Category:Instincts

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Although monipulators cannot use equipment, they do possess innate knowledge termed "instincts," which function in a similar manner. Instincts are obtained by leveling up or by exchanging Infamy, and are equipped like equipment, except that you can put any instinct in any slot, just as you can Attachments for Automatons. The amount of Instincts able to be equipped is determined by the number of Faculty Points the player has.

In addition to normal methods of acquisition, it is also sometimes possible to learn a job instinct by dying (see testimonials).

Race Instincts[edit]

Race Instincts grant stat bonuses based on the stats of the main 5 races of Vana'diel. The first tier of each instinct is unlocked by completing Monstrosity (Quest). The second-tier instincts can be purchased from Teyrnon for 500 Infamy each. There are no prerequisites to purchase race instincts.

Instinct Name Stats Effects Infamy Cost Faculty
Point

Cost
Hume's Instinct I STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 -- Starter 3
Hume's Instinct II STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 Physical Damage Taken-2% 500 4
Elvaan's Instinct I STR+3 MND+3 -- Starter 3
Elvaan's Instinct II STR+3 MND+3 Magic Damage Taken-3% 500 4
Tarutaru's Instinct I INT+3 MP+2% Starter 3
Tarutaru's Instinct II INT+3 MP+2%
Refresh+1
500 4
Mithra's Instinct I DEX+3 AGI+3 -- Starter 3
Mithra's Instinct II DEX+3 AGI+3 Physical Damage Taken-2% 500 4
Galka's Instinct I VIT+3 HP+2% Starter 3
Galka's Instinct II VIT+3 HP+2%
Regen+1
500 4

Job Instincts[edit]

For the associated jobs of each of these instincts there is a way of reducing the cost of any job specific instinct by half. To do this you must complete the level 70 limit break (LB5) for each of the jobs you want to have reduced.
LB5: 5000 Infamy
No LB5: 10000 Infamy

Instinct Name Effect Faculty
Point

Cost
Warrior's Instinct STR+10 Attack+25 Double Attack+5% -- 15
Monk's Instinct HP+10% AGI+10 Subtle Blow+10 -- 15
White Mage's Instinct MND+10 Magic Defense Bonus+10 Regen+1 -- 15
Black Mage's Instinct INT+10 Magic Attack Bonus+10 Elemental Magic Casting Time-10% -- 15
Red Mage's Instinct Magic Accuracy+5 Magic Defense Bonus+5 Resist Petrify+30 Fast Cast+10 15
Thief's Instinct DEX+10 Resist Gravity+30 Triple Attack+3% -- 15
Paladin's Instinct VIT+10 Resist Sleep+30 Physical Damage Taken-3% -- 15
Dark Knight's Instinct STR+10 Attack+50 Resist Sleep+30 -- 15
Beastmaster's Instinct CHR+10 Resist Slow+30 Resist Amnesia+30 -- 15
Bard's Instinct CHR+5 Resist Silence+30 Enemy Critical Hit Rate-5% -- 15
Ranger's Instinct AGI+10 Accuracy+25 Resist Poison+30 -- 15
Samurai's Instinct Resist Blind+30 Store TP+10 Conserve TP+10 -- 15
Ninja's Instinct DEX+5 AGI+5 Resist Bind+30 Subtle Blow+10 15
Dragoon's Instinct HP+5% Accuracy+40 Conserve TP+10 -- 15
Summoner's Instinct MP+10% Resist Slow+30 Refresh+1 -- 15
Blue Mage's Instinct All Stats+3 Status Ailment Resistance+10% Regen+1 -- 15
Corsair's Instinct AGI+5 Resist Paralyze+30 Resist Amnesia+30 -- 15
Puppetmaster's Instinct DEX+5 Resist Slow+30 Resist Amnesia+30 -- 15
Dancer's Instinct Accuracy+15 Evasion+15 Resist Slow+30 Subtle Blow+7 15
Scholar's Instinct INT+5 Resist Silence+30 Occult Acumen+15 -- 15
Geomancer's Instinct HP+10% Conserve MP+10 Elemental Magic Casting Time-10% -- 15
Rune Fencer's Instinct AGI+5 Magic Defense Bonus+20 Regen+2 -- 15

Monster Instincts[edit]

Leveling up monipulators allows you to learn an instinct every 30 levels. The instincts can then be equipped by any monster.

Tier I Instinct Learned = Level 30 MON
Tier II Instinct Learned = Level 60 MON
Tier III Instinct Learned = Level 90 MON

Message received upon acquisition of a new MON instinct is: "You have learned a new sentience!"

Birds[edit]

Beasts[edit]

Lizards[edit]

Plantoids[edit]

Vermin[edit]

Other[edit]

See Also[edit]

This article uses material from the "Category:Instincts" article on FFXIclopedia and is licensed under the CC-BY-SA License.

Pages in category "Instincts"

The following 7 pages are in this category, out of 7 total.