Corsair: A Guide By Keisho

{| border="0" cellpadding="5" cellspacing="0" align="center" width="100%"
 * valign="top" width="25%" |


 * valign="top" width="75%"|

Introduction
Hello and welcome to the under-construction Corsair job guide. My name is Keisho from Cerberus, and in this guide I wish to detail the job itself, how it works to it's strengths/weaknesses, how to play the job to the best of it's abilities and all-in-all, to provide a solid guide in which new Corsair's will be able to learn from and progress in the game. Please ignore the fact that there isn't much here right now, as this is still a work-in-progress. Thank you!

Regarding Editing of Guide
While I do appreciate the assistance in keeping my guide correct and fresh, it messes up my work that I keep offline until it's ready to post. Please let me know if i've made a mistake in the Talk:Corsair: A Guide By Keisho page (the most noticeable one happening to be my choice of a Sword in the 1-10 range, when Corsair couldn't use it. Oh well, late nights for you. Thank you, Hamtaru), if I have made one. Cheers!

What is a Corsair?
A Corsair is one of the extra three jobs added in the expansion pack, Treasures of Aht Urhgan. It's main purpose in a party is a hybrid between a 'Support' class (BRD) and a 'Damage Dealer' class (RNG). While being able to use party-wide enhancements ('buffs') such as Refresh, a Corsair is also able to utilize a Gun to increase a party's damage potential against monsters. Utilizing the unique ability Quick Draw, a Corsair is able to increase the potency of enfeebling spells cast on a monster by another party member, thus increasing their effectiveness, as well as being able to Sleep a monster and Dispel it's status enhancements. Sometimes referred to as a 'Bard with a Gun', Corsair brings a whole new dimension to a party with it's luck-based abilities (and the AF is some of the best looking in the game too!).

Unlocking Corsair

 * Purchase & Register Treasures of Aht Urhgan
 * As Corsair was one of the three jobs added in the new ToAU expansion pack, purchase of this product is necessary to travel to the locations required to unlock Corsair. The Treasures of Aht Urhgan expansion pack can be registered to your PlayOnline account via the 'Expanded Services' page. Keep your serial number (found in the back of your ToAU manual) handy!


 * Unlock Treasures of Aht Urhgan Areas
 * Even though you may have purchased the expansion pack, there is one quest that blocks you from entering the new areas straight away. This quest is named 'The Road to Aht Urhgan', and is recieved in Lower Jeuno's Tenshodo branch (inside the Neptune's Spire), from the NPC Faursel. You can find the relevant information for this quest by clicking here. You may skip the quest by giving Fausel 500,000 gil when he gives you the choice to do so, however you will be warped to Wajaom Woodlands at the end of the quest, which can potentially be dangerous. Completion of this quest by any means will allow you to travel to Aht Urhgan from the port based in Mhaura.


 * Complete the quest, Luck of the Draw
 * This is (naturally) the Corsair job quest. As Corsair is part of a group of Extra Jobs, a quest is required to unlock it, as with all of the other Jobs under this category. For information on how to complete the quest, click on the quest title above. Upon completion of this quest, you will be able to become a Corsair.


 * }

Strengths

 * A variety of powerful and some unique party-wide enhancements available from Phantom Roll, including Refresh, Double Attack+, Magic Attack Bonus, Critical+ and many more.
 * Near equal Weapon Skill levels in Gun, Sword and Dagger, allowing for attacks utilizing three main weapons.
 * The Corsair 2-hour ability Wild Card is one of the most powerful abilities in the game. While being luck based, it has a chance to restore large amounts of HP and MP, give TP ranging from 100%-300%, and restoration of all job abilities including the 2-hour ability of other party members within range, all depending on the card number you roll.
 * Able to access Marksmanship weaponskills without use of a Ranger subjob. Also grants Marksmanship weaponskills to other jobs that set Corsair as a subjob, as would using Ranger as a subjob.
 * A host of other unique abilities such as Random Deal and Quick Draw, both of which are extremely useful in their own right.

Weaknesses

 * Will often compete in the same support slot as Red Mage and Bard, who are often picked up over a Corsair for their ability to enfeeble and heal (RDM), and the ability to implement a wider variety of enhancements and debuffs (BRD). Many parties believe that Corsair is a pure support class, so will not invite it for it's damage.
 * While not as expensive as a Ninja or Ranger to maintain, Corsair requires an investment of gil for bullets and elemental cards used in Quick Draw in order to fully utilize the abilities of the job.
 * At levels 22+, the main damage from a Corsair will be through the use of a Gun. A 'B' skill ranking in this weapon will show it's flaws in later levels, requiring the use of more Ranged Accuracy+ equipment to maintain a decent hit rate without enhancement assistance.

Additional Notes

 * A Corsair is unable to access the Ranger-only weaponskill Heavy Shot, even with Ranger set as a support job. Corsair will be unable to execute a Light Skillchain until obtaining the trial weaponskill Detonator.
 * Using Corsair as a support job will reduce the number of Phantom Roll enhancements allowed to be cast on you and your party to one. Please also note that the power of these enhancements will be limited by the level of your current Corsair support job.

Selecting A Race
While all five playable races (Hume, Elvaan, Tarutaru, Mithra and Galka) are able to play Corsair without much difficulty, certain races have advantages over others. These advantages, while they can be noticable, should not be the deciding factor on which race makes the best Corsair, as all races can play this job to an acceptable level. Please also note that differences in needed stats for Corsair can be mostly nullified from equipment choices later in level stages.

Hume
Advantages Disadvantages A Hume is understood to be the most balanced stat-wise of the five races, thus letting them play the job without any noticable downsides. Tied for HP and MP with the Mithra, a Hume has a decently-sized pool of the above stats, allowing them to stand longer in combat while under attack, and to better support a healer class with added Cure support if White Mage or Red Mage are used as a support job, than the Elvaan and Galka are capable of. Average helpings of STR, AGI, and DEX will allow ranged and melee attacks to hit for decent numbers, as well as enhancing the accuracy of Quick Draw (AGI).
 * Consistent, average stats; No stat needed by Corsair is low enough to be a burden at any level.
 * A decently sized HP and MP pool allows them to survive attacks easier and assist in other forms of support.
 * Will never be the 'best' in anything (as stats are not geared toward certain jobs).

Elvaan
Advantages Disadvantages
 * High HP.
 * Highest STR.
 * Lowest AGI.
 * Lowest DEX.
 * Low MP (Mage support job only).

A large HP pool allows this race to remain alive longer on the battlefield while under attack, however, this is offset by a low MP pool, which really only counts if you wish to provide healing and status removal support to a healer class. Since Elvaan have the highest STR out of the five races, they will be able to gain extra damage thanks to STR modifiers for weaponskills (only of a melee nature), but may possibly be let down by their extremely low AGI score, which affects Ranged Attack (in part), Ranged Accuracy, and Quick Draw accuracy. As their DEX is the lowest of the five races, they will find it harder to utilize accurate melee attacks than the other races at lower levels.

Mithra
Advantages Disadvantages
 * Highest DEX and AGI.
 * Decent HP/MP pool allows easier survival, and other forms of support.
 * Low STR.

Mithra have the highest DEX and AGI stats out of the five races, which gives them an advantage right from the get-go. As DEX affects melee attack accuracy, and AGI ranged attack accuracy (Quick Draw included), this makes Mithra a solid choice for Corsair. However, their low STR means that Weaponskills that use the stat as a modifier in damage (Sword/Dagger) will tend to do lower damage than a race with higher. Being tied for HP and MP with the Humes is a bonus, too.

Tarutaru
Advantages Disadvantages The lowest HP pool of the five races may present a problem for the Tarutaru if they should come under attack, but having the highest MP pool of the five races may come in handy when called upon for support of a magic-using nature. Their high AGI stat provides them with good-footing for a Gun-using Corsair. While having the highest INT stat of the five races, Corsair makes little use of this stat, making it near useless. A decent DEX stat means melee accuracy is nothing this race has to worry so much about in the early levels.
 * High AGI.
 * Highest MP. (Mage support job only)
 * Lowest HP.
 * Lowest STR.

Galka
Advantages Disadvantages The highest HP pool of the five races makes this race the ideal choice for those Corsair's that like to be smacked around like a rag doll (which may occasionally happen if you're good with that Gun), however this is offset by this race having the lowest MP stat in the game. Low AGI scores affect ranged attack accuracy and Quick Draw, and this race will suffer in early levels with ranged accuracy (moreso than any other race except Elvaan), but with the right equipment choices, this can mostly be fixed. Tied DEX with the Humes leaves them with decent accuracy in the early levels.
 * Highest HP.
 * High STR.
 * Low AGI.
 * Lowest MP. (Mage support job only)

Wild Card

 * Has a random effect on all party members within area of effect.
 * Obtained: Corsair Level 1
 * Recast Time: 2:00:00
 * Duration: Instant

Wild Card, depending on your luck, can be an extremely overpowered 2-Hour ability which will always restore standard job abilities (such as Berserk and Boost), at times can restore large amounts of HP and MP, and can sometimes set your TP to various levels from 100% to 300% depending on the number that you roll with it.

The jackpots, however, are the 'V' and 'VI' rolls, which will both restore all job abilities (included the 2-hour of every party member in range), and provide a 50% or 100% MP restoration respectively. However, it cannot reset your own 2-hour ability, nor can another Corsair using the ability ever restore Wild Card. Please see below for the effects of each roll:


 * I: Restores all Job Abilities (does not restore 2-hour Abilities)
 * II: Restores all Job Abilities (does not restore 2-hour Abilities)
 * III: Restores all Job Abilities (does not restore 2-hour Abilities), 100% TP Bonus
 * IV: Restores all Job Abilities (does not restore 2-hour Abilities), 300% TP Bonus
 * V: Restores all Job Abilities and 2-Hour Abilities, 50% MP Restore
 * VI: Restores all Job Abilities and 2-Hour Abilities, 100% MP Restore

'''Please note that this information was retrieved from the Wild Card description page on FFXIclopedia, and has been slightly edited. I do not believe that this information is entirely right but is mostly so. I will perform more tests to provide the right information, and will update both this guide and the Job Ability description with my findings.'''

Phantom Roll

 * Grants a beneficial effect to party members within area of effect.
 * Obtained: Corsair Level 5
 * Recast Time: 1 Minute
 * Duration: 5 minutes

This one ability is the bread and butter of the Corsair job. Phantom Roll allows you to use numerous sub-abilities called 'rolls' that allow you to give party members in a specific area-of-effect the effect of several status enhancements. Starting off with Corsair's Roll at level 5, you are able to gain more Phantom Roll abilities over time with the use of Dice, which are equivalent to Magic Scrolls. Double-Up allows you to enhance the original number from your Phantom Roll, but can also remove the effect entirely (Bust), depending on your luck.

When using an ability under Phantom Roll, you will be presented with a series of numbered cards circling your character. After a short period of time, the spinning will stop, and you will be presented with a numbered card that will rise upward in front of your character, shortly followed by the ability animation. This is your starting number.

Each Phantom Roll ability has a set of special numbers associated with that roll (Lucky & Unlucky, read more below) that will either enhance the effect of your enhancement, or lessen it. Phantom Roll has a set of numbers that reach from I-XI (1-11). Staying between the borders of I-XI will ensure that your enhancement goes off, but recieving a number that goes over XI by using the ability Double Up will result in a bust, which removes the effect from yourself and party members, and leaves a nice little 'Bust' icon in your status bar.
 * Numbers & Their Effects on Phantom Roll

If you happen to Bust during your use of Phantom Roll and Double-Up, the enhancement from that roll will be removed from yourself and your party members, and give you (and you only) the 'Bust' effect. This can have a variety of effects (all negative) depending on the roll you Bust on. For example, you gain less Experience Points than you normally do even without the effect of Corsair's Roll (Experience Points bonus) when you kill monsters as a sort of 'punishment' for your bad luck. Going over the number 'XI/11' will cause you to recieve the Bust effect and will also cause you and your party members to lose the effect of that roll, so be careful, and proceed only if you're feeling lucky!
 * Bust?

Each roll-ability has one 'Lucky' and 'Unlucky' number, both which can have exceptional effects on your roll. While landing on a 'Lucky' number (for example, Corsair's Roll's Lucky number is V/5), then you will recieve a larger bonus to your experience points than you would on any number besides XI/11. Landing on the 'Unlucky' number (IX/9 for Corsair's Roll), then you will recieve an extremely small bonus to your experience points, much less than any other number.
 * Lucky & Unlucky Numbers

The effect of a specific Phantom Roll ability can be increased with the presence of a job that is related to the ability is in your active party. This can often mean enhanced gain from those abilities.
 * Increased Phantom Roll Effect

For example: Evoker's Roll is Refresh, and will give 1-4 MP/tick to those in range without a Summoner in your party, depending on your roll. However, were you to have a Summoner in your party, the effect of this roll would be enhanced, to 2-5 MP/tick instead of the usual 1-4. This is because Evoker's Roll is tied to the Summoner job, and having said job in your party increases this roll's potency. This also makes Evoker's Roll the single most powerful Refresh ability in the game, depending on if you get lucky or not.

In parties, always look at the memberlist for what jobs your comrades are. Using rolls that are linked to that job will increase the potency of that roll and make your party that much better (Rogue's Roll with a Thief and Fighter's Roll with a Warrior turns your party into an army of mass Double Attack, mass Critical hitting machines of death and destruction]].


 * Click on the name of the Roll to find out more information (i.e. effects of the roll, where you are able to buy it, etc).

Double-Up

 * Enhances an active Phantom Roll effect that is eligible for Double-Up.
 * Obtained: Corsair Level 5
 * Recast Time: 8 seconds
 * Duration: 35 seconds

This ability is used in conjunction with Phantom Roll to allow the card number you have rolled using Phantom Roll to be increased. Double-Up cannot work on it's own as an ability, therefore a Phantom Roll must be active upon your character and you'll need the 'Double-Up Chance' status effect on your status bar. Using this ability rolls another number from the same set of cards, and the number you roll is added to the total number from your original roll.

For example; Using Corsair's Roll, you recieve a IV (4) as your original number. You use Double-Up, the cards appear again, and you recieve a I (1) from that roll. The I is added to the IV to create a V (5) total for the roll. You can use Double-Up as many times as you want until you recieve a number that you are happy with, or Bust.


 * Bust using Double-Up

You can only bust on a roll when you use Double-Up. If you use the ability and recieve a number that, when added to the original number you started with, exceeds the total of XI, then you will Bust. See above, in the Phantom Roll section, for the effects of Bust status.

Quick Draw

 * Shoot a bullet charged with the magical energy of an elemental card. Special items required.
 * Obtained: Corsair Level 40
 * Recast Time: 1 minute
 * Duration: Instant

Something particularly different to your usual job abilities, Quick Draw allows you to instantly strike a foe with the elemental properties of a card. There are 8 types of cards in total, one for each element present in the game. Quick Draw will do a static amount of damage to a monster depending on your level, and depending on if the element is resisted. You can buy cards from the Auction House, from the NPC Jajaroon in Nashmau for around 48 gil each, or synthesize them.

A 'hidden' trait to Quick Draw is that depending on the card you use with the ability, a debuff of the same element applied to the monster already will be enhanced beyond it's usual power.

For example: ''A Red Mage casts Paralyze which lands on the monster without a resist. The Corsair then uses Ice Shot, which deals damage to the monster, but also enhances the effect of the Paralyze spell cast by the Red Mage previously. This increases the power of the Paralyze debuff, and you will notice an increase in the 'Name is paralyzed' messages, which can only help your tank and your party as a whole by reducing the damage everyone takes. This works for every debuff on the monster, if you use the card of the same element as the debuff. Using the appropriate 'Shot' means you can enhance Slow effects on the monster, as well as enhance Poison DoT, enhance Sleep duration, and many, many more! Ask your party enfeebler as to what elements their enfeebles are, and try it for yourself to see what works best for your party.''

Each 'Shot' requires that you are using a Gun in your Ranged slot, and have the appropriate card tied to that element. Each Shot will use one card, but does not use bullets (though you must have some equipped, because the ability won't work without their presence).

Two different 'Shot' abilities are Light Shot and Dark Shot, which will Sleep the monster and Dispel it's status enhancements respectively. Both of these will not deal damage to the monster, but will still enhance debuffs of that particular element on a monster.

Quick Draw is affected by Magic Attack Bonus items, which will increase it's damage. Resistance rates are affected by AGI, so try to stock up on this particular stat to make sure the resistances to your cards are as low as possible.

Random Deal

 * Has the possibility of resetting the reuse time of one random job ability for each party member within area of effect.
 * Obtained: Corsair Level 50
 * Recast Time: 20 Minutes
 * Duration: Instant

Random Deal is an interesting ability. It can restore a job ability belonging to yourself or any other party member with the area of effect, but this is not guaranteed. It unfortunately cannot recover 2-Hour abilities like Wild Card can, and the ability itself is not affected by the 'Random Deal' effect (meaning that it cannot restore itself, or be restored by another Corsair's Random Deal). Random Deal also has a habit of attempting to restore Job Abilities that are already active and waiting to be used, which can often result in no abilities at all being restored to you or your party. This, however, can be fixed with the use of the Merit Points job trait Loaded Deck. Random Deal will show the message 'Partymembername evades.' when the party member in question has no job abilities to restore.

Starting Out
As a Corsair, you are unable to use a Gun in your early levels, so you will have to make do with either a Dagger or a Sword. Unlike several jobs, you also have no abilities, which can make life a little difficult but nothing you shouldn't be able to handle. So, out we go to the three cities' personal little starting areas, Ronfaure (San d'Oria), Gustaberg (Bastok), or Sarutabaruta (Windurst).

Note: This Starting Out guide is from my experience, and what I did during my time as a low-level Corsair. It may not be the best means of doing things, but it does get the job done.

Levels 1-10

 * Phantom Roll Abilities: Corsair's Roll (5), Ninja Roll (8)
 * Exceptional Equipment: None
 * Rare/Useful Equipment: Leaping Boots/Bounding Boots (7)
 * Recommended Subjob: White Mage

My personal suggestion is to use a Sword throughout the early levelling stages over Dagger, as while you may have less skill in a Sword, the damage at that level can often make up for it. Unfortunately, the only sword available to a Corsair from level 1 is the Onion Sword, which I used anyway, upgrading to a Xiphos/+1 at level 7. If you want to make this sprint easier, possibly invest in a Pamama au Lait or other au Lait products, or maybe some Selbina Milk. Both will give you the effect of Regen and is useful for the early stages. Selbina Milk is also extremely cheap, too, but does not provide as much HP recovery as an au Lait. Subbing White Mage will allow you to Cure yourself also, to provide an easier trip.

Since you just happen to be in a starting area, it does not particularly matter what you kill as long as it doesn't happen to be Incredibly Tough, Very Tough, some Toughs, etc, etc. Just start poking some things with your weapon of choice, and you'll be flying through the levels in no time.

At level 5, you will gain access to Phantom Roll and Double-Up. The first roll you are able to use is Corsair's Roll, so make sure you have the die you recieved from the job quest with you. Using the die will allow you to access Corsair's Roll under the Phantom Roll ability, and the increase in Experience Points will make these levels just that much quicker.

At level 8, you will be able to use the Phantom Roll ability Ninja Roll, which is acquired through the use of a Ninja Die. These can be purchased from the Auction House, or by scrolling up and selecting the vendors under the 'Phantom Roll' section. Use of this ability will give you a slight Evasion Boost, which you can use along with your Experience Points bonus. Apply this roll now so that you have two enhancements on your person, and continue on the ride to 10.

Levels 10-20

 * Phantom Roll Abilities: Hunter's Roll (11), Chaos Roll (14), Magus's Roll (17)
 * Exceptional Equipment: Bone Ring/+1 x2 (16)
 * Rare/Useful Equipment: Traveler's Mantle (12)
 * Recommended Subjob: White Mage, Warrior, Ranger

You know what time it is, don't you? Yes, it's time for the joyous, funtime Valkurm Dunes! Yes, I do understand it's hell on earth but as Corsairs isn't the best solo class in the world (in fact one of the worst at this point), we're just going to have to bite the bullet. Or the die. Whatever floats your boat.

Consider obtaining a Ranger Die and Dark Knight Die prior to your entrance here, and consider obtaining a Blue Mage Die also. Hunter's Roll (Ranger) and Chaos Roll (Dark Knight) increase Accuracy/Ranged Accuracy and Attack respectively, and is what you will usually be using throughout your Valkurm stay (although sometimes, parties may want you to use Corsair's Roll instead). Magus's Roll increases Magic Defense, and while useful, is not nearly as useful as the other two at this point. So if you find yourself short on gil, buy the Ranger and Dark Knight die first.

Also, upgrade your equipment to the usual level 10 standard stuff, consider taking equipment for 15+ here, and consider upgrading to a Royal Archer's Sword if you happen to be a Sword user. Daggers at this point are somewhat pathetic and should only be used if you do not have decent skill in Sword. You will also be able to use your first gun in this stage, the Bandit's Gun. However, Bronze Bullets are the only type of bullet available to you at this stage in the game, thus you will not be getting much damage from it (nor will you have that good Ranged Accuracy, either). At this point, I don't recommend wasting your money unless you have to level up your Marksmanship skill (pack some Bone Rings, or +1 if you can afford it. The Ranged Accuracy will help). If it is already capped, try not to fall on it as your main means of attack just yet.

Tip: If you have a Ranger, Ninja, or Thief of higher level, consider using a Gun/Crossbow (depending on job) on those jobs to increase Marksmanship skill ahead of playing Corsair, as trying to increase this skill without makes it particularly difficult, since your first Gun is available at level 15, leaving you 15 levels worth of skill to catch up on.

Ranger is good here if you'd like to use Sharpshot to increase your Ranged Accuracy, but with no Accuracy Bonus job traits until 20, Sharpshot is all this subjob has going for it. Warrior will help to increase your melee damage threshold, and will allow you to Provoke in a dire emergency. I don't recommend tanking though!

White Mage is useful here for it's ability to cure several status effects (such as Poison), and also to provide a small amount of healer-support with Cure. Your damage will not be as large as with a Warrior subjob, but the difference at this level is negligible. White Mage is an excellent subjob for helping your main healer save their MP for more important things (such as casting Cure spells while you can cure Poison and Paralyze).

Slog through the Valkurm Dunes killing the usual fare, Lizards, Crabs, Damselflies, Pugils, Goblins, etc, and try and make it through. Do not worry. That little Gun of yours is due for an upgrade..

Levels 20-30

 * Phantom Roll Abilities: Healer's Roll (20) Puppet Roll (23) Choral Roll (26)
 * Exceptional Equipment: Beetle Ring/+1 (21), Bandit's Gun/+1 (25), Archer's Knife (28), Noct Doublet Set (30), Gun Belt (30, /RNG only), Beater's Earring (30, /RNG only)
 * Rare/Useful Equipment: Emperor Hairpin/Empress Hairpin (24), Military Gun (30)
 * Recommend Subjob: Ranger

First up, it's time for Qufim Island! Slightly better than the good ol' Dunes but still potentionally dangerous. Consider upgrading to a Small Sword here, and remember to pack equipment for levels 21+, as well as obtaining some Beetle Rings, or hopefully the +1 version. Your Gun is about to get a LOT more powerful. Remember to pick up the die for your new Phantom Roll abilities, and it's time to go play.

Healer's Roll is excellent if you have a White Mage in your party, though melee party members will not like it placed on them. This is typically the first instance where you will have to make sure your party members are split up and not bundled together, as melee do not particularly like the effect of Clear Mind (though a Paladin might).

Slog it through til 22 (usually on Worms), remembering to keep your Marksmanship skill capped if it isn't already. The moment you ding 22 is when you become a considerably more powerful damage dealer. At 22, the Bullets make an appearance and with a MUCH higher damage rate than the old Bronze Bullets, these things will put a sizable dent in the backside of any monster you point your Gun at. The only problem is having the Ranged Accuracy to pull it off. Subbing Ranger here will help you if you haven't already been doing so, and so will the Beetle Rings/+1 I mentioned for you to buy.

Remembering to keep Phantom Roll enhancements on your party (Hunter's Roll is good here, as it will also help your Ranged Accuracy), you can begin to sit back and start taking shots at monsters for damage. Of course, you can still run up with the melee fighters of your party, but your Gun takes over as your main source of damage now. You'll also start being asked to pull for parties sometimes. Bleh.

Take your rolls and your Gun (hopefully at least a Bandit's Gun by now) and fight your way to level 25, where it's time for the next step of pain: Yuhtunga Jungle. Level 24 works too, whatever floats your boat. I hope you remembered that Archer's Knife!


 * Yuhtunga Jungle: The Joys of Angry Goblins

Welcome back to Hell, part 2. The Mandragora here are particularly easy, and you will probably see an increase in the damage from your Gun here. You will unfortunately still more than likely be suffering in the Ranged Accuracy department. That will soon change, however.

Pay attention in Yuhtunga Jungle. The Goblin Smithy's can get particularly close depending on the campsite of your party, and often can (and will) decide to come rip a chunk out of you. You will REALLY start feeling the effects of the Goblin's Bomb Toss here, especially if they decide to drop it near full HP. And Goblin Rush can be particularly nasty too.

If you can find a party, do so and take Mandragora near and around the entrance of Kazham for a ride for about three levels (You may be asked to visit places far away from Kazham for your party. In this event, either have Prism Powders, someone who will accompany you back to Kazham, or a form of Warp. The Goblins will not let you back if you decide to hoof it without any of the above).

On that note, whether you choose to go at level 27 or wait until level 28, it's time for the next stage: Yhoator Jungle.


 * Yhoator Jungle: The Joys of Angry Goblins Pt. 2

The Mandragora here are higher level than monsters of the same type in Yuhtunga Jungle, and will last you until about level 30, maybe level 31. These will be the main course, though several wandering Goblins may be added into the mix (either by choice, or not).

Continue along the same path, using Phantom Roll abilities on the party members who need them, and using your Gun for damage. That Archer's Knife will be helping you out quite a bit by this point. Carry on to level 30, where you'll obtain the rest of your Ranged Accuracy pieces, the Noct Doublet set, and two other items (but only if you are following the guide and use Ranger as your subjob).

Now, I believe that only three pieces of this set are particularly good for Corsair. Those three being the Noct Doublet, Noct Gloves and Noct Brais. All three pieces give a good amount of Ranged Accuracy to help you further. If at all possible, try to obtain the HQ (+1) versions of these pieces, as they are incredibly good for the level and all will last you a long time. The Noct Beret and Noct Gaiters are decent, but should not be used if you have anything better for those slots (Emperor/Empress Hairpin & Leaping/Bounding/Winged Boots).

The Gun Belt and Beater's Earring are slightly different as their effects (+5 Marksmanship skill which equates to around +5 Ranged Attack and +5 Ranged Accuracy, and +3 Ranged Accuracy respectively) are only activated should you have the subjob that correlates to them (AKA Ranger). If you do not sub Ranger, do not bother obtaining these items as they have no effect on you without it. But if you do sub Ranger, definitely consider obtaining these two pieces as they will last you a long time. The Military Gun, while useful, should only be used if you are maintaining a decent hit rate on your enemies at this point. If you have a Bandit's Gun +1, consider keeping it over this. If you have an NQ version of this gun, you may want to consider the Military Gun if you can afford it.

Continue poking the usual mix of Mandragora and Goblins, and you'll hit 30 (or maybe 31) in no time!

Levels 30-40

 * Phantom Roll Abilities: Monk's Roll (31), Beast Roll (34), Samurai Roll (37), Evoker's Roll (40)
 * Exceptional Equipment: Horn Ring/+1 (35), Drone Earring (35)

Still working!

Last Updated
22nd June 2007. Slowly working on it.