Prefix Title earned by gaining +30,000 (Warmly) faction with the Seafury Buccaneers in South Freeport.
The Corsair is a special job class in Final Fantasy XI, based off the gambler. They are, in a large sense, modeled after pirates in this rendition, but according to the game's plot they are not pirates at all. They are incapable of wearing heavy armor and use mostly their knives, swords, and special hexa-guns to dish out damage. They use the rolling of dice and the drawing of cards to increase attributes of their fellow party-members.
Corsairs have a number of abilities that have very gambling inspired names, like Double-Up, and then another set of abilities that they use which are modeled after other classes and give bonuses based on what you would assume those jobs would be good at. For instance, a Ranger's Roll will give nearby party members increased accuracy. The rolling of dice, however, is not a guaranteed success story. Each ability has lucky and unlucky numbers.
Story-wise, Corsairs were once a sort of naval fleet under the command of the Kingdom of Ephremand, which was invaded and taken over by The Empire of Aht Urghan. The fallen Corsairs pose as undead enemy-type characters and take on a Fomor form and are particularly violent and aggressive. The other Corsairs, a small group known as the Seagull Phratrie, still survives. The Phratrie's hideout is located in Arrapago Reef; their ship was damaged while escaping an Imperial naval fleet, so they cannot sail as they once did. In current times, the Imperials are determined to wipe out the Corsairs once and for all, but they always seem to escape capture one way or another. Even though the Empire has tried bribing and even a double-agent, the Seagull Phratrie always seems to elude their grasp.
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Feared by many player characters in Final Fantasy XI, The Corsair Job Quest: Luck of the Draw can be started in Aht Urgan Whitegate. Details concerning this quest include the passing of many powerful monsters, such as Orderly Imps, whose magical prowess and True Sight are more than most single adventurers can handle. Timing, time of day, and sheer courage can oftentimes be a solo adventurer's best friend in completing this quest. Sneak Oil and Prism Powder are essentials for daredevil Level 30 players who wish to test their courage, and being a Thief couldn't kill you. In fact, most Orderly Imps cannot catch a thief using Flee, even with their most powerful spells. Keep this in mind. To complete the quest for the Corsair job class, first view two cutscenes in White Gate at (J-12) NPC Ratihb and (L-9) Mafwahb in that order. Head to Nashmau by way of Port Ephraem. Once in Nashmau, take the north exit out and proceed to I-6. This area is infested with Lamia, Undead, Chigoe, and Malboro type enemies who will all aggro via Sight/Sound. Sneak Oil/Sneak and Prism Powder/Invisible are required for getting through this zone unharmed. Beware the Orderly Imps, as they have True Sight. Pass through this area around 20:00-4:00 Vana'diel time, and the Imps will not be amongst the Monster Host in the Mire. At I-6, you will zone into Arrapago Reef. Inside, you will find an Iron Gate only unlockable using Thief's Tools or a Lamian Fang Key. To obtain the Key, kill Lamias in either the Mire or the Reef, or look for a ??? behind a large enemy called the Jnun. After passing the Iron Gate, there will be a set of passages and eventually you will find a ship. On it will be another ???; click on it to view a cutscene. Beware of the Lamia and Undead moving around within aggro range. Return to Nashmau by either Death Warp or simply Escape, whichever fits your preference or is at your disposal. Once in Nashmau, take the west path out of the city. Beware; most monsters (most notably Orderly Imps) in the Mire area you are entering range in level from 60-80. Head from that point to the coordinate E-9 on your map. If you do not possess a map, this area is easy to find. Just remember to pass through E-10 (Graveyard) heading north to Talacca Cove. Once inside Talacca Cove, proceed along the coastline until you find another ???. You will receive a Forgotten Hexagun and a cutscene pointing to a cave near you. At the conclusion of the cutscene, proceed to the back of the cave to a large Rock Slab to view another cutscene. At its conclusion, you will become a Corsair and receive the Corsair's Die. ""Will I hit the jackpot or end up with Snake Eyes? I feel I've finally found a risk worth taking.."" Job Abilities
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Corsairs in Final Fantasy XICorsairs are a "support" job in Final Fantasy XI. This means they are not used primarily for dealing damage, taking damage, or healing. While this is true, Corsairs do have a good damage potential using ranged attacks. The true power of a Corsair has to do with their ability to bolster their party members around them. Though their status effects are variable, on average, they provide the best bonuses available in the game. Strengths
Weaknesses
SubjobsNinjaNinja is a common subjob for Corsairs wishing to melee. Corsairs have no real access to shields, so they would ordinarily have an empty hand. Dual wield helps them use a weapon in both hands, and utsusemi is useful for avoiding damage if the Corsair is pulling creatures back to the group. White MageCorsairs, like bards, are treated as a Support Class, and many parties will expect a Corsair to sub White Mage. This is not a bad thing; while Corsairs are not great at soloing low level, the White Mage Subjob can be useful after the Corsair obtains his/her first Hexa-Gun, and allows he/she to Solo while healing. This is especially useful if attacking enemies like Worms and other magic using enemies. RangerThe Ranger subjob is a high end Damage Dealing subjob for the Corsair class of FFXI, allowing access to some marksman Weapon Skills that the corsair doesn't have access to. Ranger also allows for the ever useful Sharp Shot Job Ability that raises Ranged Accuracy a great deal. This Subjob is an acceptable if not almost required Subjob for Corsairs to level if He/She wishes to engage in a DD role in an XP party.
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The Nightfall manual describes Corsairs as follows.
Almost all, if not all, Corsairs use Dervish emotes and animations.
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Kourna |
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For a list of corsairs, including bosses, see: Category:Corsairs
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Alternate Reality Versions · Television · Video Games |
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In starship classification the term corsair refers to a type of ship (spaceship or starship) that is a small, maneuverable, lightly armed warship, smaller than a frigate but larger than a planetary patrol craft.
Before the advent of the 24th century's runabout type vessels and escorts, many Federation starbases were assigned their own corsairs for local space travel and defense. (Trekker's Alternity Galactopedia)
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Corsair was a massive Derriphan-class battleship built before 5,000 BBY. It was equipped with powerful Force-enhancing devices capable of causing stars to become supernovae.
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The battleship was green in color and larger than most other capital ships. Its control room was dominated by a bank of crystals which the pilot could use to control the ship through the dark side of the Force. As with many other dark side-controlled devices, it left a dark presence in the Force and enhanced the powers of dark siders. The Sith crystal was in reality a superweapon, enabling someone adept in the Force to cause stars to become supernovae.
During the Great Hyperspace War, the Dark Lord of the Sith Naga Sadow used it as part of the Sith fleet which invaded the Galactic Republic. During the battle of Primus Goluud, Sadow used the Force and the vessel's crystals to cause the red supergiant Primus Goluud to go supernova, forcing the Sith fleet and Empress Teta's Koros forces to retreat. This allowed Naga Sadow's forces to flee back to Sith Space.
The Dark Lord's fleet came out of hyperspace over Korriban, and was quickly confronted by a larger fleet under his rival Ludo Kressh. Ludo Kressh declared himself the new Dark Lord, casting Naga Sadow out of the Sith Empire forever. A brief space battle ensued between the two, until Naga Sadow crashed one of his own ships into Ludo's flagship, killing the self-proclaimed Dark Lord.
Moments later, Empress Teta's forces arrived above Korriban, and attacked Sadow's fleet. The Koros ships quickly took advantage, crippling the Dark Lord's flagship. As a last resort, Naga Sadow ordered the Massassi on two of his ships to kill their captains, forming a barricade between himself and the Republic ships. A small squadron of gunships followed Sadow however, but he once again used the Force weapons attached to his ship, this time on the nearby Denarii stars, causing them as well to go nova, destroying the gunships and their pilots. Empress Teta and her Jedi and Republic allies, presuming Sadow to have died in the explosion, recalled her fleet and returned to Koros Major.
Naga Sadow, however, escaped to the remote jungle moon of Yavin 4. There, he performed cruel genetic experiments on his Massassi soldiers and later forced them to build temples and palaces to honor him. He also had his flagship buried beneath one of the temples while he kept himself in suspended animation through the use of Sith alchemical technology to await the arrival of one whom he would bestow upon his Sith teachings and bring about the new Sith Golden Age that the late Dark Lord Marka Ragnos had prophesied.
In 4,400 BBY, the fallen Jedi Freedon Nadd awoke Naga Sadow, and after the Sith Lord bestowed his Sith teachings upon him, Nadd killed him. Nadd would later start a dark side theocracy on Onderon which would last until Jedi/Republic intervention in 4,000 BBY.
When another fallen Jedi named Exar Kun arrived on the jungle moon in 3,997 BBY, he enslaved the native Massassi and had them construct yet more temples. During an excavations of an ancient temple, his slaves discovered Naga Sadow's entombed battleship. Later, during the Great Sith War in 3,996 BBY, he placed the Krath leader Aleema Keto and the fallen Cathar Jedi Crado in command of Naga Sadow's battleship during an attack on Kemplex IX. When the Jedi and the Republic fleet arrived, Aleema used the battleship's Force device to rip the cores from the ten stars of the Cron Cluster. This brought about the Cron Supernova, which obliterted both battle fleets, the Corsair, and the entire Cron Cluster.
Randomly found on Lok, scattered in the desert.
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