FFXIclopedia
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*When you fight with your Adventuring Fellow you will receive a 30% reduction in your experience points. Your party will not experience any exp reduction.
 
*When you fight with your Adventuring Fellow you will receive a 30% reduction in your experience points. Your party will not experience any exp reduction.
 
*Your Adventuring Fellow will disappear if you are [[K.O.|knocked out]], get on a [[Chocobo]], enter an area where an Adventuring Fellow cannot be called, –or level sync with someone in your party–. (Adventuring Fellows now come with you when you [[teleport]] or [[escape]].)
 
*Your Adventuring Fellow will disappear if you are [[K.O.|knocked out]], get on a [[Chocobo]], enter an area where an Adventuring Fellow cannot be called, –or level sync with someone in your party–. (Adventuring Fellows now come with you when you [[teleport]] or [[escape]].)
  +
*Your Adventuring Fellow will disappear if you are Charmed by a NM.
 
*If you log off while your Adventuring Fellow is still accompanying you, he/she will reappear the next time you log on.
 
*If you log off while your Adventuring Fellow is still accompanying you, he/she will reappear the next time you log on.
 
*Your Adventuring Fellow will cast level appropriate spells (if set to Healer, Soothing Healer, or Stalwart Shield setting), but will only cast single-target spells on him-/herself and you. Your Adventuring Fellow will not cast spells on other members of your party or alliance.
 
*Your Adventuring Fellow will cast level appropriate spells (if set to Healer, Soothing Healer, or Stalwart Shield setting), but will only cast single-target spells on him-/herself and you. Your Adventuring Fellow will not cast spells on other members of your party or alliance.

Revision as of 06:49, 25 July 2009

Obtaining the Signal Pearl

You obtain the Signal Pearl which allows you to call your Adventuring Fellow after completing the following quests (in the following order):

  1. Unlisted Qualities - Note: Must be Rank 4 to start
  2. Girl in the Looking Glass
  3. Mirror, Mirror

Adventuring Fellow Names

When completing the quest Unlisted Qualities, you will have the following choices to name your Adventuring Fellow. This is the first step to determining what your Adventuring Fellow will look like.

Hume Hume Elvaan Elvaan Tarutaru Tarutaru Mithra Galka
Feliz Amerita Chanandit Armittie Balu-Falu Cupapa Fhig Lahrv Durib
Ferdinand Beatrice Deulmaeux Cadepure Burg-Ladarg Jajuju Khuma Tagyawhan Dzapiwa
Gunnar Henrietta Demresinaux Clearite Ehgo-Ryuhgo Kalokoko Pimy Kettihl Jugowa
Massimo Jesimae Ephealgaux Epilleve Kolui-Pelui Mahoyaya Raka Maimhov Mugido
Oldrich Karyn Gauldeval Liabelle Nokum-Akkum Pakurara Sahyu Banjyao Voldai
Siegward Nanako Grauffemart Nauthima Savul-Kivul Ripokeke Sufhi Uchnouma Wagwei
Theobald Sharlene Migaifongut Radille Vinja-Kanja Yawawa Tsuim Nhomango Zayag
Zenji Sieghilde Romidiant Vimechue Yarga-Umiga Yufafa Yoli Kohlpaka Zoldof

Adventuring Fellow Face

  • There are eight face types for each race and sex combination, and two hair colors for each of those face types. As you speak with Kuah Dakonsa with the Unlisted Qualities quest active, she will provide you with a list of appearances for the selected Race/Sex of your NPC. This list will be shown with numbers from 1 to 8 with A and B for each number, with numbers being the style and letters being the color. You will use this list to select the appearance of your NPC. You can select an option to view it or cancel the selection and choose another. See Adventuring Fellow Faces for more information.

Adventuring Fellow Personality

There are twelve personalities, six for each gender. Seek Red Ghost for your next destination~ Your fellow's personality determines their dialogue (in the field, at the Rendezvous Point, and during quests) as well as their headgear options. They may also have an effect on spell casting when set to "Healer." The personalities are:

Using a Metamorphose Balsam or Metamorphose Perfume will temporarily alter their personality, but only on the field and doesn't apply elsewhere.

Leveling Up Your Adventuring Fellow

  • Your Adventuring Fellow will obtain a baseline experience point rate per hour.
  • Your Adventuring Fellow will obtain experience points from killing mobs that would theoretically Check as Easy Prey or above to him or her. In other words, the experience points gained by your Adventuring Fellow relative to the mob will be based upon your Adventuring Fellow's level and not yours.
  • Your Adventuring Fellow will remain with you for a certain number of kills or a certain length of time, whichever comes first. The number/time increases based on your Adventuring Fellow Bond starting at a minimum of 15 mobs/45 minutes and increasing to a maximum of 30 mobs/90 minutes.
  • You can call your Adventuring Fellow in most zones.
  • You can call your Adventuring Fellow in Wings of the Goddess zones by attempting to use the Cavernous Maw in Sauromugue Champaign (S) and viewing a cutscene.
  • Currently you cannot call your Adventuring Fellow in (1) Level capped areas or when your level is capped via Level Sync; Guide Beret; (2) Burning Circles/Special Arenas; (3) Dynamis; (4) Sky; (5) Sea; (6) Promyvion, with the exception of the Tactics Pearl quest; (7) Cities, including those in the past; (8) Beastmen strongholds of Qulun Dome, Monastic Cavern, or Altar Room; (9) Ghelsba Outpost; (10) Treasures of Aht Urhgan zones; (11) Pso'Xja uncapped areas; (12) Dragon's Aery; (13) Fishing Barges (Phanauet Channel & Manaclipper), Ferries, and Airships; (14) The Beastmen Strongholds located in the past (La Vaule (S), Castle Oztroja (S), and Beadeaux (S)); (15) The northlands in the past (Beaucedine Glacier (S) and Xarcabard (S)).
  • You cannot call your Adventuring Fellow when you are in the middle of an NPC escort quest, but can call him/her after the NPC disappears. If you are doing an NPC escort while in a party but you were not the one to activate it, you can call your NPC.
  • You can talk to your NPC when leveling, and eventually she/he will tell you how much more experience she/he gained. The actual text of the message will vary depending on the race/sex of your Fellow. You can see what level of experience your Fellow is in relation to what he or she says here.
  • To have your Fellow obtain max XP/kill, at level 30 you must kill mobs at least 4 levels higher than your Fellow, from levels 31 to 50 you must kill mobs at least 3 higher than your Fellow, from levels 51 to 55 you must kill mobs at least 4 higher than your Fellow, from levels 56 to 60 you must kill mobs at least 5 higher than your Fellow, and from levels 61+ you must kill mobs at least 6 higher than your Fellow.
Mob Level Difference NPC Level 30 NPC Level 31-50 NPC Level 51-55 NPC Level 56-60 NPC Level 61+
0 100 xp
+1 120 xp 125 xp 130 xp
+2 140 xp 150 xp 160 xp
+3 160 xp 200 xp 200 xp
+4 200 xp 250 xp 240 xp
+5 250 xp 280 xp
+6 300 xp
  • Here is a small list of examples that could be your targets.
  • If your Fellow is getting max xp/kill, the following chart indicates how many kills are needed to level up.
Level Total XP Mobs
30-31 5800 29
31-32 5900 30
32-33 6000 30
33-34 6100 31
34-35 6200 31
Level Total XP Mobs
35-36 6300 32
36-37 6400 32
37-38 6500 33
38-39 6600 33
39-40 6700 34
Level Total XP Mobs
40-41 6800 34
41-42 6900 35
42-43 7000 35
43-44 7100 36
44-45 7200 36
Level Total XP Mobs
45-46 7300 37
46-47 7400 37
47-48 7500 38
48-49 7600 38
49-50 7700 39
Level Total XP Mobs
50-51 7800 39
51-52 8000 32
52-53 9200 37
53-54 10400 42
54-55 11600 47
Level Total XP Mobs
55-56 12800 52
56-57 14000 56
57-58 15200 61
58-59 16400 66
59-60 17600 71
Level Total XP Mobs
60-61 18800 76
61-62 20000 67
62-63 21500 72
63-64 23000 77
64-65 24500 82
Level Total XP Mobs
65-66 26000 87
66-67 27500 92
67-68 29000 97
68-69 30500 102
69-70 32000 107

Fighting with your Adventuring Fellow

  • It is possible to call an Adventuring Fellow in an alliance or a party.
    • Adventuring Fellows count towards the maximum party limit, so no party can have more than 3 Adventuring Fellows present. However, this only applies to members in the same area, so a party of 6 can have an Adventuring Fellow in their party as long as one of the players is in a different area.
    • Every new party member, including new Adventuring Fellows, that are invited into a full, 6-member party will kick out one of the Adventuring Fellows, starting with the oldest.
  • When you fight with your Adventuring Fellow you will receive a 30% reduction in your experience points. Your party will not experience any exp reduction.
  • Your Adventuring Fellow will disappear if you are knocked out, get on a Chocobo, enter an area where an Adventuring Fellow cannot be called, –or level sync with someone in your party–. (Adventuring Fellows now come with you when you teleport or escape.)
  • Your Adventuring Fellow will disappear if you are Charmed by a NM.
  • If you log off while your Adventuring Fellow is still accompanying you, he/she will reappear the next time you log on.
  • Your Adventuring Fellow will cast level appropriate spells (if set to Healer, Soothing Healer, or Stalwart Shield setting), but will only cast single-target spells on him-/herself and you. Your Adventuring Fellow will not cast spells on other members of your party or alliance.
  • Your Adventuring Fellow cannot be aggroed by monsters, but can cause them to link.
  • Your Adventuring Fellow can be cured and buffed by party and alliance members as if it were not a member of the party or alliance. Your Adventuring Fellow can also be targeted for party-only buffs (such as Refresh) and will be affected by multiple-target party buffs you cast (such as Protectra), but not by other party or alliance members.
    • The macro pronoun <ft> can be used to specifically target your fellow.
  • You can cure your fellow using DNC spells if you create a macro using <stnpc> or <ft> for the target, or using their name without <> e.g. /ja "Curing Waltz" Khuma.
  • Your Adventuring Fellow does not lose experience points when he or she is knocked out.
  • Your Adventuring Fellow is able to use Weapon Skills and cause Skillchains.
    • Which weapon skill is used is more or less random.
    • Your Adventuring Fellow can use any weapon skill available at his/her level for his/her equipped weapon, except for the following area of effect weapon skills: Spinning Attack/Cyclone/Circle Blade/Shockwave/Spinning Scythe/Earth Crusher. However these weapons skills can be enabled for your Fellow to use by visiting a Rendezvous Point.
    • Your Adventuring Fellow gains a "2-hour" ability "Blessed Radiance" after successfully completing the Mirror Images quest. The ability will be used when both you and your NPC are in red (<25%) HP. This ability does a significant amount of damage and grants him/her Invincible status.
    • If your TP is at least 50% at the time their TP hits 100%, your Adventuring Fellow will wait for your TP to reach 100% to unleash a weapon skill, making it possible to skillchain. Attacker and Fierce Attacker style NPCs will time their weapon skills better. If your Adventure Fellow's TP is 300% it will do its weapon skill regardless of your TP.
  • To see the damage your Adventuring Fellow does from attacks, make sure the chat filter "Damage taken by foes" is turned off.
  • If your Adventuring Fellow is set to Attacker Style, Healer Style, Fierce Attacker Style, or Soothing Healer Style, they will use the Provoke Ability if your HP drops into the red.
  • SAM Job Ability Shikikoyo can be used on your NPC, if in battle /ja "Shikikoyo" <ft> is how you macro it.
  • COR rolls will buff your npc as long as they are within range.
  • If you have recently received a new signal pearl (because you threw it away) and lose it again, you will not be able to receive another one until the next midnight JST (Japanese time).

Adventuring Fellow Bond

  • Similar to Reputation, your Bond with your Adventuring Fellow can be strengthened.
  • Each time you use your Signal Pearl or Tactics Pearl, you increase your Adventuring Fellow Bond by 1.
  • Calling your Adventuring Fellow at a Rendezvous Point and selecting the option "Let's chat." increases your Adventuring Fellow Bond by 1 (once per real-life day).
  • Throwing away your Signal Pearl decreases your Bond by 5.
  • You can also increase your max Adventuring Fellow Bond by completing the following quests:
  1. Past Reflections
  2. Blighted Gloom
  3. Blessed Radiance
  4. Mirror Images
  • The strength of your bond will make new weapons available to your Adventuring Fellow, will allow you to increase your Adventuring Fellow's level cap, will allow for additional headgear options, and will increase the time that your Adventuring Fellow will fight by your side.
  • Currently the only known way to decrease your Adventuring Fellow Bond is by dropping your Signal Pearl.
AF
Bond
Max
Mobs
Max
Time
Weapon
Options
Head
Options
Armor
Lock
Event Prerequisite Quest
00 15 45 - - - - Mirror, Mirror
05 Ability to choose Combat Styles
10 50 1 -
15 Access to Fellow Points -
20 55 2 -
25 -
30 20 1 Past Reflections
35 Tactics Pearl, Picture Perfect Past Reflections
40 60 3 -
45 2 Blighted Gloom
50 65 4 - Blighted Gloom
55 3 Regaining Trust
60 70 5 1 -
65 4 Chameleon Capers
70 25 75 Blessed Radiance
75 5 2 - Blessed Radiance
80 80 Mixed Signals
85 Mirror Images
90 6 6 -
95 3 - Mirror Images
100 85 -
105 7 -
110 7 Clash of the Comrades
115 8 -
120 30 90 -

Adventuring Fellow Combat Styles

After your Adventuring Fellow Bond increases to 5, you can set your Adventuring Fellow to be one of three types at a Rendezvous Point.

After completing the Chameleon Capers quest, you will have the opportunity to teach your fellow additional combat styles via three Tactics Manuals. In order to teach your adventuring fellow all the available combat styles, the manuals can be traded with or borrowed from other players. These new combat styles have the same features as the basic styles while expanding your adventuring fellow's repertoire.

  • Soothing Healer - Heals and remedies ailments more frequently. Will also use enfeebling magic more intelligently and has Auto Regen.
This style requires the T.M. Endurance item.
Note: Healer and Soothing Healer will place their partners in top priority, whether it be curing or removing ailments.
  • Stalwart Shield - Same as normal "Shield", but now will also Cure self when under 80% HP. Auto Refresh is included.
This style requires the T.M. Fortitude item.
Note: Stalwart Shield acts as a Paladin with a Warrior support job. Your fellow will therefore use spells according to a Paladin's level. Also, at level 50 your NPC will acquire Double Attack. Stalwart and normal Shield NPCs will also prioritize you when using Provoke.
  • Fierce Attacker - Uses additional Weapon Skills, will notify you when at 90% TP, and Double Attack happens more frequently.
This style requires the T.M. Might item.
Note: Attacker and Fierce Attacker act as a Warrior with a Monk support job. At level 20, your NPC will gain Counter. At level 25, he or she will gain Double Attack. It also means that when equipped with Hand-to-Hand, they will have a chance to Guard.

All three Tactics Manuals are merely rare; not exclusive. Thus, any player—regardless of his or her ability to use the manuals on an adventuring fellow—can traffic in them by direct trade or through Bazaars. The manuals can also be obtained in exchange for fellow points. See the corresponding section below.

If your bond decreases to less than 5 (by throwing away your Signal Pearl), you will not have the option to change combat styles until your Bond reaches 5 again.

Regardless of class, your NPC will Provoke when your HP is in red.

Adventuring Fellow Level Caps

Upon first obtaining your Signal Pearl, your Adventuring Fellow will start at level 30 and will not be able to exceed level 50. As your Bond with your Adventuring Fellow and the level of your Adventuring Fellow each increase, you will be able to start the following Adventuring Fellow level cap quests.

Obtaining the Tactics Pearl

1. Upon obtaining sufficient Adventuring Fellow Bond (approx. level 36+ Fellow Bond), summon your NPC at a Rendezvous Point and select the "Let's talk about quests" option to hear a message about the Emptiness. Varying with the Adventuring Fellow Personality, the message will be similar to this:

Actually, I've been requested to carry out an investigation of the Emptiness. It appears to be a most complicated phenomenon. If I may, I would like to have your assistance in this matter. I have no strict timetable, so please come along when you are ready.

  • As of the June 2008 version update, you will now receive the key item Emptiness Investigation Note upon taking this quest so that you can confirm whether it is active or not.
  • Note: Your NPC will only mention the Emptiness once per week, but will not mention it again until you have completed the quest.
  • Note: You cannot call your NPC in Promyvion unless you have 33 points of bond, despite the fact that your NPC may mention this quest before you have 33 points of bond. The cap of bond is 30 until you finish the Past Reflections quest.
  • In order to hear this speech, you must have access to the Promyvions (See "The Rites of Life" and "Below the Arks").

2. Enter Promyvion - Dem, Promyvion - Holla, or Promyvion - Mea. There is a Rendezvous Point close to where you'll appear, check it, and you will see a cutscene. After this, your NPC will be summoned.

  • It is not necessary to have the Signal Pearl with you to start or complete this quest.

3. You will have 45 minutes with your NPC to find a "???."

4. When you kill monsters in Promyvion, your NPC will gather experience. Note that even though Strays do not count towards your own exp, they do towards your NPC's kill count. So they're a super-easy way to get max mob kills.

  • For your Fellow to gain the maximum amount of 1,200 experience points from the monsters, you need to only kill 30 of them. After that, an additional bonus will be determined by which floor(s) you examine the ??? on.
  • On Floor 1, your NPC will receive a maximum of 1,500 exp.
  • On Floor 2, your NPC will receive a maximum of 2,400 exp.
  • On Floor 3, your NPC will receive a maximum of 3,300 exp.
  • On Floor 4, your NPC will receive a maximum of 4,800 exp.
  • Note that the floor modifiers are cumulative. For example, if you were to check floor 2 but answer no when your NPC asks if you want to go now, then continue on to click the ??? on floor 3, your fellow's experience gain would now be (Monsters Killed x 40) + (900 from floor 2) + (900 from floor 3).
Spire Floor 1 ??? Locations Floor 2 ??? Locations Floor 3 ??? Locations Floor 4 ??? Locations
Holla H-7 G-8 E-6, L-5 L-11
Dem J-12 E-9 F-6, G-12 K-8
Mea F-4 F-10 E-7, K-9 I-5
Total Experience Points (# of Monsters Killed x 40) + (300) (# of Monsters Killed x 40) + (900) (# of Monsters Killed x 40) + (900) (# of Monsters Killed x 40) + (1500)
  • Getting to the ??? on the first floor of any Spire is relatively easy to solo, Mea generally seen the easiest.
  • To get deeper, defeating the Memory Receptacles on at least floors 1 and 2 with only your Fellow accompanying you, is possible with most, if not all jobs. For tips on dealing with them to climb each floor solo, see the Shadows of the Departed article.

5. When you find the ??? and check it, you will get the option to end or continue the investigation. If you choose to end it, you will also have the option to warp back to the entrance of the Promyvion. After that, your Fellow will get the experience points for the monsters you've killed, with the bonus from the floor(s).

6. Return to a Rendezvous Point in any city and call your NPC.

7. Your NPC will give you a Tactics Pearl, which will allow you to summon your NPC every 10 minutes. If you investigated to at least floor 2, he/she will also give you a food item based on the NPC's personality, as with the Mixed Signals quest (must have quest completed to receive food item).

  • Calling your NPC with a Tactics Pearl is the same as if called with the Signal Pearl.
  • You can only obtain one Tactics Pearl every week (resets after the Conquest Tally)
  • You must drop your old Tactics Pearl before you can get a new one. Dropping your Tactics Pearl will not lower your NPC affinity.
  • You must speak to your NPC about quests before going back to the respective Promyvion.
  • You must repeat the Promyvion quest.
  • If you fail the quest, it can be repeated the next real-life day after Japanese Midnight.
  • If you lose connection you will fail the quest, unlike calling your NPC normally you wont get it back after relogging.

Adventuring Fellow Points

To gain access to AF Points, speak to Luto Mewrilah in Upper Jeuno (G-8) for a cutscene. She will direct you to find a man in Ru'Lude Gardens somewhere. Zone in and go to G-9 next to the Rendezvous Point and speak with Ajahkeem for a second cutscene. (This does not seem to trigger until some amount of bond strength between zero, and the amount required for Past Reflections questVerification Needed.)

AF Points are retroactive, meaning that time you have already spent with your NPC prior to activating AF points will net you a certain amount of points based on quests done, battles fought, experience gained, etc, to a degree. Points began accumulating at/around release of WotG, since NPCs used only prior to WotG yielded no points to begin with upon completion of the quest.

  • Please see the Discussion Page regarding calculation of fellow points.

Items and categories available to purchase with AF points:

Items for player Items for fellow Modifying fellow
  • Glamorize equipment 8000
  • Deglamorize equipment 1000
  • Change equipment style 10,000
  • Increase maximum active time
    • 30,000 (First upgrade)
    • 50,000 (Second Upgrade)
    • 70,000 (Third Upgrade)
  • Increase fashion advice limit 60,000
  • Miratete's Memoirs: Provides your Adventuring Fellow with an Experience Points scroll to use on itself.
  • Glamorize equipment: Changes selected armor slot to the next armor type of current line.
  • Deglamorize Equipment: Changes selected armor slot to the previous armor type of current line.
  • Change Equipment style: Changes selected armor slot to a different line of armor, keeping the current level in the new equipment line.
  • Increase maximum active time: Increases the maximum amount of time your fellow will stay with you.
  • Each upgrade increases your Adventuring Fellow's time limit by 10 minutes.
  • Note: The third Increase maximum active time upgrade is currently the last one available.
  • Increase fashion advice limit: Increases the armor lock options to all four slots. Does not alter the headgear options.
  • Chocobo Wand: gives the NPC a chocobo wand as a weapon. Does not have any special properties.
  • Opaline Dress Set: Attires your NPC in the Body, Legs, and Feet of the Opaline Set. When this is set, when you call your NPC at a Rendezvous Point you no longer have the option for "Fashionable Equipment". To restore previous gear, talk to Ajahkeem, choose "Items for my fellow" > "Equipment Sets" > "Restore Default Gear". You need to complete Mixed Signals quest for this to be available.

Adventuring Fellow Weapons

As your Bond with your Adventuring Fellow increases, Luto Mewrilah will offer to take weapons from you and pass them along to your Adventuring Fellow. What type of weapon you trade to Luto will determine:

  1. What type of weapon skills your fellow will perform.
  2. How often he/she hits and for what amount of damage.
  3. How your NPC looks.

So, if you trade a dagger to Luto, your Fellow will perform dagger weaponskills, will swing quickly for small amounts of damage, and will be seen wielding a dagger. Likewise, if you trade a scythe to Luto, your Fellow will perform scythe weaponskills, will swing slowly for larger amounts of damage and will be seen holding a scythe.

Your Adventuring Fellow has an 'A+' rating in all weapons and can therefore use all weaponskills of the equipped weapon available at his/her level. (This is not completely true. They have whatever skill is the highest any job has with that weapon. This means they only have A- with Axes, Clubs, Daggers, Katana, Great Swords, and Staves, as this is the highest skill any job has with those weapons. This is why they will not get weaponskills like Blade: Ten or Spinning Slash until 66, rather than 65, while they will get weaponskills like Tachi: Gekko or Swift Blade at 65.)

Note that the specific weapon's level and damage rating do not affect the damage done with it by the NPC. Thus, the Kiku-Ichimonji (Job Level 51, DMG 66,upgrade level 7) does the same damage as the Uchigatana (Job Level 12, DMG 24, upgrade level 1) when used by your NPC.

Also note that if you trade a one-handed weapon to Luto, you can also trade a shield.

There are seven weapon levels and thirteen weapon types (including shields). Thus, upon receiving the first message from Luto, you have thirteen weapon choices. Upon receiving the level 7 message, you can trade 91 different weapons to Luto for your NPC.

  • You do not have to have traded a lower level weapon to receive a request from Luto for a higher tier, but you do have to trade a weapon from the first tier in order to make any other trades.
  • Hand-to-Hand Weapons will only attack twice a round if your fellow has "Attacker" or "Fierce Attacker" combat styles. Any other style will only result in one attack per round.
  • The weapon your fellow wields will not always look like the weapon you traded. See Discussion for details.

Luto's chat messages for each level:

  1. PC, I have a question for you. How do you go about choosing a weapon?
  2. NPC told me he was thinking about upgrading his weapon.
  3. About NPC's weapon...I think your pal is looking for a new one again.
  4. I thought a new weapon or shield would make a nice gift in thanks for all the hard work your frrriend has done for me.
  5. PC, the weapon that NPC is using is not the one that I gave him/her...
  6. I saw NPC going into a weapon store carrying one of our gifts...
  7. There was a moogle wandering along carrying some weapons.....Oh, that reminds me, if you want to give me something for NPC, I'll be happy to do the honors.
One-
Handed
Weapons
   Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
Axes Bronze Axe Brass Axe Battleaxe War Pick Mythril Axe Tabar Mythril Pick
Clubs Bronze Mace Bronze Hammer Willow Wand Brass Rod Bone Cudgel Bone Rod Darksteel Mace
Daggers Bronze Dagger Brass Dagger Baselard Kukri Kris Bone Knife Darksteel Knife
Katana Kunai Wakizashi Hibari Busuto Kodachi Sakurafubuki Kabutowari
Swords Bronze Sword Xiphos Scimitar Longsword Tuck Tulwar Schlaeger
Shields Lauan Shield Shell Shield Aspis Mahogany Shield Kite Shield Targe Heater Shield
Two-
Handed
Weapons
Hand-to-Hand Cesti Bronze Knuckles Baghnakhs Claws Katars Patas Jamadhars
Great Axes Butterfly Axe Greataxe Hydro Axe Voulge Twicer Heavy Axe Hydro Cutter
Great Katana Uchigatana Nodachi Kanesada Ashura Hosodachi Mikazuki Kiku-Ichimonji
Great Swords Claymore Two-Handed Sword Inferno Sword Falx Mythril Claymore Greatsword Ram-Dao
Polearms Harpoon Bronze Spear Spear Lance Halberd Mythril Lance Kamayari
Scythes Bronze Zaghnal Brass Zaghnal Scythe Zaghnal Mythril Scythe Mythril Zaghnal Mandibular Sickle
Staves Ash Staff Holly Staff Holly Pole Spiked Club Oak Staff Oak Pole Quarterstaff

Adventuring Fellow Equipment

  • The equipment that your Adventuring Fellow wears does not affect his or her statistics; it's only for looks.
  • As your Bond with your Adventuring Fellow increases, you will be given the option to "lock in" certain equipment that your NPC is wearing. This option appears at a Rendezvous Point under the heading "Fashionable Equipment." When you select one of the equipment options under the Fashionable Equipment submenu, you will lock in that piece of equipment so that it will not change regardless of where you choose to level.
  • Your NPC will initially ask you what he or she should keep. If you answer "none", your NPC will respond as if he or she is disappointed. This means that nothing is locked and all four pieces of armor could change. Once you choose a piece of armor to lock, then all other pieces that you did not select will still be changeable. As your bond increases, you will be able to lock more than one armor piece at a time because immediately following your choice of armor piece, your NPC will ask "What else?"; you will then be able to select from a list of the three still unlocked armor pieces to keep.
  • There are four armor locks available, three gained as your Adventuring Fellow Bond increases, and one bought with Adventuring Fellow points.
  • See Adventuring Fellow Equipment for information about changing your Adventuring Fellow's equipment.


Mage Armor path

Rank Body Hands Legs Feet
1 Doublet Gloves Brais Gaiters
2 Trader's Saio Trader's Cuffs Trader's Slops Trader's Pigaches
3 Seer's Tunic Seer's Mitts Seer's Slacks Seer's Pumps
4 Gambison Bracers Hose Socks
5 Wool Robe Wool Cuffs Wool Slops Chestnut Sabots
6 Holy Breastplate Cuffs Slops Ash Clogs
7 T.M. Coat T.M. Cuffs T.M. Slops T.M. Pigaches
8 Earth Doublet Silk Mitts Silk Slacks Silk Pumps
9 Austere Robe Austere Cuffs Austere Slops Austere Sabots
10 Noble's Tunic Noble's Mitts Noble's Slacks Noble's Pumps
11 Errant Houppelande Errant Cuffs Errant Slops Errant Pigaches
12 Blessed Briault Blessed Mitts Blessed Trousers Blessed Pumps

Light Armor path

Rank Body Hands Legs Feet
1 Lizard Jerkin Lizard Gloves Lizard Trousers Lizard Ledelsens
2 Chainmail Chain Mittens Chain Hose Greaves
3 Coral Scale Mail C. Fing. Gauntlets Coral Cuisses Coral Greaves
4 Kenpogi Tekko Sitabaki Kyahan
5 Shade Harness Shade Mittens Shade Tights Shade Leggings
6 Banded Mail Mufflers Breeches Sollerets
7 Raptor Jerkin Raptor Gloves Raptor Trousers Raptor Ledelsens
8 Shinobi Gi Shinobi Tekko Shinobi Hakama Shinobi Kyahan
9 R.K. Chainmail R.K. Mufflers R.K. Breeches R.K. Sollerets
10 Gavial Mail G. Fing. Gauntlets Gavial Cuisses Gavial Greaves
11 Alumine Haubert Alumine Moufles Alumine Brayettes Alumine Solerets
12 Yasha Samue Yasha Tekko Yasha Hakama Yasha Sune-Ate

Heavy Armor Path

Rank Body Hands Legs Feet
1 Scale Mail S. Fing. Gauntlets Scale Cuisses Scale Greaves
2 Breastplate Gauntlets Cuisses Plate Leggings
3 Mythril Breastplate Mythril Gauntlets Mythril Cuisses Mythril Leggings
4 Eisenbrust Eisenhentzes Eisendiechlings Eisenschuhs
5 Carap. Breastplate Carap. Gauntlets Iron Cuisses Iron Greaves
6 I.M. Cuirass I.M. Gauntlets I.M. Cuisses I.M. Sabatons
7 Hara-Ate Kote Haidate Sune-Ate
8 Scorp. Breastplate Scorp. Gauntlets Steel Cuisses Steel Greaves
9 Darksteel Cuirass Darksteel Gauntlets Darksteel Cuisses Darksteel Sabatons
10 Adaman Cuirass Adaman Gauntlets Adaman Cuisses Adaman Sabatons
11 Lord's Cuirass Lord's Gauntlets Lord's Cuisses Lord's Sabatons
12 Hachiman Domaru Hachiman Kote Hachiman Hakama Hachiman Sune-Ate

Freestyle Armor path

Rank Body Hands Legs Feet
1 Level 1 RSE Level 1 RSE Level 1 RSE Level 1 RSE
2 Chocobo J. Coat Fish. Gloves Vagabond's Hose Field Boots
3 Bronze Harness No armor Bronze Subligar Solea
4 Level ~30 RSE Level ~30 RSE Level ~30 RSE Level ~30 RSE
5 Blue Cotehardie Chocobo Gloves Fisherman's Hose Vagabond's Boots
6 Scorpion Harness Carpenter's Gloves Zodiac Subligar No armor
7 Justaucorps Battle Bracers Battle Hose Battle Boots
8 Coral Harness Coral Mittens Coral Subligar Coral Leggings
9 Cardinal Vest Mitts Slacks Shoes
10 Demon's Harness Bronze Mittens Femina Subligar Bronze Leggings
11 Bison Jacket Bison Wristbands Bison Kecks Bison Gamashes
12 Black Trader's Saio Black Trader's Cuffs Black Trader's Slops Black Trader's Pigaches

Adventuring Fellow Headgear

As your Adventuring Fellow Bond grows stronger, you will be presented with the following headgear choices for your NPC to wear. These are for cosmetic purposes only; your NPC does not obtain the stats from these items. The headgear options are chosen at a Rendezvous Point. Which options you will get depend on the personality of your Adventuring Fellow:

Face Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
Sullen ♂ Leather Bandana Iron Visor Trader's Chapeau Iron Mask Mythril Sallet Tiger Helm War Beret Austere Hat Wyvern Helm
Passionate ♂ Hachimaki Sallet Zunari Kabuto Scarlet Ribbon Trader's Chapeau Red Cap Ogre Mask Scorpion Helm Panther Mask
Calm and Collected ♂ Iron Mask Bone Mask Gavial Mask Carapace Helm Scorpion Helm Celata Alumine Salade Darksteel Armet Demon Helm
Serious ♂ Faceguard Velvet Hat Noct Beret Shade Tiara Banded Helm Black Ribbon Iron Mask Green Beret Tiger Mask
Childish ♂ Lizard Helm Blue Ribbon Noct Beret Trader's Chapeau Shinobi Hachigane Velvet Hat Coral Cap Bison Warbonnet Panther Mask
Suave ♂ Trader's Chapeau Shade Tiara Iron Mask Alumine Salade Garish Crown Crow Beret Gavial Mask Yasha Jinpachi Wyvern Helm
Sisterly ♀ Circlet Trader's Chapeau Garish Crown Silk Hat Red Cap Iron Mask Bascinet Noble's Crown Demon Helm
Lively ♀ Blue Ribbon Headgear Scarlet Ribbon Coral Cap Garish Crown Coeurl Mask Velvet Hat Shinobi Hachigane Tiger Mask
Agreeable ♀ Seer's Crown Silk Hat Circlet Noct Beret Bascinet Trader's Chapeau Headgear Crow Beret Demon Helm
Naive ♀ Green Ribbon Bronze Cap Velvet Hat Trader's Chapeau Circlet Noct Beret Tiger Helm Silk Hat Panther Mask
Serious ♀ Bronze Cap Faceguard Shade Tiara Velvet Hat Noct Beret Purple Ribbon Banded Helm Errant Hat Tiger Mask
Domineering ♀ Padded Cap Banded Helm Bone Mask Shinobi Hachigane Celata Green Beret Hachiman Jinpachi Adaman Barbuta Wyvern Helm

Increasing Your NPC's Statistics

  • As noted above, the armor and headgear above are for cosmetic purposes only. Your NPC does not obtain the stats from these items.
  • The following weapons will increase your NPC's statistics when equipped by you:
  • The following equipment (all level 70), when worn by you, will increase your NPCs statistics:
  • The full set will give your NPC an additional HP+60, MP+60, INT+2, DEX+2, VIT+2, STR+2 and AGI+2.
  • These items are obtained from Feast of Swords event and Dynamis - Tavnazia respectively.
  • With the exception of Hydra gear, these items need only be equipped while summoning your NPC for the effect to work. Once your NPC is summoned, you can unequip the weapons and armor and keep the effect.

WotG Access

To be able to call your Fellow in the past, go to the present from the past using the Sauromugue Champaign (S) Cavernous Maw (K-9). Upon touching it, a cutscene will occur with your Fellow, and you will appear in Sauromugue Champaign in the present day. A message will appear on the screen advising you that you can now summon your Adventuring Fellow in certain areas in the past. If you have already completed this with a different Fellow, you will not need to repeat this process.

  • Note: If you are using the Maw in Sauromugue Champaign (S) for the first time, you will open the Maw for present-day use, but will not get the cutscene with your NPC. Head back to the past and use the Maw again for the NPC cutscene.

Obtaining A New Adventuring Fellow

  • If you ever decide you want to change your NPC Fellow into another face type, race or sex, you can restart after completing the quest Mirror, Mirror. Talk to Luto Mewrilah and choose I want to quit this task and verify you want to get rid of your current NPC Fellow, and you will entirely lose your current Fellow and be able to complete the quests all over again, choosing a different NPC Fellow.

You will be required to return your Signal Pearl, and Tactics Pearl if you currently have one, to Luto to start over with a new NPC Fellow. If you have dropped your Signal Pearl you can get a new one by going to any Rendezvous Point and requesting a new one.

See Also

Quests
Guides

Notes