist: Very well. Shall we begin?
Tetsouo: We began the moment I accepted your presence.

── ❖ ── THE INTERVIEW ── ❖ ──

Journalist: Last week several witnesses thought you had died in Rabao after a Sheol Gaol boss run. How do you explain this persistent rumor?
Tetsouo: (He smiles with pity.) I do not die. Let us clarify that immediately. What those ignorant onlookers observed was not a death - it was phase three of Advanced Ground Tanking. The party had reached its mental limit. Stress was rising. Mechanics were no longer being respected. So I chose to extend the demonstration into Rabao itself, so that everyone would understand the lesson.
Some claim my Phalanx had worn off. A grotesque error. I removed it myself. Ground Tanking requires visible vulnerability - an active Phalanx would have ruined the silhouette.

Journalist: Ground Tanking… what exactly is it?
Tetsouo: A discipline. Rare. Subtle. Demanding. Beyond the reach of most. The vast majority of players will spend their entire careers without ever seeing a Paladin truly master the art of the controlled grounded posture. You have all seen tanks fall. I, on the other hand, install myself strategically at the horizontal. That nuance is the line between legends and pickup groups.

Journalist: Could you explain how it works?
Tetsouo: I will simplify, though it costs me intellectually. When a Paladin falls, the party panics:
- The COR sweats.
- The WHM spams Cure IV without a target.
- The SAM opens his equipment menu.
- The BRD wonders whether he forgot Marcato.
- The RDM types "bug ???" in chat.
- The GEO looks at his luopan like a disappointed father.

It is precisely at that instant that I intervene. I create a psychological void. The party, deprived of my verticality, finally discovers its potential. Fear replaces routine. Panic takes the place of rotation. I do not "wipe" the party - I awaken it.


"I do not 'wipe.' I demonstrate."
- Tetsouo

Journalist: Where did this technique come from?
Tetsouo: Years ago, in West Ronfaure. I trained alone, against rabbits. One day, I simulated a perfect fall. The rabbit stepped back. Then it looked at me. For a long, long moment. Then it returned to grazing… but differently. At that instant, I understood: if even a primitive beast doubts in the face of my controlled abandonment of posture, imagine the effect on six already-fragile players. That day, Ground Tanking was born.

Journalist: Some witnesses claim to have seen you fall multiple times during the same fight.
Tetsouo: (He bursts into a contemptuous laugh.) Fall? No. Redeploy. Each successive Ground Tanking adds a layer of mental pressure on the enemy - and a layer of lucidity on the team. The Home Point trip between deployments? Intentional. What I call a mobile tactical reset. Most players walk to the battlefield. I meditate on the way back.

Journalist: Are you saying that falling voluntarily in combat could be a defensive act?
Tetsouo: Obviously. When I am standing, I tank the monster. When I am on the ground, I tank the emotions of the group. The second role is far heavier. Few would have the shoulders for it. I, on the other hand, do not even need to remain standing.

Journalist: You claim your fall starts a chain reaction in the party. Could you elaborate?
Tetsouo: When I Ground Tank:
- The COR rolls without thinking, and it is Lucky every time.
- The SAM never misses a Fudo - even blinded, even fasting.
- The BRD rebuffs without using his 2-H, yet swears he did.
- The RDM yells "server bug" while landing every spell with surgical precision.
- The BLU lets something dark out, casting spells that should not even exist.
- The GEO watches his luopan type into party chat: "on leave?"

Chaos becomes order. Error becomes strategy. The wipe becomes content. And me? At the center of it all. Motionless. Indispensable.

── ❖ ── PARTY TESTIMONIALS ── ❖ ──

"I thought it was the boss… turns out it was my roll." - Woonsul, COR, sweating bullets
"Fudo didn't miss… but he dropped." - Timara, SAM, still in shock
"Raise was cast. Nothing. So: bug." - Typioni, RDM, furious
"I was sure I had popped 2-H." - Morphetrix, BRD, perplexed
"Tried the technique. Insta-KO." - Gabvanstronger, BLU, dazed
"The luopan really typed it. I haven't slept since." - Hysoka, GEO, suddenly believer

── ❖ ── CONCLUSION ── ❖ ──

Journalist:
"I must admit your statements are… disorienting.
Your conviction is total, but it may be difficult for the community to adopt this vision of tanking."

Tetsouo:
"The community will adopt what it understands too late.
Let me be clear: I have never died. Not once.
What the weak call 'KO' is merely the primitive reading of a deliberate posture.
Server lag? My initiative. Phalanx forgotten? My choice. Boss one-shot? My visual support.
Other tanks absorb damage. I absorb History.
Ground Tanking is not a method - it is an inevitable evolution.
Soon, all will follow me. Often on the ground. But too late to equal the original."


✦ END OF EXCLUSIVE ✦ CONTINUED IN NEXT ISSUE ✦





JOB ABILITY


OFFENSE


Shield Bash
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Shield Bash is a low-level Paladin Job Ability (Lv.15) that strikes the target with the equipped shield, dealing damage and applying a chance to Stun. The threat profile is one of the highest in the kit for a 1-minute cooldown - 450 CE / 900 VE regardless of damage dealt - making it both a hate tool and a TP-move interrupt.


Damage scales with shield size, Bash+ equipment, and Job Points.


SHIELD BASH
Aspect Description
Ability Information Type: Job Ability - Level: 15
Target: Single - Range: 5.4 yalms
Recast: 1:00 (50s with 5/5 merits)
Cumulative Enmity: 450 - Volatile Enmity: 900
Core Mechanics Damage = (Base + ShieldSize + JobPoints + EquipBash) × Random(1.0~1.05)
Base = 27 (PLD 99) / 15 (/PLD subjob)
Shield Size Bonus
Size 1 Buckler 2 Round 3 Kite 4 Tower 5 Aegis 6 Ochain
Bonus +0 +13 +40 +67 +0 +0

Size 5/6 shields compensate via dedicated Bash+ augments (Aegis 99 = Bash+300).
Merit Points Group 1 - 5 ranks available
• Each rank: −2 seconds recast
• Maximum at 5/5: 50s recast
Job Points Shield Bash Effect: 20 ranks available
• Each rank: +10 damage
• Maximum at 20 JP: +200 damage
Practical Notes • Stun proc rate is high but not 100% - do not rely on it as a guaranteed interrupt
• Instant cast - the cleanest tool to cut a telegraphed TP move
• Shield Bash grants TP to the mob when it deals damage (treated like a normal hit based on main-hand delay)
• Endgame: primarily a hate tool - the 450 CE / 900 VE spike, not the damage


EQUIPMENT & AUGMENTS


Hands - Caballarius Progression
All Caballarius/Valor hands tiers carry the Shield Bash+ augment. The unique endgame value is the Dispel on Shield Bash effect that unlocks at Cab. +2 and persists through +3/+4. Color coding: +2 blue · +3 yellow · +4 green (BiS).
All pieces with Shield Bash+ augment (Hands slot)
Valor Gauntlets (Lv72) - Bash+10
Vlr. Gauntlets +1 (Lv75) - Bash+10
Vlr. Gauntlets +2 (Lv90) - Bash+12
Caballarius Gauntlets (99 / iLv109) - Bash+20
Cab. Gauntlets +1 (iLv119) - Bash+25
Cab. Gauntlets +2(iLv119) - Bash+30 + Dispel on Bash
Cab. Gauntlets +3 ★★ (iLv119) - Bash+35 + Dispel on Bash
Cab. Gauntlets +4 ★★★ BiS (iLv119) - Bash+35 + Dispel on Bash · Best base stats
Version Bash+ Key Stats Source / Materials
Cab. Gauntlets +2 +30 DEF:115, HP+114, VIT+42, MND+34, MEva+36, MDB+2, Haste+4%, Enmity+8 + Dispel on Bash Aurix
Handshard: PLD ×2
Ruthenium Ore
Bztavian Stinger
Cab. Gauntlets +3 ★★ +35 DEF:125, HP+124, VIT+47, MND+39, MEva+46, MDB+3, Haste+4%, Enmity+9 + Dispel on Bash Aurix
Handshard: PLD ×2
Voidhand: PLD ×2
Macuil Plating ×2
Cab. Gauntlets +4 ★★★ BiS +35 DEF:130, HP+134, VIT+52, MND+39, MEva+86, MDB+4, Haste+4%, Enmity+9 + Dispel on Bash Reforged Armor +4
• 15,000 Temenos Units
Dispel effect on +2/+3/+4: no log message displayed, but tested at ~100% application rate on dispelable effects.



Shield - Aegis Progression (PLD-only, Size 5)
Aegis carries Bash+ on every tier of its Magian-Trial path, scaling +200 → +300 as the relic is upgraded. It is also one of only two shields (with Srivatsa) granting MDT II, letting MDT pass the normal −50% cap. Only the final tier (Lv99) is endgame BiS - the lower tiers are upgrade waypoints with the same block/cut profile but progressively lower Bash+ and MDT II.
All Aegis tiers (relic shield, single line)
Aegis Lv75 (Lv75) - Bash+200, MDT II −25%
Aegis Lv80 (Lv80) - Bash+215, MDT II −30%
Aegis Lv85 (Lv85) - Bash+230, MDT II −35%
Aegis Lv90 (Lv90) - Bash+245, MDT II −40%
Aegis Lv95 (Lv95) - Bash+275, MDT II −45%
Aegis Lv99 ★★★ BiS (Lv99) - Bash+300, MDT II −50% (endgame BiS - also available as Afterglow Lv99 II via Trial 5056, identical stats, cosmetic only)

Tier Bash+ MDT II Block Cut% Source
Aegis Lv99 +300 −50% 50% 75% Trial of the Magians
+300 at Lv99 confirmed empirically (148 samples, JP source 2019). In-game descriptions of Bash+ may differ from tested values across versions - trust the empirical numbers.



Other Bash+ Equipment - Useful
Fenian Ring (Lv 71, ring - non-augmentable)
Bash+50 (flat) · Enhances Banish vs Undead (+1/8 resistance reduction, see Banish Family card)
▸ Source: Uncapped BC The Blood-bathed Crown (La Vaule [S]) - requires Imperial Lineage ch. I~VIII

Knightly Earring (Lv 59, ear)
Shield Bash+10 · Weapon Bash+10 · Spell Interruption Rate −9%
▸ Source: Drop: Imdugud (Lv 58, Riverne Site B01) - lottery spawn from Nimbus Hippogryph at M-7



Niche / Informational Bash+ Gear - listed for completeness; not part of any active PLD endgame Shield Bash set:
Highlander's Targe - Lv70 shield (Size 1 / sub slot). Bash+15, DEF:23. Superseded by Aegis / Priwen. Source: Overlord Bakgodek lottery spawn (Monastic Cavern).
Sigma Earring - Lv75 ear. Shield Bash+10 / Weapon Bash+10 Salvage-only; identical to Knightly Earring outside Salvage. Source: ??? Earring appraisal (Assault Leujaoam Sanctum).
Guardian's Ring - Lv50 ring. Bash+10 latent: HP≤75% AND TP<1000 - nearly impossible to keep active in modern combat. Source: BCNM 50 (Horlais Peak or Balga's Dais).


Divine Emblem
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Divine Emblem is a Paladin Job Ability (Lv.78) that empowers the next Divine Magic spell with a large Special Enmity Bonus (+50% base, scaling up to +71% with Chev. Sabatons +3), a damage multiplier on Holy / Banish tied to Divine Magic skill, and a magic accuracy bonus. On Holy II cast against an Undead target, it additionally inflicts Amnesia (~20-25s).


DIVINE EMBLEM
Aspect Description
Ability Information Type: Job Ability - Level: 78
Target: Self
Duration: 1:00 or consumed by next divine spell - Recast: 3:00
Cumulative Enmity: 0 - Volatile Enmity: 320
Core Mechanics • Adds +50% Special Enmity Bonus (base) to the next divine magic spell
Special Enmity Bonus is multiplicative with all other Enmity+ sources
Holy / Banish damage: floor(damage × (1 + Divine Magic Skill ÷ 100))
• Grants a magic accuracy bonus to divine spells (value not officially documented)
Holy II on Undead additionally applies Amnesia (20~25s)
Job Points Divine Emblem Effect: 20 ranks available
• Each rank: +2 magical damage
• Maximum at 20 JP: +40 magical damage
SEB by Feet
Feet Creed +1 Creed +2 Chev Chev +1 Chev +2 Chev +3
Total SEB +55% +60% +62% +65% +68% +71%

The SEB bonus is captured at JA activation. Chev. Sabatons +3 also carry the highest FastCast (+13%) and Enmity+ (+15) of any feet - they stay equipped through the full JA → Precast → Midcast sequence.
SEB Stacking • Divine Emblem shares the Special Enmity Bonus term with Sentinel's Job Points effect - they add inside the same multiplier, they do not multiply each other
• Example: Sentinel 20 JP (+20% SEB) + Divine Emblem (+50% SEB) = ×1.70 SEB, not ×1.50 × ×1.20
• SEB then multiplies with the rest of your Enmity+ gear (e.g. ×1.66 from +66 Enmity × ×1.70 SEB = ×2.82 effective)
Practical Notes • Pair with Flash for one of the largest enmity spikes available
• Atypical equipment timing: bonus locked at JA pulse, not at cast - different from almost every other spell-boosting JA in the game
• On Holy II vs Undead, the Amnesia application makes Divine Emblem valuable in undead-heavy content
• Recast is 3:00 (no merit reduction available) - plan the cycle around big telegraphs / pulls


EQUIPMENT & AUGMENTS


Feet - Creed → Chevalier's Sabatons Progression
The Divine Emblem Bonus (Special Enmity Bonus boost) is carried by the entire Empyrean → Reforged Empyrean feet line, scaling +5% → +21%. Color coding: Chev +2 blue · Chev +3 yellow (BiS) - those are the endgame tiers and the only ones detailed below.
All pieces with Divine Emblem (DE) Bonus augment (Feet slot)
Creed Sabatons +1 (Lv81) - DE Bonus +5% (SEB total 55%)
Creed Sabatons +2 (Lv81) - DE Bonus +10% (SEB total 60%)
Chev. Sabatons (iLv109) - DE Bonus +12% (SEB total 62%)
Chev. Sabatons +1 (iLv119) - DE Bonus +15% (SEB total 65%)
Chev. Sabatons +2(iLv119) - DE Bonus +18% (SEB total 68%) + FastCast+10%
Chev. Sabatons +3 ★★ BiS (iLv119) - DE Bonus +21% (SEB total 71%) + FastCast+13% - top tier
Version DE Bonus Total SEB Key Stats Source / Materials
Chev. Sabatons +2 +18% 68% DEF:111, HP+42, VIT+35, Acc+50, MAcc+50, MEva+126, Haste+5%, Enmity+13, FastCast+10% Ruspix (Leafallia H-8)
Ra'Kaz. Sapphire
• 10,000 Gallimaufry
Chev. Sabatons +3 ★★ BiS +21% 71% DEF:121, HP+52, VIT+40, Acc+60, MAcc+60, MEva+136, Haste+5%, Enmity+15, FastCast+13% Ruspix (Leafallia H-8)
Ra'Kaz. Starstone
• 70,000 Gallimaufry
▸ Timing rule (empirical)
The Chev. Sabatons DE bonus is captured at JA activation, not at spell cast. Empirical tests (Atonement post-Flash):
Chev equipped When DE Bonus Flash CE Atonement dmg
No N/A ×1.50 270 44
Yes JA + Cast ×1.65 297 49
Yes Cast only ×1.50 270 44 ✗
Yes JA only ×1.65 297 49 ✓




Sepulcher is a Paladin-exclusive Job Ability that applies a flat −20 debuff to five stats (Accuracy, Evasion, Magic Accuracy, Magic Evasion, Store TP) on a single Undead target. No effect on any other monster family. The Volatile Enmity is modest (320 VE) but the 3-minute duration and the −20 Store TP component noticeably slow undead TP gain across both physical and magical exchanges. No gear modifies Sepulcher - pair with Holy Circle (party buffs) and Banish (phys resist cut) for the full anti-undead trio.


SEPULCHER
Aspect Description
Ability Information Type: Job Ability - Level: 87
Target: Single (Undead only) - Range: 12 yalms - Command: /ja "Sepulcher" <stnpc>
Duration: 3:00 (3:20 at 20 JP) - Recast: 5:00
Cumulative Enmity: 0 - Volatile Enmity: 320
Core Mechanics • Target must be of the Undead family - no effect on other mob types
• Applies a flat −20 debuff to the same five stats simultaneously
• Single-target debuff - does not propagate to other undead in range
Stat Reductions
Stat Accuracy Evasion M.Acc M.Eva Store TP
Reduction −20 −20 −20 −20 −20

Job Points Sepulcher Effect: 20 ranks available
• Each rank: +1 second duration
• Maximum at 20 JP: 3:20 duration
Practical Notes • Apply early in the fight; the long duration (3:00, 3:20 at 20 JP) covers most pulls
• Modest threat spike (320 VE, 0 CE) - primarily a debuff cooldown, not an enmity tool
Anti-undead trio: pairs with Holy Circle (party buff: +15% dmg dealt / +15% dmg resist / +15% Undead Killer) and Banish (additional 1/8 physical resistance reduction) - see Holy Circle card for the trio overview




Intervene is a Paladin SP Ability (1-hour cooldown) that strikes the target with the equipped shield, dealing damage and crippling the enemy's offensive output for 30 seconds - both Accuracy and Attack are set to 1. Damage is gated by Shield Skill: 0 skill = 0 damage. The real value is the 30s of effectively-missed swings layered on top of a 900 VE threat spike. No PLD-equippable gear modifies this ability - only Shield Skill (Priwen, Aegis, etc.) drives the damage component.


INTERVENE
Aspect Description
Ability Information Type: SP Ability (2-Hour) - Level: 96
Target: Single - Range: 5.4 yalms - Command: /ja "Intervene" <stnpc>
Duration: 0:30 - Recast: 1:00:00
Cumulative Enmity: 1 - Volatile Enmity: 900
Core Mechanics • Sets the target's accuracy and attack to 1 for 30 seconds
• Deals damage based on Shield Skill - base damage is multiplied by skill, so 0 skill = 0 damage
• Reference: +112 Shield Skill from Priwen ≈ 590 damage
• Static enmity (1 CE / 900 VE) - independent of damage dealt
Job Points Intervene Effect: 20 ranks available
• Each rank: +2% damage dealt
• Maximum at 20 JP: +40% damage
Threat Profile 900 VE static spike, comparable to Flash + Divine Emblem
• Combine with Sentinel + Palisade/Rampart to multiply through Enmity+
• Independent of damage dealt - works the same with or without high Shield Skill
Practical Notes • 1-hour recast - reserve for boss windows or emergency aggro recovery
• For 30 seconds the target effectively misses every swing - a hard mitigation cooldown layered on top of the threat spike
• Requires a shield equipped (the strike and debuff come from the shield)


DEFENSE


Holy Circle
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Holy Circle is a low-level Paladin Job Ability (Lv.5) that grants the party a dual-purpose buff against undead monsters: +15% damage dealt, +15% damage resistance, and +15% Undead Killer (proc rate). It sees no use outside undead-heavy content, but in those zones it is one of the strongest party-wide swings available - both offensive and defensive at once.


Categorized here as a Defense JA because its Job Points track is defense-only (−1% dmg taken per rank, max −20%) and the damage-resistance component is multiplicative with PDT/MDT. The offensive side (+15% dmg dealt / Undead Killer) belongs in the anti-undead trio alongside Sepulcher (target debuffs) and Banish (physical resistance reduction).


HOLY CIRCLE
Aspect Description
Ability Information Type: Job Ability - Level: 5
Target: Self / Party AoE
Duration: 3:00 - Recast: 5:00 (base)
Cumulative Enmity: 0 - Volatile Enmity: 5 per ally buffed (bg-wiki lists 5 flat - per-ally scaling inferred from other AoE Circle JAs, pending verification)
Core Mechanics • Grants or strengthens Undead Killer for all party members in range
Main job: unique +15% damage dealt to undead, +15% damage resistance from undead, and approximately +15% Undead Killer
Subjob: 5% of those values
• Exclusive with other Circles (Arcane Circle, Killer Instinct…) - they overwrite each other
Merit Points Group 1 - 5 ranks available
• Each rank: −10 seconds recast
• Maximum at 5/5: 4:10 recast
Job Points Holy Circle Effect: 20 ranks available
• Each rank: −1% damage taken from undead
• Maximum at 20 JP: −20% damage taken from undead
Practical Notes • Negligible threat - 5 VE per ally buffed / 0 CE (max ~30 VE in a 6-player party), do not rely on it for hate
• The damage-resistance component is multiplicative with PDT/MDT - meaningful in undead-heavy content (Limbus, Salvage, Walk of Echoes, undead Sortie zones)
• Refresh before pulling: 3:00 duration vs 5:00 recast leaves a 2-minute gap
• Pair with Sepulcher (target debuffs) and Banish (target phys resistance) for the anti-undead trio


EQUIPMENT & AUGMENTS


Feet - Gallant → Reverence Leggings Progression
Every tier from Gallant Leggings to Rev. Leggings +4 carries the same Holy Circle augment: Duration +50% / Potency +2% (180s → 270s total). The BiS differentiator is the Converts damage → MP passive on Rev. +2 / +3 / +4 - a separate, stackable effect on top of the shared augment. Color coding: Rev +2 blue · Rev +3 yellow · Rev +4 green (BiS). Only Rev. +2/+3/+4 are detailed below.
All pieces with Holy Circle augment (Duration +50% / Potency +2%, Feet slot)
Gallant Leggings (Lv52) - shared HC augment only
Glt. Leggings +1 (Lv74) - shared HC augment only
Rev. Leggings (iLv109) - shared HC augment only
Rev. Leggings +1 (iLv119) - shared HC augment only
Rev. Leggings +2(iLv119) - + Converts 5% dmg → MP
Rev. Leggings +3 ★★ (iLv119) - + Converts 10% phys-blocked dmg → MP
Rev. Leggings +4 ★★★ BiS (iLv119) - + Converts 10% Phys. dmg taken while blocking → MP
Version Conversion Passive Key Stats Source / Materials
Rev. Leggings +2 Converts 5% dmg → MP DEF:99, HP+72, VIT+22, Acc+41, MEva+74, Haste+3%, Shield skill+19 Coelestrox (Reisenjima)
P. PLD Card ×3
Ruthenium Ore
Abyssdiver's Feather
Rev. Leggings +3 ★★ Converts 10% phys-blocked dmg → MP DEF:109, HP+82, VIT+27, Acc+51, MEva+84, Haste+3%, Shield skill+21 Coelestrox (Ethereal Ingress #10) - 2-day craft
• Day 1: P. PLD Card ×9 + Kin's Scale
• Day 2: Azure Cermet ×3 + Khoma Thread + Cyan Orb
Rev. Leggings +4 ★★★ BiS Converts 10% Phys. dmg taken while blocking → MP DEF:114, HP+92, VIT+27, Acc+61, MAcc+61, MEva+109, Haste+3%, Shield skill+22 Apollyon Furnace (Limbus)
• 10,000 Apollyon Units
• Requires Apollyon verification key
▸ +3 description bug
The in-game description on Rev. Leggings +3 reads "10% of damage taken" but testing confirms the effect only triggers on blocked physical hits. The +4 wording ("Phys. dam. taken while blocking") is the correct formulation - not a typo, the +3 description is wrong.




Invincible is the Paladin's SP Ability (one-hour recast) - for 30 seconds (40s with Cab. Breeches) every incoming physical hit is reduced to 0 damage. The defining property in modern endgame is its VE 7200 activation spike (≈ four Provoke simultaneously) and the +2000 static enmity at 20/20 Job Points - making Invincible the single strongest hate-recovery tool in the PLD kit. Magical damage is unaffected.


INVINCIBLE
Aspect Description
Ability Information Type: SP Ability (One-Hour)
Target: Self
Duration: 0:30 base - 0:40 with Cab. Breeches
Recast: 1:00:00
Cumulative Enmity: 0 - Volatile Enmity: 7200
Command: /ja "Invincible" <me>
Core Mechanics • Reduces all incoming physical attacks to 0 damage for the duration
• Activation generates 7200 VE - equivalent to ≈4 Provoke spikes in a single button press
No protection against magical damage (spells, breath, magical TP moves) - pair with Shell V + Barspells when magic damage is expected
• In modern endgame, used primarily for hate recovery / reset, not for raw survival
Job Points Invincible Effect: 20 ranks available
• Each rank: +100 static enmity for the duration
• Maximum at 20 JP: +2000 static enmity - stacks on top of the 7200 VE activation spike
Practical Notes 7200 VE + 2000 static enmity makes Invincible the largest single hate generator in the PLD kit - ahead of Sentinel (900 VE), Palisade and even Atonement's per-hit ceiling
• Pop it decisively - the 1-hour recast means it should be reserved for wipe recovery, key burn windows, or boss phase transitions
• The +10s duration from Cab. Breeches covers most critical phases (40s total) - wear them on activation, swap to your idle / enmity set immediately after
• Useful trick: Invincible's physical immunity also negates the CE decay from physical hits for its duration, since no damage = no CE loss


EQUIPMENT & AUGMENTS


Legs - Valor → Caballarius Breeches Progression
The Invincible Duration +10s augment lives exclusively on the Caballarius Breeches line (Reforged Relic) - every Cab. tier carries it, all granting the same +10s bonus. Color coding: Cab. NQ / +1 gray · Cab +2 blue · Cab +3 yellow · Cab +4 green (BiS). The +10s bonus is identical across every Cab. tier - the upgrade decision is driven by base stats (DEF, HP, MEva, MDB) since Invincible doesn't scale per tier.
Important: to inherit the Invincible augment when crafting Caballarius Breeches NQ, you must start from Vlr. Breeches +2 augmented via Trial 4987 (Dynamis-Beaucedine or Dynamis-Tavnazia, 20,000 XP). The standard upgrade path does not transmit the bonus.
All pieces with Invincible Duration+ augment (Legs slot)
Vlr. Breeches +2 (Lv90) - Duration +10s - requires Trial 4987 augment
Cab. Breeches (iLv109) - Duration +10s
Cab. Breeches +1 (iLv119) - Duration +10s
Cab. Breeches +2(iLv119) - Duration +10s
Cab. Breeches +3 ★★ (iLv119) - Duration +10s
Cab. Breeches +4 ★★★ BiS (iLv119) - Duration +10s - same Invincible bonus as +3, improved base stats
Version Invincible+ Key Stats Source / Materials
Cab. Breeches +2 Duration +10s DEF:141, HP+62, MP+90, STR+45, VIT+31, Acc+29, Atk+49, MEva+74, MDB+4, Haste+5%, Enmity+8, SIRD−7%, PDT−6% Aurix (Ru'Lude Gardens G-8)
Legshard: PLD ×2
Ruthenium Ore
Waktza Rostrum ×1
Cab. Breeches +3 ★★ Duration +10s DEF:151, HP+72, MP+100, STR+50, VIT+36, Acc+39, Atk+64, MEva+84, MDB+5, Haste+5%, Enmity+9, SIRD−10%, PDT−7% Aurix (Ru'Lude Gardens G-8)
Legshard: PLD ×2
Voidleg: PLD ×2
Tartarian Soul ×2
Cab. Breeches +4 ★★★ BiS Duration +10s DEF:156, HP+82, MP+110, STR+55, VIT+41, Acc+44, Atk+74, MEva+124, MDB+6, Haste+5%, Enmity+9, SIRD−10%, PDT−7% Temenos Furnace (Limbus)
• 25,000 Temenos Units
• Requires Temenos verification key
▸ The +10s bonus does not scale per tier
Every Cab. Breeches tier (NQ → +4) grants the same +10s Invincible duration. The upgrade decision is therefore driven by base stats - DEF, HP, MEva, MDB, SIRD, PDT - not by the JA augment itself. Cab. Breeches +4 is BiS purely on stat sheet.





Sentinel is the Paladin's signature self-mitigation cooldown - a 30-second damage-reduction window paired with a 900 VE activation spike and an additive +100 Equipment Enmity bonus (stacks on top of gear, up to the +200 hard cap). With Cab. Leggings +3 the starting PDT reduction overflows past −100%, meaning the first ticks deal literal 0 physical damage. With 5/5 Guardian merits + Cab. Leggings, total duration extends to 40 seconds.


SENTINEL
Aspect Description
Ability Information Type: Job Ability - Level: 30
Target: Self
Duration: 0:30 - Recast: 5:00 (4:10 with 5/5 merits)
Cumulative Enmity: 0 - Volatile Enmity: 900
Core Mechanics • Applies a Physical Damage Taken reduction that decays by −8% per tick until reaching a −50% floor for the rest of the duration
• Sentinel uses exact percentages (not fractions of 256 like gear PDT)
• Adds +100 Equipment Enmity for the entire duration (additive, stacks on top of gear). The total still respects the +200 Equipment Enmity hard cap, so heavy +Enmity sets saturate during the window
• Plus a 900 VE activation spike on use (half of Provoke's 1800 VE)
PDT Starting Value
Feet None Valor / Cab Cab +1 Cab +2 Cab +3
Start PDT −90% −103% (cap −100%) −108% (cap −100%) −114% (cap −100%) −128% (cap −100%)

Overflow past −100% absorbs the −8%/tick decay before any damage gets through - Cab. Leggings +3 keep the floor capped longer than NQ feet.
Merit Points Group 1 (Sentinel Recast) - 5 ranks: −10 seconds recast each, max 4:10 recast
Group 2 (Guardian): reduces CE decay from taken damage by −19% per rank
Job Points Sentinel Effect: 20 ranks available
• Each rank: +1% Special Enmity Bonus
• Maximum at 20 JP: +20% SEB (additive with Divine Emblem in the same term)
Practical Notes • The PDT reduction is multiplicative with gear PDT - Sentinel + capped PDT gear is the cleanest physical mitigation window in the game
+100 Equipment Enmity is additive (stacks on top of gear). Equipment Enmity is hard-capped at +200, so a FullEnmity set saturates during the window - keep the set, the brief overflow isn't worth a dedicated swap
Subjob /PLD: Equipment Enmity bonus is +50 instead of +100 (additive, same +200 cap)
• The 900 VE activation spike alone is the third-largest in the PLD kit, behind Palisade and Invincible
• Synergy with Divine Emblem: Sentinel JP (+20% SEB at 20/20) and DE (+50% SEB) feed the same Special Enmity Bonus term and add inside one multiplier - full combo SEB = ×1.70 on top of the (capped) Equipment Enmity multiplier


EQUIPMENT & AUGMENTS


Feet - Valor → Caballarius Leggings Progression
The Sentinel+ augment lives exclusively on the Caballarius Leggings line (Reforged Relic) - every Cab. tier carries it, scaling +10 → +25. Color coding: Cab +2 blue · Cab +3 yellow · Cab +4 green (BiS). Only Cab. +2/+3/+4 are detailed below (they push the PDT floor past −100%). The Relic predecessors Valor / Vlr. +1 / Vlr. +2 do not carry a labeled Sentinel+ augment, but contribute the same underlying base effect (PDT start −103%, equivalent to Cab. NQ's Sentinel+10). Vlr. +2 can also carry the Guardian augment (+2s Sentinel duration per Guardian merit, same as the Cab. line). PDT start values are in the PDT Starting Value mini-table above.
All pieces with Sentinel+ augment (Feet slot)
Cab. Leggings (iLv109) - Sentinel+10 (PDT start −103%)
Cab. Leggings +1 (iLv119) - Sentinel+15 (PDT start −108%)
Cab. Leggings +2(iLv119) - Sentinel+20 (PDT start −114%)
Cab. Leggings +3 ★★ (iLv119) - Sentinel+25 (PDT start −128%, BiS for the Sentinel mechanic)
Cab. Leggings +4 ★★★ BiS (iLv119) - Sentinel+25 (PDT start −128%) - same Sentinel mechanic as +3, improved base stats
Version Sentinel+ Guardian Bonus Key Stats Source / Materials
Cab. Leggings +2 +20 +2s/rank DEF:99, HP+53, VIT+22, Acc+26, Atk+46, MEva+74, MDT−6%, Haste+3%, Enmity+7 Aurix (Ru'Lude Gardens G-8)
Footshard: PLD ×2
Ruthenium Ore
Rockfin Tooth
Cab. Leggings +3 ★★ +25 +2s/rank DEF:109, HP+63, VIT+27, Acc+36, Atk+61, MEva+84, MDT−7%, Haste+3%, Enmity+8 Aurix (Ru'Lude Gardens G-8)
Footshard: PLD ×2
Voidfoot: PLD ×2
Plovid Flesh ×2
Cab. Leggings +4 ★★★ BiS +25 +2s/rank DEF:114, HP+73, VIT+32, Acc+41, Atk+71, MEva+124, MDT−7%, Haste+3%, Enmity+8 Temenos Furnace (Limbus)
• 10,000 Temenos Units
• Requires Temenos verification key
▸ Sentinel+ and PDT overflow
Cab. Leggings +3/+4 (Sentinel+25, start −128%) keep the floor at −100% for 4 extra ticks vs no feet - meaning more than half of the 30s duration is spent at 0 physical damage taken.





Cover places the Paladin between an ally and the target, intercepting hits aimed at that ally for 15-30 seconds (base, stat-scaled). With full merits, Job Points and gear the window extends to ~80 seconds - and ~110 seconds when wielding Save the Queen III. The duration is captured at activation: equipment can be swapped freely the moment the JA pulses.


Beyond raw mitigation, Cover doubles as an enmity-transfer tool. Every intercepted landing triggers two independent effects simultaneously: the covered ally loses 10% of their current CE (proportional to their hate pool) AND the Paladin gains a flat +200 CE (static, independent of the ally's enmity). PLD enmity+ gear modifies neither effect. The CE-stealing stops once the PLD regains hate from the mob.


COVER
Aspect Description
Ability Information Type: Job Ability - Level: 35
Target: Single ally - Command: /ja "Cover" <stpc>
Duration: 15-30s base (stat-scaled, up to ~110s fully geared) - Recast: 3:00
Cumulative Enmity: 0 - Volatile Enmity: 1
Core Mechanics • Intercepts hits aimed at the covered ally only if the PLD is positioned between the ally and the mob
Does not block AoE - both PLD and ally take the hit
Ranged physical hits are intercepted systematically while the covered ally is in melee range of the mob - interception is not random, the melee-range condition is the gate
AoE spells are never intercepted - Cover never affects AoE magic damage
Single-target spells can be intercepted, but the trigger appears unreliable - likely a proc rate or undocumented gating factor (community-observed, mechanic not fully documented)
0-damage hits count toward the enmity transfer - misses do not count
• The JA activation alone does not trigger the transfer - only actual intercepted landings do
Shadows / Anticipate / Parry interactions: not officially tested
Duration Formula Duration = 15 + min(max(floor((VIT_PLD + MND_PLD − VIT_target × 2) ÷ 4), 0), 15)
Stat term floored at 0, capped at +15s. Add Merits + Job Points + Equipment on top. The whole value is locked at activation.
Max Duration Breakdown
Source Bonus Running Total
Base duration 15s 15s
Optimal dSTAT (VIT+MND) +15s 30s
Merits 5/5 +20s 50s
Job Points 20/20 +20s 70s
Rev. Coronet +4 / +3 (head) +10s ~80s
Save the Queen III (main) +30s ~110s

Without Save the Queen III, the realistic ceiling sits at ~80s. The StQ III main is the single largest jump in the kit (+30s) and unlocks the 110s window.
Enmity Transfer • Per intercepted landing, two independent simultaneous effects:
Covered ally - CE = CE × 0.9 (loses 10% of their current CE, proportional)
PLD - CE += 200 (flat gain, independent of ally's CE)
PLD enmity+ gear modifies neither effect
• The CE-stealing stops once the PLD regains hate from the mob (the covered ally is no longer the original hate target)
CE loss from intercepted damage: the PLD also takes the full damage and suffers the standard CE decay - CE Loss = 1800 × Damage ÷ Max HP. Net per hit = +200 gain − decay loss (usually positive, depends on hit size). Mitigated by gear that reduces enmity decrease when taking damage (Burtgang -20% passive being the primary PLD source, plus Creed Collar)
• Volatile Enmity transfer: not officially tested
Merit Points Group 1 - 5 ranks available
• Each rank: +4 seconds duration
• Maximum at 5/5: +20s
Job Points Cover Effect: 20 ranks available
• Each rank: +1 second duration
• Maximum at 20 JP: +20 seconds
Practical Notes • The covered ally must be in melee range of the mob for an intercept to occur - Cover on a kited target intercepts nothing
Duration is captured at activation - pulse with the full duration set, then immediately swap to the survivability set (Sahip Helm / Cab. Surcoat +3) for the intercepted hits
• Conversion damage → MP (Cab. Surcoat) applies to physical intercepted hits only - not to spells
• Cover is a clutch hate-recovery tool - combine with a high-VE pull (Provoke / Flash / Animated Flourish) when the healer or DPS overhates and you need the +200 CE/hit drip to reclaim the top of the list


EQUIPMENT & AUGMENTS


Head - Gallant → Reverence Coronet Progression (Cover duration)
The entire AF → Empyrean head line carries Cover Duration+, scaling +5s → +10s. The interesting tier shifts happen at the iLv jumps: Rev. Coronet (IL109) brings the duration to +7s, Rev. +1/+2 to +9s, and Rev. +3/+4 cap the line at +10s. Color coding: Rev +2 blue · Rev +3 yellow · Rev +4 green (BiS). Only Rev. +2/+3/+4 are detailed below (the meaningful endgame tiers); lower tiers are listed in the bullet list for completeness.
All pieces with Cover Duration+ augment (Head slot)
Gallant Coronet (Lv56) - Cover duration +5s
Glt. Coronet +1 (Lv74) - Cover duration +5s (Verification Needed)
Rev. Coronet (iLv109) - Cover duration +7s (Verification Needed)
Rev. Coronet +1 (iLv119) - Cover duration +9s
Rev. Coronet +2(iLv119) - Cover duration +9s
Rev. Coronet +3 ★★ (iLv119) - Cover duration +10s
Rev. Coronet +4 ★★★ BiS (iLv119) - Cover duration +10s - same mechanic as +3, improved base stats
Version Cover Dur+ Key Stats Source / Materials
Rev. Coronet +2 +9s DEF:129, HP+61, VIT+33, MND+25, Acc+37, MEva+42, MDB+2, Haste+7%, Enmity+6, PDT−6% Aurix
P. PLD Card ×4
Ruthenium Ore
Emperor Arthro's Shell
Rev. Coronet +3 ★★ +10s DEF:139, HP+71, VIT+38, MND+30, Acc+47, MEva+52, MDB+3, Haste+7%, Enmity+7, PDT−7% Coelestrox (Reisenjima)
P. PLD Card ×12
Kin's Scale
Khoma Cloth
S. Faulpie Leather
Cyan Orb ×2
Rev. Coronet +4 ★★★ BiS +10s DEF:144, HP+81, VIT+38, MND+33, Acc+57, MAcc+57, Eva+93, MEva+77, MDB+4, Haste+7%, Enmity+7, PDT−7% Apollyon Furnace (Limbus)
• 20,000 Apollyon Units
• Requires Apollyon verification key
▸ Duration head used in the activation set only
The duration bonus is captured the instant the JA pulses, so Rev. Coronet +4 only needs to be on the head slot during activation. Immediately afterward, swap to Sahip Helm (DT−12% during Cover) for the survivability window - the +10s remains banked.



Head - Sahip Helm (iLv119, non-augmentable - unique Cover-mitigation piece)
Sahip Helm is the only head in the kit that carries a Damage Taken −12% during Cover augment - a flat multiplicative mitigation that stacks on top of PDT/MDT for the full window. It replaces Rev. Coronet +3 after activation: pulse Cover with the duration head equipped, then swap into Sahip for the intercepted hits.
DT −12% during Cover · DEF:108, HP+71, MP+58, STR+23, DEX+22, VIT+23, AGI+22, INT+23, MND+18, CHR+19, Acc+20, Eva+44, MEva+53, MDB+2, Haste+8%
▸ Source:
Instance Puppet in Peril II (Jade Sepulcher, uncapped - entry: Puppet In Peril phantom gem)
Redeemed from Dealer Moogle - Port San d'Oria (I-9) · Port Bastok (L-8) · Port Windurst (F-6) · Chocobo Circuit (H-8) - trade Kupon AW-Mis or KI Mog Kupon AW-Mis



Body - Valor → Caballarius Surcoat Progression (Damage → MP conversion)
The entire Vlr. → Cab. body line converts a percentage of physical intercepted damage into MP for the Paladin, scaling +20% → +41%. This is the BiS body during a Cover window: every hit the PLD eats refunds MP, fueling the spell rotation that follows. Color coding: Cab +2 blue · Cab +3 yellow · Cab +4 green (BiS). Spells are not converted - only physical landings. Cab. Surcoat tiers also enhance Fealty (+4s per merit), see the Fealty card.
All pieces with Cover Conversion augment (Body slot)
Valor Surcoat (Lv75) - Converts 20% phys → MP
Vlr. Surcoat +1 (Lv75) - Converts 20% phys → MP
Vlr. Surcoat +2 (Lv90) - Converts 30% phys → MP
Caballarius Surcoat (iLv109) - Converts 32% phys → MP
Cab. Surcoat +1 (iLv119) - Converts 35% phys → MP
Cab. Surcoat +2(iLv119) - Converts 38% phys → MP
Cab. Surcoat +3 ★★ (iLv119) - Converts 41% phys → MP
Cab. Surcoat +4 ★★★ BiS (iLv119) - Converts 41% phys → MP - same mechanic as +3, improved base stats
Version Conversion Key Stats Source / Materials
Cab. Surcoat +2 +38% DEF:161, HP+128, MP+100, VIT+34, MND+24, Acc+30, Atk+50, MEva+58, MDB+5, Haste+3%, Enmity+9, DT−11% Aurix
Torsoshard: PLD ×2
Ruthenium Ore
Yggdreant Bole
Cab. Surcoat +3 ★★ +41% DEF:171, HP+138, MP+110, VIT+39, MND+29, Acc+40, Atk+65, MAcc+40, MEva+68, MDB+6, Haste+3%, Enmity+10, DT−12% Coelestrox (Reisenjima)
Torsoshard: PLD ×2
Voidtorso: PLD ×2
Hades' Claw ×2
Cab. Surcoat +4 ★★★ BiS +41% DEF:176, HP+148, MP+120, STR+44, VIT+44, MND+29, Acc+45, Atk+75, MAcc+45, Eva+86, MEva+108, MDB+7, Haste+3%, Enmity+10, DT−12% Temenos Furnace (Limbus)
• 30,000 Temenos Units
• Requires Temenos verification key
▸ Two augments on the same line
The Cab. Surcoat line stacks two Cover-related effects: Phys damage → MP conversion and the Fealty duration enhancement. That makes it BiS for both the Cover survivability set and the Fealty activation set - one piece, two cards.



Main - Cover-Extension Weapons
Three swords carry a Cover-relevant augment. Save the Queen III is the single largest duration jump in the kit (+30s) and feeds the Sentinel recast loop (−1s per Cover). Kheshig Blade is a budget alternative for non-StQ III players. The original Save the Queen (Lv65) is a low-level curiosity with a unique Accuracy+20 latent during Cover - informational only.


Save the Queen III ★★ BiS (iLv119, Sword)
DMG:182, Delay:264 · Sword+269, Parry+269, MAcc skill+269 · MND+30, Acc+40, MAcc+40, Enmity+10 · Cover duration +30s · Each Cover reduces Sentinel recast by 1s · Cure Potency II +20% (caps at 30% with Majesty)
▸ Source: Mog Bonanza Rank 1 prize - single-distribution event item, not obtainable through normal play

Kheshig Blade ★ (iLv109, Sword)
DMG:96, Delay:240 · Sword+108, Parry+108, MAcc skill+84 · Cover duration +8s · PDT−8%
▸ Source: Legion drop: XI Comitatensis II (Macrocosmic Orb, Chamber of Oracles)


Informational - original Save the Queen (Lv65), listed for completeness:
Save the Queen - Lv65 sword. DMG:40, Delay:240. Cover duration +5s · Accuracy+20 latent during Cover (unique latent - only sword with this effect). Source: Antican Praefectus drop (Quicksand Caves).



Back - Volitional Mantle (Lv49, non-augmentable - latent VIT during Cover)
Niche legacy back piece that grants VIT+10 as a latent effect while Cover is active. Trivially small in modern endgame compared to current iLv119 back pieces, but it is the only back in the game with a Cover-gated stat - informational entry for collectors and historical sets.
DEF:6 · VIT+10 latent (active while Cover is up)
▸ Source:
• Random reward from the Gobbie Mystery Box Special Dial
• Rare/Ex - cannot be auctioned, traded, or bazaared





Rampart is a 13-yalm AoE party defensive cooldown that grants −25% Special Damage Taken for 30 seconds (60s with Cab. Coronet on the head). SDT is multiplicative with PDT/DT gear and applies to every damage type - physical, magical, breath, AoE.


RAMPART
Aspect Description
Ability Information Type: Job Ability - Level: 62
Target: Self / Party AoE 13y - Command: /ja "Rampart" <me>
Duration: 0:30 (1:00 with Cab. Coronet) - Recast: 3:00 (2:40 with 5/5 merits)
Cumulative Enmity: 320 per ally buffed - Volatile Enmity: 320 per ally buffed
Core Mechanics • Applies −25% Special Damage Taken multiplicatively on top of PDT/DT
• Affects all damage types (physical, magical, breath, AoE) - unlike most SDT sources which are type/element-restricted
• Iron Will merit makes Rampart non-overwriteable except by another Iron-Will Rampart
• Buff-slot priority: Rampart < Shining Ruby < Wind's Blessing < One for All
• Enmity is granted per ally that receives the buff (3 party members in 13y range = 3 × 320 CE / 3 × 320 VE) - allies out of range don't count
Max Duration Breakdown
Source Bonus Running Total
Base duration 30s 30s
Vlr. Coronet / +1 (head) +15s 45s
Cab. Coronet NQ → +4 / Vlr. +2 aug. (head) +30s 60s

All Cab. Coronet tiers give the same +30s - they don't stack. See the equipment block below.
Merit Points Group 1 (Recast) - 5 ranks: −4s recast per rank, max 2:40 recast
Group 2 (Iron Will) - 5 ranks: makes Rampart non-overwriteable + unlocks +3%/rank Fast Cast latent on the Cab. Coronet line (max +15% at 5/5) - see table below
Iron Will Fast Cast
Iron Will 1 2 3 4 5
Fast Cast +3% +6% +9% +12% +15%

The Fast Cast bonus is a latent on the relic head - Rampart must be active and the relic head must be equipped at cast time (not at Rampart activation).
Practical Notes Burtgang + Rampart = effective −76% PDT total during the window (slightly above Epolatry territory)
• Use proactively against telegraphed AoE - SDT covers magical and breath where PDT does not
• The per-ally enmity scaling makes Rampart a passive party-wide enmity tool - full 6-player party in range = 6 × 320 = 1920 CE / 1920 VE in a single button press
• Rare type/element-agnostic SDT source - valuable in Odyssey / Sortie where damage types are mixed
• The 60s window (with Cab. Coronet) covers most critical phases of endgame fights; 2:40 recast (5/5) sustains a tight rotation on long battles


EQUIPMENT & AUGMENTS


Head - Valor → Caballarius Coronet Progression (Rampart duration + IW Fast Cast)
Every Cab. Coronet tier from NQ to +4 carries the same Rampart augment: Duration +30s + Iron Will Fast Cast latent (+3% per merit, max +15%). The relic line's true differentiator is base stats - the Rampart mechanic does not scale with tier. The augmented Valor Coronet +2 (Trial 4984) is the only non-relic head to carry both effects. Color coding: Cab +2 blue · Cab +3 yellow · Cab +4 green (BiS). Only Cab. +2/+3/+4 are detailed below - lower tiers are listed in the bullet list for completeness.
All pieces with Rampart Duration+ augment (Head slot)
Valor Coronet (Lv73) - Duration +15s
Vlr. Coronet +1 (Lv75) - Duration +15s
Vlr. Coronet +2 (Lv90) - Duration +30s + IW Fast Cast (requires Trial 4984 augment - 20,000 XP in Dyna-Bastok/Qufim with the head equipped)
Caballarius Coronet (iLv109) - Duration +30s + IW Fast Cast
Cab. Coronet +1 (iLv119) - Duration +30s + IW Fast Cast
Cab. Coronet +2(iLv119) - Duration +30s + IW Fast Cast
Cab. Coronet +3 ★★ (iLv119) - Duration +30s + IW Fast Cast
Cab. Coronet +4 ★★★ BiS (iLv119) - Duration +30s + IW Fast Cast - same mechanic as +3, improved base stats
Version Rampart Dur+ IW FC Latent Key Stats Source / Materials
Cab. Coronet +2 +30s up to +15% DEF:130, HP+106, MP+88, VIT+38, Acc+27, Atk+47, MEva+42, MDB+3, Haste+7%, Enmity+8 Aurix
Headshard: PLD ×2
Ruthenium Ore
Gabbrath Horn
Cab. Coronet +3 ★★ +30s up to +15% DEF:140, HP+116, MP+98, VIT+43, Acc+37, Atk+62, MEva+52, MDB+4, Haste+7%, Enmity+9 Aurix
Headshard: PLD ×2
Voidhead: PLD ×2
Defiant Scarf ×2
Cab. Coronet +4 ★★★ BiS +30s up to +15% DEF:145, HP+126, MP+108, VIT+48, Acc+42, Atk+72, MAcc+42, Eva+78, MEva+92, MDB+5, Haste+7%, Enmity+9 Temenos Furnace (Limbus)
• 20,000 Temenos Units
• Requires Temenos verification key
▸ Two augments on one slot, no tier scaling
Every Cab. Coronet tier delivers the same Rampart effect: +30s duration and the IW Fast Cast latent. The relic line is a base-stats progression only - pick the highest tier you can craft and it just gets bigger/sturdier without changing the Rampart math.
Vlr. Coronet +2 (Trial 4984): the only non-relic head with the full Cab.-tier Rampart kit. The trial requires 20,000 XP earned in Dynamis-Bastok or Dynamis-Qufim with the piece equipped - relevant only when the relic upgrade path is blocked.





Majesty is a self-target stance - comparable to the Scholar's Arts or the White Mage's Afflatus - that boosts curing output and turns single-target Cure and Protect spells into AoEs. Brings +25% Cure Potency II (a distinct potency category that stacks on top of normal Cure Potency gear) and −25% cure recast for the full 3-minute window.


Since the July 2020 update, Protect spells also become AoE under Majesty. No gear directly modifies Majesty - the stance scales only via Cure Potency / Cure Potency II sources elsewhere in the kit.


MAJESTY
Aspect Description
Ability Information Type: Job Ability (Stance) - Level: 70
Target: Self - Range: 10y AoE around the spell target - Command: /ja "Majesty" <me>
Duration: 3:00 - Recast: 1:00
Cumulative Enmity: 0 - Volatile Enmity: 340
Core Mechanics Cure Potency II +25% - distinct potency category that stacks with normal Cure Potency
Cure recast −25%
• All Cure spells become AoE around the target (Accession-like)
• Since the July 2020 update, Protect spells also become AoE
• AoE range = spell's own range (not the 10y figure)
• Stance behavior - toggle, no consumed activation; once active, stays up until manually toggled off or overwritten
Cure Potency II Cap Cure Potency II caps at +30% for the whole Cure category
• Majesty alone (+25%) sits below the cap - the remaining 5% can come from any other Cure Potency II source
Save the Queen III adds +20% Cure Potency II - combined with Majesty (45%) overflows the cap, only +30% is applied
• Stacking more Cure Potency II beyond StQ III + Majesty is wasted - invest gear slots in normal Cure Potency or MND instead
Cure Recast Examples
Spell Cure I Cure II Cure III Cure IV
Base / Majesty 5.0s / 3s 5.5s / 4s 6.0s / 4s 8.0s / 6s

Even Slow 22% leaves Cure I/II at 4-5s under Majesty.
Practical Notes • Pairs naturally with Cure Set / Cure Self gear for self-healing tank loops
• Useful in alliance content where the AoE catches members of other parties in range




Fealty is a Group-2 merit ability that confers a powerful resistance against enfeebling effects - classic debuffs, added effects on mob TP moves, Charm, certain non-elemental damage (Mijin Gakure, Meteor), and Elegy / Lullaby. The coverage is broad but with one major exception: Fealty does not resist Dispel - and Fealty itself can be dispelled. Duration scales from a 60s base up to 100s with 5/5 merits and the Cab. Surcoat augment.


FEALTY
Aspect Description
Ability Information Type: Merit Job Ability (Group 2)
Target: Self - Command: /ja "Fealty" <me>
Duration: 1:00 base (1:20 at 5/5 merits, up to 1:40 with Cab. Surcoat) - Recast: 10:00
Cumulative Enmity: 0 - Volatile Enmity: 320
Core Mechanics Powerful resistance against:
• Classic enfeebling debuffs
Added effects on mob TP moves
Charm
• Certain non-elemental damage (Mijin Gakure, Meteor)
Elegy and Lullaby - but not other songs
Does not resist Dispel - Fealty itself can be dispelled
Duration Breakdown
Source Bonus Running Total
Base duration 60s 60s
Merits 5/5 (+5s × 4 ranks) +20s 80s
Cab. Surcoat augment (+4s × 5 merits) +20s 100s

The Cab. Surcoat augment grants +4s per merit invested - at 5/5 merits, that is +20s on top of the merit-only 80s ceiling.
Merit Points Group 2 - 5 ranks available
• Rank 1: unlocks the ability (60s duration)
• Ranks 2 to 5: +5 seconds duration per rank
• Maximum at 5/5: 80s duration (100s with Cab. Surcoat)
Practical Notes • Pre-activate before telegraphed status-application windows (charm pulses, debuff TP moves)
• The 10-minute recast means Fealty is a boss-window cooldown, not a rotational tool
• Pulse with Cab. Surcoat on, then swap to the engaged body - duration captured at activation
• Cab. Surcoat doubles as the BiS Cover body (phys → MP conversion) - one piece covers both windows


EQUIPMENT & AUGMENTS


Body - Valor → Caballarius Surcoat Progression (Enhances Fealty)
The full Vlr. → Cab. Surcoat line carries a uniform +4s per merit invested Fealty augment (max +20s at 5/5). The augment value is flat across all tiers; only base stats (HP, MP, VIT, DT, MEva) scale up. Color coding: Cab +2 blue · Cab +3 yellow · Cab +4 green (BiS). The augment is gated on starting from Vlr. Surcoat +2 augmented via Trial 4985 - unaugmented Vlr. +2 will not transmit the bonus through the reforge chain. This is the same body piece used in the Cover survivability set - one item, two windows.
All pieces with Enhances Fealty augment (Body slot)
Vlr. Surcoat +2 (Lv90) - +4s per merit (augment via Trial 4985)
Caballarius Surcoat (iLv109) - +4s per merit
Cab. Surcoat +1 (iLv119) - +4s per merit
Cab. Surcoat +2(iLv119) - +4s per merit
Cab. Surcoat +3 ★★ (iLv119) - +4s per merit
Cab. Surcoat +4 ★★★ BiS (iLv119) - +4s per merit - same mechanic as +3, improved base stats
Version Augment Key Stats Source / Materials
Cab. Surcoat +2 +4s / merit DEF:161, HP+128, MP+100, VIT+34, MND+24, Acc+30, Atk+50, MEva+58, MDB+5, Haste+3%, Enmity+9, DT−11% Aurix
Torsoshard: PLD ×2
Ruthenium Ore
Yggdreant Bole
Cab. Surcoat +3 ★★ +4s / merit DEF:171, HP+138, MP+110, VIT+39, MND+29, Acc+40, Atk+65, MAcc+40, MEva+68, MDB+6, Haste+3%, Enmity+10, DT−12% Coelestrox (Reisenjima)
Torsoshard: PLD ×2
Voidtorso: PLD ×2
Hades' Claw ×2
Cab. Surcoat +4 ★★★ BiS +4s / merit DEF:176, HP+148, MP+120, STR+44, VIT+44, MND+29, Acc+45, Atk+75, MAcc+45, Eva+86, MEva+108, MDB+7, Haste+3%, Enmity+10, DT−12% Temenos Furnace (Limbus)
• 30,000 Temenos Units
• Requires Temenos verification key
▸ Two windows, one piece
Cab. Surcoat is the BiS body for both Fealty (this card) and Cover (phys damage → MP conversion). Same item, double-duty. Augment is gated on Trial 4985 on Vlr. Surcoat +2 - verify before consuming Rem's Tale chapters.





Chivalry is a Group-2 merit ability that converts the Paladin's current TP into MP. The MND modifier scales with TP - at 300 TP, 1 MND ≈ +4.5 MP. The Caballarius Gauntlets line carries a Chivalry-specific augment that effectively doubles the TP-driven portion of the formula (TP×0.05 → TP×0.10 per merit rank), making the gauntlets one of the largest single-piece power jumps in the kit.


CHIVALRY
Aspect Description
Ability Information Type: Merit Job Ability (Group 2)
Target: Self - Command: /ja "Chivalry" <me>
Recast: 10:00
Cumulative Enmity: 0 - Volatile Enmity: 320
Core Mechanics MP restored = (TP × 0.05 × merit_ranks) + (TP × 0.0015 × MND)
With Cab. Gauntlets augment, the first term becomes TP × 0.10 × merit_ranks - the TP→MP portion doubles, the MND term is unchanged. MND scales with TP: at 300 TP, 1 MND ≈ +4.5 MP.
Worked Example
Setup Calculation MP restored
3000 TP, 5/5 merits, MND 400 - no Chivalry gear (3000 × 0.05 × 5) + (3000 × 0.0015 × 400)
= 750 + 1800
2550 MP
3000 TP, 5/5 merits, MND 400 - with Cab. Gauntlets (3000 × 0.10 × 5) + (3000 × 0.0015 × 400)
= 1500 + 1800
3300 MP

The Cab. Gauntlets augment doubles the TP-driven portion (+750 MP in this scenario). The MND term is unaffected - stack MND on top for full output.
Merit Points Group 2 - 5 ranks available
• Rank 1: unlocks the ability
• Ranks 2 to 5: +5% MP restored per rank (effectively +1 rank in the formula)
• Maximum at 5/5: 5 effective ranks (6 with Cab. Gauntlets)
Practical Notes • Use at high TP - the MND term scales linearly with TP, so 300 TP is dramatically more efficient than 100 TP
• Swap in a MND macro set at activation: +48 MND ≈ +216 MP at 300 TP
• Use as a sustained MP loop outside Cure rotations - recast is 10 minutes, schedule around major MP drains
• Cab. Gauntlets +2 and above also carry Shield Bash: Dispel - same piece, two abilities


EQUIPMENT & AUGMENTS


Hands - Valor → Caballarius Gauntlets Progression (Enhances Chivalry)
The full Vlr. → Cab. Gauntlets line carries the same +1 effective merit rank augment - equivalent to changing the TP multiplier from TP×0.05 to TP×0.10 per merit rank. The augment value does not improve at higher tiers; only base stats (HP, VIT, MND, Haste, Enmity) scale up. Color coding: Cab +2 blue · Cab +3 yellow · Cab +4 green (BiS). The augment is gated on starting from Vlr. Gauntlets +2 augmented via Trial 4986 - unaugmented Vlr. +2 will not transmit the bonus through the reforge chain.
All pieces with Enhances Chivalry augment (Hands slot)
Vlr. Gauntlets +2 (Lv90) - +1 effective merit rank (augment via Trial 4986)
Caballarius Gauntlets (iLv109) - +1 effective merit rank
Cab. Gauntlets +1 (iLv119) - +1 effective merit rank (TP×0.05 → TP×0.10)
Cab. Gauntlets +2(iLv119) - +1 effective merit rank
Cab. Gauntlets +3 ★★ (iLv119) - +1 effective merit rank
Cab. Gauntlets +4 ★★★ BiS (iLv119) - +1 effective merit rank - same mechanic as +3, improved base stats
Version Augment Key Stats Source / Materials
Cab. Gauntlets +2 +1 rank DEF:115, HP+114, VIT+42, MND+34, Acc+28, Atk+48, MEva+36, MDB+2, Haste+4%, Enmity+8, Shield Bash+30, Shield Bash: Dispel Aurix
Handshard: PLD ×2
Ruthenium Ore
Bztavian Stinger
Cab. Gauntlets +3 ★★ +1 rank DEF:125, HP+124, VIT+47, MND+39, Acc+38, Atk+63, MEva+46, MDB+3, Haste+4%, Enmity+9, Shield Bash+35, Shield Bash: Dispel Coelestrox (Reisenjima)
Handshard: PLD ×2
Voidhand: PLD ×2
Macuil Plating ×2
Cab. Gauntlets +4 ★★★ BiS +1 rank DEF:130, HP+134, STR+25, VIT+52, MND+39, Acc+43, Atk+73, Eva+67, MEva+86, MDB+4, Haste+4%, Enmity+9, Shield Bash+35, Shield Bash: Dispel Temenos Furnace (Limbus)
• 15,000 Temenos Units
• Requires Temenos verification key
▸ Augment gate - start from Vlr. Gauntlets +2 augmented
The Chivalry augment is gated at the Trial 4986 step on Vlr. Gauntlets +2 (20,000 XP in Dynamis-San d'Oria or Dynamis-Buburimu with the item equipped). Skip this and the reforge chain produces a Cab. Gauntlets with no Chivalry bonus - same icon, no effect. Verify the augment on the Vlr. +2 before consuming Rem's Tale chapters.





Palisade is a self-cast Job Ability that boosts shield block rate by +30% (additive on base block rate), adds up to +20% from Job Points, and - critically - suppresses the cumulative-enmity loss normally caused by taking damage for the full 60s window. It is also the largest non-SP enmity spike in the kit at 900 CE / 1800 VE. Uptime is 20% (1 min duration / 5 min recast) - reserve for boss-phase windows. No gear modifies Palisade.


PALISADE
Aspect Description
Ability Information Type: Job Ability - Level: 95
Target: Self - Command: /ja "Palisade" <me>
Duration: 1:00 - Recast: 5:00 (20% uptime)
Cumulative Enmity: 900 - Volatile Enmity: 1800
Core Mechanics +30% block rate (additive on base block rate) + Job Points
Removes the CE loss from incoming damage for the duration - combined with Sentinel's CE-decay merits, lets the PLD bank enmity through tank windows
• Reprisal is a multiplier on the resulting block rate including Palisade - they combine well
Aegis caveat: when block rate is under the floor, part of the Palisade bonus is absorbed
Job Points Palisade Effect: 20 ranks available
• Each rank: +1% shield block chance
• Maximum at 20 JP: +20% block (Palisade total reaches +50%)
Enmity Comparison
Ability CE VE
Palisade 900 1800
Shield Bash 450 900
Invincible (SP) 0 7200

Palisade is the largest non-SP CE generator - Invincible has higher raw VE but no CE component.
Practical Notes • Combo Sentinel 20/20 JP + Enmity+55 gear: floor(900 × 2.55 × 1.20) = 2754 CE
• Pair Palisade activation with major incoming hits - both for the spike and for the CE-loss suppression
• The +50% block bonus is rate, not damage reduction; pair with shield DT/parry/MEva gear for the actual mitigation



MAGIC


OFFENSE


Banish Family
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Banish, Banishga and Banish II are Divine Magic spells dealing Light damage - increased by +50% against Undead targets. Each tier also applies a debuff that reduces the target's physical resistance for the following hits, scaling sharply between tiers.


BANISH FAMILY
Aspect Description
Spell Information
Spell Lv CT Recast MP Base Target
Banish 7 2s 15s 15 14 Single
Banishga 30 2.75s 15s 41 50 AoE 10'
Banish II 34 3.75s 30s 57 85 Single

Core Mechanics Light damage - Divine Magic skill - Range: 21'
Enmity: Cumulative D / Volatile D (scales with damage dealt)
+50% damage against Undead
• Applies a physical resistance debuff on Undead for subsequent hits
Banish cannot overwrite Banish II; Banish II can overwrite Banish II
Banishga deals AoE damage but does NOT apply the resistance debuff
Resistance Debuff
Tier Base multiplier + Fenian Ring Duration
Banish 32/64 (~50% reduction) 28/64 (~56% reduction) ~15s
Banish II 19/64 (~70% reduction) 16/64 (~75% reduction) ~25s

Multiplier applied to the mob's existing melee damage resistance - Fenian Ring subtracts a further 1/8 (4/64) regardless of tier.
Practical Notes • Cast Banish II on pull for the stronger resistance debuff; refresh every ~25s
• Banishga is niche - useful for clearing undead packs (Limbus, Sortie undead waves)
• Equip Fenian Ring at cast for the debuff amplifier (+5% potency + extra 1/8 resistance cut), then swap back
Anti-undead trio: pair with Sepulcher (target Acc/Eva/MAcc/MEva/Store TP −20) and Holy Circle (party +15% dmg / +15% resist / +15% Undead Killer) - Banish softens the target, Sepulcher disables it, Holy Circle empowers the party


EQUIPMENT & AUGMENTS



Fenian Ring is the only piece equippable by PLD that augments the Banish family. It carries two distinct effects: a +5% Banish potency vs Undead (direct spell damage boost) AND a −1/8 (−4/64) extra resistance cut stacked on top of the spell's base debuff. Equip on cast, then swap back to the normal MND/Macc set. It also augments Shield Bash (+50 damage) - same piece covers both Banish and the Shield Bash undead-clear loop.
Fenian Ring (Lv71, Ring slot, All Jobs - non-augmentable - the only PLD-equippable Banish-boost piece)
Banish vs Undead +5% (potency) · Reduces Undead phys resistance by extra 1/8 under Banish · Shield Bash damage +50
▸ Source:
• Uncapped BCNM: The Blood-bathed Crown (La Vaule [S]) - requires Imperial Lineage ch. I–VIII
• Rare/Ex - single per character







Flash is the Paladin's workhorse enmity spell. The Blind component (up to −300 accuracy at high Divine skill) is genuine and useful, but the value of Flash for PLD is the 180 CE / 1280 VE threat profile on a 0.5s cast - by far the cleanest "now" enmity tool in the kit. It is also the reference spell for enmity testing: its CE/VE values are stable, well-documented, and used to calibrate every other enmity calculation in the guide. No PLD-equippable gear modifies Flash - Fast Cast and SIRD are the only relevant gear levers.


FLASH
Aspect Description
Spell Information Type: White Magic - Skill: Divine Magic - Element: Light
Level: PLD 37 / WHM 45 / RUN 45 - Target: Single enemy - Range: 20'
Cast: 0.5s - Recast: 45s
Cost: 25 MP - Duration: 12 seconds
Cumulative Enmity: 180 - Volatile Enmity: 1280
Core Mechanics • Inflicts a powerful Blind effect (up to −300 accuracy at high Divine skill)
• Blind decays progressively over the 12s duration (not a fixed-strength debuff)
Separate from Blind / Blind II - stacks with them
• Primary use: enmity generation - the Blind is a bonus
Skill Reference Skill 404: target accuracy 642 → 342, then recovery to baseline
Skill 150: target accuracy can drop to 1 for most of the duration
• Higher Divine Magic skill increases initial potency, not duration
Acquisition Zafif (NPC) - Al Zahbi (J-8) - 27,600 Gil
Brave Ox (NPC) - Rabao (F-7) - 32,200 Gil
• Drops: Castle Zvahl Keep / Beadeaux / Davoi / Monastic Cavern / Altepa Desert (variable)
Practical Notes Cast on pull, refresh on every recast - Flash is the foundation of PLD's threat
• Pair with Divine Emblem for one of the largest enmity spikes in the kit
• 12s duration vs 45s recast leaves a long gap - fill with Phalanx refreshes or other enmity tools
• Cast under capped Fast Cast to keep the 0.5s cast crisp in combat
• In Odyssey/Sortie: cast on every recast and especially after a heal lands on the PLD or a heavy hit lands on a party member


Holy Family
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Holy and Holy II are heavy single-target Light damage spells. Both scale with MND and Divine Magic skill, and both can be amplified massively by Divine Emblem - the JA roughly quadruples the damage at endgame skill. Holy II + Divine Emblem on Undead also applies Amnesia (~20-25s) - the only PLD access to in-combat Amnesia. No PLD-equippable gear modifies Holy - the major vs-Undead pieces (Ipoca Beret, Piety Mitts, etc.) are WHM-only; PLD gears straight MND for the cast.


HOLY FAMILY
Aspect Description
Spell Information
Spell Lv CT Recast MP Base Multiplier
Holy 55 0.75s 60s 100 125 ×1.0
Holy II 99 1.25s 60s 150 250 ×2.0

Core Mechanics Light damage - Divine Magic skill, MND primary
Range: 20' - Enmity: Cumulative D / Volatile D (scales with damage)
• Damage boosted by Divine Emblem (PLD) or Afflatus Solace (WHM)
Holy II + Divine Emblem on Undead: applies Amnesia (~20-25s) - unique PLD mitigation tool
Damage with Divine Emblem Damage_DE = floor(Damage_normal × (1 + Divine_Skill ÷ 100))
Holy - MND Scaling (Skill 357)
MND 82 102 122 142
Base 201 221 241 261
+ DE 918 1009 1101 1192

Divine Emblem turns Holy from a ~250 dmg spell into a ~1200 dmg spell at endgame skill - pair it with the SEB enmity bonus for a major spike.
Practical Notes • Cast under Divine Emblem for the Flash + DE-tier enmity spike + huge damage
• Stack with MND gear for the cast - MND is the primary damage stat
• Holy II is the only access to in-combat Amnesia on undead - a unique mitigation tool


Enlight Family
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Enlight (Lv 85) and Enlight II (JP Gift 100) both add bonus damage and bonus accuracy to every melee hit for the duration. The bonus is the same value on both stats and decays by 1 per successful hit. Beyond that shared mechanic, the two tiers are dramatically different - Enlight II is not a small upgrade, it is a 2-3× multiplier on the bonus values and the only tier that scales with Enlight Job Points.


Enlight II also has a better scaling formula above 500 skill, with progressive tiers every 20 skill (and an extra bump every 40). Plan your Divine Magic skill to land on a tier rather than just below - skill between tiers gives the lower-tier bonus. At endgame, Enlight is functionally obsolete; the only reason to consider it is pre-JP Gift access.


ENLIGHT FAMILY
Aspect Description
Spell Information
Spell Access CT Recast MP Duration CE / VE
Enlight Lv 85 3s 30s 24 3 min 20 / 180
Enlight II JP Gift 100 3s 30s 36 3 min 20 / -

Shared Mechanics • Adds the same value to melee damage and melee accuracy on every hit
• First hit applies the maximum bonus D, then −1 per successful hit down to 0
• Total damage over the duration (no resists): (D² + D) ÷ 2
• Element: Light - Skill: Divine Magic
Enlight Formula (< 500) D = (floor(Skill ÷ 20) × 3) + (12 − floor(Skill ÷ 40))
At Skill 430: D ≈ 65. Caps below Enlight II's floor at endgame skill values.
Enlight II Formula (≤ 500) D = 2 × floor((Skill + 85) ÷ 13)
+ floor((Skill + 85) ÷ 26)
+ JP Enlight
Enlight II Formula (> 500) D = 2 × floor((Skill + 400) ÷ 20)
+ floor((Skill + 400) ÷ 40)
+ JP Enlight
Worked Example (Enlight II) At 569 Divine Magic Skill with 20 Job Points (above-500 formula):
• 2 × floor((569 + 400) ÷ 20) = 2 × 48 = 96
• floor((569 + 400) ÷ 40) = 24
• + 20 Job Points
= +140 damage and +140 accuracy per hit (first hit)
Enlight II Thresholds (> 500)
Skill 500 520 540 560 580 600
Bonus (20 JP) +132 +135 +137 +140 +142 +145

Skill values between tiers give the same bonus as the lower tier - plan gear to land on the threshold.
Job Points Enlight (PLD JP): 20 ranks available
• Each rank: +1 to bonus D - adds directly into the Enlight II formula only
• Maximum at 20 JP: +20 D (no effect on base Enlight)
Enlight vs Enlight II 2-3× higher bonus values at equivalent skill - the difference is not marginal
• Only Enlight II scales with Enlight Job Points (max +20)
• Only Enlight II has the > 500 skill formula with progressive tiers
• Higher MP cost (36 vs 24) and access gated by JP Gift PLD 100
Practical Notes • Refresh in combat with capped SIRD to avoid interruption - see the Enlight II SIRD set
• The extra per-hit damage feeds enmity generation indirectly while engaged
• No known skill cap; bonus continues to scale beyond 600 Skill
• Per-sword bonuses (Brilliance +15, Honorbound +7) only apply on hits made with the sword equipped - no macro swap between hits


EQUIPMENT & AUGMENTS


Main - Enlight Bonus Swords
Two PLD swords carry a per-hit Enlight bonus that applies only on hits made with the sword equipped - there is no macro swap window between landings. Brilliance is the endgame option at +15 D (damage and accuracy on every Brilliance hit). Honorbound is the budget/pre-Sinister Reign option at +7 D. Engaged-set sword should be one of these whenever Enlight II is up.


Brilliance ★★ BiS (Lv99 / iLv119, Sword)
DMG:120, Delay:228 · Sword+242, Parry+242, MAcc skill+201 · MAB+14, Magic Damage+108, Enmity+7, DT−3% · Enlight damage and accuracy +15 (Brilliance hits only) · Sword enhancement spell duration +15
▸ Source:
• Sinister Reign - Sajj'aka drop
• Augments via Oboro: DMG+15 / Shield Skill+10 / Divine Magic Skill+15 / Enmity+7


Honorbound ★ (Lv89, Sword)
DMG:58, Delay:240 · HP+35, Divine Magic Skill+7 · Enlight damage +7 (Honorbound hits only)
▸ Source:
Bennu (Abyssea-Altepa) - proc blue abilities, trade Resplendent roc quill at the ??? (I-8)





Crusade is a self-target Enhancing Magic spell (shared with RUN, Lv 88 on both) that grants +30 Enmity for the full 5-minute duration. Unlike spike enmity tools, Crusade is a sustained passive bonus - every CE-generating action during the window is amplified. It overwrites and does not stack with the RUN buff Animus Augeo (they share a buff slot).


CRUSADE
Aspect Description
Spell Information Type: White Magic - Skill: Enhancing Magic - Element: Dark
Level: 88 (PLD / RUN) - Target: Self - Command: /ma "Crusade" <me>
Cast: 3s - Recast: 10s
Cost: 18 MP - Duration: 5 minutes
Core Mechanics • Grants +30 Enmity for the full duration
• Stacks additively with Enmity+ gear in the standard enmity calculation
Overwrites Animus Augeo (RUN) and does not stack - shared buff slot, second cast wipes the first
• Recast 10s - effectively instant to refresh between pulls
Acquisition Brave Ox (NPC) - Rabao (F-7) - 143,451 Gil
Records of Eminence - Achievements → Job Levels 4 → Level 75 Rune Fencer (first-completion reward)
Practical Notes Keep active throughout combat - the 5-minute duration covers most pulls; refresh between fights
• Cast with capped SIRD to refresh under pressure without interruption
• Pairs with every other enmity tool - Flash, Divine Emblem, Provoke (sub), Sentinel JP, Palisade
No gear modifies Crusade - no Enhances/Duration augment exists in the kit


DEFENSE


Cure Family
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Cure, Cure II, Cure III and Cure IV are the Paladin's self-healing toolkit. Healing output scales with MND, VIT (½ weight) and Healing Magic skill, then is multiplied by Cure Potency and Cure Potency II (separate caps), with day/weather bonuses on top.


CURE FAMILY
Aspect Description
Spell Information
Spell Lv CT Recast MP HP Floor Rate
Cure 5 2s 5s 8 10 4
Cure II 17 2.25s 5.5s 24 60 1
Cure III 30 2.5s 6s 46 130 2.2
Cure IV 55 2.5s 8s 88 270 1

General Formula Power = floor(MND ÷ 2) + floor(VIT ÷ 4) + Healing Magic Skill
Base = floor((Power − PowerFloor) ÷ Rate) + HPFloor
Final = floor(floor(floor((Base + JP + Raetic) × CurePotencyEquip) × CureReceivedEquip) × DayWx)
Potency Modifiers
Modifier Cap Stacking
Cure Potency (gear) 50% Additive
Cure Potency II (gear) 30% Additive (distinct cap)
Cure Received 30% Additive
Total max ×2.34 (1 + 0.5 + 0.3) × (1 + 0.3)

Day/weather: Lightsday +10% (single weather +10%, double +25%); Darksday penalty mirrored; ±35% combined cap.
Synergy Buffs Majesty: +25 Cure Potency II (flat, not %), recast −25%, Cures become AoE
Afflatus Solace (/WHM): each Cure grants a temporary Stoneskin = 25% of the cure's potential
Practical Notes • Stack MND and Cure Potency in the cast set, then swap back to defense
• Self-heals under Cure Received gear stack additively with potency for up to ×2.34 multiplier
Cure IV is the bread-and-butter self-heal in tank rotations
Sroda Belt's +35% potency comes with +25% magic cost - manage MP or pair with Chivalry in the rotation


EQUIPMENT & AUGMENTS


PLD Cure Family - Essential Gear (6 cure-defining pieces)
Cure Potency caps at +50% and Cure Potency II caps at +30% (separate stack). The six pieces below are the highest-impact PLD-equippable items in the kit - combine them with Majesty (+25 Cure Potency II flat) to push the multiplier toward the ×2.34 cap. Cure Received gear (Adamas shield, Shabti Armet +1, Sakpata's Plate, Flamma Dirs +2, etc.) is secondary - covered briefly in Idle / Engaged sets.
Slot Piece Cure Bonus Notes
Waist Sroda Belt Cure Potency +35% Largest single-slot potency bonus. PLD/RUN exclusive. +25% magic cost tradeoff.
Main Save the Queen III Cure Potency II +20% Distinct cap from Cure Potency. With Majesty (+25 CP II), effective contribution is +5% (caps at 30%). Mog Bonanza Rank 1.
Neck Sacro Gorget Cure Potency +10% PLD/RUN exclusive. Also Regen potency +10% + Enmity +5 - useful outside the cast set too.
Earring Chev. Earring +2 Cure Potency +12% PLD exclusive (Chevalier line). Shield skill +12. MUST be right ear. +1 tier gives +11%.
Body Jumalik Mail Potency +15% + CT −10% Best body for cure with double bonus. Sinister Reign drop (Outer Ra'Kaznar) - random augments.
Feet Odyssean Greaves Pot. +7% · SIRD −20% · FC +5% Universal cure-set feet. Augmentable via Oseem (Norg) with Taupe / Fern / Pellucid stones or Dark Matter.
▸ Two distinct potency caps
The +12% (Chev. Earring +2) + +10% (Sacro) + +15% (Jumalik) + +7% (Odyssean) + +35% (Sroda) exceeds the 50% Cure Potency cap. Drop the smallest contributor when stacking, OR keep Sroda for the headline +35% and combine 2-3 others to fill toward 50%. Save the Queen III always adds on top via the Cure Potency II cap (separate +30%).



Protect & Shell Family
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The Protect family grants flat Defense bonuses (up to +220 with Protect V), and the Shell family reduces magic damage taken (up to −26% with Shell IV - PLD does not learn Shell V). Both share the same 30-minute duration and 20' range. Majesty turns Protect AoE 10' (since July 2020) but does NOT affect Shell - Shell stays single-target regardless. The PLD-specific Shield Barrier trait (Lv70) adds the equipped shield's DEF to the Protect bonus only. Two minor accessory pieces (Brachyura Earring and Sheltered Ring) add a small bonus to both spells - they do not stack with each other (post-2022-07-11 patch: only one of the two applies).


PROTECT & SHELL FAMILY
Aspect Description
Protect Tiers
Spell Lv CT Recast MP DEF+ Duration
Protect 10 2s 5s 9 +20 30 min
Protect II 30 2s 5s 28 +50 30 min
Protect III 50 2s 5s 46 +90 30 min
Protect IV 70 3s 5s 65 +140 30 min
Protect V 90 2s 6s 84 +220 30 min

Shell Tiers
Spell Lv CT MP MDT /256 Duration
Shell 20 2s 18 −11% −27/256 30 min
Shell II 40 2s 37 −16% −42/256 30 min
Shell III 60 2s 56 −22% −56/256 30 min
Shell IV 80 3s 75 −26% −67/256 30 min

PLD does not learn Shell V (WHM-only at Lv95). Shell IV is the endgame ceiling for PLD.
Core Mechanics • Skill: Enhancing Magic - Light element - Range: 20' - Duration: 30 min
Cumulative Enmity: 0 - Volatile Enmity: 60 (all tiers, both families)
• Single-target by default. Majesty makes Protect AoE 10' since July 2020 (Accession-style) - Shell is NOT affected by Majesty and remains single-target regardless
• Only Brachyura Earring and Sheltered Ring modify the spells directly (Equipment & Augments below); for Protect specifically, the equipped shield is the bigger lever via Shield Barrier
Shield Barrier (PLD trait, Lv70 - Protect only)
• Adds the equipped shield's listed DEF to the Protect bonus when the PLD casts (other jobs ignore the shield)
• Snapshot at cast - swap to the highest-DEF shield, cast Protect V, then swap back
Counter-intuitive: Aegis and Ochain both have only DEF 40 - they're the worst shields for Shield Barrier despite being the iconic relic/mythic. Their value is elsewhere (Aegis MDT II −50%, Ochain block→MP & 100% block rate). For the Protect V cast, swap to Duban or Srivatsa for a much larger DEF total.
• Stacks naturally with Majesty for whole-party AoE protection at the higher DEF total
Shield Shield DEF Protect V Total Cast-set use
Aegis Lv99 40 +260 Avoid (low DEF)
Ochain Lv99 40 +260 Avoid (low DEF)
Duban Lv119 145 +365 Strong
Duban Lv119 II 150 +370 Strong+
Srivatsa 150 +370 Strong+ (also DT−8%)
Duban Lv119 III 155 +375 BiS for Shield Barrier

Worked example: Protect V (+220) + Duban Lv119 III (155) = +375 DEF. That's +115 DEF over the Aegis/Ochain cast (+260) - for the cost of a single shield swap at the cast pulse.
• Does not affect Shell - Shell scales only with the tier and the two accessory pieces below
Practical Notes Protect V (highest-DEF shield equipped) cast under Majesty = whole-party AoE in one pulse. Shell IV stays single-target (Majesty does not extend Shell to AoE) - cast on each key target individually before the pull
• Only Protect V and Shell IV are relevant in endgame; lower tiers are obsolete
• 30-minute duration covers most pulls - refresh between zones or major resets
• Can be pre-cast on allies out of combat (Range 20') - prepare the party before the puller engages


EQUIPMENT & AUGMENTS


Accessory - Protect & Shell Tier Bonus (2 pieces, do not stack)
Two minor accessories add a small bonus when worn at the cast pulse - equip at midcast, swap back after. Critical caveat: since the 2022-07-11 patch, wearing both simultaneously applies only one of the two bonuses (not stacked, not cancelled - the legacy +20/+10 stack is gone). Pick whichever slot is freer in the midcast set.
Cast Base bonus Accessory bonus Total with one accessory
Protect V (Tier 5) +220 DEF +10 DEF (5×2) +230 DEF
Protect IV (Tier 4) +140 DEF +8 DEF (4×2) +148 DEF
Shell IV (Tier 4) −67/256 (~−26%) +4/256 (4÷64) −71/256 (~−27.7%)
Shell III (Tier 3) −56/256 (~−22%) +3/256 −59/256 (~−23%)
The Shell bonus is marginal (~+1-2% MDT) but free - wear one accessory in the Shell midcast set since the slot is rarely contested in defensive gear.


Brachyura Earring (Lv91, All Jobs, Earring slot)
MP+20 · +Protect Tier × 2 DEF at cast pulse (Protect V → +10 DEF) · +Shell Tier ÷ 256 MDB (Shell IV → +4/256)
▸ Source:
Treasure Casket - Korroloka Tunnel


Sheltered Ring (Lv96, All Jobs, Ring slot)
Regen +1 HP/tick · +Protect Tier × 2 DEF at cast pulse (Protect V → +10 DEF) · +Shell Tier ÷ 256 MDB (Shell IV → +4/256)
▸ Source:
Voidwatch Op - South Gustaberg (Bhishani, Riftworn Pyxis drop)





Raise is the Paladin's emergency resurrection tool - strictly a wipe-recovery option, never part of an active rotation. With a 15-second cast and 150 MP cost, it's deployed only when no dedicated healer (WHM / RDM / SCH / SMN) is available, or when the PLD is the last one standing after a partial wipe. PLD has access only to Raise (no Raise II / III), so the resurrected target wakes with full Weakness and a 10% max HP penalty - plan an immediate Cure IV follow-up to stabilize them.


RAISE
Aspect Description
Spell Information Type: White Magic - Skill: Healing Magic - Element: Light
Level (PLD): 50 - also learnable by WHM 25, SCH 35, RDM 38
Target: KO ally - Range: 20'
Cast: 15s - Recast: 60s - Cost: 150 MP
Enmity: CE/VE = D (negligible)
Command: /ma "Raise" <t>
Core Mechanics • Resurrects a KO ally
• Restores 50% of lost experience
• Target wakes up with 10% max HP penalty
• Applies Weakness for 5 minutes
Not boosted by Majesty (Majesty only buffs Cure / Protect AoE)
No gear modifies Raise for PLD (no Raise potency / casting-time pieces in the slot pool) - Fast Cast helps the CT only
Acquisition Shohrun-Tuhrun - Windurst Waters South (G-7) - 5,293 Gil (requires Windurst 2nd+ in Conquest)
Quelpia - Selbina (H-9) - 5,293 Gil
Practical Notes • 15-second cast - only safe out of combat, during a hard-cooldown like Invincible, or under capped SIRD (102%)
• PLD only has Raise (no Raise II / III) - the 10% HP penalty means you should land a Cure IV immediately after to avoid leaving the target Weakness-locked at low HP
• In endgame, defer to WHM / RDM / SCH / SMN when present - their cast times and Raise tiers (II/III) make them strictly better here
• Pre-fight, prefer Reraise consumables (scrolls / earrings) for known wipe risks; Raise is the recovery-after-wipe path
• Equip the Fast Cast set to clip the 15s CT (caps at 80% FC = ~3s cast)




Reprisal is the Paladin's blocking amplifier - it grants +15% Shield Skill (dynamic multiplier on the current skill) and a ×1.5 multiplier on the resulting block rate, while reflecting a portion of blocked damage back to the attacker (Spike). The block bonus stacks multiplicatively on top of Palisade's additive bonus, making Reprisal + Palisade the largest block-rate window in the kit.


REPRISAL
Aspect Description
Spell Information Type: White Magic - Skill: Enhancing Magic - Level: 61
Target: Self - Cast: 1s - Recast: 3 minutes
Cost: 24 MP - Duration: 1 minute
Cumulative Enmity: 0 - Volatile Enmity: 640
Core Mechanics +15% Shield Skill (×1.15 dynamic multiplier - recomputed continuously)
×1.5 block rate on the resulting (boosted) block rate
• Returns a portion of blocked damage as Spike damage
• Since May 2021: runs its full 60s duration (used to expire at ½ HP damage returned cap)
Reprisal-Enhancing Shields
Priwen (shield, PLD-only, augmentable to R15)
DEF:130 · HP+30 · Shield skill +112 · DT-6% (exact: 15/256) · Phalanx received +2
▸ Augment Rank 15 - HP+50 · MEva+50 · DT-3% (range: 2~5~7/256)
▸ Reprisal Enhancement
• Block rate multiplier ×1.5 → ×3.0 (triples current block rate)
Spike Damage +50%
Lost if Priwen is unequipped after the cast
▸ Source & Augmentation:
Acquisition: Oboro at Port Jeuno (E-6) - trade Cehuetzi Pelt + Darksteel Shield + Januwiyah + 150 of Pluton / Riftborn Boulder / Beitetsu (or Mog Kupon W-Job)
R15 Augmentation: Oboro at Port Jeuno - 300 of Pluton / Riftborn Boulder / Beitetsu
• Reference: BG-Wiki - Priwen


Adamas (shield, PLD-only, non-augmentable)
DEF:35 · DT-5% · Cure effect received +15% · Resistance to all status ailments (~+20%, per FFXI Premium Guide 2013)
▸ Reprisal Enhancement
• Block rate multiplier ×1.5 → ×3.0 (triples current block rate)
Spike Damage +50%
Most likely lost if Adamas is unequipped after the cast (same behavior as Priwen)
▸ Source:
Drop: Voidwatch - Rare drop from Provenance Watcher (treasure pool / direct drop pool, not Glimmering Trove which contains abjurations only)
• Spawned during a Voidwatch Op in Provenance; requires Beguiling / Maddening / Seductive petrifacts to enter
• References: BG-Wiki - Provenance Watcher
Lower DEF and stats than Priwen - pick Adamas for the +20% all status resistance in debuff-heavy fights, or for the Cure received +15% during self-heal windows. Priwen remains the default Reprisal shield for raw mitigation.
Block Rate Test Data
Base Skill + Reprisal Skill Gain Block Gain Total Block Bonus
440 506 +66 +14.2% +21.3%
552 634 +82 +17.6% +26.4%
626 719 +93 +20.0% +30.0%

Palisade Interaction Palisade adds +50% to the base block rate (additive)
• Reprisal then multiplies the boosted block rate by ×1.5 (or ×3.0 with Priwen)
• Combined ceiling: very high block rates against heavy melee bosses
Practical Notes • Pair with Palisade for the strongest blocking window
• The 640 VE on cast is a free hate spike - fits naturally into Flash / Palisade rotations
• With Priwen, the Spike damage adds passive offensive output during the window
Priwen gotcha - the ×3.0 block multiplier and +50% Spike damage require Priwen to remain equipped for the full Reprisal duration; swapping shields after the cast drops the enhancement




Phalanx is the Paladin's flat damage-reduction buff - every incoming hit is reduced by F damage after equipment DT modifiers have been applied. The cap is −35 reached at 500 Enhancing Magic skill; above 500 the formula changes and continues scaling slowly toward higher floors.


PHALANX
Aspect Description
Spell Information Type: White Magic - Skill: Enhancing Magic - Level: 77
Target: Self - Cast: 3s - Recast: 10s
Cost: 21 MP - Duration: 180 seconds (3 min)
Cumulative Enmity: 0 - Volatile Enmity: 160
Formula (≤ 500 Skill) F = floor(Enhancing Magic Skill ÷ 10) − 2
Formula (> 500 Skill) F = 28 + floor((Enhancing Magic Skill − 300.5) ÷ 28.5)
Cap −35 dmg reduction reached at exactly 500 skill.
Skill Thresholds
Skill 300 358 386 415 443 472 500
−Damage −28 −30 −31 −32 −33 −34 −35

Strict floor - being one point below a threshold gives the lower-tier bonus. Plan gear to land on threshold.
Single Pieces
Sakpata's Sword (main, Sheol Gaol - augmentable to R30)
Phalanx received +5 · DMG:160 Delay:240 · HP+100, MP+40, VIT+15, MND+15 · Acc+40, Att+30, MAcc+40, MAB+20, MDmg+217 · Sword / Parry / MAcc skill +248 · FC+10% · DT-10%
▸ Augments at R30 (all 4 slots stack) - DMG+13 · Attack+45 · Accuracy+15 / Mag.Acc+15 · Refresh+3
Rank progression unlocks cumulatively: R15 = [1][2] · R20 = +[3] · R30 = +[4]. Push to R30 for the tank-critical Refresh +3.


Sakpata's Cuisses (legs, Sheol Gaol - augmentable to R30)
Phalanx received +5 · DEF:174 · HP+114 · STR+48, VIT+34, MND+21 · Acc+40, Att+40, MAcc+40 · MEva+150, MDB+9 · DA+7%, PDL+7%, Haste+4% · DT-9%
▸ Augments at R30 (all 4 slots stack) - Attack+30 · Skillchain Dmg +15% · Accuracy+15 / Mag.Acc+15 · STR+5
All Cuisses augments are offensive - the tank value comes from the base set itself (DT-9%, MEva+150, MDB+9, Haste+4%, +Phalanx received +5).


Souveran Handschuhs +1 (hands, Odyssey - augmentable Path A/B/C/D)
Phalanx received +5 · HP+134 · VIT+34 · MEva+48 · MDB+1 · MDT-5% · Haste+4% · Set bonus: Reduces damage taken
▸ Augment Path C Rank 15 (PLD pick) - HP+105 · Enmity+9 · Cure effect received +15%
Path C is the tank pick: extra HP/Enmity and a free Cure Potency II booster on self-heals.


Souveran Schuhs +1 (feet, Odyssey - augmentable Path A/B/C/D)
Phalanx received +5 · HP+122 · VIT+20 · MEva+86 · MDB+2 · PDT-5% · Block+3 · Haste+3% · Set bonus: Reduces damage taken
▸ Augment Path C Rank 15 (PLD pick) - HP+105 · Enmity+9 · Cure effect received +15%
Same Path C choice as the gloves - wear both to stack +210 HP / +18 Enmity / +30% Cure effect received from augments alone.


Priwen (shield, PLD-only, augmentable to R15)
Phalanx received +2 · DEF:130 · HP+30 · Shield skill +112 · DT-6% (exact: 15/256)
▸ Augment Rank 15 - HP+50 · Magic Evasion+50 · Damage Taken -3% (augment range: 2~5~7/256)
▸ Reprisal Enhancement (Priwen-exclusive)
• Block rate multiplier ×1.5 → ×3.0 (triples block rate during Reprisal)
Spike Damage +50%
Must remain equipped after the cast - unequipping Priwen drops the entire enhancement, even mid-duration
▸ Source & Augmentation:
Acquisition: Oboro at Port Jeuno (E-6) - trade Cehuetzi Pelt + Darksteel Shield + Januwiyah + 150 of Pluton / Riftborn Boulder / Beitetsu (or Mog Kupon W-Job)
R15 Augmentation: Oboro at Port Jeuno - 300 of Pluton / Riftborn Boulder / Beitetsu
• Reference: BG-Wiki - Priwen
Augmentable Drop Sets
Odyssean Set
Reisenjima HELM drops (WAR / PLD / DRK) · augmented via Arcane Glyptics Inscription (Dark Matter) · up to Phalanx received +5 per piece
Base set: high Haste (7% / 3% / 4% / 5% / 3% across the 5 slots), MEva, MDB - natural Enmity +6 body, Enmity +4 legs


Valorous Set
Reisenjima HELM drops (WAR / PLD / DRK+) · augmented via Arcane Glyptics Inscription (Dark Matter) · up to Phalanx received +5 per piece
Same augment system as Odyssean - alternative drop base with different innate stat distribution; pick per piece based on which augment pool serves you better


Yorium Set
Alluvion Skirmish drops (WAR / PLD / DRK) · augmented via Alluvion Skirmish (Dusk stones) · up to Phalanx received +3 per piece (lower cap than Odyssean / Valorous)
Base set: Haste / MEva / MDB across pieces - natural Enmity +4 hands, Enmity +5 feet
Augment Systems
Arcane Glyptics - Dark Matter
Applied to Odyssean and Valorous pieces · reference: BG-Wiki - Arcane Glyptics
Rare specialized augment system. Random rolls across all stat categories (melee, magic, ranged, pet) and can mix categories freely (e.g. ranged stats on tank gear). Some rolls exceed the caps available on regular stones.

Phalanx received +1~5 - the augment that matters here
Refresh +1~2
Quadruple Attack +1~3
Weapon Skill Damage +1~10%
Treasure Hunter +1~2


Alluvion Skirmish - Snow / Leaf / Dusk
Applied to Yorium pieces · reference: BG-Wiki - Alluvion Skirmish Armor
Three stone families, each with a distinct stat pool. Pick the family that matches the augment you want.

Snow - offensive: Accuracy, Attack, Magic Accuracy, Magic Attack Bonus, Defense, Ranged / Pet variants
Leaf - utility: Store TP, Double Attack, Cure Potency, Waltz Potency, Enmity +1~10, Subtle Blow, Regen, Fast Cast +1~3%, Cure Potency II, Spell Interruption Rate -1~10%, Drain / Aspir Potency, Occult Acumen, Pet variants
Dusk - tanking: VIT / STR / DEX / AGI / INT / MND / CHR +1~10, Physical Damage Taken -1~4%, Damage Taken -1~3%, Magic Damage Taken -1~4%, Weapon Skill Damage +1~3%, Skillchain Damage +1~5%, Breath Damage Taken -1~4%, Phalanx received +1~3, Pet variants
Practical Notes • Reduction applies after equipment DT modifiers - Phalanx removes a flat number from already-reduced damage
• Phalanx+ gear must be worn at cast time by the receiver; can be swapped after - bonus is preserved
• Refresh every ~3 minutes; pair with capped SIRD for safe in-combat recasts
RDM coordination tip - synchronize casts with a Red Mage to combine PLD's higher potency (from PLD gear set) with RDM's extended duration: count down "3, 2, 1" and cast simultaneously; the receiver keeps RDM's duration with PLD's potency
• See the Phalanx Sets section for the dedicated potency + SIRD gear configurations



EQUIPMENT


HP Management and Optimization
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WHY HP MANAGEMENT MATTERS

In Final Fantasy XI, your maximum HP changes whenever you swap gear that includes HP+ stats. The game enforces a critical rule: when your max HP drops, your current HP is automatically clamped to the new max. But when your max HP rises again, your current HP does NOT recover - it stays at whatever value it was clamped to.

This means every gear swap is a potential HP loss event:
• Going to a set with lower max HP → current HP gets clamped down (visible HP "loss").
• Going to a set with higher max HP → current HP stays the same → visible deficit (HP bar not full).

The only way to recover is through actual healing (Cure spells, Regen ticks, etc.). So if your gear swap silently drops 200 HP, your healer must spend MP to restore that visible gap - and the MP cost adds up across hundreds of swaps per fight.


THE GEAR SWAP CYCLE
── For Spells (Magic) ──
When casting a spell, the gear transition follows this cycle:


COMPLETE CASTING CYCLE FOR MAGIC SPELLS
Step Explanation
Idle Phase The character is in a neutral state, waiting for action.
Precast Phase The moment when the spell is initiated, focusing on reducing casting time (Fast Cast effect).
Midcast Phase The spell is being cast. The spell's potency, duration, or accuracy is determined here.
Return to Idle After the spell is completed, the character returns to the idle state, ready for the next action.


── For Job Abilities (JA) ──
Job Abilities do not require a midcast phase. Their cycle is simpler:


COMPLETE EXECUTION CYCLE FOR JOB ABILITIES (JA)
Step Explanation
Idle Phase The character is in a neutral state, waiting to activate a Job Ability.
Execution Phase The moment the Job Ability is activated, applying its effect instantly or after a short delay.
Return to Idle After the ability is used, the character returns to the idle state, ready for the next action.
── Why does the swap order matter? ──
A gear swap doesn't happen instantaneously - pieces are equipped one at a time, and during that brief window, your character has a mix of old and new gear. If high-HP pieces from your current set are removed before the new HP+ pieces are equipped, your max HP temporarily drops to a low value, and your current HP gets clamped to that low value. Even after all pieces are equipped and max HP recovers, you're stuck with the lower current HP.

GearSwap addons let you assign priorities to gear pieces - higher priority = equipped first. By equipping HP+ pieces first (gains) and HP– pieces last (losses), you keep max HP as high as possible throughout the swap, minimizing the worst-case intermediate state.


GEARSWAP OPTIMIZATION IMPACT
The following table illustrates the difference in HP management during combat when using GearSwap with proper priority settings versus without optimization, using this guide's actual sets.


GEARSWAP OPTIMIZATION IMPACT ON HP STABILITY
Transition With Optimization Without Optimization
Idle Fast Cast 3044/3044 HP
■■■■■■■■■■
−0 HP
2894/3044 HP
■■■■■■■■■
−150 HP
Fast Cast Full Enmity 3044/3045 HP
■■■■■■■■■
−1 HP
2844/3045 HP
■■■■■■■■■
−201 HP
Full Enmity Idle 3044/3197 HP
■■■■■■■■■
−153 HP
2794/3197 HP
■■■■■■■■■
−403 HP
Net deficit after one full cycle −153 HP −403 HP
── Key Insights ──
With GearSwap Optimization:
Maximized HP across all gear sets.
Stable HP during gear transitions.
Smooth swaps reduce healer strain.
Improved survivability in critical moments.


Without GearSwap Optimization:
Heavy HP loss during gear changes.
Unstable HP across transitions.
More healer pressure.
Increased vulnerability.


PRIORITY BREAKDOWN | SET BY SET


The Idle set is your default state - what you wear between actions, while running, and when not actively casting or attacking. It carries your strongest defensive stats since this is when you take incidental damage from AoEs, wandering mobs, or boss mechanics that don't require you to act.


IDLE SET
GearSwap Entry Explanation
sets.idle = {
ammo = {name="Staunch Tathlum +1", priority=8},
head = {name="Chev. Armet +3", priority=12},
body = {name="Adamantite Armor", priority=13},
hands = {name="Chev. Gauntlets +3", priority=2},
legs = {name="Chev. Cuisses +3", priority=9},
feet = {name="Chev. Sabatons +3", priority=1},
neck = {name="Kgt. Beads +2", priority=10},
waist = {name="Flume Belt +1", priority=7},
left_ear = {name="Tuisto Earring", priority=6},
right_ear = {name="Odnowa Earring +1", priority=11},
left_ring = {name="Fortified Ring", priority=5},
right_ring = {name="Gelatinous Ring +1", priority=4},
back = Rudianos.tank
}
Gear Prioritization Strategy:
Priorities based on HP delta vs Phalanx midcast (the previous set in the swap cycle). Pieces with the biggest HP GAIN are equipped first (HP rises immediately); pieces with the biggest HP LOSS are equipped last (current HP preserved as long as possible). Total: 3197 HP.


Priority Breakdown:
13 - Adamantite Armor: Δ Phx = +182 - biggest GAIN, equip FIRST.
12 - Chev. Armet +3: Δ Phx = +145.
11 - Odnowa Earring +1: Δ Phx = +110.
10 - Kgt. Beads +2: Δ Phx = +60.
9 - Chev. Cuisses +3: Δ Phx = +13.
8 - Staunch Tathlum +1: Δ Phx = 0 - Status Ailment Resistance.
7 - Flume Belt +1: Δ Phx = 0 - DT-4%.
6 - Tuisto Earring: Δ Phx = 0.
5 - Fortified Ring: Δ Phx = 0 - MDT-5%, Enemy Crit Rate -7%.
4 - Gelatinous Ring +1: Δ Phx = 0 - PDT-7%.
3 - Rudianos's Mantle (tank): Δ Phx = 0 - Enmity+10, PDT-10%.
2 - Chev. Gauntlets +3: Δ Phx = -175 - LOSS, equip late.
1 - Chev. Sabatons +3: Δ Phx = -175 - biggest LOSS, equip LAST.


The Fast Cast set fires during the precast phase of every spell - Cure, Phalanx, Crusade, Banishga, Flash, etc. It's swapped in for under a second before being immediately replaced by the midcast set. Despite the brief window, the healing burden from patching those visible HP gaps adds up across hundreds of casts in long fights.


FAST CAST SET
GearSwap Entry Explanation

sets.precast.FC = {
ammo = {name="Sapience Orb", priority=10},
head = {name="Carmine Mask +1", priority=3},
body = {name="Reverence Surcoat +4", priority=13},
hands = {name="Leyline Gloves", priority=6},
legs = {name="Sworn Brais", priority=11},
feet = {name="Chev. Sabatons +3", priority=9},
neck = {name="Orunmila's Torque", priority=5},
waist = {name="Platinum Moogle Belt", priority=8},
left_ear = {name="Enchanter's Earring +1", priority=1},
right_ear = {name="Loquac. Earring", priority=2},
left_ring = {name="Kishar Ring", priority=7},
right_ring = {name="Prolix Ring", priority=4},
back = Rudianos.FCSIRD
}
Gear Prioritization Strategy:
Priorities based on HP delta vs Idle (the previous set in the swap cycle). GAINS first to keep HP buffer; LOSSES last to preserve current HP. Total: 3044 HP.


Priority Breakdown:
13 - Reverence Surcoat +4: Δ idle = +82 - biggest GAIN, equip FIRST.
12 - Rudianos's Mantle (FCSIRD): Δ idle = +80.
11 - Sworn Brais: Δ idle = +37 - also Fast Cast+8%, DT-8%.
10 - Sapience Orb: Δ idle = 0 - Fast Cast+2%.
9 - Chev. Sabatons +3: Δ idle = 0.
8 - Platinum Moogle Belt: Δ idle = 0 - HP+10% during swap.
7 - Kishar Ring: Δ idle = 0 - Fast Cast+4%.
6 - Leyline Gloves: Δ idle = -39.
5 - Orunmila's Torque: Δ idle = -60 - Fast Cast+5%.
4 - Prolix Ring: Δ idle = -100 - Fast Cast+2%.
3 - Carmine Mask +1: Δ idle = -107.
2 - Loquac. Earring: Δ idle = -110 - Fast Cast+2%.
1 - Enchanter's Earring +1: Δ idle = -150 - biggest LOSS, equip LAST.


The Full Enmity set fires during Job Abilities - Sentinel, Palisade, Provoke, Flash, Divine Emblem, Rampart, etc. These are instant actions where you want maximum hate generation. Since JAs trigger frequently in tank rotations (often 4–6 per minute), every visible HP gap here is multiplied across the encounter.


FULL ENMITY SET
GearSwap Entry Explanation
sets.FullEnmity = {
ammo = {name="Iron Gobbet", priority=8},
head = {name="Loess Barbuta +1", priority=11},
body = {name="Souv. Cuirass +1", priority=1},
hands = {name="Souv. Handsch. +1", priority=13},
legs = {name="Cab. Breeches +4", priority=2},
feet = {name="Chev. Sabatons +3", priority=4},
neck = {name="Moonlight Necklace", priority=7},
waist = {name="Creed Baudrier", priority=9},
left_ear = {name="Trux Earring", priority=10},
right_ear = {name="Odnowa Earring +1", priority=12},
left_ring = {name="Apeile Ring +1", priority=6},
right_ring = {name="Apeile Ring", priority=5},
back = Rudianos.tank
-- Total Enmity: 155 (185 with Crusade)
}
Gear Prioritization Strategy:
Priorities based on HP delta vs Fast Cast. GAINS first, LOSSES last to keep HP stable during JA execution. Total: 3045 HP, 155 Enmity (185 with Crusade).


Priority Breakdown:
13 - Souv. Handsch. +1: Δ FC = +214 - biggest GAIN.
12 - Odnowa Earring +1: Δ FC = +110.
11 - Loess Barbuta +1: Δ FC = +67 - Enmity+14.
10 - Trux Earring: Δ FC = +40 - Enmity+5.
9 - Creed Baudrier: Δ FC = +40 - Enmity+5.
8 - Iron Gobbet: Δ FC = 0 - Enmity+2.
7 - Moonlight Necklace: Δ FC = 0 - Enmity+15, SIRD+15%.
6 - Apeile Ring +1: Δ FC = 0 - Enmity+9, Regen+4.
5 - Apeile Ring: Δ FC = 0 - Enmity+9, Regen+3.
4 - Chev. Sabatons +3: Δ FC = 0.
3 - Rudianos's Mantle (tank): Δ FC = -80 - Enmity+10, PDT-10%.
2 - Cab. Breeches +4: Δ FC = -82 - Enmity+9.
1 - Souv. Cuirass +1: Δ FC = -93 - biggest LOSS, equip LAST.


OPTIMIZING WITHOUT GEARSWAP


── Why align HP across gear sets? ──
Swapping between sets with significant HP differences can cause unintended HP drops, forcing unnecessary healing and wasting resources.


── Common issue (large HP gap) ──
Idle Set: 3500 HP
Fast Cast Set: 2900 HP
Swapping from Idle to Fast Cast drops your HP to 2900. Even after returning to Idle, your HP remains at 2900/3500, simulating missing health (–600 HP gap).


── Recommended solution ──
Align your sets to minimize HP differences.
Keep HP variance within 200 HP to prevent noticeable drops.


── Reference example (this guide's setup) ──
Idle Set: 3197 HP
Fast Cast Set: 3044 HP
Full Enmity Set: 3045 HP
Variance: ~153 HP between highest and lowest - well within the 200 HP target. Result: Smooth transitions with minimal HP fluctuation, reducing healing needs and ensuring better survivability.


ALTERNATIVE | PRIORITY BY RAW HP

A simpler approach occasionally suggested: assign each piece's own HP value as its GearSwap priority (e.g. priority=264 for Rev. Surcoat +4, priority=164 for Sworn Brais). GearSwap auto-sorts highest first, no manual ranking needed.

Limitation: this method ignores the prior set's content on each slot. If your previous set had a higher-HP piece on the same slot, the swap still produces a temporary HP drop - the very thing the priority system is meant to prevent. Example: prior set has HP+350 on the body, new set has HP+300 → 50 HP drop during the swap, even though the new piece is the highest-HP available in that slot. The Δ-vs-prior-set tables above remain the correct method for accurate cycling (Idle → Precast → Midcast → Idle).


CONCLUSION | HP MANAGEMENT IN PRACTICE


Whether you use GearSwap automation or manual /equipset commands, the principles are the same: minimize the gap between your gear sets' max HP, and equip high-HP pieces first during transitions. With a properly configured priority list (like the one shown in this guide), HP loss during swaps drops from hundreds of HP per cycle to single digits - meaning your healer can focus on actual incoming damage instead of patching up artificial HP gaps.

Practical impact:
• Less MP burned on Cures across long fights.
• Healthier visible HP throughout encounters - fewer panic moments for your healer.
• No surprise deaths when a big hit lands while your HP bar is half-empty for no game-mechanic reason.
• Better margin for emergency timings (Stoneskin, Reprisal, Sentinel, Palisade).

In short: HP Management is the invisible foundation of consistent tanking. Get this right, and everything else (defense, enmity, recovery) becomes easier to layer on top.



IDLE SET OVERVIEW
Idle Set minimizes passive damage by capping PDT/MDT/DT while maintaining high DEF, VIT and a reasonable HP pool - swap pieces for status resistance, MEVA, elemental resistances or MDB when facing magic-heavy content.

Below: a tier progression from Fresh 99LowMidTop-Tier (Mixed Global + Pure Mitigation), plus specialized variants for MDT (magic-heavy fights), XP (Crawler's Nest [S] passive regen) and Refresh / Town (rest zones).


Fresh 99 Basic Idle Set
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This is the most basic idle set designed for players who just reached level 99 on their first job (Paladin).
• No advanced content unlocked: No access to Reforged AF Relic Empyrean gear or Ambuscade yet.
• Very Limited Sources: Gear primarily obtained through Sparks of Eminence and Domain Points only.


── Exceptions ──
• Creed Baudrier, obtained by defeating Ironclad Executioner in Abyssea - Vunkerl.
• Charitoni Sling, obtained from the Unity NM Prickly Pitriv in East Sarutabaruta.


── Sparks Gear Locations ──
• Rolandienne in Southern San d'Oria (G-10)
• Isakoth in Bastok Markets (E-11)
• Fhelm Jobeizat in Windurst Woods (J-10)
• Eternal Flame in Western Adoulin (H-11)


── Domain Points Gear Location ──
The Sanctity Necklace can be purchased from Zurim in Norg (I-7) 100 Domain Points.
This set represents your very first defensive setup, providing just enough protection to help you start working towards better gear options.
FRESH 99 BASIC IDLE SET
ItemSet 397650
• PDT: -17%
• MDT: -7%
• Enmity: 11
• VIT: 114
• DEF: +831
• HP: 366
• Magic Evasion: 255
• Magic Def. Bonus: 14%


Low-Tier Idle Set
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Significant upgrade path beyond Sparks/Domain Points gear - uses the Sulevia's set with Priwen, Nixxer, Supershear Ring, Odnowa Earring +1 and Twilight Torque. MDT at -47% is not an issue since any Shell spell will cap MDT at -50%.
LOW-TIER IDLE SET
ItemSet 397651
• PDT: -60% (Cap -50%)
• MDT: -47% (Capped at -50% with Shell)
• Enmity: +21
• VIT: +194
• DEF: +702
• HP: +315
• Magic Evasion: +294
• Magic Def. Bonus: +10%
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10


Mid-Tier Idle Set
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Built around the Sakpata's set - more accessible than Sulevia's +2 or Souveran +1 while keeping competitive stats. Achieves a balanced HP pool (~3200) with capped -50% PDT/MDT.
MID-TIER IDLE SET
ItemSet 397653
• PDT: -76% (Cap -50%)
• MDT: -60% (Cap -50%)
• Enmity: +34
• VIT: +233
• DEF: +1413
• HP: +1063
• Magic Evasion: +754
• Magic Def. Bonus: +30
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10
ALTERNATIVE GEAR OPTIONS
ARMOR
Heads Body Hands Legs Feet
ACCESSORY
Weapons Shields Earrings Waists Rings Necks Ammos


Top-Tier Idle Set
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For this high-tier idle configuration, I offer two complementary sets:


Mixed Global Set
This set provides a balanced defense by mitigating both physical and magical damage while enhancing resistance to status ailments. It focuses on optimizing magic evasion and elemental resistance, ensuring overall protection along with solid enmity management and a robust HP pool.


Pure Mitigation Set
Emphasizing direct damage reduction, this set prioritizes enhanced defense and a high Magic Defense Bonus to maximize mitigation of both physical and magical damage. It is ideal for situations where raw damage reduction is critical, focusing on efficiency under heavy impact.
Choose the option that best suits your needs: a versatile, all-around setup for tackling various threats, or a specialized approach tailored to maximize damage mitigation.
MIXED GLOBAL SET

ItemSet 397654
• PDT II: -68%
• MDT II: -65%
• Enmity: +43
• CE Loss Reduction: 57%
• Ailment resistance: 21%
• VIT: +297
• DEF: +1480
• HP: +892
• Magic Evasion: +695
• Magic Def. Bonus: +36
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10

PURE MITIGATION SET

ItemSet 397850
• PDT II: -68%
• MDT II: -65%
• Enmity: +58
• CE Loss Reduction: 65%
• Ailment resistance: 21%
• VIT: +324
• DEF: +1508
• HP: +875
• Magic Evasion: +665
• Magic Def. Bonus: +47
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10
ALTERNATIVE GEAR OPTIONS
ARMOR
Heads Body Hands Legs Feet
ACCESSORY
Weapons Shields Earrings Waists Rings Necks Ammos





For this high-tier idle MDT configuration, I offer a single optimized set:

Optimized Magic Damage Taken Set
This set is specifically designed for maximum magic damage mitigation, tailored for End Game content. It prioritizes Magic Defense Bonus (MDB), Magic Evasion, and elemental resistances. Low and Mid Tier versions are not included - they offer limited effectiveness against high-level magic.
IDLE MDT
ItemSet 397520
• PDT II: -68%
• MDT II: -87.5%
• Enmity: +48
• CE Loss Reduction: 48%
• Ailment resistance: 11%
• VIT: +237
• DEF: +1255
• HP: +850
• Magic Evasion: +737
• Magic Def. Bonus: +39
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10
ALTERNATIVE GEAR OPTIONS
ARMOR
Heads Body Hands Legs Feet
ACCESSORY
Weapons Shields Earrings Waists Rings Necks Ammos




For this Idle XP set at Crawler's Nest [S], it is a classic Idle PDT set optimized with the full Chevalier's set "In this area, the body armor bug against Fomors does not occur", allowing it to be used safely and fully benefit from the set bonus "Occasionally Absorbs Damage Taken", providing a 5% chance to recover HP.


With over 100 enemies engaged during the pull and since the player is often facing away, the proc activates regularly, offering effective passive regeneration during the gathering phases.
IDLE XP
ItemSet 397864
• PDT II: -68%
• MDT II: -65%
• Enmity: +74
• CE Loss Reduction: 73%
• Ailment resistance: 21%
• VIT: +325
• DEF: +1500
• HP: +844
• Magic Evasion: +667
• Magic Def. Bonus: +35
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10


IDLE REFRESH / TOWN
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For the Idle Refresh / Town set, this setup is designed specifically for resting in safe zones or town areas where there is no danger. It focuses on maximizing MP and HP regeneration while maintaining a balanced pool of both. The use of Carmine Cuisses +1 in the leg slot is purely for the +18% movement speed boost, allowing faster movement around town. This configuration ensures efficient recovery and quick mobility during downtime.
IDLE REFRESH / TOWN
ItemSet 397548
• Refresh: +6
• Regen: +1
• Movement Speed: +18%
• HP: +986
• MP: +311



ENMITY SET OVERVIEW
The Enmity Set is designed to maximize threat generation and maintain enemy focus.
This setup prioritizes Enmity+ gear to ensure consistent hate retention, allowing for full control over aggressive targets.
Key elements include stacking VIT, HP, and maintaining capped PDT and MDT
to reduce incoming damage while generating maximum enmity.

Below: two variants - Full Enmity (raw threat for fast spells/JAs like Flash, Jettatura) and SIRD Enmity (capped 102% SIRD for longer spells like Geist Wall, Sheep Song, Blank Gaze where interruption breaks aggro).


Full Enmity Set
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The Full Enmity Set is intended for shorter, rapid spells or Job Abilities (JAs) (e.g. Flash, Jettatura) with a low chance of interruption. It maximizes Enmity while maintaining a ~3000 HP pool and staying sufficiently tanky.


PDT & MDT: Ideally, aim to cap both physical and magical damage reduction.
~3000 HP Pool: Ensures a healthy HP total for survivability.
Maximize Enmity: Focus on boosting threat without sacrificing the above stats.


By focusing on Enmity for quick, essential abilities and fast-casting spells while preserving robust defense and HP this set achieves high threat generation without compromising durability.
FULL ENMITY SET
ItemSet 397521
• PDT: -62%
• MDT: -54% (Capped with Shell)
• Enmity: +159
• VIT: +205
• DEF: +1140
• HP: +809
• MP: +263
• Magic Evasion: +409
• Magic Def. Bonus: +18%
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10
ALTERNATIVE GEAR OPTIONS
ARMOR
Heads Body Hands Legs Feet
ACCESSORY
Weapons Shields Earrings Waists Rings Necks Ammos


SIRD Enmity Set
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The SIRD Enmity set is designed for casting longer spells (e.g. Geist Wall, Sheep Song, Blank Gaze, etc.) without interruption, while remaining tanky and maximizing Enmity.


SIRD Cap (102%): Ensures uninterrupted spellcasting to secure aggro.
PDT & MDT: Ideally, aim to cap both physical and magical damage reduction.
~3000 HP Pool: Maintains a healthy HP total for survivability.
Maximize Enmity: Boost threat without sacrificing the above stats.


By balancing these elements (SIRD, Damage Reduction, HP, and Enmity), this set enables consistent casting under heavy pressure and effective threat management.
SIRD ENMITY SET
ItemSet 397523
• SIRD: 105% (5/5 SIRD Other Merits)
• Enmity: +114
• PDT: -68%
• MDT: -47% (Capped with Shell)
• HP: +880
• MP: +57
• VIT: +215
• DEF: +829
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10



Odyssean Greaves Augments
Enmity: +8 (Fern stone)
ALTERNATIVE GEAR OPTIONS
ARMOR
Heads Body Hands Legs Feet
ACCESSORY
Weapons Shields Earrings Waists Rings Necks Ammos



JOB ABILITY SETS OVERVIEW




Job Ability (JA) Sets are built upon the Full Enmity Set, with specific gear pieces swapped in to enhance each Job Ability. The foundation focuses on maximizing Enmity, but using +3 versions of gear is recommended for the improved DEF, VIT, HP, and DT stats. While JA-specific bonuses are identical across NQ, +1, +2, and +3 versions, the extra defensive stats from +3 gear enhance survivability-especially valuable even for the short activation time of JAs.


Optimized for JAs: Focuses on maximizing Enmity while enhancing the selected Job Ability.
+3 Gear Upgrade: Significantly boosts DEF, VIT, HP, and DT for better durability.
Flexible Setup: Swap only the necessary gear pieces to support the JA without sacrificing defense.


Below is an example of the Full Enmity Set followed by a detailed table listing each Job Ability with the recommended gear to maximize its effect.
JAS SETS
ItemSet 397521
• PDT: -62%
• MDT: -54% (Capped with Shell)
• Enmity: +159
• VIT: +205
• DEF: +1140
• HP: +809
• MP: +263
• Magic Evasion: +409
• Magic Def. Bonus: +18%
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10
JOB ABILITY GEARS BONUS DESCRIPTION
Invincible Extends Invincible duration by 10 seconds.
Holy Circle Increases effect duration by 50% and increases potency by 2%.
Shield Bash






Bash Damage +300


Bash Damage +35 + Dispel
Sentinel Begins damage reduction at -128% PDT instead of -90%
Augment (Vlr. +2 / Cab. Leggings line): Extends Sentinel duration by +2s per Guardian merit (max +10s at 5/5). The Guardian merit itself reduces CE loss during Sentinel by -19%/rank.
Cover


Converts 41% of damage taken to MP on intercepted attacks.


Cover duration +10
Rampart Increases duration by 30 seconds.
Merits: Fast Cast +3% per Iron Will merit; for a maximum of +15%, while under the effect of Rampart.
Fealty Adds 4 seconds duration per merit level.
Chivalry Effectively increases (Merit Levels) by 1
Divine Emblem Increases the Special Enmity Bonus of Divine Emblem by +21% to 71%.



FAST CAST SETS OVERVIEW




The Fast Cast Set is designed exclusively for the Precast phase to minimize spell casting time. This set does not impact Job Abilities (JAs) and is solely focused on reducing the casting time of spells.


── Defensive Considerations ──
Since this set is equipped very briefly through Gearswap, defensive stats like PDT, MDT, and DT are irrelevant. I have never noticed any unusually high damage taken during the transition into Fast Cast gear with Gearswap.


── Fast Cast Cap and HP Comparison ──
This set is capped at 80% Fast Cast to achieve the shortest possible spell casting time. With Sworn Brais in legs (HP+164, FC+8%, DT-8%) and Plat. Mog. Belt (HP+10%), the gear contributes HP+880 + 10%, aligning closely with the Idle set to minimize visible HP drops during gear swaps.


── Alternative Options ──
Showing alternative sets other than the BiS seems unnecessary for this specific purpose. However, I will still suggest other Fast Cast gear options below for those seeking:
• A tankier setup with higher defensive stats.
• A more generalized configuration for players not using Gearswap.
FAST CAST
ItemSet 397522
• Fast Cast: +80%
• PDT: -40%
• MDT: -37% (66% with Shell V)
• DEF: +1094
• HP: +890 (gear) +10% (base HP varies by subjob)
• MP: +287
Rudianos's Mantle Augments
• HP: +80
• Fast Cast: +10%
• Free
ALTERNATIVE GEAR OPTIONS
ARMOR
Heads Body Hands Legs Feet
ACCESSORY
Weapons Shields Earrings Waists Rings Necks Ammos



PHALANX SETS OVERVIEW
A Phalanx Set is designed to enhance the effectiveness of the Phalanx spell, which reduces incoming damage by applying a flat damage reduction effect. This type of set focuses on maximizing Phalanx+ gear while balancing defensive stats to ensure survivability.


The goal of a Phalanx Set is to maintain tankiness and durability, making it ideal for mitigating consistent incoming damage in both group and solo situations. By optimizing Phalanx potency, alongside robust defensive stats like PDT, MDT, and a solid HP pool, this setup ensures long-term resilience.


Below, you will find two variations of the Phalanx Set, tailored to different scenarios to provide both maximum protection and adaptability.


PHALANX POTENCY
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The Phalanx Potency Set is designed to maximize damage reduction by stacking Phalanx+ gear and achieving 415 Enhancing Magic Skill. This balance ensures optimal mitigation while maintaining strong defensive stats.


This set is primarily used between fights to refresh Phalanx with maximum potency. For casting Phalanx during combat, it is recommended to switch to the Phalanx SIRD set for greater interruption resistance.


If losing TP is not a concern, equipping Sakpata's Sword and Priwen shield will maximize potency, bringing the total Phalanx bonus to +69.


The build combines high Phalanx values with solid defensive stats, achieving PDT, MDT, and overall DT reduction to stay tanky even when not actively engaged in battle.


PHALANX POTENCY (HYBRID)
ItemSet 397524
• Phalanx: +30
(Phalanx Total: 62 with Enhancing skill)
• Enhancing Skill: 416
(334 Base, +16 merits, +46 ML, +20 Gears)
• PDT: -61%
• MDT: -47% (Capped with Shell)
• SIRD: +3%
• DEF: +887 (1736 total)
• HP: +1041 (3186HP Elvaan)
• MP: +290
Weard Mantle Augments
VIT: +4
Phalanx: +5


Odyssean helm
Phalanx: +5


Odyssean Chestplate
Phalanx: +5


PHALANX MAX (CEILING +70)
ItemSet 402861
• Phalanx: +38
(Phalanx Total: 70 with Enhancing skill)
• Enhancing Skill: 417
(334 Base, +16 merits, +46 ML, +20 Gears)
• PDT: -50% (Capped)
• MDT: -50% (Capped)
• DEF: +912 (1798 total)
• HP: +1019 (3164HP Elvaan)
• MP: +427
Weard Mantle Augments
VIT: +5
Phalanx: +5


Odyssean Helm
Phalanx: +5


Sworn Platemail R30
Phalanx: +6


ALTERNATIVE GEAR OPTIONS
ARMOR
Heads Body Hands Legs Feet
ACCESSORY
Weapons Shields Earrings Waists Rings Necks Ammos


PHALANX SIRD
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The Phalanx SIRD Set is specifically designed for situations where casting Phalanx during combat is crucial such as when you've been debuffed or are solo leveling in Crawler's Nest [S]. This setup ensures maximum Spell Interruption Rate Down (SIRD) to maintain uninterrupted casting under pressure, while still providing strong defense and optimal Phalanx Potency.


Whenever possible, prioritize the Phalanx Potency set between pulls, especially when teamed up with a Red Mage (RDM) to extend Phalanx duration during events. This proactive approach helps avoid situations where the SIRD set becomes necessary.
PHALANX SIRD
ItemSet 397921
• SIRD: 109% (99% gear + 5/5 SIRD Other Merits = 10%)
• Phalanx: +20 (Phalanx Total: 52 with Enhancing skill)
• Enhancing Skill: 416 (334 Base, +16 merits, +46 ML, +20 Gears)
• PDT: -51%
• MDT: -49% (Capped with Shell)
• DEF: +934 (1800 total)
• HP: +1052 (3197HP Elvaan)
• MP: +445
Weard Mantle Augments
VIT: +4
Phalanx: +5


Odyssean Greaves
Phalanx: +5
Fast Cast: +2
STR: +7
ALTERNATIVE GEAR OPTIONS
ARMOR
Heads Body Hands Legs Feet
ACCESSORY
Weapons Shields Earrings Waists Rings Necks Ammos



ENHANCING SETS OVERVIEW
The Enlight II spell enhances both damage and accuracy on melee hits, scaling with Divine Magic Skill. The Enlight Set is designed to maximize the spell's potential while maintaining strong defensive stats to ensure survivability during combat.


Below is the Enlight II Set, with a detailed description of its purpose and optimal usage.


ENLIGHT II SIRD
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The Enlight II SIRD Set targets 569 Divine Magic Skill (the relevant tier under the Enlight II formula) and caps SIRD at 102%+ so the refresh cast never gets interrupted mid-combat. With 20 Enlight Job Points, this Skill total produces the +140 Attack / +140 Accuracy bonus stamped on the set summary below. For the formula and the full Enlight vs Enlight II breakdown, see the Enlight Family mechanics card in the Theory section.

Defensive stats stay capped (PDT/MDT/DT) so the set can be equipped even while taking pressure - this is a combat-refresh set, not a between-pull set.
ENLIGHT II SIRD
ItemSet 397525
• SIRD: 110% (5/5 SIRD Other Merits)
• Enlight II Attack/Accuracy: +140
• Divine Skill: 570
• PDT: -60%
• MDT: -47% (capped with Shell)
• DEF: +1104
• HP: +872 (3054HP Elvaan)
• MP: +165



CURE SETS OVERVIEW
Cure Sets are specialized setups designed to optimize healing in combat, balancing efficiency, survivability, and reliability. These sets focus on leveraging Cure Potency, SIRD (Spell Interruption Rate Down), and strong defensive stats like PDT, MDT, and DT reductions to ensure uninterrupted and effective healing, regardless of the situation.


There are two distinct types of Cure Sets:
Cure Self Set: Optimized for self-healing, it maximizes HP during midcast to enable powerful recovery, even when at full health. This set focuses on maintaining high Enmity and tankiness, ensuring that the caster remains resilient during combat.
Cure Other Set: Designed for healing allies, it prioritizes consistent performance without requiring a large HP pool. This set focuses on reliable Cure Potency and strong defensive stats to ensure the caster can safely support their team.


Both sets play a crucial role in maintaining survivability and healing efficiency, tailored to meet the specific demands of self-healing or team support during combat.




The Cure Self Set is designed to optimize self-healing by maximizing HP during midcast compared to precast, ensuring the highest possible recovery. For example: Precast.FastCast (gear HP+880 +10%) transitions into Midcast.Cure_Self (gear HP+1978), allowing powerful self-healing during combat.


The set caps Cure Potency I gear and assumes Majesty is up for its Cure Potency II floor (see Cure Family theory for the full potency stacking math). It also holds SIRD (Spell Interruption Rate Down) at 101%, which has proven sufficient with this exact configuration. If you alter any SIRD pieces, target 102% as the safer benchmark.


In addition to maximizing healing, this set prioritizes tankiness by balancing strong defensive stats such as PDT, MDT, and DT reductions, ensuring survivability during combat while casting self-heals.
CURE SELF
ItemSet 397527
• SIRD: 101% (5/5 SIRD Other Merits)
• Cure Potency: +29% (54% With Majesty)
• Healing Magic Skill: 435
• PDT: -60%
• MDT: -49% (capped with Shell)
• DEF: +1208
• HP: +1978 (4160HP Elvaan)
• MP: +111
• Cure III for: 765HP
• Cure IV for: 1222HP


CURE OTHERS
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The Cure Other Set is designed to optimize healing for other players by focusing on efficiency and reliability, without the need for a large HP pool during midcast. The set ensures seamless transitions between Precast.FastCast and Midcast.Cure_Other, prioritizing consistent performance.


Same potency assumptions as the Cure Self set (Cure Potency I capped, Majesty up for the Cure Potency II floor - see Cure Family theory). SIRD is pushed to 111%, guaranteeing immunity to interruptions caused by physical damage during casting.


While this set does not focus on maximizing HP, it maintains strong defensive stats, including PDT, MDT, and DT reductions, to ensure survivability while healing allies during combat.
CURE OTHERS
ItemSet 397561
• SIRD: 111% (5/5 SIRD Other Merits)
• Cure Potency: +49% (74% With Majesty)
• Healing Magic Skill: 435
• PDT: -61%
• MDT: -56% (capped with Shell)
• DEF: +1440
• HP: +890 (3072HP Elvaan)
• MP: +111
• Cure III for: ~600HP
• Cure IV for: ~1000HP
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10



ENGAGED SETS OVERVIEW



Engaged Sets are specialized gear configurations for active combat while auto-attacking. These setups balance survivability, TP generation, and Enmity control, ensuring the Paladin can remain effective and durable throughout extended fights.


── Key Objectives of an Engaged Set ──
Mitigation – Reducing incoming damage through strong PDT/MDT values.
TP Flow – Maintaining a steady rate of TP gain to enable frequent Weapon Skills.
Enmity – Holding hate through auto-attacks and WS while remaining tanky.


A solid Engaged Set allows the Paladin to maintain a commanding frontline presence-absorbing pressure, generating TP, and responding offensively when needed.


ENGAGED PDT
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This set is designed to maximize survivability in close combat while maintaining consistent DPS. With high PDT and MDT reduction, excellent accuracy, and optimized TP generation, it perfectly balances defense and offense for demanding battles.


Key Highlights:
Durability: Significant reduction in physical and magical damage.
Offense: Increased Weaponskill frequency through enhanced TP generation.
Accuracy: Reliable hits against high-evasion enemies.


Recommended For:
Prolonged engagements where both survivability and offensive performance are crucial.
ENGAGED PDT
ItemSet 397528
• PDT: -68%
• MDT: -65%
• DEF: +1354
• Magic evasion: 578
• Magic Defense Bonus: 37
• HP: +869 (3124HP Elvaan)
• MP: +159
• Accuracy: 1269
• Store TP: 51
• Enmity: 58
• Enmity decrease: -65%
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10




Engaged XP Set This set is identical to the Idle XP Set, with one key exception: the weapon is switched to Malevolence.


The reason for maintaining a tanky setup instead of switching to a DPS-focused one is the high frequency of incoming attacks when leveling at Crawler's Nest [S]. These constant hits ensure you quickly regain 3000 TP after each Weaponskill, making a defensive approach more efficient.


Key Features:
• Full tanky setup to handle the high number of incoming attacks.
• Retains strong PDT/MDT/DT reductions for reliable survivability.
• Optimized for frequent hits, allowing consistent performance in combat.


Usage:
Stick to the defensive setup from the Idle XP set and switch to Malevolence for improved adaptability in high-hit scenarios.
ENGAGED XP
ItemSet 397954
• PDT I: -50%
• MDT II: -65%
• Enmity: +74
• CE Loss Reduction: 73%
• Ailment resistance: 21%
• VIT: +325
• DEF: +1500
• HP: +844
• Magic Evasion: +667
• Magic Def. Bonus: +35
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10



WEAPONS SKILL SETS
Weapon Skill Sets are tailored configurations designed to maximize the damage output and accuracy of specific weapon skills, ensuring peak performance during combat. These sets focus on optimizing offensive stats such as STR, DEX, Attack, and Accuracy, while balancing survivability when needed.


Weapon Skill Sets are typically customized for:
• The type of weapon skill used (e.g., physical, magical, or hybrid).
• The combat situation, balancing raw damage and defensive needs depending on the context.


By carefully selecting gear to match the mechanics of each weapon skill, these sets ensure both efficiency and effectiveness, allowing the player to adapt to varying combat scenarios with precision.


Below are examples of Weapon Skill Sets tailored for specific skill types and situations.




The Atonement Set reuses the Full Enmity Set (same itemset 397521): +159 Enmity with capped PDT/MDT and a ~3000 HP pool, so the WS lands at maximum enmity multiplier without sacrificing survivability. For the underlying mechanics (CE/VE formula, per-hit cap, fTP scaling, Burtgang Aftermath tiers AM1/2/3), see the Atonement Mechanics card in the Enmity theory section.
ATONEMENT
ItemSet 397521
• PDT: -62%
• MDT: -54% (Capped with Shell)
• Enmity: +159
• VIT: +205
• DEF: +1140
• HP: +809
• MP: +263
• Magic Evasion: +409
• Magic Def. Bonus: +18%
Rudianos's Mantle Augments
• VIT: +20
• PDT: -10%
• Mag Eva: +10
• Eva. / Mag Eva: +20
• Enmity: +10


SAVAGE BLADE
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Savage Blade is a powerful physical Weapon Skill for Paladins, delivering two hard-hitting strikes with damage scaling based on 50% STR and 50% MND. Its potency increases significantly with TP, reaching its peak damage at 3000 TP with an impressive fTP of 13.75.


When paired with Burtgang, Savage Blade becomes a reliable tool for dealing high burst damage while maintaining tankiness. It is an essential part of a Paladin's toolkit for both offensive contributions and effective threat generation in combat.


Below is an optimized set to maximize Savage Blade's potential for Paladins using Burtgang.
SAVAGE BLADE (ODYSSEY RANK 15)
ItemSet 398103
• PDT II: -68%
• MDT II: -65%
• Accuracy: 1158
• WS Dmg: 23%
• PDL: 29%
• Enmity: +33
• VIT: +269
• DEF: +1395
• HP: +797

Rudianos's Mantle Augments
• STR: +30
• Accuracy/Attack: +20
• DT: -5%
• WS damage: +10%
SAVAGE BLADE (ODYSSEY RANK 30)
ItemSet 398105
• PDT II: -68%
• MDT II: -65%
• Accuracy: 1200
• WS Dmg: 81%
• PDL: 3%
• Enmity: +33
• VIT: +255
• DEF: +1385
• HP: +845

Rudianos's Mantle Augments
• STR: +30
• Accuracy/Attack: +20
• DT: -5%
• WS damage: +10%


AEOLIAN EDGE
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Aeolian Edge is a magical area-of-effect Weapon Skill that deals Wind-elemental damage, scaling with 40% DEX and 40% INT. Its potency increases significantly with TP, reaching its peak damage at 3000 TP with an fTP of 4.5.


As a magical Weapon Skill, Aeolian Edge benefits from Magic Attack Bonus (MAB) and INT for maximum damage output. Unlike Cyclone, it requires melee range to be executed, making positioning an important factor when engaging multiple enemies.


Below is an optimized set to maximize Aeolian Edge’s potential, ensuring high magical burst damage while maintaining key survivability stats.
AEOLIAN EDGE
ItemSet 398107
• PDT I: -50%
• MDT II: -65%
• WS Dmg: 78%
• MDamage: 145
• Mattack: 223
• VIT: +202
• INT: +188
• DEF: +1261
• HP: +835
• Magic Evasion: +699
• Magic Def. Bonus: +29


SANGUINE BLADE
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Sanguine Blade is a magical Weapon Skill that deals Dark-elemental damage and converts a portion of the damage dealt into HP. It scales with 50% MND and 30% STR, making it a strong option for Paladins in situations requiring sustain.


At 3000 TP, Sanguine Blade restores 160% of the damage dealt as HP, allowing for significant self-healing when combined with high Magic Attack Bonus (MAB) and INT. Unlike most magical Weapon Skills, it does not contribute to Skillchains.


The following set is optimized to maximize the damage and healing potential of Sanguine Blade while maintaining defensive integrity.
SANGUINE BLADE
ItemSet 398108
• PDT I: -68%
• MDT II: -65%
• WS Dmg: 74%
• Mattack: +170
• VIT: +212
• DEF: +1276
• HP: +775
• Magic Evasion: +699
• Magic Def. Bonus: +29



DOOM SETS OVERVIEW
Doom is one of the most dangerous status effects, causing instant K.O. if not removed in time. It can have a 5- or 10-second countdown, depending on the source, making quick removal crucial for survival.


The main ways to remove Doom are:
Cursna – A spell with variable success rate based on healing magic and gear.
Holy Water – An item that removes Doom but requires Holy Water+ gear to increase success rate.


Because neither method is 100% reliable, preparation is essential. Stacking Doom removal bonuses greatly improves the success rate, making dedicated gear sets crucial in high-end content.




The Doom Set is specifically designed to maximize the effectiveness of Cursna and Holy Water to ensure the highest possible chance of removing Doom before it results in K.O.

This set focuses on:
Cursna+ potency – Increases the spell’s success rate.
Holy Water+ bonuses – Improves item-based removal efficiency.
Fast gear swaps – Ensures instant activation when Doom is applied.

By optimizing these elements, the Doom Set provides the best chance to survive encounters where Doom is a major threat.
DOOM SET
ItemSet 397531
• Holy water effect: +47%
• Cursna effect Received: +37%
Author: Tetsouou
Date Created: 2024-12-01 01:18:23
Date Last Modified: 2026-06-14 12:17:44
Updates: 4652
Bytes: 661476