Beastmaster

Long has mankind held in wary fascination the creatures that freely roam the wilds. At times formidable threats, at times reliable allies, beasts have been amply studied and their uses tested in all corners of the world.
Such research steadily developed into unique traditions that define what it means to master a beast─be it borrowing its power, summoning its soul, wielding it as a weapon, or fighting alongside it. Among these traditions exist the Kornago, who value the emotional and spiritual bonds between a practitioner and their bestial familiars.
Beastmaster (BST) is a limited job introduced in patch 7.56 of the Dawntrail expansion. After
blue mage, it is the second limited job to be added. Beastmaster is classified as a
melee DPS but cannot use role actions.
This job is solo-gameplay oriented, although players may also form parties for leveling or capturing beasts. Players may capture up to 50 different wild beasts from the overworld or certain instanced duties. In combat, players may summon one beast (also called familiars) and swap between three. Each beast has three different actions, allowing players to customize their rotation based on the beasts they choose. Regardless of what beasts are used, the general play style of beastmaster is to execute chains of increasingly powerful combos by synergizing with their beasts.
Beastmaster starts at level 1 and has a level cap of 50. At level 30, beastmasters can unlock the Crucible of the Unbroken, a series of solo roguelike combat challenges that provide a variety of rewards, including gear upgrades.
General information
Guild
Beastmaster-related NPCs are located in South Shroud (X:22, Y:23) (slightly south of the Bentbranch Meadows aetheryte) once the player sufficiently progresses in the beastmaster job quests.
Unlock
- Complete the quest: Strangers in the Wood
- Requirement: Level 50 Disciple of War or Magic
- Starting NPC: Excited Adventurer in New Gridania (X:11.8, Y:13.6)
- Prerequisite Quest: Players must first complete the Main Scenario Quest The Ultimate Weapon.
- Players must also have the Dawntrail expansion registered on their service account.
Equipment
The beastmaster is a disciple of war and equips striking armor and slaying accessories. Beastmasters use one-handed axes as weapons and shields in the off-hand slot. The shields that beastmaster can equip are either specific for the job or include shields that are not exclusive to
gladiator or
paladin.
Beastmaster also has job-specific armor sets and an accessory. The level 50 armor set is upgradeable and provides stat bonuses in the Crucible of the Unbroken. This set also provides comparable defense and magic defense to tank gear.
Stats
Beastmaster uses strength as their main attribute.
Leveling
Beastmasters gain greater EXP from completing FATEs than other jobs do. However, unlike blue mage, no bonuses are granted from defeating enemies in the overworld.
Beastmaster also gains experience from capturing beasts and completing boards in the Crucible of the Unbroken.
Beastmaster's job quests serve as a tutorial for the job and do not unlock new actions, unlike most other job questlines. In addition, instead of there being a quest every 5 levels as in many other jobs, new quests become available at levels where the beastmaster learns new actions that enhance their rotation. Completing job quests will also reward the player with beastmaster gear.
Main story
High-end crucible unlocks
| Quest | Type | Level | Quest Giver | Unlocks | Rewards |
|---|---|---|---|---|---|
| Free for All | 50 | Sylmond | |||
| Mastery Rematch | 50 | Sylmond | |||
| Blazing Trails | 50 | Sylmond |
| Action | Acquired | Level | Type | Casting | Recast | Range Radius |
Description |
|---|---|---|---|---|---|---|---|
| Smash Axe | 1 | Weaponskill | Instant | 2.5s | Delivers an attack with a potency of 160. | ||
| Capture | 1 | Ability | Instant | 2.5s | Delivers an attack with a potency of 100. Target cannot be incapacitated by this attack. Additional Effect: Marks target with Interest Captured Duration: 120s Interest Captured Effect: Forges a pact with the targeted beast should you succeed in their subdual Success is determined upon defeating targets under the effect of Interest Captured. An entry in the Master's Bestiary will be added upon successful subdual, allowing the beast to be summoned as a familiar. Success rate is inversely proportional to the target's HP at the time of execution. Furthermore, success rate increases if the target is a lower level than you. Ineffective against targets whose level is higher than your own. | ||
| First Battlehorn | 1 | Ability | 1s | 90s | Summons your [beast] to fight at your side. During combat, recast timer cooldown will begin once your familiar has retreated. Retreat outside of combat will not affect recast timer. Additional Effect: Grants One with Nature Additional Effect: Resets Tempered Release recast timer Additional Effect: Resets Borrow recast timer | ||
| Gauge | 1 | Ability | Instant | 3s | Investigates a targeted beast's probability of Capture. Can be executed while mounted, but only when grounded. | ||
| Axeblade Bite | 2 | Weaponskill | Instant | 2.5s | Delivers an attack with a potency of 260. Combo Action: Smash Axe Combo Potency: 500 Combo Bonus: Increases TP Gauge by 13 | ||
| Avalanche Axe | 4 | Weaponskill | Instant | 5s | Delivers an attack with a potency of 400. Potency increases up to 1,000 as TP nears maximum. All TP will be expended upon execution. Minimum TP Gauge Cost: 100 Instinctual Affinity: Rampant Additional Effect: Grants Rampant Heart Duration: 7s Instinctual skills may be executed sequentially to deal additional damage, which is determined by the skill that completes the combo. Executing a Rampant skill while under the effect of Volant Heart will complete a Sunstrider intentional combo, dealing greater additional damage. Instinctual skills do not share a recast timer with any other actions. | ||
| Parting Blow | 6 | Ability | Instant | 10s | Orders your familiar to execute Aetheric Burst. Aetheric Burst Effect: Deals unaspected damage to target and all enemies nearby it with a potency of 1,000 Lingering Vantage Potency: 1,500 Familiar retreats from combat upon execution. Additional Effect: Increases Familiar TP Gauge by 24 Can only be executed while in combat. | ||
| Mistral Axe | 8 | Weaponskill | Instant | 5s | Delivers an attack with a potency of 400. Potency increases up to 1,000 as TP nears maximum. All TP will be expended upon execution. Minimum TP Gauge Cost: 100 Instinctual Affinity: Durant Additional Effect: Grants Durant Heart Duration: 7s Instinctual skills may be executed sequentially to deal additional damage, which is determined by the skill that completes the combo. Executing a Durant skill while under the effect of Rampant Heart will complete a Moonstalker intentional combo, dealing greater additional damage. Instinctual skills do not share a recast timer with any other actions. | ||
| Trick | 8 | Ability | Instant | 3s | Orders your familiar to execute an instinctual skill. Minimum TP Gauge Cost: 100 Additional Effect: Grants Volant Heart, Rampant Heart, Durant Heart, or Eldritch Heart Duration: 7s Effects granted by this action may be paired with beastmaster instinctual skills to create combos. | ||
| Second Battlehorn | 10 | Ability | 1s | 90s | Summons your [beast] to fight at your side. During combat, recast timer cooldown will begin once your familiar has retreated. Retreat outside of combat will not affect recast timer. Additional Effect: Grants One with Nature Additional Effect: Resets Tempered Release recast timer Additional Effect: Resets Borrow recast timer | ||
| Shieldsplitter | 12 | Weaponskill | Instant | 2.5s | Delivers an attack with a potency of 280. Combo Action: Axeblade Bite Combo Potency: 600 Combo Bonus: Increases TP Gauge by 15 | ||
| Spinning Axe | 14 | Weaponskill | Instant | 5s | Delivers an attack with a potency of 400. Potency increases up to 1,000 as TP nears maximum. All TP will be expended upon execution. Minimum TP Gauge Cost: 100 Instinctual Affinity: Eldritch Additional Effect: Grants Eldritch Heart Duration: 7s Instinctual skills may be executed sequentially to deal additional damage, which is determined by the skill that completes the combo. Executing an Eldritch skill while under the effect of Durant Heart will complete a Sunstrider intentional combo, dealing greater additional damage. Instinctual skills do not share a recast timer with any other actions. | ||
| Gale Axe | 16 | Weaponskill | Instant | 5s | Delivers an attack with a potency of 400. Potency increases up to 1,000 as TP nears maximum. All TP will be expended upon execution. Minimum TP Gauge Cost: 100 Instinctual Affinity: Volant Additional Effect: Grants Volant Heart Duration: 7s Instinctual skills may be executed sequentially to deal additional damage, which is determined by the skill that completes the combo. Executing a Volant skill while under the effect of Eldritch Heart will complete a Moonstalker intentional combo, dealing greater additional damage. Instinctual skills do not share a recast timer with any other actions. | ||
| Tempered Release | 18 | Ability | Instant | 30s | Orders your familiar to execute a controlled ability. Additional Effect: Grants Lingering Vantage Duration: 60s Can only be executed while in combat and under the effect of One with Nature. | ||
| Third Battlehorn | 20 | Ability | 1s | 90s | Summons your [beast] to fight at your side. During combat, recast timer cooldown will begin once your familiar has retreated. Retreat outside of combat will not affect recast timer. Additional Effect: Grants One with Nature Additional Effect: Resets Tempered Release recast timer Additional Effect: Resets Borrow recast timer | ||
| Beast Mode | 22 | Ability | Instant | 2.5s | Upon using Borrow, changes to an action dependent on Kinship. Beast Kinship Effect: Action reduces physical vulnerability Vile Kinship Effect: Action increases block rate Cloud Kinship Effect: Action bolsters movement Seed Kinship Effect: Action inflicts poison and weakening effects Wave Kinship Effect: Action deals ranged magic damage to a single target Scale Kinship Effect: Action absorbs magic damage Soul Kinship Effect: Action delivers an attack that interrupts a single target Ash Kinship Effect: Action removes a detrimental effect | ||
| Borrow | 22 | Ability | Instant | 30s | Borrows aether from your summoned familiar to gain Kinship according to its classification. Beastkin Familiar Effect: Grants Beast Kinship Vilekin Familiar Effect: Grants Vile Kinship Cloudkin Familiar Effect: Grants Cloud Kinship Seedkin Familiar Effect: Grants Seed Kinship Wavekin Familiar Effect: Grants Wave Kinship Scalekin Familiar Effect: Grants Scale Kinship Soulkin Familiar Effect: Grants Soul Kinship Ashkin Familiar Effect: Grants Ash Kinship Changes Beast Mode into an action according to your familiar's classification. Duration: 90s Expiration timer is halted while your familiar is summoned. Additional Effect: Grants Lingering Vantage Duration: 60s Can only be executed while under the effect of One with Nature. | ||
| Shield Charge | 24 | Ability | Instant | 60s | Rushes forward and delivers an attack to target and all enemies nearby it with a potency of 300 Maximum Charges: 3 Cannot be executed while bound. | ||
| Rally | 28 | Ability | Instant | 90s | Spends all stacks of Mastered Instinct to increase TP Gauge. Standard TP Gauge Increase: 40 Each stack of Mastered Instinct increases TP Gauge by 70. Can only be executed while in combat. | ||
| Rallying Cheer | 40 | Ability | Instant | 90s | Spends all stacks of Natural Instinct to increase Familiar TP Gauge. Standard Familiar TP Gauge Increase: 30 Each stack of Natural Instinct increases Familiar TP Gauge by 70. Can only be executed while in combat. | ||
| Brutal Rage | 50 | Weaponskill | Instant | 5s | Rushes forward and delivers an attack with a potency of 1,200 to target and all enemies nearby it. All TP will be expended upon execution. TP Gauge Cost: 250 Instinctual Affinity: Sunstrider Additional Effect: Grants Sunstrider Duration: 7s Instinctual skills may be executed sequentially to deal additional damage, which is determined by the skill that completes the combo. Executing a Sunstrider skill while under the effect of Moonstalker will complete the infinitive combo Universality, dealing greater additional damage. Cannot be executed while bound. ※This action cannot be assigned to a hotbar. ※Avalanche Axe changes to Brutal Rage when requirements for execution are met. | ||
| Hawkish Talons | 50 | Weaponskill | Instant | 5s | Rushes forward and delivers an attack with a potency of 1,200 to target and all enemies nearby it. All TP will be expended upon execution. TP Gauge Cost: 250 Instinctual Affinity: Moonstalker Additional Effect: Grants Moonstalker Duration: 7s Instinctual skills may be executed sequentially to deal additional damage, which is determined by the skill that completes the combo. Executing a Moonstalker skill while under the effect of Sunstrider will complete the infinitive combo Universality, dealing greater additional damage. Cannot be executed while bound. ※This action cannot be assigned to a hotbar. ※Mistral Axe changes to Hawkish Talons when requirements for execution are met. | ||
| Risen Fall | 50 | Weaponskill | Instant | 5s | Deals unaspected damage with a potency of 1,200 to target and all enemies nearby it. All TP will be expended upon execution. TP Gauge Cost: 250 Instinctual Affinity: Sunstrider Additional Effect: Grants Sunstrider Duration: 7s Instinctual skills may be executed sequentially to deal additional damage, which is determined by the skill that completes the combo. Executing a Sunstrider skill while under the effect of Moonstalker will complete the infinitive combo Universality, dealing greater additional damage. ※This action cannot be assigned to a hotbar. ※Spinning Axe changes to Risen Fall when requirements for execution are met. | ||
| Calamity | 50 | Weaponskill | Instant | 5s | Deals unaspected damage with a potency of 1,200 to all enemies in a straight line. All TP will be expended upon execution. TP Gauge Cost: 250 Instinctual Affinity: Moonstalker Additional Effect: Grants Moonstalker Duration: 7s Instinctual skills may be executed sequentially to deal additional damage, which is determined by the skill that completes the combo. Executing a Moonstalker skill while under the effect of Sunstrider will complete the infinitive combo Universality, dealing greater additional damage. ※This action cannot be assigned to a hotbar. ※Gale Axe changes to Calamity when requirements for execution are met. |
Tempered Release
The effects of this action depend on which beast is currently summoned. Due to the large number of actions, please see here for a complete list.
Trick
The effects of this action depend on which beast is currently summoned. Due to the large number of actions, please see here for a complete list.
Borrow
Using Borrow, learned at level 22, changes Beast Mode to one of eight different actions, depending on which beast class the player has currently summoned.
| Action | Requires | Type | Casting | Recast | Range Radius |
Description |
|---|---|---|---|---|---|---|
| Beastskin | Beastkin | Ability | Instant | 90s | Reduces physical damage taken by 25% and increases critical hit rate by 5%. Duration: 30s Can only be executed while under the effect of Beast Kinship. ※This action cannot be assigned to a hotbar. ※Beast Mode changes to Beastskin when requirements for execution are met. | |
| Vileskin | Vilekin | Ability | Instant | 90s | Nullifies most knockback and draw-in effects and increases block rate to 100%. Increases TP Gauge by 12 for each block. Duration: 15s Can only be executed while under the effect of Vile Kinship. ※This action cannot be assigned to a hotbar. ※Beast Mode changes to Vileskin when requirements for execution are met. | |
| Cloud Skim | Cloudkin | Ability | Instant | 3s | Move quickly in the selected direction. Increases evasion by 5%. Duration: 60s Can only be executed while under the effect of Cloud Kinship. Cannot be executed while bound. ※This action cannot be assigned to a hotbar. ※Beast Mode changes to Cloud Skim when requirements for execution are met. | |
| Seedsower | Seedkin | Ability | Instant | 90s | Afflicts nearby enemies with Seeds Sown. Seeds Sown Effect: Reduces damage dealt by 10% and inflicts toxins that cause damage over time Potency: 25 Duration: 60s Can only be executed while under the effect of Seed Kinship. ※This action cannot be assigned to a hotbar. ※Beast Mode changes to Seedsower when requirements for execution are met. | |
| Quelling Wave | Wavekin | Spell | Instant | 2.5s | Deals water damage with a potency of 350. Additional Effect: Increases TP Gauge by 10 Additional Effect: Removes one beneficial status from target, thereby increasing TP Gauge by 50 Can only be executed while under the effect of Wave Kinship. ※This action cannot be assigned to a hotbar. ※Beast Mode changes to Quelling Wave when requirements for execution are met. | |
| Scaleskin | Scalekin | Ability | Instant | 90s | Creates a barrier around self that absorbs magic damage totaling 8% of maximum HP. Duration: 15s Increases TP Gauge by 85 when barrier is completely absorbed. Can only be executed while under the effect of Scale Kinship. ※This action cannot be assigned to a hotbar. ※Beast Mode changes to Scaleskin when requirements for execution are met. | |
| Soul Crush | Soulkin | Ability | Instant | 30s | Delivers a close-quarter attack with a potency of 300. Additional Effect: Interrupts the use of a target's action Potency increases to 1,000 and TP Gauge increases by 100 upon interruption. Can only be executed while under the effect of Soul Kinship. ※This action cannot be assigned to a hotbar. ※Beast Mode changes to Soul Crush when requirements for execution are met. | |
| Scouring Ash | Ashkin | Ability | Instant | 60s | Removes a single detrimental effect from self or targeted party member. Recovers 10% of maximum HP and increases TP Gauge by 100 upon removal. Can only be executed while under the effect of Ash Kinship. ※This action cannot be assigned to a hotbar. ※Beast Mode changes to Scouring Ash when requirements for execution are met. |
Instinctual, Intentional, and Infinitive Combos
Using certain sequences of actions with a colored affinity (detailed here) with 7 seconds of each other can result in a "combo" attack, dealing instant additional damage to the target. These actions are executed automatically and do not have tooltip descriptions.
| Name | Sequence | Damage Multiplier |
|---|---|---|
| Instinctual Combo: Durant | Blue > Any non-yellow | 1.2x |
| Instinctual Combo: Eldritch | Yellow > Any non-green | 1.2x |
| Instinctual Combo: Rampant | Red > Any non-blue | 1.2x |
| Instinctual Combo: Volant | Green > Any non-red | 1.2x |
| Intentional Combo: Moonstalker | Red > Blue Yellow > Green |
1.5x |
| Intentional Combo: Sunstrider | Green > Red Blue > Yellow |
1.5x |
| Infinitive Combo: Universality | Black (Moonstalker) action when white (Sunstrider) buff is active White (Sunstrider) action when black (Moonstalker) buff is active |
2.0x |
Crucible duty actions
The following are duty actions that are only available in the Crucible of the Unbroken.
| Action | Acquired | Level | Type | Casting | Recast | Range Radius |
Description |
|---|---|---|---|---|---|---|---|
| Challenge | 30 | Ability | Instant | 15s | Gesture threateningly, placing yourself at the top of a target's enmity list and increasing enmity generation. Duration: 30s Additional Effect: Nullifies familiar's Cover | ||
| Snarl | 30 | Ability | Instant | 15s | Orders your familiar to use Threaten, placing it at the top of a target's enmity list and increasing its enmity generation. Additional Effect: Takes all damage intended for the beastmaster Duration: 45s |
Shared pet actions
The following are shared actions used to control a pet behavior.
| Action | Description |
|---|---|
| Away | Order pet to leave the battlefield. |
| Heel | Order pet to follow behind you. |
| Place | Order pet to move to a specific location. |
| Stay | Order pet to remain where it is. |
| Guard | Order pet to refrain from attacking until you attack or are attacked. |
| Steady | Order pet to refrain from attacking until ordered to do so. |
| Trait | Acquired | Level | Effect | |
|---|---|---|---|---|
| Wild Heart | 4 | Allows for TP Gauge accumulation upon landing certain weaponskill combos. | ||
| Wild Heart II | 8 | Allows for Familiar TP Gauge accumulation upon the landing of auto-attacks or Aetheric Burst. | ||
| Battlehorn Mastery | 18 | Grants the effect of One with Nature upon summoning a familiar. | ||
| Wild Heart III | 28 | Grants 1 stack of Mastered Instinct upon completing a combo with a beastmaster instinctual skill. | ||
| Battlehorn Mastery II | 30 | Resets the recast timer for Tempered Release upon summoning a familiar. | ||
| Battlehorn Mastery III | 34 | Resets the recast timer for Borrow upon summoning a familiar. | ||
| Enhanced Shield Charge | 36 | Allows the accumulation of charges for consecutive uses of Shield Charge. Maximum Charges: 3 | ||
| Beastmastery | 38 | Increases the potency of Smash Axe to 160 and Shield Charge to 300. | ||
| Wild Heart IV | 40 | Grants 1 stack of Natural Instinct upon completing a combo with a familiar instinctual skill. | ||
| Enhanced Rally | 42 | Reduces Rally recast time to 90 seconds. | ||
| Tempered Release Mastery | 44 | Grants Lingering Vantage upon using Tempered Release. Duration: 60s | ||
| Enhanced Borrow | 46 | Grants Lingering Vantage upon using Borrow. Duration: 60s | ||
| Enhanced Rallying Cheer | 48 | Reduces Rallying Cheer recast time to 90 seconds. | ||
| Instinctual Mastery | 50 | Upgrades Avalanche Axe to Brutal Rage, Mistral Axe to Hawkish Talons, Spinning Axe to Risen Fall, and Gale Axe to Calamity upon accumulating 250 TP. |
Job mechanics
Capturing beasts

- Use Gauge to determine whether an enemy can be captured and the difficulty of doing so. Each enemy has an "intrinsic" capture difficulty. The enemy must be a lower or equal level than the beastmaster for the capture to succeed. The higher the player's level is relative to the enemy, the greater chance of success.
- Use Capture to apply a debuff, then KO the enemy when the debuff is in effect. Enemies that have lower HP prior to using Capture will have a greater chance of being caught.
- The beast will be recorded in the Master's Bestiary if the player was successful.
- In a party, all beastmasters will be eligible to catch a given enemy provided they meet level requirements and the use Capture. The success rate is independent for each player.
Tips
- If a player is very high level compared to the enemy (to the point where their attacks will one-shot the enemy), they can use Capture to open, which will reduce it to very low HP but not kill it. They can then use Capture again to get a better chance before finishing it off.
- Players may use an Unrestricted Party (unsynced) for instanced duties, which does not affect catch rates, unlike with blue mage spells.
- Even if running a level 50 duty with all beastmasters, players can still do it unsynced, which grants 30% Epic Echo.
- If a beastmaster party is struggling with survivability in a high-level duty, one maximum level shield healer will solve the issue.
- Alternatively, players may obtain Kornago Gourds by exchanging reward items from the Crucible of the Unbroken. Using these will unlock a new beast without needing to capture it. This is particularly useful for beasts obtained from high-level duties and if the player does not wish to form a party to capture beasts from them.
Assigning beasts

- Beastmaster has 3 different "battlehorn" actions: First Battlehorn, Second Battlehorn, or Third Battlehorn. Each can be assigned to a beast in the Master's Bestiary.
- Using a battlehorn will summon the beast.
- Players may swap between the 3 beasts they have assigned in combat. Each battlehorn has a 90 second cooldown in combat that begins once the beast withdraws from the field. However, when out of combat, the battlehorns only have a 2 second cooldown.
Beast actions
The following beastmaster actions have effects that change depending on the currently summoned beast.
- Trick: Learned at level 8. Command the beast to use an action that interacts with the Instinctual Combo system (see Job Gauge section). Requires at least 100 Familiar TP to use.
- Tempered Release: Learned at level 18. Command the beast to use an action specific to it. These actions vary, but primarily include various attacks and a handful of buffs.
- Borrow: Learned at level 22. The beastmaster draws power from their beast to perform an action themselves. Using Borrow will change Beast Mode into a different action. That action is available indefinitely when the beast is summoned, or for 90 seconds once the beast is desummoned.
Each beast has three actions: one Trick, one Tempered Release, and one Borrow. The effects of Trick and Tempered Release are unique per beast, while the effects of Borrow are determined by the beast's classification (beastkin, soulkin, wavekin, etc.) There are eight classes in total.
Borrow and Tempered Release also require the "One with Nature" buff to be used, which is granted upon using a battlehorn to summon a beast. The buff is consumed once the action is used, so player will need to choose between the two for a given summoning.
If a beast is summoned, players also may use Parting Blow, commanding the beast to use a strong AoE attack (Aetheric Burst) which will cause the beast to withdraw. Using Tempered Release or Borrow will grant the "Lingering Vantage" status, increasing the damage of Aetheric Burst.
Job Gauges
Beastmaster has two job gauges: the TP gauge and instinct gauge. Both are displayed in separate HUD elements.
TP Gauge

The TP gauge tracks two types of TP: regular TP (yellow) and familiar TP (blue). Both bars store a maximum of 250 TP. Regular TP is obtained from using beastmaster's basic 3-hit combo, several Borrow actions, and Rally. Familiar TP is obtained each time the summoned beast auto-attacks, from using Parting Blow, and Rallying Cheer. Familiar TP is shared regardless of which beast the player has currently summoned. When each gauge has at least 100 or more, they can be consumed in their entirely using "instinctual" actions, their damage increasing the more gauge the player has.
Instinct Gauge

Both the beastmaster and the beast have colored instinctual actions: yellow (eldritch), green (volant), blue (durant), and red (rampant). Using a beastmaster's instinctual action and a beast's instinctual action ( Trick) within 7 seconds of each other will trigger an instinctual combo for more damage. The beastmaster has access to all four colors, while each beast only has one Trick color. The instinct gauge will display four colors in a circle, and using colored instinctual actions going in adjacent clockwise order of the colors will result in a higher-damage combo known as an intentional combo. Successfully performing an intentional combo will cause the left half of the instinct gauge to turn white (Sunstrider) or the right half to turn black (Moonstalker). Specifically:
- Sunstrider is granted by using a green > red or blue > yellow combo.
- Moonstalker is granted by using a red > blue or yellow > green combo.
Each of these effects also last 7 seconds.
A combo performed by the beastmaster generates a Mastered Instinct stack (yellow notch), while a combo performed by the beast generates a Natural Instinct (blue notch). Longer combos will generate stacks for each hit past the first. For example, a beastmaster action > Trick > beastmaster action will generate a Natural Instinct stack on the second hit and a Mastered Instinct stack on the third.
The Instinct stacks are used for higher-level abilities that instantly fill the gauges, allowing them to connect multiple instinctual combos:
- Rally: Spends all stacks of "Mastered Instinct" (up to 3) to increase TP gauge (base 40 TP and 70 TP per stack of Mastered Instinct).
- Rallying Cheer: Spends all stacks of "Natural Instinct" (up to 3) to increase Familiar TP gauge (base 30 TP and 70 TP per stack of Natural Instinct).
The number of consecutive instinctual combos will be displayed as a number at the bottom of the instinct gauge. Performing more combos in a row will increase the damage they deal.
Beastmaster activities
Master's Bestiary
The Master's Bestiary (the equivalent of the Blue Magic Spellbook for beastmaster) allows players to view available beasts for capture, their locations, and their associated actions. It can be accessed from Main Menu > Character. There are 50 beasts that players can tame. Players may also use this function to assign beasts to battlehorns and customize their size and appearance.
Crucible of the Unbroken
The Crucible of the Unbroken is a series of solo combat challenges available for beastmasters starting at level 30 and is the primary gameplay focus of this job. Players traverse a board game-like map and will encounter battles and collect items along the way. There are both story-mode and optional high-end maps, with three difficulty multipliers for each map. On the highest difficulty, players can compete in seasonal leaderboards for exclusive achievements and rewards.
In addition to being required for the beastmaster job quests past level 30, rewards include various cosmetic items, gear upgrades, beast glamours, and Kornago Gourds. This content can also be used for leveling both beastmaster and their pets.
Unlike the overworld or other instanced duties, beasts within the Crucible have HP and can take damage. Beasts also have their own stats and can level up. The player has access to two duty actions that control whether they or their beast has enmity on enemies. Elemental attacks, physical damage types, and status effect resistances are more relevant in the Crucible than they are in standard battle content.
To enter the crucible once it has been unlocked in Into the Crucible, players must speak to Lauda in Central Shroud (X:21.9, Y:22.8), nearby the Bentbranch aetheryte.
Notes
Unlike blue mage, there are no achievements for completing extreme trials and savage raids with a full party of beastmasters. There is also no beastmaster equivalent for the Blue Mage Log.
Achievements
This job is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Wild Child I | 5 | Achieve beastmaster level 10. | - | 7.56 |
| Wild Child II | 5 | Achieve beastmaster level 20. | - | 7.56 |
| Wild Child III | 5 | Achieve beastmaster level 30. | - | 7.56 |
| Wild Child IV | 5 | Achieve beastmaster level 40. | - | 7.56 |
| Wild Child V | 5 | Achieve beastmaster level 50. | - | 7.56 |
| A Beast in the Hand I | 5 | Befriend 10 unique beasts. | - | 7.56 |
| A Beast in the Hand II | 5 | Befriend 20 unique beasts. | - | 7.56 |
| A Beast in the Hand II | 5 | Befriend 20 unique beasts. | - | 7.56 |
| A Beast in the Hand IV | 5 | Befriend 40 unique beasts. | - | 7.56 |
| A Beast in the Hand V | 5 | Befriend 50 unique beasts. | - | 7.56 |
| Friend to the Fierce I | 5 | Achieve rank 25 or higher with 10 beasts. | - | 7.56 |
| Friend to the Fierce II | 5 | Achieve rank 25 or higher with 20 beasts. | - | 7.56 |
| Friend to the Fierce III | 5 | Achieve rank 25 or higher with 30 beasts. | - | 7.56 |
| Friend to the Fierce IV | 5 | Achieve rank 25 or higher with 40 beasts. | - | 7.56 |
| Friend to the Fierce V | 10 | Achieve rank 25 or higher with 50 beasts. | - | 7.56 |
| Crucible Checkmate I | 5 | Clear the First Board of the Unbroken. | - | 7.56 |
| Crucible Checkmate II | 5 | Clear the Second Board of the Unbroken. | - | 7.56 |
| Crucible Checkmate III | 5 | Clear the Third Board of the Unbroken. | - | 7.56 |
| Crucible Reforged I | 5 | Clear the First Master's Board. | - | 7.56 |
| Crucible Reforged II | 5 | Clear the Second Master's Board. | - | 7.56 |
| Hot in Here I | 10 | Clear the First Board of the Unbroken under the third degree. | - | 7.56 |
| Hot in Here II | 10 | Clear the Second Board of the Unbroken under the third degree. | - | 7.56 |
| Hot in Here III | 10 | Clear the Third Board of the Unbroken under the third degree. | - | 7.56 |
| Calcination I | 10 | Clear the First Master's Board under the third degree. | - | 7.56 |
| Calcination II | 10 | Clear the Second Master's Board under the third degree. | - | 7.56 |
| Eighth Rank I | 5 | Achieve Apex rank or above on the First Board of the Unbroken. | - | 7.56 |
| Eighth Rank II | 5 | Achieve Apex rank or above on the Second Board of the Unbroken. | - | 7.56 |
| Eighth Rank III | 5 | Achieve Apex rank or above on the Third Board of the Unbroken. | - | 7.56 |
| Built Different I | 5 | Achieve Apex rank or above on the First Master's Board. | - | 7.56 |
| Built Different II | 5 | Achieve Apex rank or above on the Second Master's Board. | - | 7.56 |
| Unbreakable I | 10 | Achieve Legendary rank on the First Board of the Unbroken. | - | 7.56 |
| Unbreakable II | 10 | Achieve Legendary rank on the Second Board of the Unbroken. | - | 7.56 |
| Unbreakable III | 10 | Achieve Legendary rank on the Third Board of the Unbroken. | - | 7.56 |
| Legends Never Die I | 10 | Achieve Legendary rank on the First Master's Board. | - | 7.56 |
| Legends Never Die II | 10 | Achieve Legendary rank on the Second Master's Board. | - | 7.56 |
| Freeing the Beast | 5 | Achieve Apex rank or above on the Crucible's first three boards and two master's boards. | 7.56 | |
| Crucible Master | 10 | Achieve Legendary rank on the Crucible's first three boards and two master's boards. | 7.56 | |
| Unbroken Endgame | 20 | Clear the Crucible's first three boards and two master's boards under the third degree. | 7.56 | |
| Beastkin Mate | 10 | Obtain the bonus “Beastkin Gambit” on the Second Master's Board. | 7.56 | |
| Vilekin Mate | 10 | Obtain the bonus “Vilekin Gambit” on the Second Master's Board. | 7.56 | |
| Cloudkin Mate | 10 | Obtain the bonus “Cloudkin Gambit” on the Second Master's Board. | 7.56 | |
| Seedkin Mate | 10 | Obtain the bonus “Seedkin Gambit” on the Second Master's Board. | 7.56 | |
| Wavekin Mate | 10 | Obtain the bonus “Wavekin Gambit” on the Second Master's Board. | 7.56 | |
| Scalekin Mate | 10 | Obtain the bonus “Scalekin Gambit” on the Second Master's Board. | 7.56 | |
| Soulkin Mate | 10 | Obtain the bonus “Soulkin Gambit” on the Second Master's Board. | 7.56 | |
| Ashkin Mate | 10 | Obtain the bonus “Ashkin Gambit” on the Second Master's Board. | 7.56 | |
| Beast of the Best | 20 | Place first in Crucible Rankings. | 7.56 | |
| Running Feral | 20 | Place highly in Crucible Rankings. | 7.56 | |
| Crucible Contender | 20 | Place in Crucible Rankings. | Tourmaline Golem Horn | 7.56 |
Notable Beastmasters
- J'yhuh Tia
- Lauda
- Loosefrox
- Sylmond
- Lyon rem Helsos
- Pagaga quo Vochstein
- Clarricie quo Priscus
- Hernais pyr Longus
- Daguza oen Sus
Gallery
Lore
From tacticians of the former Republic of Landis to the griffin breeders of Ala Mhigo, skilled practitioners have long tamed wild beasts for mankind's gain. Myriad such traditions are kept alive across the land, the adherents of which have now arrived in the Black Shroud...
From the former Republic of Landis to Ala Mhigan griffin husbandry. Beastmasters—that is, practitioners who battle alongside beasts—can be found across the land, although their means and methods differ.[1]
Kornago Tradition
Beastmasters of the Kornago tradition value their familiars beyond all else.[1] The Kornago tradition is rooted in the trust cultivated between beast and practitioner.[2]
Every partnership begins with a hard-won pact. A Beastmaster must prove their ability to lead as the wilds have dictated since time immemorial—by asserting dominance through a show of strength. Once the Beastmaster has won the respect of their opponent, they may choose to forge a pact with the Beastmaster. Thus, capturing their favor. A pact does not a tyrant make however, when there is no need of a familiar's aid, they must allow the pact's magicks to return them to their natural freedom. The care and respect shown to their charge is paramount. Forming a pact with a beast is not a decision taken lightly.[1]
The Kornago form their first pact as younglings, leading to some pacts being lifelong.[3]
Pacts also leave a magicked brand upon the beast, preventing other beastmasters from snatching them away.[1]
Kornago Gourds
In the rare case where two souls naturally connect, a Kornago gourd will serve to solidify a pact.[1] These vessels are capable of forging a pact with an abandoned beast without requiring combat.
Lhu Tradition
Hailing from a faraway land[3], beastmasters of the Lhu tradition wield magicked vessels imbued with the souls of slain beasts. They imprison souls of the departed to wield as faithful servants.[4]
Unlike the Kornago, the Lhu do not believe that meaningful bonds with beasts is possible.[5] The beastmasters of the Lhu wielded the souls of terrible fiends, that they might protect people from greater nightmares.[6]
Once, the main philosophy amongst the Lhu was one of protection. Due to the leader of the Lhu suffering a defeat against a beastmaster of the Ala Mhigan house Vochstein...The Lhu began to seek strength at any cost. Patrols became hunts, and hunts became slaughters.[6]
Annihilation of the Lhu
The beastmasters of the Lhu were annihilated by Guttler, a behemoth of remarkable might and intelligence. Once Guttler was even revered as a forest guardian...until beastmasters of the Lhu came to covet his power, Striking him down using a cowardly trap. Guttler's soul was sealed within an axe. Guttler's soul revolted. It raged. The wielder of the axe, leader of the Lhu and father of Lauda, became wielded. Possessed by the very beast he captured, he turned on his people and annihilated them. Lauda alone was spared. Shown mercy by Guttler's insatiable soul.[4]
Crucible of the Unbroken
A challenge developed by the Lhu to train in safety. Participants traverse a magicked board and defeat the shades of myriad fiends. A game of wit and strength. Beastmasters who complete the Crucible's challenges are said to represent the pinnacle of the craft, unrivaled by any other.[3]
For the duration of Guttler's domination over Lauda, the Crucible was used to lure beastmasters in, that Guttler might slay them. The blood of many innocent beastmasters was spilled within the Crucible during this time, including the former guardian, Philkin, of the Cu Sith that would become the Warrior of Light's first tamed beast. Those slain inside the Crucible were bound to it, their souls trapped.[4]
After the defeat of Guttler, the souls of all beastmasters trapped by his vengeance were freed. The Crucible imprisons no longer. Many souls have since returned to the aetherial sea. Some still linger for varied reasons, some due to uncertainty or habit, others seeking safe haven within the Crucible.[7]
The Crucible of the Unbroken lies open once more, though now all within live as they please.[7]
Ala Mhigan Griffin Husbandary
Griffins have been bred in Gyr Abania for generations.[8] Before the city–state's fall, the Ala Mhigan army maintained a regiment of griffin–back soldiers who would harry opposing forces.[9]
House Vochstein
The house of Vochstein is known in Ala Mhigo for producing many skilled beastmasters. They specialize in the breeding and training of griffins, and those they have raised were much beloved by members of the royal family. As griffins offer their riders an unrivaled degree of mobility and are stalwart allies on the battlefield, they had a central role in Ala Mhigo's beastmaster battalion. In light of their achievements in the raising of griffins, the Vochsteins were made members of the nobility, and though their status paled in comparison with more established houses, they served the nation diligently. The griffins they raised were sought after by all, and even the royal house of Ala Mhigo had a few “Vochsteins” in its stables.[10][8]
So loyal were they to the royal family, that when Garlemald invaded Ala Mhigo, Cairm, the head of the Vochsteins, chose to let free the griffins he and his kin had raised rather than allow them to fall into the hands of the imperials. It is a tragic tale still told by the people of Ala Mhigo to this day.[10]
Once the nation had succumbed to Garlean rule, the Vochsteins vehemently refused to serve the Empire, stating that the griffins of Gyr Abania must only be used for the good of Ala Mhigo and her people and should never become tools of the oppressors.[10]
A beastmaster from House Vochstein once bested the leader of the Lhu. The upset of this loss sending the Lhu down the path that would lead to their annihilation.[6]
Landis Beastmasters
Hailing from Ilsabard, tacticians of Landis have tamed beasts for generations.[11]
Some beastmasters who follow the teachings of Landis beastmastery under Lyon rem Helsos have appeared in the Save the Queen: Blades of Gunnhildr field operation series in Shadowbringers.
Doppro Clan
One of the three Mamool Ja clans, the Doppro are identifiable by their distinct speckled scales. Despite being far fewer in number than the Hoobigo and Boonewa, they are by no means considered lesser in status; on the contrary, they are highly regarded for their mastery in the handling of wild beasts such as the wivre.[12] Despite being well known for employing wivres as beasts of burden and weapons of war both, the Doppro are used to taming all sorts of beasts.[13][14]
The Doppro believe that taming creatures is about trust, not physical dominance. They use offerings rich in the energies a beast likes. If the offering is accepted, It represents the bond shared as beings of the forest. This method was once used by the Doppro to succeed in the domestication of the branchbearer.[13][15]
External links
Trivia
- Beastmaster was designed by Masaki Nakagawa (i.e. "Mr. Ozma"), the lead combat designer of FFXIV, who took over beastmaster development from a previous unknown designer.
- A pre-release Famitsu interview with Nakagawa revealed the following:[16]
- The original concept for beastmaster combat was a turn-based RPG, but this was scrapped.
- A whip was considered to be beastmaster's weapon but was scrapped due to the difficulty of animation and the symbolism that beastmasters were enslaving their beasts instead of fighting together with them. A one-handed axe also better reflected the combat of the original beastmasters introduced in the Bozja storyline.
- Beastmaster's combo system is inspired by skillchains from Final Fantasy XI.
- Forgekin, voidsent, elementals, primals, and spoken cannot be tamed.
References
- ↑ a b c d e Strangers in the Wood
- ↑ Master of the Lhu
- ↑ a b c Hearts Aligned
- ↑ a b c Master of the Lhu
- ↑ Wit as Weaponry
- ↑ a b c Sin of Blood
- ↑ a b Bonds Unbroken
- ↑ a b Vochstein
- ↑ Griffin (Mount)
- ↑ a b c Field Notes on Pagaga
- ↑ Field Notes on Sartauvoir
- ↑ Doppro Card
- ↑ a b Doppro Tradition
- ↑ Wivre (Mount)
- ↑ Branchbearer (Mount)
- ↑ https://www.famitsu.com/article/202609/86452