Corsair

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Corsair Job

Descendants of the dauntless pirates that once scourged the seas of the Near East, corsairs rely on the “Hexagun,” a multi-barreled revolver, and elaborate luck-based abilities to alter the stakes of battle.

Games play an indispensable role in the lives of the corsairs, who use games to break the monotony of everyday life, to raise capital, and occasionally to solve disputes between crew members. This preoccupation led the corsairs to discover ways to use the principles of games in battle, and techniques like "Phantom Roll" and "Quick Draw" were devised. "Phantom Roll" utilizes dice to control the luck of one's companions, while "Quick Draw" allows the corsair to strike the enemy with a card that contains elemental power. Perhaps the corsairs' fascination with such battle games reflects the precariousness inherent to their own lives, which are often spent one step ahead of the reaper.

Only those who possess an iron resolve and innate luck for weathering great risks have the necessary qualities to walk the path of one who wages his own life for justice--the corsair.

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Corsair Starting Ability Scores

 

Hume

Elvaan

Tarutaru

Galka

Mithra

HP

28

30

24

33

28

MP

0

0

0

0

0

STR

6

7

5

7

6

DEX

7

7

9

7

9

VIT

6

7

6

8

6

AGI

7

6

8

7

8

INT

7

6

9

7

7

MND

6

7

6

6

6

CHR

6

6

6

5

5

Corsair

Name

LV

Dur

RU

Target

Effect

Wild Card

1

 

2 hour

 

Has a random effect on all party members within area of effect.

Phantom Roll

5

 

 

 

Grants a beneficial effect to party members within area of effect.

Double-Up

5

 

 

 

Enhances an active Phantom Roll effect that is eligible for Double-Up

Quick Draw

40

 

 

 

Shoot a bullet charged with the magical energy of an elemental card. Special items required

Random Deal

50

 

 

 

Has the possibility of resetting the recast time of a random ability for party members within area of effect

Job Traits

Resist Paralyze

5

 

 

 

Gives you a slight resistance against paralysis

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Dur = Duration; RU = Reuse Time (in minutes)

Acquiring Phantom Rolls
The Phantom Roll ability is learned at level 5. However, in order to use this ability, corsairs must use dice to learn various rolls, in much the same way scrolls are used to learn spells. Acquired rolls will appear in a sub-menu after selecting Phantom Roll.

Using Phantom Roll
When the Phantom Roll ability is used, a number (in roman numerals) from to is generated and party members within range gain the effect of the roll. The number displayed affects the degree of the roll's effect.

- Double-Up
For 45 seconds after using a Phantom Roll, the corsair will have the option of using the Double-Up ability. This period of time is represented by the Double-Up Chance icon.
Using Double-Up will once again generate a number from which is then added to the total of the previous roll.

Corsairs can continue to use the Double-Up ability as long as the Double-Up Chance icon remains.

Phantom Roll totals
The effect of a roll will continue to increase as the total rises from I to XI. However, if the total reaches XII or more, the roll will Bust.
Each Phantom Roll has a lucky and unlucky number. Obtaining a total equal to a rolls lucky number will produce an effect second only to a total of XI. A total equal to the unlucky number will produce an effect weaker than a total of I.
If the roll becomes a Bust, party members will lose the effect of the roll and the corsair will experience an additional penalty.
*A Bust will reduce the number of possible active Phantom Rolls by one, as well as inflict a detrimental effect corresponding to a Bust roll.

- Special effects of Phantom Roll
The effect of a Phantom Roll will be enhanced depending on the type of roll and the main jobs of party members. For example, when a Fighters Roll is used, the effect of the roll will be greater if a warrior is in the party.

Things to consider when using Phantom Roll
Characters with corsair set as a main job can have a maximum of two active Phantom Rolls, while those with corsair as a support job are limited to one active Phantom Roll effect.
The Phantom Roll effects of a character with corsair set as a support job are weaker, and do not gain the bonus effect from the presence of the applicable main job in the party.
A character with the ability to use both Phantom Roll and bard songs is restricted to a maximum combination of two effects per party member.
A Phantom Roll effect cannot be reapplied until after it has worn off or been removed