Final Fantasy XI SpellEnfire
|Effect||Adds Fire damage after melee attacks.|
|Casting Time||3 seconds|
|Recast Time||10 seconds|
|Magic Type||Enhancing Magic|
Enfire is an Enhancing Magic White Magic spell. When under the effect of Enfire, the player or monster will deal some slight Fire magic damage following each melee attack. Ordinary melee attacks cannot have a specific element, and Enspells do not change this.
For example, the player attacks the Eft for 30 damage, the Eft takes 12 additional fire damage.
Add fire attribute to target's COM, RAV, SEN, or SAB attacks.
It adds the Fire elemental property to physical attacks, and is thus particularly valuable against enemies that are weak to the element but strong against magical attacks.
When cast on Commandos, who get a bonus to physical damage, it is superior to the Flamestrike used by Ravagers, if the time taken to cast it does not outweigh that consideration, such as in short battles.
Enfire is a Synergist ability exclusive to Paradigm Pack monsters. It adds the fire attribute to target's COM, RAV, SEN, or SAB attacks. It hasan ATB cost of 2 and a duration of 200. It can be infused into other Synergist monsters. It can be learned by Amanojaku (1), Mewmao (3), Nanochu (23), Sazh (12), and Thexteron (20).
Enfire is enemy ability available to the Amalj'aa beastmen enemies. When used, it will give the user the Enfire status, which will allow the user to inflict additional fire-elemental damage on their physical attacks.
In the opening of the original version, the Lalafell Conjurer in the opening used a spell that looked and behaved like Enfire on the Midlander's arrow, but this ability was never made available to players in the original game itself.
Enchants all allies' attacks with the power of fire.
Fire is the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products.