- Summons Ifrit to fight by your side.
Casting Time:7 seconds
- Highly resistant to ice- and fire-based damage and enfeebling effects, including a high resistance to paralysis.
- Weak against water-based damage and enfeebling effects.
Ifrit's Blood Pacts are all fire-based.
|Inferno||1||LVx2||T||Required MP: Caster's level x2. Uses all MP and deals fire elemental damage to enemies within Area of Effect.|
|Punch||1||9||S||Deals physical damage.|
|Fire II||10||24||T||Deals fire elemental damage.|
|Burning Strike||23||48||S||Deals fire elemental damage.||The damage is still considered physical (does not work with Invincible active), but the damage can be reduced or increased depending on the target's elemental resistance/weakness.|
|Double Punch||30||56||S||Delivers a twofold attack.|
|Fire IV||60||118||T||Deals fire elemental damage.|
|Flaming Crush||70||164||Delivers a threefold attack that deals fire elemental damage.||The damage is still considered physical (does not work with Invincible active), but the damage can be reduced or increased depending on the target's elemental resistance/weakness.|
|Meteor Strike||75 (Merit)||182||T||Deals fire damage to an enemy. Varies with TP. Additional merits add a 40% TP Bonus effect.|
|Crimson Howl||38||84||Enhances attack of party members within Area of Effect (a boost of roughly 10%). Lasts 30 seconds. Each summoning magic skill level over the current skill level cap will add one second to the duration.|
|Inferno Howl||88||72||Grants the effect of "Enfire" to party members within Area of Effect.|
1 S/T column indicates whether a particular Blood Pact participates in Skillchains (S) or uses TP (T). Blood Pacts that use TP can be used as a Magic Burst; however, Astral Flow can also Magic Burst even though it does not actually consume TP.
How to Obtain
A blazing incarnation wreathed in the flames of retribution. Ifrit aids the summoner with its command over heat and fire. Ifrit is one of the Celestial Avatars.
In Arabic mythology and Islamic folklore, Ifrit (also spelled Efreet) is a type of Djinni affiliated with fiery areas or residing on dimensional planes of elemental fire (grouped with Fire element in occult texts). Djinn (spelled جني in Arabic; more commonly known in English as the Genie; also spelled jinni, jinn) were sentient spirit-beings (sometimes called demons) composed of “smokeless fire” (a loose translation of the actual word, which is “subtle fire”, a fire that burns without smoke). They also have no mass and can access places too small for humans. They have an organized society and live in settlements like humans do (most often in the desert). They live, die, have religions, like humans. Djinni reside in many locations, including all over or in the Earth, or in the mountains of Qaf (a chain of mountains made from emerald which surround the Earth). Djinn are invisible to humans. Djinn can interbreed with humans, but all offspring will be djinn. In Arabic mythology they occasionally engaged in destructive behavior, but were not considered wholly evil, nor wholly good. In Islamic folklore, they were thought to have been the first sentient (possessing free will) race created by Allah, created long before humans were created. They are generally viewed as evil, with some groups being considered more evil than others (e.g. the Shaitan). It was also believed the zauba’ah (a dust devil) was caused by the movement of a djinni. Djinn were thought to be vulnerable to metal (not any specific metal per se, just metallic objects in general), though some stories from Arabic folklore indicate Djinni (specifically the Ifrit) reside in cities made entirely of brass.
- Ifrit is also the name of a server.
- Pronounced "if-REET".