FFXIclopedia
No edit summary
No edit summary
Line 148: Line 148:
 
[[Category:Bestiary]]
 
[[Category:Bestiary]]
 
[[Category:Notorious Monsters]]
 
[[Category:Notorious Monsters]]
  +
  +
<br>{{SummoningNavbox}}

Revision as of 18:05, 9 April 2009


Avatar Information

Ffxi zilss1 09

Ifrit

A blazing incarnation wreathed in the flames of retribution. Ifrit aids the summoner with its command over heat and fire. Ifrit is one of the Celestial Avatars. Initial MP cost: 7 MP Casting time: 8 seconds


Summoners can acquire the ability to summon the avatar Ifrit by defeating Ifrit Prime in either the Trial Size Trial by Fire quest at level 20, or the Trial by Fire quest at a much higher level (65+).






Blood Pacts

All of Ifrit's Blood Pacts are Fire-based.

Blood Pact

Level

MP

S/T1

R/W2

Description

Inferno 1 LVx2 T R Required MP: Caster's level x2. Uses all MP and deals fire elemental damage to enemies within Area of Effect.
Punch 1 9 S R Deals physical damage.
Fire II 10 24 T R Deals fire elemental damage.
Burning Strike 23 48 S R Deals fire elemental damage.
Double Punch 30 56 S R Delivers a twofold attack.
Crimson Howl 38 84 W Enhances attack of party members within Area of Effect (a boost of 15%). Lasts 30 seconds. Each summoning magic skill level over the current skill level cap will add one second to the duration.
Fire IV 60 118 T R Deals fire elemental damage.
Flaming Crush 70 164 R Delivers a threefold attack that deals fire elemental damage.
Meteor Strike 75 (Costs 3 Merit Points) 182 T R Deals fire damage to an enemy. Varies with TP. Additional merits add a 40% TP Bonus effect.

1 S/T column indicates whether a particular Blood Pact participates in Skillchains (S) or uses TP (T). Blood Pacts that use TP can be used as a Magic Burst.
2 R/W column indicates if the ability is activated using the Blood Pact: Rage or Blood Pact: Ward pet commands.


Related Gear

Name Lvl Slot
Fire Staff 51 Staff Hidden Effect: Ifrit Perpetuation Cost -2
Vulcan's Staff 51 Staff Hidden Effect: Ifrit Perpetuation Cost -3
Ifrit's Bow 72 Bow Latent Effect: Increases rate of critical hits. *Active while a party member (or yourself) has Ifrit summoned.


Historical Information

In Arabic mythology and Islamic folklore, Ifrit (also spelled Efreet) is a type of Djinni affiliated with fiery areas or residing on dimensional planes of elemental fire (grouped with Fire element in occult texts). Djinn (spelled جني in Arabic; more commonly known in English as the Genie; also spelled jinni, jinn) were sentient spirit-beings (sometimes called demons) composed of “smokeless fire” (a loose translation of the actual word, which is “subtle fire”, a fire that burns without smoke). They also have no mass and can access places too small for humans. They have an organized society and live in settlements like humans do (most often in the desert). They live, die, have religions, like humans. Djinni reside in many locations, including all over or in the Earth, or in the mountains of Qaf (a chain of mountains made from emerald which surround the Earth). Djinn are invisible to humans. Djinn can interbreed with humans, but all offspring will be djinn. In Arabic mythology they occasionally engaged in destructive behavior, but were not considered wholly evil, nor wholly good. In Islamic folklore, they were thought to have been the first sentient (possessing free will) race created by Allah, created long before humans were created. They are generally viewed as evil, with some groups being considered more evil than others (e.g. the Shaitan). It was also believed the zauba’ah (a dust devil) was caused by the movement of a djinni. Djinn were thought to be vulnerable to metal (not any specific metal per se, just metallic objects in general), though some stories from Arabic folklore indicate Djinni (specifically the Ifrit) reside in cities made entirely of brass.

Other Information

  • Ifrit is also the name of a server.
  • Pronounced "if-REET".

See Also