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    Samurai Guide by RPGenius

    Version: 0.99 | Updated: 01/31/04 | Printable Version | Search Guide | Bookmark Guide

                                  FFXI Samurai Guide
                                     Version 0.90
                                        o   o 
     Prepare to pay for your crimes!>   |/ \|
                                        ^   ^   < Sure-- let me introduce you to my
                                                  "insurance" company! HA!
                          Behold my comical talents! -Author
    Table of Contents
    01. Introduction
    02. Version History
    03. The Role of a Samurai
    04. The Quest of the Samurai
    05. Choosing a Race
    06. Job Traits
    07. Job Abilities
    08. Sub Jobs
    09. Weapon Skills
    10. Skillchains
    11. Weapons
    12. Armor
    13. AF Equipment
    14. Frequently Asked Questions
    15. Contact Info
    16. Special Thanks
    17. Legal
    /01.              / INTRODUCTION                                              /
      First off, I'd like to note that I am not currently on-line with this game.
    I'm in transitions, and I may not be on for as long as the PS2 release. Please
    keep this in mind while reading this guide, because for the moment, as updates
    are added to the game, I am missing them, and I try not to add information to
    this FAQ until I have confirmed it myself. Please don't let that discourage
    you from letting me know about anything that is inaccurate in this guide.
      When I wrote this guide, I had no online access. This is my way of coping
    with the withdrawal symptoms of not having FFXI. *convulses*
    Thusly, the majority of this guide is written from memory. If you recognize
    any errors please let me know. A lot of information will be added once I can
    confirm it myself, but for now we're on the honor system.
      Thanks to those of you who sent me confirmations and updates. As expected,
    I'm finding several errors, so if you notice anything that needs to be
    corrected, just let me know what it is. Most have you have been very helpful
    (there's always the occassional whiner, but whatcha gonna do?). For those of
    you who need to be told, opinions and complaints are worthless in my mailbox,
    but information is very helpful. I think you can distinguish the difference.
      To the rest of you, enjoy.
    /02.              / VERSION HISTORY                                           /
      Version 0.99- 01/30/2004  Almost there! Lots of corrections today and I
                                finished the Quest of the Samurai and the Weapons
                                sections. There's also new Special Thanks and some
                                Legal updates. Only the Armor section left to go!
      Version 0.91- 01/08/2004  Fixed a lot of little errors- thanks to all of you
                                who submitted corrections.
      Version 0.90- 01/06/2004  Added more Skillchain info, and the AF Equipment
                                section. Only three more sections to go!
      Version 0.75- 01/05/2004  Added the Skillchains, Contact Info, and Legal
                                Sections. After changing locations, the transfer
                                turned out a lot of formatting errors, so many of
                                those were corrected, and I'm finally able to
                                distribute this guide.
      Version 0.50- 01/04/2004  Added the Weapon Skills section and fixed some
      Version 0.40- 01/03/2004  Added the Subjob section plus a few minor
      Version 0.25- 01/01/2004  Created this guide.
    /03.              / THE ROLE OF A SAMURAI                                     /
      In Final Fantasy XI, partying with other players is a big part of the
    experience.  When you're in a party, each character should have a role fitting
    of their character's abilities. Your goal as a Samurai is essentially to do
    damage. Most character classes will fall into one or two of the categories
      Attackers- Since your goal in a party is generally to kill enemies, and
      gain experience, effective attackers are crucial to a party's success. The
      role of an attacker is to do large amounts of damage.
       Examples: Ranger, Black Mage, Dark Knight, Dragoon, Samurai, Monk, etc...
      Tanks- The purpose of a tank is to be a shield for the party, a damage
      sponge if you will. It is tremendously beneficial to a party to have
      someone that can absorb most of the damage so that others can focus on
      doing their role rather than surviving.
       Examples: Paladin, Ninja, Warrior, (Monk at low levels)
      Healers- Pretty self-explanatory. When you fight you get hurt.  If you want
      to keep fighting, you'll need to be healed.
       Examples: White Mage, Red Mage, Bard
      ENers- Enners (also called buffers, debuffers, enhancers, or enfeeblers) are
      support characters who use their abilities to strengthen their party members
      and/or weaken their enemies.
       Examples: Bard, Red Mage, White Mage
      Syn- Merchants (or synthesizers) are generally non-combat classes and for
      the most part don't exist on FFXI. You can, however, relate this to the many
      guilds of Vanadiel.
    Please note that even though tanks will attack the enemy, not all attackers
    are tanks. Tanks deliberately keep the damage on themselves. Attackers don't.
    Yes, it is preferable in an emergency circumstance to have the attackers take
    the damage before the enners and certainly the healers; however, this shouldn't
    happen in the first place. If the party was properly constructed and everyone
    does their job, it should never happen that an attacker has to tank. If it
    does, then either be very skillful or target "even match" mobs, or you may
    find that your experience chains are negated by a series of untimely deaths.
      So as I said, your role as a samurai is as an attacker. The problem is
    this-- Samurais are not by any means the best damage dealers.  Above Samurais
    in damage dealing are Rangers, Black Mages, Dark Knights, Dragoons, and
    probably some other classes of which I'm not sure, so why be a samurai?
      Well, if you're not particularly fond of Samurais then you should probably
    choose another class in the first place. I know that for some people, being
    an uber-character is the one and only way to have fun, and losing is incredibly
    not fun. All I'm going to say on this is that if you want to be "the best"
    attacker in all of Vanadiel, this is probably not the class for you. Samurai
    is, however, a very fun class to play and definitely has its advantages. For
    one, samurai is a very well-balanced class in terms of fighting with no big
    weaknesses (such as the horrible defense of a Dark Knight/Black Mage, or the
    high costs of ammunition for Rangers). Also, samurais collect TP like a sheet
    of Bounty absorbs grape juice. This makes them the leaders in skillchains for
    their party (it also makes Samurai a highly desirable sub-job). It also poses
    a problem or two, because the truth of the matter is that although Samurais
    are not by any means useless in a party, there aren't many good reasons to
    have Samurai as your main job. This, of course, may change in upcoming
      This lone sentence is just to reiterate that you should NOT think that
    samurais are a weak class or not playable just because they don't do the most
    /04.              / THE QUEST OF THE SAMURAI                                  /
      Okay, did I say I'd have this up soon? Well, for me, three weeks is fairly
    soon, okay?
      The quest to become a Samurai is pretty hard, to say the least. Yes, there is
    combat involved. Of course, Samurai is an advanced job, so you can't do the
    quest until you've reached lvl 30. First, though, you'll need to go to Norg.
    Your client is Jaucribaix. Once you're there, do the following:
      1) Talk to Ranemaud to get the Sacred Sprig.
      2) Talk to Aeka to get the Oriental Steel.
      3) Go to Konschtat Highlands (D-8) and trade the Oriental Steel to the ???.
      4) A Bomb named Forger will appear. Defeat it to get the Bomb Steel.
      5) Go to the west of the Sanctuary of Zi'Tah and use an axe on the ??? of the
         giant tree.
      6) Defeat the Guardian Treant and inspect the ??? again. You'll recieve the
         Sacred Branch.
      7) Give the Bomb Steel and Sacred Branch to Jaucribaix. Return in 3 hours.
      8) Congratulations! You'll recieve the Mumeito GK and can now be a Samurai!
      If you want to solo this quest you'll need to be around Lvl. 55. The Guardian
    Treant is one tough fella. You should be able to beat Forger some time before
    that, but I don't see much reason to if you can't finish the whole quest. Of
    course, you can always party up, or just get someone at a high level to do it
    for you.
      Also, keep the Mumeito, or you may find yourself dishing out some major cash
    to get it back later on.
    /05.              / CHOOSING A RACE                                           /
      Any race will make a suitable Samurai. In the end it all comes down to your
    personal preference. I recommend that you choose the race that you like the
    most, because otherwise you might find that you don't enjoy the game as much
    (or as long) when you get sick of looking at your character. Below I've listed
    the stats for each race as a level 1 and level 70 samurai, which can be found
    running rampant all across the internet, but just in case you wanted to choose
    your race right at this moment based solely on the stats of a lvl 70 samurai,
    I thought I should oblige you.
    Level 1:
    |   Hume   |  Elvann  | Tarutaru |  Mithra  |  Galka   |
    | HP   31  | HP   33  | HP   27  | HP   28  | HP   36  |
    | MP    0  | MP    0  | MP    0  | MP    0  | MP    0  |
    | STR   7  | STR   8  | STR   6  | STR   7  | STR   8  |
    | DEX   7  | DEX   7  | DEX   7  | DEX   9  | DEX   7  |
    | VIT   7  | VIT   8  | VIT   7  | VIT   7  | VIT   9  |
    | AGI   6  | AGI   5  | AGI   7  | AGI   7  | AGI   6  |
    | INT   6  | INT   5  | INT   8  | INT   6  | INT   6  |
    | MND   6  | MND   7  | MND   6  | MND   6  | MND   6  |
    | CHR   6  | CHR   6  | CHR   6  | CHR   5  | CHR   5  |
    Level 70:
    |   Hume   |  Elvann  | Tarutaru |  Mithra  |  Galka   |
    | HP 1157  | HP 1268  | HP  946  | HP 1157  | HP 1409  |
    | MP    0  | MP    0  | MP    0  | MP    0  | MP    0  |
    | STR  58  | STR  66  | STR  50  | STR  54  | STR  62  |
    | DEX  58  | DEX  54  | DEX  58  | DEX  70  | DEX  58  |
    | VIT  58  | VIT  62  | VIT  54  | VIT  54  | VIT  70  |
    | AGI  50  | AGI  42  | AGI  54  | AGI  58  | AGI  46  |
    | INT  54  | INT  46  | INT  66  | INT  54  | INT  50  |
    | MND  54  | MND  62  | MND  50  | MND  50  | MND  54  |
    | CHR  54  | CHR  54  | CHR  54  | CHR  46  | CHR  46  |
      If you care to do the math, all of the stats (except for HP) will add up to
    be the same. The only stats that don't matter for a Samurai are MP, INT, and
    CHR, because MP and INT only matter for magic casters, and CHR only matters
    for Bards and Beastmasters.  The only reason these stats would matter would
    be that you chose such a job as a sub-job, which as I discuss in a later
    section is not a very good idea. What this all means is that "the best" race
    is most likely the one with the fewest points in MP, INT, and CHR, and the
    most points in HP, because these are the only things that vary.  Mithra and
    Galka each get 8 points added to their other stats because of their low CHR.
    They both have average INT, but Galka's is lower.  Galka also has quite a bit
    higher HP than other races, so the bottom line is, in terms of numbers, Galka
    is "the best" choice for a Samurai, followed by Elvaan, then Mithra, then
    Hume, and lastly, Tarutaru. Of course, if you're like me and can't stand the
    sight of a Galka, then by all means choose a more attractive race.
    *Before I recieve a single e-mail on the matter, I want to explain that MND is
    of a notably lesser importance to a Samurai than the other stats, as it only
    aids us in magic defense and resistance to status ailments, so you might want
    to consider that while choosing your race. Nonetheless, it's a stat that is not
    in any way useless (well, unless you don't fight much of anything with magic or
    status attacks). My point is that everyone has their beliefs about which stats
    are most important-- the only comment I'll make about the priority of stats is
    that MND is generally a less essential stat than STR, DEX, VIT, and AGI.
    /06.              / JOB TRAITS                                                /
      Job traits are bonuses that your character gains at certain levels. You
    don't use them-- they are always active. Here are the Samurai's job traits.
      Lv.  5   Resist Blind:  Increases your resistance to "blind" status.
      Lv. 10   Store TP:      Your TP growth rate increases.
      Lv. 30   Store TP:      Your TP growth rate increases.
      Lv. 40   Demon Killer:  Increases your attack damage against demons.
      Lv. 50   Store TP:      Your TP growth rate increases.
      Here's my little commentary... In general, the "resist status ailment" traits
    aren't that useful, because they only provide a little protection, but for a
    Samurai, blind resistance is one of the better ones at least. "Store TP" is
    your most useful trait, so it's a good thing that you get it relatively early.
    The whole source of your power is your ability to manage TP. Demon Killer, as
    you can imagine, is really only useful when you're fighting demons, which
    probably won't be too often. Samurais only have three job traits, which is a
    little scarce in comparison to most jobs, and we have no stat bonuses, which
    sucks, frankly.
    /07.              / JOB ABILITIES                                             /
      Unlike job traits, job abilities must be activated by the player. Each
    ability has a duration for which it lasts, and a charge time before it can be
    used again.
      Lv.  1  Meikyo Shisui:         Your TP bar fills to 300%, and all weapon
                                     skills now use exactly 100 TP.
                 Charge- 2 hours       Duration- 30 seconds
      Lv.  5  Warding Circle:        Increases your party's resistance to Demons.
                 Charge- 10 minutes    Duration- 1 minute
      Lv. 15  Third Eye:             You evade the next attack.
                 Charge- 1 minute      Duration- 1 minute
      Lv. 30  Meditation:            You gain 100 TP (in five increments of 20 TP).
                 Charge- 3 minutes     Duration- 5-10 seconds
    Your two-hour ability should generally be saved for big fights and emergencies
    only. As you can see for yourself, Meikyo Shisui gives you the opportunity to
    unleash three weapon skills consecutively, resulting in the ability to execute
    your own skillchain. This is arguably one of the best two-hour abilities in all
    of FFXI.
    Warding Circle, like your Demon Killer trait, is only useful against demons,
    but at least it works on your entire party. Not a great ability (but it's
    definitely better than not having it).
    Third Eye is a great defensive ability, and a one minute recharge time is not
    bad at all, particularly if you know that a powerful attack is coming your way,
    or find yourself having to take a few hits.
    Finally, Silent Concentration is indespensable to a Samurai. Once you gain this
    ability, you should never stop using it.
    Silent Concentration and Third Eye should be used as often as possible (in
    combat). It would be a good idea to set macros for each of these abilities.
    /08.              / SUB JOBS                                                  /
      First things first-- if you don't know what a subjob is or how to get one
    there's about a bajillion places to find that information, no doubt GameFAQs
    is one of them. If you don't understand how a subjob works, this might not
    make much sense to you. Fret not, it's simple. Once you've got it figured out,
    stop by again. In the future there's a (poor) chance that I'll add that
    information to this guide.
      Here's the part that always get everybody's panties in a bunch. Excuse my
    language, but don't email me any s**t about how my opinion is wrong (how can an
    opinion be wrong?) and never EVER ask me about a job/subjob combination unless
    you feel that there is something I didn't cover thoroughly enough, or if there
    has been an update (such as a raise in level cap, which could obviously effect
    the viability of a subjob).
      This section is intended to inform you of the most effective subjob
    combinations for a Samurai main. The golden rule here is to use the subjob that
    you like the best, but it would be very under-appreciated if I were to sit here
    and talk about which subjobs I liked best, so if you like a combination, use
    it. It's hard to make a total gimp. Well, not hard, but more or less unlikely.
      The sad truth of the Samurai is this: the Samurai is not a main job. It's
    a sub job. (In case you're a noob, please don't email me asking if it is
    impossible to have Samurai as your main job.) There are virtually no benefits
    to having a Samurai as your main job, because pretty much everything you could
    want from the job you can get if you sub it. What are you missing out on if
    you sub Samurai? The ability to use a Great Katana (which is a neat weapon but
    by no means a great one), the Demon Killer trait (which only works against a
    couple of enemies), and of course your 2hr ability, which is almost a shame
    except that it's actually not overpowered by any definition of the word.
      So in the end, the Samurai doesn't really have anything of value as a main
    job that it doesn't as a subjob. On the other hand, Samurai is generally the
    best subjob for any melee attacker. (Samurai is to attacker, as Warrior is to
    tank). Any job that makes a good attacker class becomes absolutely lethal
    once combined with the abilities of a Samurai, and that's why at least 80% of
    the people you see playing as Samurai most likely have no intention whatsoever
    as remaining a Samurai. In case by now you're not seeing the trend, Samurai's
    got mad jipped as a main class, which is truly the greatest shame of all FFXI
      So without further ado, here's my take on each job as a subjob for a Samurai
    main. I try to be a little in-depth with it so you know *why* it does or does
    not work well. I also rated each job with stars (*), five being the best. If
    you want to make a truly valuable party character, you shouldn't use anything
    that rates less than a four.
    Black Mage- I prefer to start with the bad news. Subbing a magic class with a
    melee class is just generally a bad idea. Melee+ Magic= Bad. Got that? Black
    Mage is no exception and probably one of the worst combinations. Samurai is
    an attacker. Black Mage is an attacker. You can't be fighting if you're casting
    magic, so you're basically doing two things badly. Some spells like Drain and
    Bio might not be terrible, but you don't have much of an MP pool to work with,
    since you get zilch as a Samurai, and then less than half the amount of a Black
    Mage's MP.
    White Mage- Actually a useable combo. White Mage with any job is not terrible
    for soloing if good for nothing else. Mind you your magic won't be good, but a
    few cure spells and auto-regen never hurt anyone (except the undead- har har).
    In a group you should have a true white mage to do the healing, but it's not
    a bad all-purpose combo. Your limited cure magic will still be able to generate
    some hate when it's absolutely dire, and of course you can heal yourself.
    You're not likely to get many party invites with combo, but you'll survive in
    any case. Let me just make myself clear in that this is not a good combo--
    mediocre at best--, but it will work.
    Red Mage- If you were going to have a mage subjob, it should be White Mage.
    Half black magic and half white magic at half strength may be fun, but is
    mostly worthless. If you want to play it as an Enner, you might get somewhere,
    but it won't be nearly as useful as other jobs.
    Summoner- Never. You can't have an Avitar out while you fight, plus you'll have
    nowhere near the MP you'll need to keep one out. It's like with Black Mage only
    Bard- Bard generally makes a bad sub. You can't equip instruments so you only
    get one song. You get no abilities, and Resist Silence is utterly worthless for
    a Samurai. You'd be much better off focusing on your fighting.
    Beastmaster- I've recently learned that your skills with a Beastmaster sub are
    dependant solely on your CHR, and aren't hurt directly by being subbed. I'm not
    sure what kind of CHR you have as a Samurai, but I'm sure that it's fairly
    poor. If anyone has anything to say about playing as a SAM/BST, please give me
    a holla.
    (At last, we reach the 100% melee jobs, which generally make much better
    Warrior- The standard combo for Samurai. Many people choose this because
    you get more party invites with Provoke. Truth be told, you should never have
    to tank. (You ~could~ tank, but you would be bad at it.) Hate is bad for you.
    Nonetheless, you get a nice defense boost as well as an attack boost. You also
    get Double Attack, Berserk, Defender, and War Cry-- all nice abilities. Again
    though, you're probably better off using a Warrior/Samurai.
    Monk- Pretty much Even-Steven with a Samurai/Warrior. The HP boosts and
    counter are really handy, plus you get Boost, Dodge, and Focus. You also get
    Chakra really late-- though I doubt it heals much HP (especially as a sub),
    every little bit helps. Chi Blast is also a possibility if the level cap raises
    (and I'm sure it will eventually-- I think it's coded to go all the way to 90).
    Again, in a battle situation it's pretty even with SAM/Warrior, but most people
    go towards WAR so they get more PT invites. Again, Monk/Samurai would be more
    Thief- Another good combination. The Gil Steal and Treasure Hunter traits
    combined with the Steal and Pickpocket abilities are great to have as they
    really help out with Gil and item acquisition. You get a substantial Evasion
    boost, as well as Sneak Attack, which is a great way to initiate combat, and
    Trick Attack, which has potential usefulness in a party situation (Samurai
    Yokodama!) On top of all that, you get Flee, which comes in handy in a pinch, or
    just gets you around a little faster. Color me greedy, but if this deal came
    with the Thief's Triple Attack and Hide ability, I'd be sold on it. Sadly, even
    with rising lvl caps, it's unlikely (but if it did, I guess thief would be one
    of those jobs with no reason to have as a main.)
    Paladin- Probably one of the least effective of the melee jobs to sub for
    Samurai. You'll gain some defense, but as an attacker you need something more
    offensive (not that the defense hurts). The only abilities that you can use at
    all are Holy Circle/Undead Killer, which are fine if you plan to fight a lot
    of undead, Protect, which is only useful in an emergency, and Sentinel, which
    is actually pretty good. Nonetheless, I wouldn't recommend subbing Paladin
    just for the Sentinel ability-- for that you could sub WAR and use Defender.
    The only other thing to consider is the white magic, which is weak because
    it's a Paladin's and even weaker because you subbed it. It doesn't hurt to have
    it. This combination isn't bad per-say, and it's probably more suited to what
    it does than subbing white mage. I don't think that Paladins can learn Regen,
    but if they did it would be worth considering for soloing and whatnot. Bottom
    line-- don't think that you can tank just because you have a Paladin sub (even
    though you ~could~).
    Dark Knight- Between the Attack Bonuses, Last Resort, Darkness, and the Weapon
    Bash abilities, this combination helps establish Samurais as stronger damage-
    dealers. Some people feel that the attack boost isn't substantial enough to
    make this a "good" combination, but if you utilize your abilities in unison
    with your weapon skills, you should find yourself doing some nice damage. (For
    example, using Last Resort and Darkness followed by a couple of Tachi: Gekko's,
    and tossing in a Weapon Bash can really pile on the damage.) The Arcana killing
    abilities are semi-useful.
    Dragoon- Most people consider Dragoon a bad sub from the beginning because you
    lose the 2-hour ability to call your wyvern, but I feel that it's futile to
    consider what you don't get (but since we're on the subject, you don't get
    Super Jump either, which stinks). In the end, the dragon-slaying abilities
    you'll get won't be as useful as if you just subbed another job, but if you
    do use Dragoon then of course you should use them when you can. You do get an
    Attack boost and an Accuracy boost, which aren't huge, but still noticable. On
    top of those, you get Jump and High Jump, which aren't bad abilities. Samurais
    are decent with Polearms, but subbing Dragoon won't really aid that much. To
    sum up, you really only get Jump, High Jump, and the stat bonuses. It's not
    worthless, but not anything special either.
    Ninja- You'll get zero abilities. Dual-wield shouldn't be used because you'll
    either want to use the Great Katana or the Pole Arm. The only useful trait you
    gain is Stealth, which isn't compensation in itself for the lack of abilities
    and traits. You do gain some Ninjitsu, but Blink is probably the only one
    you'll ever use. Again, subbing anything is better than nothing, so if you want
    to do it, count your blessings and don't worry about what you're not getting.
    Ranger- This combo gets some flak, but it's really not bad at all. The bow
    skills you get will fall behind at later levels, but a ranged attack is not
    a bad way to initiate combat early on (you'll want to switch to Great Katana
    or Polearm afterwards). You'll get nice Accuracy boosts as well as the
    Precaution trait. The Wide Scan, Scavenger, and Camouflage abilities are all
    useful, and Shadow Sewing may become available at a later level cap. Not a
    terrible combo for soloing, either. This isn't a bad combo even if you choose
    not to use a bow.
      There you have it. I had considered adding a section to rank Samurai as a sub
    job, but it can be broken down easily enough without considering each job
    individually. If you haven't already read the "Role of the Samurai" section, do
    so now. Again, you'll find that most classes fall under one or two of these
    roles: Attacker, Tank, Healer, Enner. I've broken them down by these sections
    rather than by each job, so keep in mind that a job can belong to two of these,
    because the more oriented a job is to that party function, the more applicable
    the information will be. For example, a Warrior can be considered both an
    attacker and a tank (varying greatly on how you choose to play it), but the job
    is more naturally oriented to tanking. In this case, the summary I've provided
    on subbing Samurai for a tank class would be more applicable than the one which
    talked about attackers; however, since Warriors are also attackers, you
    shouldn't completely ignore that either.
    Attackers- This obviously does not apply to magic attackers. This job is subbed
    for the Weapon Skills, which are not how a mage does damage. As far as melee
    and Ranger classes are concerned, this can be considered "the best" combination
    for any job within these categories, but again, the more a job is played in
    other categories, the less that applies.
    Magic Attackers- On FFXI, any melee attacker has access to weapon skills, but
    when considering how worthless it is to use them as a mage, Samurai does not
    add anything to this aspect of battle.
    Tanks- Because most tanks do attack (they may as well since they're engaged
    with the enemy... usually you don't have a choice anyway) subbing Samurai is
    not at all useless. Unleashing weapon skills is a decent enough way to build
    hate towards your character, though it's not as good as Provoke. You'll be much
    better off subbing Warrior, but if you want to be a more offensive tank (yes,
    an oxymoron, I know) this is definitely one of the better options. You still
    get Demon Circle and Heart Eye, both defensive abilities.
    Healers- Obvious. You'll probably never even attack the enemy as a healer, let
    alone use your weapon skills.
    ENers- Perhaps if you relied on melee attacks to inflict statuses and whatnot
    on the enemy, or if you could somehow release enhancement magic from your
    weapons, this would be viable, but since FFXI doesn't have any jobs suited to
    play that role, this is not a very good combo.
    If you're a Beastmaster, or are playing solo for any reason, remember that
    you'll have to be a one-man army, so anything you want done you'll have to do
    yourself. Keep that in mind while choosing a sub for soloing. Because you're
    no longer focusing on doing one thing, you'll need a sub that makes up for your
    main's shortcomings.
    /09.              / WEAPON SKILLS                                             /
      Weapon skills can be likened to magic for your weapons. As you inflict
    damage, your Tactical Point (TP) bar will fill. Be warned your TP will deplete
    while you rest (and when you change weapons, or go to another area). As a
    Samurai, weapon skills are your best friend, for without them, the damage you
    deal will be largely inadequate.
      To use a weapon skill, you'll need at least 100 TP-- any extra TP that you
    have after that will still be spent, but it will also improve the effects of
    whichever weapon skill you use (sometimes the WS will do more damage, or if
    there was a chance for some added effect, the chances of that happening will
    increase). Generally, it's best to use your weapon skills as soon as you can.
      As I'll discuss with further detail in a later section, the only weapons you
    should really ever use are the Great Katana, the Pole Arm, and maybe the Bow.
    No other weapons really have any use, and you'll probably never use any weapon
    skills with the bow. For that reason, I'll only list the weapon skills of the
    GK and the PA.
    Great Katana- at level 70, your Great Katana skill should max out at 251.
    (Lvl 80= 300)
    |Skill Level |  Skill Name                          |Added Effects            |
    |     10     |  Tachi: Enpi                         |Hits twice.              |
    |     30     |  Tachi: Hobaku                       |May stun the enemy.      |
    |     70     |  Tachi: Goten                        |Lightning element attack.|
    |    100     |  Tachi: Kagero                       |Fire element attack.     |
    |    150     |  Tachi: Jinpu                        |Wind element- hits twice.|
    |    175     |  Tachi: Koki                         |                         |
    |    200     |  Tachi: Yukikaze                     |May add "dark".          |
    |    225     |  Tachi: Gekko                        |May add "silence".       |
    |    250     |  Tachi: Hanaguruma/Kasha             |*Currently unavailable.  |
    Pole Arm- at level 70, your Polearm skill should max out at 236.
    (Lvl 80= 223)
    |Skill Level |  Skill Name                          |Added Effects            |
    |     10     |  Double Thrust                       |Hits twice.              |
    |     30     |  Thunder Thrust                      |Lightning element attack.|
    |     70     |  Raiden Thrust (EX)                  |Lightning element attack.|
    |    100     |  Leg Sweep                           |May stun the enemy.      |
    |    150     |  Penta Thrust                        |Hits 5 times.            |
    |    175     |  Vorpal Thrust                       |                         |
    |    200     |  Skewer                              |Hits 3 times.            |
    |    225     |  Wheeling Thrust                     |*Currently unavailable.  |
    |    250     |  Impulse Drive                       |*Currently unavailable.  |
      I've decided to include the elements of the weapon skills for skillchain
    purposes, but seeing as I don't have all of that information yet, I can't.
    /10.              / SKILLCHAINS                                               /
      Skillchains-- otherwise known as "renkei"-- are incredibly useful in any
    party scenario. It'll be difficult to get repeat invites if you don't learn
    how to execute them. To execute a skillchain, you'll need to use certain weapon
    skills about 2-4 seconds before/after another party member's weapon skill. Only
    certain weapon skills work with others to create skillchains. This section is
    dedicated to describing which skillchains a Samurai can participate in.
      Each skillchain has one or two elements. There are also different levels of
    skillchains (Lvl. 1, Lvl. 2, and Lvl. 3). Once you successfully execute a
    skillchain, an "extra attack" will activate which will deal its elemental
    damage to the target. It's best, of course, to use a skillchain which will deal
    the type of damage your target is weak to. Below you'll find a chart which
    provides the names of the extra attacks which occur when a skillchain is
    executed successfully, as well as the elements of those attacks. Note that
    Level 2 renkeis may have one or two elements at the same time, and they are
    typically stronger than Level 1 renkeis.
      Before we get to that, I should mention that there is also an effect called
    a "magic burst" which adds even more damage than a skillchain. Essentially, if
    a mage casts a spell which is of the same element as the skillchain (at the
    right time) the spell's effects will be amplified by several times. For the
    most part, it is the responsibility of the mage to deal with magic bursting,
    but it will require communication on your part so that the mage will be
    prepared to time their attempt just right. If you'd like to learn more of the
    specifics of skillchains/renkei/magic bursts, Master LL has a guide on GameFAQs
    which I suggest you take a look at.
      Lastly, we have to talk about the unique ability of the Samurai-- Samurais
    can execute skillchains on their own, without any help from party members, and
    they are the only class with that ability. To execute your own skillchain,
    you'll have to employ your 2-hour ability, Wise Reflection. By doing so, you
    can use three weapon skills consecutively. This damage, sadly, does not make
    up for the Samurai's overall lack of power (there are better 2-hour abilities
    that are strictly damage-dealing), but it comes in very handy in an emergency
    situation, or when you want to kill something a little faster for an experience
      Here we go!
                |       Level 1       |      Level 2       |    Level 3        |
    Element     |                     |                    |                   |
       Dark     |    Compression      |    Gravitation     |    Dark           |
       Earth    |    Scission         |    Gravitation     |    Dark           |
       Ice      |    Induration       |    Distortion      |    Dark           |
       Water    |    Reverberation    |    Distortion      |    Dark           |
       Light    |    Transfixation    |    Fusion          |    Light          |
       Fire     |    Liquification    |    Fusion          |    Light          |
       Lightning|    Impaction        |    Fragmentation   |    Light          |
       Wind     |    Detonation       |    Fragmentation   |    Light          |
    How do you execute a Lvl 3 skillchain? Well, I could tell you, but that would
    ruin all the fun (for me)!
      To execute a P.S., or personal skillchain, you have to employ your 2-hour
    Meikyo Shisui ability, which will allow you to consecutively unleash three
    weapon skills.
      According to DranoK's Skillchain Calculator (Version 2.21), two level 70
    Samurais should be able to execute the following skillchains. Please keep in
    mind that this program does not accomodate which skillchains that Samurais can
    execute by themselves, so many of these combinations will probably not work,
    but until I can verify which ones actually do work (I only remember a few of
    them-- too few to bother listing) this will just have to suffice. At the very
    least, you can use this information to give you some ideas of skillchains which
    MAY work with your 2-hour ability. If not, maybe you know another high level
    Samurai and you can execute some of these together. Whichever end of the
    spectrum you're on, I hope you can put this to at least a little bit of use.
    *For those of you at a low level, I'll throw you a little bone-- the first
    combination, Tachi:Enpi + Tachi:Enpi DOES yield a Distortion, so you can use it
    from very early on.
      WS#1            +   WS#2            =  Skillchain
      Tachi: Enpi     +   Tachi: Enpi     =  Distortion
      Tachi: Enpi     +   Tachi: Jinpu    =  Distortion
      Tachi: Enpi     +   Tachi: Koki     =  Reverberation
      Tachi: Enpi     +   Tachi: Gekko    =  Reverberation
      Tachi: Hobaku   +   Tachi: Goten    =  Impaction
      Tachi: Hobaku   +   Tachi: Koki     =  Fragmentation
      Tachi: Hobaku   +   Tachi: Gekko    =  Fragmentation
      Tachi: Goten    +   Tachi: Enpi     =  Distortion
      Tachi: Goten    +   Tachi: Jinpu    =  Distortion
      Tachi: Goten    +   Tachi: Koki     =  Reverberation
      Tachi: Goten    +   Tachi: Gekko    =  Reverberation
      Tachi: Kagero   +   Tachi: Enpi     =  Scission
      Tachi: Kagero   +   Tachi: Goten    =  Fusion
      Tachi: Kagero   +   Tachi: Jinpu    =  Scission
      Tachi: Kagero   +   Tachi: Koki     =  Fusion
      Tachi: Kagero   +   Tachi: Gekko    =  Scission
      Tachi: Jinpu    +   Tachi: Kagero   =  Liquification
      Tachi: Jinpu    +   Tachi: Jinpu    =  Detenation
      Tachi: Jinpu    +   Tachi: Koki     =  Reverberation
      Tachi: Jinpu    +   Tachi: Yukikaze =  Detenation
      Tachi: Jinpu    +   Tachi: Gekko    =  Reverberation
      Tachi: Koki     +   Tachi: Hobaku   =  Induration
      Tachi: Koki     +   Tachi: Goten    =  Impaction
      Tachi: Koki     +   Tachi: Koki     =  Impaction
      Tachi: Koki     +   Tachi: Yukikaze =  Induration
      Tachi: Yukikaze +   Tachi: Goten    =  Impaction
      Tachi: Yukikaze +   Tachi: Koki     =  Fragmentation
      Tachi: Yukikaze +   Tachi: Gekko    =  Fragmentation
      Tachi: Gekko    +   Tachi: Hobaku   =  Induration
      Tachi: Gekko    +   Tachi: Goten    =  Impaction
      Tachi: Gekko    +   Tachi: Koki     =  Impaction
      Tachi: Gekko    +   Tachi: Yukikaze =  Induration
      Remember that this is only a list of possibilities.  There's a system to
    skillchains which limits which combinations will work, and I am ~guessing~ that
    this calculator will at least rule out combinations which can't work, so
    perhaps this list at least throws some of the ideas out that won't work for
    you. Again, I'm not sure. Of course, I'll welcome any confirmations or
    contributions for the time being, as I figure they'll at least be more reliable
    than what I have so far.
    By the way, once you've found the personal skillchains that you like, you may
    want to set a macro for them, provided you have room. Don't let that make you
    lazy, though. If you never do skillchains manually then you may find yourself
    having a hard time whilst in parties where you have to try new skillchains. Be
    sure that you have the timing down before you slip into auto-pilot.
    /11.              / WEAPONS                                                   /
    Here it is!  A complete list of all the great katanas, polearms, and bows that
    can be used as a Samurai... well, hopefully.  As always, if you find something
    wrong/missing, please just let me know.  Eventually I may add Swords, Daggers,
    and Clubs, but as they really don't add much to the class, there's also a good
    chance that I won't.  I hope to whatever diety may exist as a god in whatever
    asgard of this universe or another there is, that you will stray away from
    using those weapons as a Samurai.
    Great Katana
    Lvl  Name              Damage  Delay  Stats             How to Obtain
    ---  --------------    ------  -----  -----             ---------------------
    01   Mumeito           12      420
    08   Tachi             21      450
    08   Tachi +1          22      437
    12   Uchigatana        24      420
    12   Uchigatana +1     25      407
    16   Nodachi           30      450
    16   Nodachi +1        31      437
    23   Okanehira         38      450
    26   Kanesada          36      420
    27   Kotetsu           40      450
    34   Homura            47      463    +Fire
    34   Homura +1         48      450    +Fire
    36   Ashura            45      420 
    36   Ashura +1         46      407
    37   Hosodachi         51      428
    37   Hosodachi +1      52      414
    44   Mikazuki          58      450
    44   Mikazuki +1       59      437
    48   Odenta            63      450
    51   Kiku-Ichimonji    66      450
    54   Jindachi          69      450
    54   Jindachi +1       70      437
    55   Dotanuki          65      420
    59   Daihannya         72      450    STR+3
    60   Gold Musketeer's  66      399    ATT+4 ACC+4
    61   Zanbato           73      464
    65   Onikiri           74      450
    67   Kazaridachi       76      450    CHR+2
    70   Murasame          72      420
    Pole Arm
    Lvl  Name              Damage  Delay  Stats             How to Obtain
    ---  --------------    ------  -----  -----             ---------------------
    01   Harpoon           08      396
    01   Harpoon           09      385
    04   Obelisk           13      396    STR+1 INT-1
    07   Bronze Spear      16      396
    07   Bronze Spear +1   17      385
    14   Brass Spear       25      396
    14   Brass Spear +1    26      385
    14   Shock Spear       25      396
    18   Royal Spearman's  28      396
    20   Cruel Spear       29      385    INT+2 MND-2
                                          +2 VS Dark
                                          -2 VS Light
                                          Evasion Down
    24   Spear             34      396
    24   Spear +1          36      385
    30   Royal Squire's    37      396
    32   Lizard Piercer    36      365    +Ice VS
    36   Halberd           42      396
    36   Halberd +1        43      385
    41   Orc Piercer       48      396    +Light VS
    45   Trident           51      396    +Lightning
    47   Heavy Halberd     56      419    EVA-3
    49   Wind Spear        56      385    +4 VS Wind
    50   Royal Knight      56      396
         Army Lance
    52   Kamayari          58      396    Samurai Only
    52   Kamayari +1       59      385    Samurai Only
    53   Thundercloud      59      396    DEX+3
                                          +11 VS Ice
                                          +11 VS Lightning
                                          -11 VS Earth
    53   Monsoon Spear     59      396
    57   Partisan          64      416
    59   Envy Spear        67      435    STR-1 DEX-1
                                          VIT-1 AGI-1
                                          INT-1 MND-1
    Lvl  Name              Damage  Delay  Stats             How to Obtain
    ---  --------------    ------  -----  -----             ---------------------
    01   Shortbow          05      360
    01   Shortbow +1       06      351    RACC+3
    05   Longbow           17      540
    05   Longbow +1        18      524    RACC+2 RATT+2
    07   Self Bow          14      450
    07   Self Bow +1       15      441    RACC+3
    10   Royal Archer's    24      540
    10   Freesword's Bow   12      360
    16   Power Bow         30      540
    16   Power Bow +1      31      524    RACC+2 RATT+9
    17   Hunting Bow       15      360
    24   Wrapped Bow       19      360
    24   Wrapped Bow +1    20      351    RACC+3
    30   Great Bow         43      540
    30   Great Bow         44      524    RACC+2 RATT+12
    36   Composite Bow     36      450
    36   Composite Bow +1  37      441    RACC+3
    38   Speed Bow         25      324
    40   Battle Bow        54      540
    40   Battle Bow +1     55      524    RACC+2 RATT+15
    50   Kaman             32      360
    50   Kaman +1          33      350    RACC+3
    50   War Bow           65      540
    50   War Bow +1        66      524    RACC+2 RATT+18
    Lvl  Name              Damage  Delay  Stats         How to Obtain
    ---  --------------    ------  -----  -----         ---------------------
    01   Stone Arrow       05      120
    01   Wooden Arrow      05      120
    07   Bone Arrow        09      120
    14   Iron Arrow        14      120
    17   Beetle Arrow      12       90     RACC+5
    24   Silver Arrow      19      120
    45   Fire Arrow        29      120
    45   Ice Arrow         29      120
    45   Lightning Arrow   29      120
    As you can see, there's really not much to think about as far as using GK. For
    the most part, just get the highest level one you can use. If you're a fast
    leveller, then you might be able to afford skipping every other one.
    Polearms will require you to be a little more thoughtful, but you shouldn't
    have much trouble choosing the strongest one for your level.
    Lastly, Bows aren't too much to think about either. Get the one with the best
    RACC you can use so that when you're pulling you might actually hit your
    /12.              / ARMOR                                                     /
    This section will eventually (I hope) contain a list of armor that can be worn
    by the Samurai. It's a big task, but it must be done.  :|
    This will probably be the last thing I do, since it's such an overwhelming
    /13.              / AF EQUIPMENT                                              /
      AF Equipment, or Artifact Equipment, is special equipment which is custom
    made to strengthen a particular job class. Each job has its own set of AF
    Equipment, which is generally the best equipment for that job. If you've ever
    played some of the older Final Fantasy games which utilized the job system, you
    should recognize this equipment because it is modeled after its predecessors.
      If you'd like to see a picture of the Samurai AF Armor, you can try this URL,
    which is clearly the work of a genius.
      Yes, unfortunately the AF Armor for the Samurai is very ugly. If you like it,
    more power to ya, but I don't really care for it at all (I prefer to take off
    the helmet, and then it's tolerable). Maybe Square-Enix will decide to make
    another set of AF Armor for each job... wouldn't that be nice? They couldn't do
    much worse, at least.
    Anyways, here is the list of AF Equipment for the Samurai as well as their
    effects. (I'll be adding the "how to obtain" info later on, so for the moment,
    please don't email me questions concerning that.) By the time you're strong
    enough to use these, you ought to have some idea of how to get them anyway.
    AF Great Katana
    Level Needed:  42
    Damage:        56
    Delay Time:    450
    Other Effects: STR+1, AGI+1.
    AF Body Armor
    Level Needed:  58
    Defense Plus:  41
    HP Plus:       10
    Other Effects: VIT+3, Dark Resistance +15, TP growth may increase if damaged.
    AF Head Armor
    Level Needed:  60
    Defense Plus:  20
    HP Plus:       10
    Other Effects: MND+5, Demon Circle effect up, Silent Concentration effect up.
    AF Leg Armor
    Level Needed:  53
    Defense Plus:  30
    HP Plus:       15
    Other Effects: STR+3, Earth Resistance +10, Parry Skill +5.
    AF Hand Armor
    Level Needed:  56
    Defense Plus:  15
    HP Plus:       15
    Other Effects: DEX+4, Hate+2, the effect of eating Rice Balls* increases.
    AF Foot Armor
    Level Needed:  52
    Defense Plus:  13
    HP Plus:       20
    Other Effects: Fire Resistance +10, Evade+5, Hate+5.
    Samurai AF Armor (Complete Set)
    Damage:        56
    Delay Time:   450
    Defense Plus: 119
    HP Plus:       70
    Stat Bonuses:  STR+4
                   Dark Resistance +15
                   Earth Resistance +10
                   Fire REsistance +10
    Other Effects: Evade +5
                   Parry Skill +5
                   Hate +7
                   TP growth may increase when damaged.
                   Demon Circle effects increase.
                   Silent Concentration effects increase.
                   Effect of eating Rice Balls* increases.
    *Here are the effects of a Rice Ball without the AF Armor:
       HP+10, HP Regen+1, DEX-1, VIT+2
      (Currently I am unaware of how exactly the AF Armor enhances these effects.)
    /14.              / FREQUENTLY ASKED QUESTIONS                                /
    DON'T BOTHER ASKING questions that are already answered in the guide, and also
    DON'T BOTHER ASKING questions which already have a section set aside, even if
    it has no information currently-- I will get to that later.
      Other than that, I hope I do such a good job with this FAQ that no one has
    any questions. Zzzzzzzzzzz... Huh?  Oh, sorry, I must have been dreaming.
    /15.              / CONTACT INFO                                              /
    Please read the following before sending your questions or contributions:
    For questions--
      Please note that I am not obligated to respond to any recieved emails, so if
    I take an hour, a day, a month, a year, or for-never, to respond to your email,
    do not continually email me in regards to the same question. Sometimes I'm much
    to busy to concern myself with the petty details of a video game. Also note
    that the more specific you are in describing to me what exactly you want to
    know, the more easily I'll be able to give you an answer. Questions that will
    recieve no response include but are not limited to:
     Any kind of flaming, insulting, and other unconstructive crap like that.
     Questions that are already answered in this Guide.
     Questions that apply to a section that has yet to be added.
     General information not relevant to the content of this FAQ.
    For contributions--
      I will not acknowledge you as a contributor unless you specifically say that
    you would like to be acknowledged within the FAQ (be sure to include the name
    which should recieve credit for the contribution). Provided you offer the
    appropriate information, I will most likely give you credit; however, there are
    some circumstances under which I will not, such as:
      The contribution is very small.
      A very large number of people contributed the same information.
      I already have the information (I'll probably thank you for the confirmation)
      I don't use the contribution (obviously).
    Please keep in mind that I am not in any way obligated to acknowledge anyone as
    a contributor (information cannot be copyrighted), but provided it seems
    reasonable to do so I will. You can send me information even if you are unsure
    of its truthfulness, but be sure that you mention that you are unsure. Those
    who knowingly and purposefully send false information will recieve a terrible
    verbal smiting from right here in my very own chair. All contributors can be
    found in the "Special Thanks" section.
    Questions and Contributions may be sent here:
    /16.              / SPECIAL THANKS                                            /
    Thanks to-
     Me, for the writing this guide, because no one else probably will. :*(
     My dear mother-- I know, having me for a son is thanks enough.  =)
     Paul-- You're ugly, stupid, and I hate your guts, but you let me hog your
            computer for the entirety of my visit, so I guess you don't suck SO
            bad.  ;)
     My two younger brothers-- if you hadn't taken over the gaming consoles I'd
                               never have found the time to make this guide. = O
     Square-Enix-- You stole my life and replaced it with an artificial demon-pool
                   filled with psychopaths and monsters.  Thank you.
     White Mages-- Bless you all to pieces.
     Omnislash-- Big thanx for all the confirmations, contributions, and
                 information he sent.
     Jackall47-- Nutha big thanx to him for sending massive confirmations,
                 contributions, and info as well.
     Another thanks to all of you who sent in smaller (but necessary and important) 
     confirmations, contributions, information, corrections-- you know who you are.
    /17.              / LEGAL                                                     /
      This Guide is Copyright (C) by RPGenious. This guide may be reproduced and
    distributed with my permission (which I will almost always give provided
    you contact me first). Posting, reproducing, or distributing this guide without
    my permission is a breach of copyright law and punishable by fine for punitive
    damages (so please just contact me first-- I try to keep updated versions
    available to those who wish to use my guide and I won't be able to do so if I
    can't contact you in return.)
    Currently the following sites and/or persons have my approval:
    These sites have requested permission to host my FAQ. They have my permission
    to do so, but they may choose not to (I'm not registered as a contributor with