Category:Trust
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Getting Started
Acquiring Trust Magic
Upon reaching Level 5, a player may begin to unlock Trust magic by completing one of three initiation quests:
Any nation's quest can be your first, regardless of nation rank and allegiance. Completing one will allow you to start a second quest in another nation. The first quest will be longer in dialogue to explain the details of how to use this new form of magic. Subsequent quests will be shorter in length to only include the basics.
Certain Trusts are obtained simply by trading in a Cipher from Repeat Login Campaigns to a Trust NPC, such as
Cipher: Shantotto II, while others have more involved quest and mission requirements. Certain Seasonal Events also reward players with unique Trusts, such as Sunbreeze Festival or Sunshine Seekers. See the current and upcoming events page for more information.
You can trade
Cipher items to unlock new Trusts to one of the following Trust NPCs in any of the three starter nations:
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A note on Unity Concord (UC) Leaders: Unity Trusts are obtained by completing Records of Eminence quests and accumulating 5,000 Unity Accolades.
Important: It is only possible to be a member of one Unity at a time, and therefore only possible to have one Unity Concord (UC) Trust. |
Conventions & Usage
Trust magic follows many of the same conventions as any other form of magic and is affected by Fast Cast and Haste, but does not require MP to cast. It has a natural 3 second Spell Casting Time and a 240 second Spell Recast cooldown. The cooldown resets upon changing areas. Like Ninjutsu and Songs, Trust magic will not draw aggro from magic aggressive mobs and cannot be cast while under the effect of Silence or Mute.
While Trust magic is similar in these ways to traditional magic, it does have unique conditions on when it can be used:
- Players cannot summon Trusts after having drawn enmity from a mob.
- For example, if accidentally aggro'd by a mob and Trusts were not already summoned beforehand, you will not be able to use Trust magic until either:
- the mob is defeated,
- you are defeated,
- zoning,
- enmity is lost somehow through crowd control and escaping to de-aggro, like running through water to hide your scent (Deodorize).
- If a party member has drawn aggro from a mob, and you (as party leader) have not, you will still be able to summon Trusts.
- If you as party leader have fallen in battle but another party member is still fighting, you may be able to re-summon Trusts after raising but before re-engaging, as you no longer not have any established hate. However, this may not always work as certain content has party/alliance hate mechanics regardless of actions taken or not.
- There are exceptions to this in certain battlefields, where it may display "Alter Egos may be used without effect on enmity." Examples include Domain Invasion, Walk of Echoes, Reives, and Legion. This includes re-summoning Trusts that have been defeated, dismissed, etc., as long as their recast timer is ready again.
- For example, if accidentally aggro'd by a mob and Trusts were not already summoned beforehand, you will not be able to use Trust magic until either:
- Only the party leader is able to summon Trusts.
- Alliances may not be formed when in a party comprised of both players and Trusts.
- Parties may not contain multiple Trusts of the same NPC.
- This includes different versions of the same NPC, variants such as Excenmille and Excenmille (S), Maat and Maat (UC), or Zeid and Zeid II, and so on.
- The sole exception to this is D. Shantotto which for story reasons, are not the same NPC.
- Trusts may not be summoned in the first 120 seconds after being invited to a party.
- Zoning or changing party leader can be used as a workaround.
- This restriction is in effect to prevent a bug with trusts interfering with pending party invites.
- Trusts that move out of range of the monster move in accordance to the monsters position after its engaged, and move when their player moves.
- If your Trusts are running in circles and not doing what they are supposed to such as curing, then you need to move the monster to a more appropriate position.
Commands & Macros
- Trusts can be dismissed (only when the party leader does not have a drawn weapon) with the commands /returnfaith, /refa, /returntrust or /retr - by default they dismiss the targeted Trust; using the subcommand all dismisses all Trusts.
- This performs the same action as talking to the Trust and selecting Dismiss.
- The same restriction applys between using the text command and using Dismiss from the menu: the Trust must be in targeting range (30y).
- Alternatively: All Trusts, regardless of range, will be forcibly dismissed by inviting another player or summoning an Adventuring Fellow into a 6-member party that contains Trusts.
- This performs the same action as talking to the Trust and selecting Dismiss.
- You can hide the trust of other players not in your party using the command /hidetrust on [Recommended!]
- The /ignoretrust [on/off] command updates your subtarget cursor so it doesn't target trusts in other parties when enabled. [Recommended!]
- You will still be able to subtarget your own party's trusts.
- The /emotetrust [on/off] command when enabled will cause your Trusts to perform certain emotes on your target at the same time you do. (Default is on.)
- This can be used for setting up screenshots, but has no practical purpose such as Voidwatch trigger resets.
- Trusts with custom NPC models may not have emote animations.
Trust Icons Explained
| Icon Type | Role | Icon Color | Association |
|---|---|---|---|
| Tank | Bastok | ||
| Melee Fighter | San d'Oria | ||
| Ranged Fighter | Windurst | ||
| Caster | Jeuno / Rise of the Zilart | ||
| Healer | Chains of Promathia | ||
| Support | Treasures of Aht Urhgan | ||
| Special (Other) | Wings of the Goddess | ||
| Seekers of Adoulin | |||
| Other | |||
- The icon type of the Trust spell relates to the Trust's role.
- The icon color relates to their regional association.
Battle Content Availablity
| Trusts may or may not be summoned in the following battle content: | |
|---|---|
Trusts may be summoned in:
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Trusts may not be summoned in:
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Alter Egos In-Depth
Alter Ego Behaviors
For a general overview, see Trust Behavior.
For a full list of each Trust and their individual behaviors, see the database here or select below. Template:BGWiki:Trusts
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| Unity Concord |
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Alter Ego Statistics & Levels
The strength and status of an Alter Ego is determined as follows:
- Player level 99 or lower:
- An Alter Ego's level is fixed and will always match the level that the player is who called it forth. When a player levels up while an Alter Ego is present, the Alter Ego's strength does not improve. A player must re-call forth the Alter Ego to see a strength improvement.
- Players level 99 or above:
- An Alter Ego's level is adjusted automatically while called forth based on the calling player's average Item Level. This value can be found under the Equipment menu. When a player's Item Level changes, all Alter Egos will adjust automatically. Item Level 119 is the initial cap of this improvement (see #Further Improvements for more).
- As of the January 2017 Version Update, Haste+ is granted to Alter Egos who have been called forth by players with an average Item Level of 100+. The exact value of this effect depends on the Trusts's type.
- As of the November 2021 Version Update, the following Trusts called forth by players who are Item Level 100+ will have increased defense and an increased Shield Block Activation Rate based on average Item Level:
- Kupipi / Curilla / Trion / Mhili Aliapoh / Valaineral / Mnejing / Lhu Mhakaracca / Rahal / August / Yoran-Oran
- The Alter Ego AAEV is exempt from this, and its defense power increases regardless of Item Level.
- Kupipi / Curilla / Trion / Mhili Aliapoh / Valaineral / Mnejing / Lhu Mhakaracca / Rahal / August / Yoran-Oran
- A player's Master Levels do not have any additional effect on Trusts.
- Alter Egos don't have the same stat distribution as players. They seem to follow the stat distribution of Adventuring Fellows or other NPCs.
- Their equipment is cosmetic for the most part, but in some cases they have additional effects related to the equipment. Such as Valaineral's defense reduction being similar to the Hauteclaire but nothing seen for the other PLD relic armor bonuses. Ferreous Coffin has the Refresh+2 of the WHM relic armor, but his Cure spells are the same effectiveness as Kupipi's so that set's stats like Healing Magic Skill+ and MND+ aren't applied.
- A key difference is that player stats are more balanced between races (starting at level 61), while Trusts aren't seeing the same adjustments.
- The base MP boost for jobs without MP using a subjob with MP is 33% higher for trusts.
Further Improvements
- Acquiring the
"Rhapsody in Fuchsia" increases Alter Ego's Derived Stats by approximately 1 level and Haste+ [1].
- Rhapsody in Fuschia's "Trust's Stats Up" effect is valid for all base stats except HP and MP. It was calculated to be about +20 to base stats (STR/DEX/AGI/VIT/INT/MND/CHR) at level 99 (see KI talk page).
- The blue post describes values for effects increase depending on the job, such as higher Magic Accuracy for a ranged magic attacker and higher Accuracy for a melee attacker. Note that SE has used accuracy and hit rate interchangably in the past, and may be talking about INT/MND/CHR (depending on the magic type) and DEX.
- Many different effects are available from Monster Rearing's Cheer effects.
- Some content, such as Abyssea, Voidwatch, Geas Fete, Domain Invasion, Odyssey, etc have their own ways of enhancing Alter Ego's strength. See the content pages for further details.
- The following Trust NPCs in Ru'Lude Gardens (H-5) unlock new Records of Eminence categories, special Trusts, and Alter Ego Points respectively. See their individual pages for more information:
Alter Ego Points
Alter Ego Points are used to enhance your Trusts attributes such as HP, STR, Combat Skills and so on, at Lv. 99. The primary way to earn these are by completing monthly Deeds objectives in the Records of Eminence, Ambuscade Rewards for 100 Total Hallmarks, and occasional additional opportunities during seasonal events and Vana'Bout. The system is designed so that you can strengthen your Trusts by allocating points to any stat. All stats can eventually be maxed out, but points cannot be reassigned, so make sure to choose your upgrades carefully. The plan is to eventually make enough points available so that all of the stats can be upgraded to the limit. Keep in mind, some Trusts may have different HP/MP caps based on their traits.
Unlocking Alter Ego Points
Syndella provides a
Cipher bracelet to unlock the ability to earn Alter Ego Points after completing the following requirements:
- Completed one of the initiation Trust quests.
- Possess
Job breaker. - Current main job must be Level 99.
Obtaining Alter Ego Points
| Item | Obtained from... | Points Earned |
|---|---|---|
| Records of Eminence Deeds Objectives (Monthly) Ambuscade 100 Total Hallmarks (Monthly) |
20 | |
| Seasonal events Vana'Bout |
100 | |
| Marjory after completing Way Over Capacity (One-time)[1] | 200 |
Using Alter Ego Points
| Levels | Points per Level |
|---|---|
| 1 to 10 | 1 |
| 11 to 20 | 2 |
| 21 to 30 | 3 |
| 31 to 40 | 4 |
| 41 to 50 (Max) | 5 |
| 150 Total Points to Attribute Maximum | |
- Can only be assigned inside a Mog House or Mog Garden, similar to Merit Points, under the Main Menu → Profile → Alter Ego Points.
- Points cannot be reassigned.
- Each attribute can be enhanced up to a maximum of 50, at the cost of 150 Alter Ego Points.
- All attributes can be upgraded eventually, there is no limit except available points.
Alter Ego Equipment System
(Currently under Development)
"This feature will enable you to select equipment for your Trust, providing them with ability boosts beyond their basic stats, similar to how the puppetmaster attachments work. We plan to make the equipment obtainable even when playing solo and are also currently exploring ways to incorporate existing content and crafting systems. As a result, it will be some time before we can share further details, so please stay tuned for additional updates regarding this feature."[2]
Monthly Adventurer Campaigns
There are two types of campaigns that may run any given month.
Alter Ego Expo
- When this Monthly Adventurer Campaign is active, Trusts receive various bonuses to their stats and performance.
- Maximum HP and MP raises by +50% for every active Trust that you summon.
- These amounts are added on top of any always-on effects already in place. In the case of Ferreous Coffin, he always has -10% Maximum HP and +35% Maximum MP. When the campaign is on, he has +40% Maximum HP and +85% Maximum MP.
- All trusts have a higher resistance to all Status Effects.
- Maximum HP and MP raises by +50% for every active Trust that you summon.
Alter Ego Expo Campaign – PLUS!
- When this Monthly Adventurer Campaign is active, Trusts the above mentioned effects as well as a recovery effect.
- ↑ After completing Way Over Capacity, speak to Marjory again while possessing a
Cipher bracelet to obtain.
- ↑ https://forum.square-enix.com/ffxi/threads/63889
Pages in category "Trust"
The following 91 pages are in this category, out of 91 total.
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- Cipher: Abenzio
- Cipher: Abquhbah
- Cipher: Adelheid
- Cipher: Aldo
- Cipher: Amchuchu
- Cipher: Arciela II
- Cipher: Areuhat
- Cipher: Ark EV
- Cipher: Ark GK
- Cipher: Ark HM
- Cipher: Ark MR
- Cipher: Ark TT
- Cipher: August
- Cipher: Babban
- Cipher: Balamor
- Cipher: Brygid
- Cipher: Cid
- Cipher: Darrcuiln
- Cipher: Domina
- Cipher: Elivira
- Cipher: F. Coffin
- Cipher: Fablinix
- Cipher: Gilgamesh
- Cipher: Halver
- Cipher: Ingrid II
- Cipher: Iroha
- Cipher: Iroha II
- Cipher: Joachim
- Cipher: Karaha
- Cipher: Kayeel
- Cipher: King
- Cipher: Koru-Moru
- Cipher: Kukki
- Cipher: Kupofried
- Cipher: Kuyin
- Cipher: Lehko
- Cipher: Leonoyne
- Cipher: Lhe
- Cipher: Lhu
- Cipher: Lilisette
- Cipher: Lilisette II
- Cipher: Lion
- Cipher: Lion II
- Cipher: Luzaf
- Cipher: Makki
- Cipher: Margret
- Cipher: Maximilian
- Cipher: Mayakov
- Cipher: Mihli
- Cipher: Mildaurion
- Cipher: Mnejing
- Cipher: Moogle
- Cipher: Morimar
- Cipher: Mumor
- Cipher: Mumor II
- Cipher: Naja
- Cipher: Najelith
- Cipher: Nashmeira II
- Cipher: Noillurie
- Cipher: Ovjang
- Cipher: Prishe II
- Cipher: Qultada
- Cipher: Rahal
- Cipher: Rainemard
- Cipher: Robel-Akbel
- Cipher: Rongelouts
- Cipher: Rosulatia
- Cipher: Rughadjeen
- Cipher: S. Sibyl
- Cipher: Sakura
- Cipher: Selh'teus
- Cipher: Semih
- Cipher: Shantotto II
- Cipher: Tenzen
- Cipher: Tenzen II
- Cipher: Teodor
- Cipher: Uka
- Cipher: Ullegore
- Cipher: Valaineral
- Cipher: Zeid
- Cipher: Zeid II





