Category:Atma

Atma are unique key item enhancements, which are rewarded for first exploiting an Abyssean Notorious Monster's weakness and then successfully defeating it. In order to obtain an Atma, elemental Weapon Skills must be used to yield its weakness shown by a over the enemy's head. Atma are almost guaranteed to drop after exploiting this weakness once. However, Repeatedly exploiting this weakness on the same enemy will drastically reduce your chances of obtaining an Atma. Warning: You will not obtain the Atma if you are KO'd at the time the monster is killed.

The weakness will not be triggered if the enemy is executing a TP move or casting a spell or is afflicted by stun. If use of the trigger weapon skill happens to result in the formation of a skill chain, the weakness will sometimes but not always still activate.

Weakness for a mob is determined the moment it is claimed. Once it completely deaggros, the weakness may be erased and will be reset when it's claimed again. This method can be used (especially in combination with the Abyssite of Discernment) to adjust the weakness of a mob to fall into the range of a weapon/spell you have in your group. It is not enough for a monster to go yellow, it needs to completely deaggro for this to work.(Certain mobs may not erase/reset if they do not deaggro and regen 100% hp)

Just like key items and abyssite, Atma are bound the popper/claimer of the mob. Upon defeat, the entire party/alliance the popper is currently in will obtain the Atma. That means, the popper/claimer cannot leave the alliance to make room for others to obtain the Atma, or none of the people in the alliance will get it. Also, the popper may not leave the zone and return (to get items/more time/hp and return to avoid weakness) once the mob is popped or the Atma bind is erased and no-one will get Atma. Alliance can still receive Atma if the popper is K.Oed (assuming they are still in alliance), but popper will not. Connection loss does not seem to affect this as long as popper is back online and in alliance before monster is defeated.

It is possible, although extremely unlikely, that an Atma may drop even when a party has not triggered red weakness upon an enemy; likewise, it is also possible for an Atma to fail to drop (also extremely unlikely) even when the party has triggered red weakness upon an enemy.

The list below comprises a collection of 13 elemental weapon skills that have been repeatedly confirmed as viable weakness triggers. Based on current knowledge and evidence the exact weapon skill trigger appears to be random (several potential patterns have been proposed and all have thus far failed), and is subject to change each and every spawn/claim. Therefore, it is advisable to bring people capable of performing most, if not all of the weapon skills listed below.

It should be noted that a sufficiently equipped and skilled Warrior (all weapons minus Katana/Great Katana/Dagger) and Ninja (Katana/Great Katana/Dagger) are capable of covering every weapon skill listed above. Regain Atma, such as Atma of the Voracious Violet, Atma of the Sea Daughter, Atma of the Sundering Slash, Atma of the Bludgeoning Brute and/or subbing Samurai may help in generating TP whenever direct melee is unfeasible. Also, other mobs can be pulled to TP on while just one or two tanks are on the main mob, to reduce TP feed.

It is highly recommended that while attempting to trigger a weakness, party members refrain from allowing the enemy to gain too much TP. Directly after an enemy spawns is often a opportune time to attempt several trigger weapon skills; otherwise, it is advisable to attempt the weapon skills right after the enemy uses a TP move. Enemies which cast magic can complicate matters severely, so it may be helpful to study the casting pattern the enemy in question. Keep in mind, however, that it is NOT possible to use another weakness to prevents the enemy from casting or using a TP move in order to safely trigger Red, since you cannot trigger a weakness while another weakness is in effect.

If you are in possession of an Abyssite of Discernment, any elemental weapon skill will grant a clue as to the element of the red weakness trigger; since the list of potential triggers is quite narrow, often one can know the exact weapon skill by merely knowing the correct element.

Once you've obtained an Atma, and you possess the key item Lunar Abyssite, you may have the Atma infused by an Atma Infusionist in an Abyssea zone. All Atma infusionists require a static fee of 100 cruor for each and every Atma infused.
 * You're awarded a Lunar Abyssite after finishing any one of the Abyssea main quests To Paste a Peiste, A Goldstruck Gigas, Megadrile Menace, The Beast of Bastore, A Fluttery Fiend, A Delectable Demon, A Beaked Blusterer, An Ulcerous Uragnite or A Man-eating Mite.
 * You're awarded another Lunar Abyssite after finishing seven out of nine of the main Abyssea quests listed above.
 * You can also buy a Lunar Abyssite from a Cruor Prospector for 100,000 Cruor in any of the Scars of Abyssea areas.

Once active, the Atma will bestow specific bonuses upon you for the duration of your stay in Abyssea. The type and degree of these bonuses vary widely depending on the Atma activated (with stronger NMs often yielding stronger Atma); however, by player standards, most of the bonuses are tremendously powerful.

Only one Atma may be active at one time per Lunar Abyssite. If a player possess all three they can infuse 3 Atma at one time. The effects from Atma will stack, for example with both Atma of the Full Moon and Atma of Ambition's effects active on a player, the total refresh will be 10mp/tick without any gear or spells.

Atma do not leave your key items once infused (despite being in the temporary key item category), and as such can be used an unlimited number of times. If you leave Abyssea all Atma effects are removed and must be reinfused, upon your return, as desired. You may also elect to have the infusionist remove the status effect from you for no cost; however, you still must pay the usual 100 cruor fee if you wish to replace one Atma effect for another.

Synthetic Atma are unlocked by completing mission lines (e.g. Chains of Promathia, A Crystalline Prophesy, etc.) or killing important Notorious Monsters (e.g. Kirin, Ultima, Omega, etc.). There is an Atma Fabricant in each Abyssea area who will give you these new Atma for a moderate amount of Cruor. Synthetic Atma usually possess far less potency than most Atma obtained from Abyssean fiends, as they are created from memories rather than from an Abyssean fiend's soul, but adventurers may still make use of them in the harsh and unforgiving Abyssean environment. Atma purchased from the Fabricant also needs activation by the Infusionist.

Strength of the buff increases from Minor > Major > Superior. The actual potency of enhancements vary by Atma, they are not static amounts.

Atma effects applicable to players also extend to automatons, avatars, familiars, and pet wyverns (however, certain effects are not applicable to pets and will not transfer; i.e. pets cannot Reraise, etc). Certain Atma that only activate under special conditions (while over/under a specific HP/MP percentage, while wielding a two-handed weapons, etc) may behave differently on pets.

'The strength level of several Atma is not properly reported by the infusionists when attempting to infuse them on the Atma selection screen. This is a known issue.'

Abyssea - Uleguerand
1 In non-JP versions of FFXI, this is mislabeled as Attack in-game. Accuracy is the actual effect given. .

Synthetic Atma

 * Note: These atma are obtained from Atma Fabricant NPCs in certain Abyssea areas, but they can be used in all Abyssea areas once obtained.

Heroes Synthetic Atmas

 * Might require additional quests or a minimum number of additional quests completed with NPCs outside that particular camp.