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Category:Atma

Atma (Status Effect) has an identical name. If an internal link incorrectly referred you to this page, please change the link to point directly to Atma (Status Effect).

Atma are unique key item enhancements, usable only in Abyssea, that are rewarded by exploiting an Abyssean Notorious Monster's weakness and then successfully defeating it.

Obtaining Atma

In order to obtain an Atma, elemental weapon skills must be used to yield its weakness (shown by a Weakness Red over the enemy's head.) Atma are guaranteed to drop after exploiting this weakness once. However, Repeatedly exploiting this weakness on the same enemy will drastically reduce your chances of obtaining an Atma. Warning: You will not obtain the Atma if you are KO'd at the time the monster is killed.

The weakness will not be triggered if the enemy is executing a TP move or casting a spell or is afflicted by stun. If use of the trigger weapon skill happens to result in the formation of a skill chain, the weakness will sometimes but not always still activate.

Weakness for a mob is determined the moment it is claimed. Once it completely deaggros, the weakness may be erased and will be reset when it's claimed again. This method can be used (especially in combination with the Abyssite of Discernment) to adjust the weakness of a mob to fall into the range of a weapon/spell you have in your group. It is not enough for a monster to go yellow, it needs to completely deaggro for this to work.(Certain mobs may not erase/reset if they do not deaggro and regen 100% hp)

Just like key items and abyssite, Atma are bound the popper/claimer of the mob. Upon defeat, the entire party/alliance the popper is currently in will obtain the Atma. That means, the popper/claimer cannot leave the alliance to make room for others to obtain the Atma, or none of the people in the alliance will get it. Also, the popper may not leave the zone and return (to get items/more time/hp and return to avoid weakness) once the mob is popped or the Atma bind is erased and no-one will get Atma. Alliance can still receive Atma if the popper is K.Oed (assuming they are still in alliance), but popper will not. Connection loss does not seem to affect this as long as popper is back online and in alliance before monster is defeated.

It is possible, although extremely unlikely, that an Atma may drop even when a party has not triggered red weakness upon an enemy.

The list below comprises a collection of 13 elemental weapon skills that have been repeatedly confirmed as viable weakness triggers. Based on current knowledge and evidence the exact weapon skill trigger appears to be random (several potential patterns have been proposed and all have thus far failed), and is subject to change each and every spawn/claim. Therefore, it is advisable to bring people capable of performing most, if not all of the weapon skills listed below.

It is highly recommended that while attempting to trigger a weakness, party members refrain from allowing the enemy to gain too much TP. Directly after an enemy spawns is often a opportune time to attempt several trigger weapon skills; otherwise, it is advisable to attempt the weapon skills right after the enemy uses a TP move. Enemies which cast magic can complicate matters severely, so it may be helpful to study the casting pattern of the enemy in question. Keep in mind, however, that it is NOT possible to use another weakness to prevent the enemy from casting or using a TP move in order to safely trigger Red, since you cannot trigger a weakness while another weakness is in effect.

If you are in possession of an Abyssite of Discernment, any elemental weapon skill will grant a clue as to the element of the red weakness trigger; since the list of potential triggers is quite narrow, often one can know the exact weapon skill by merely knowing the correct element. However, it may take more than one elemental weaponskill to receive a hint.

Once you've obtained an Atma, and you possess the key item Lunar Abyssite, you may have the Atma infused by an Atma Infusionist in an Abyssea zone. All Atma infusionists require a static fee of 100 cruor for each and every Atma infused.

Once active, the Atma will bestow specific bonuses upon you for the duration of your stay in Abyssea. The type and degree of these bonuses vary widely depending on the Atma activated (with stronger NMs often yielding stronger Atma); however, by player standards, most of the bonuses are tremendously powerful.

Only one Atma may be active at one time per Lunar Abyssite. If a player possess all three they can infuse 3 Atma at one time. The effects from Atma will stack, for example with both Atma of the Full Moon and Atma of Ambition's effects active on a player, the total refresh will be 10mp/tick without any gear or spells.

Atma do not leave your key items once infused, and as such can be used an unlimited number of times. If you leave Abyssea all Atma effects are removed and must be reinfused, upon your return, as desired. You may also elect to have the infusionist remove the status effect from you for no cost; however, you still must pay the usual 100 cruor fee if you wish to replace one Atma effect for another.

Synthetic Atma are unlocked by completing mission lines (e.g. Chains of Promathia, A Crystalline Prophecy, etc.) or killing important Notorious Monsters (e.g. Kirin, Ultima, Omega, etc.). There is an Atma Fabricant in each Abyssea area who will give you these new Atma for a moderate amount of Cruor. Synthetic Atma usually possess far less potency than most Atma obtained from Abyssean fiends, as they are created from memories rather than from an Abyssean fiend's soul, but adventurers may still make use of them in the harsh and unforgiving Abyssean environment. Atma purchased from the Fabricant also needs activation by the Infusionist.

Atma which grant specific elemental attack bonuses, such as Atma of the Beyond (which grants Ice and Light Attack: + Major), are applied as a bonus to your base Magic Affinity, instead of a bonus to your Magic Attack.

Strength of the buff increases from Minor > Major > Superior.
The actual potency of enhancements vary by Atma, they are not static amounts.

Atma effects applicable to players also extend to automatons, avatars, familiars, and pet wyverns (however, certain effects are not applicable to pets and will not transfer; i.e. pets cannot Reraise, etc). Certain Atma that only activate under special conditions (while over/under a specific HP/MP percentage, while wielding a two-handed weapons, etc) may behave differently on pets.

Abyssea and Atma Axtravaganza[1]: Beginning with the FFXI 11th Vana'versary, you receive 11 atmas from the blue Treasure Chest next to Horst in Port Jeuno.

ExclamationThe strength level of several Atma is not properly reported by the infusionists when attempting to infuse them on the Atma selection screen. This is a known issue.Exclamation

Abyssea - La Theine

Atma Name Effect Drops from
Atma of the Lion "Triple Attack"+:Major(7%) Physical Damage Taken-:Minor(10%) LightningAttack+:Major(30%) Hadhayosh
Atma of the Stout Arm STR+:Major (+40) Attack+:Superior (+50) Ranged Attack+:Major (+120) Briareus
Atma of the Twin Claw Defense+:Major (+40) "Magic Def. Bonus"+:Minor Enhances "Resist Charm" Effect:Minor Karkinos
Atma of Allure MP+:Superior (+30%) MND+:Major (+30) Enmity-:Major (-30) Carabosse
Atma of Eternity Enemy Critical Hit Rate-:Minor Enhances "Resist Slow" Effect:Major Enhances "Resist Curse" Effect:Major Ruminator
Atma of the Heavens Magic Accuracy+:Major Physical Damage Taken-:Minor(10%) Enhances "Resist Paralyze" Effect:Major Ovni
Atma of the Baying Moon Attack+:Major (+30) "Magic Atk. Bonus":Major (+30) Lugarhoo
Atma of the Ebon Hoof HP+:Superior (+30%) Enhances "Resist Sleep" Effect:Superior Dozing Dorian
Atma of Tremors Damage Taken-:Minor Enhances "Resist Silence" Effect:Major Megamaw Mikey
Atma of the Savage Tiger AGI+:Major (+30) "Double Attack"+:Major Megantereon

Abyssea - Konschtat

Atma Name Effect Drops from
Atma of the Voracious Violet STR+:Superior (+50) "Double Attack"+:Major (10%) "Regain":Minor (20TP/tick) Eccentric Eve
Atma of Cloak and Dagger Accuracy+:Major Evasion+:Major Enhances "Resist Death" Effect:Minor Bloodeye Vileberry
Atma of the Stormbird WindAccuracy+:Major LightningAccuracy+: Major "Refresh":Minor (5 MP/tick) Turul
Atma of the Noxious Fang "Subtle Blow"+:Major WaterAttack+:Major (+40) Enhances "Resist Poison" Effect:Major Kukulkan
Atma of Vicissitude Defense+:Major (+40) "Magic Def. Bonus":Minor "Regen":Major (15 HP/tick) Fistule
Atma of the Beyond "Magic Attack Bonus":Major (+30) IceAttack+:Major (+30) LightAttack+:Major (+30) Hadal Satiator
Atma of Stormbreath VIT+:Major (+30) Breath Damage Taken-:Major (-30%) Balaur
Atma of Gales WindAttack+:Major (+30) WindAccuracy+:Major Alkonost
Atma of Thrashing Tendrils CHR+:Major (+30) Critical Hit Rate+:Minor Raskovnik
Atma of the Drifter Ranged Attack+:Major (+30) Ranged Accuracy+:Major Khalamari

Abyssea - Tahrongi

Atma Name Effect Drops from
Atma of the Stronghold Attack+:Major (+40) Defense+:Major (+40) "Regen":Major (15 HP/tick) Lacovie
Atma of the Harvester STR+:Major (+30) "Double Attack"+:Major Enhances "Resist Sleep" Effect:Major Chloris
Atma of Dunes Enhances "Drain" and "Aspir" Effects:Major (+20%) "Store TP"+:Minor (+20) Enhances "Resist Slow" Effect:Major Glavoid
Atma of the Cosmos DarkAttack+:Major (+40) Enhances "Resist Amnesia" Effect:Major Enhances "Resist Silence" Effect:Major Iratham
Atma of the Siren Shadow Attack+:Major(40) Evasion+:Major(40?) Enhances "Resist Paralyze" Effect:Major Usurper
Atma of the Impaler "Double Attack"+:Major Enhances "Resist Bind" Effect:Major Enhances "Resist Blind" Effect:Major Myrmecoleon
Atma of the Adamantine VIT+:Minor (+20) Defense+:Major (+40) Chukwa
Atma of Calamity Enhances "Resist Slow" Effect:Major Enhances "Resist Blind" Effect:Major Adze
Atma of the Claw EarthAttack+:Major (+30) EarthAccuracy+:Major Cuelebre
Atma of Baleful Bones STR+:Minor (+20) DarkAccuracy+:Major Mictlantecuhtli

Abyssea - Attohwa

Abyssea - Misareaux

Atma Name Effect Drops from
Atma of the Gnarled Horn AGI+: Major (Game typo, should be Superior) (+50) Critical Hit Rate+: Major (+20%) Counter+: Minor (10%) Sobek
Atma of the Strangling Wind STR+: Minor (+20) VIT+: Minor (+20) AGI+: Major (+30) Amhuluk
Atma of the Deep Devourer Subtle Blow+: Minor (+5) Store TP+: Minor (+5) Song Casting Time-: Major (-20%) Cirein-croin
Atma of the Mounted Champion VIT+:Superior (+50) Regen:Superior (20 HP/tick) Enmity decrease when taking damage -:Minor Kutharei
Atma of the Razed Ruins DEX+:Superior (+50) Critical Hit Rate:Superior (+30%) Critical Hit Damage:Major (+30%) Ironclad Pulverizer
Atma of the Bludgeoning Brute Regain:Minor (+1) Resist Vs. Lightning Resist+:Minor (+50) Resist Vs. Water Resist+:Minor (+50) Tristitia
Atma of the Rapid Reptilian Triple Attack+:Minor (5%) Breath Damage Taken-: Major Nehebkau
Atma of the Winged Enigma Haste+: Minor (1%) Enhances Effects of Rice Balls Avalerion
Atma of the Cradle VIT+: Minor (+20) DEX+: Minor (+20) Karkatakam
Atma of the Untouched CHR+:Minor (+20) Triple Attack: Minor (5%) Nonno

Source entry: Category:Atma. Cached on this server on 4 November 2026.

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