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Fenrir is one of the five terrestrial Avatars in Final Fantasy XI. Associated with both the moon and prophecy, he lives in Full Moon Fountain and was said to have given the gift of magic to the Tarutaru long ago. Along with Diabolos, Alexander, and Odin, Fenrir is one of the more challenging summonable Avatars to acquire. The quest to acquire Fenrir, "The Moonlit Path", requires that a summoner reacquires the whispers from the battles against Ifrit, Shiva, Ramuh, Garuda, Leviathan, and Titan. A whisper is lost once the summoner claims a reward for the Prime Avatar fights, thus requiring a rematch with all six of the required Avatars to have access to The Moonlit Path.

Fenrir is also the name of a server.

History[]

War In Windurst

Windurst at War.

During the early age of Windurst, the first Star Sybil looked to the Full Moon Fountain to lead the people into a better future. Fenrir warned the people that the coming threats were too great for them to overcome and the future of the enlightened races would be ripe with destruction. Fenrir foresaw the threats of the keeper of the apocalypse and the Crystal War, and insisted that there was no hope in sight. Regardless, the first Star Sybil told the people of Windurst that there would be prosperity in their future.

Karaha-Baruha performing a Complete Summoning.

Karaha-Baruha performing a Complete Summoning.

During the Crystal War, Windurst was on the brink of destruction. Under the leadership of Tzee Xicu the Manifest, the Yaguda army was pressing closer to Windurst. In preparation, Warlord Robel-Akbel supported a magician within Windurst known as Karaha-Baruha who was pioneering a form of magic called "summoning". Rather than channeling the energy of nature into a spell, a summoner channeled the energy of a creature instead. In the original timeline of Vana'diel, Windurst fell catastrophically due to the Warlord's failure to summon Fenrir. Altana provided the Warlord the opportunity to travel back in time to the Crystal War and attempt to save his country for the second time.

Fenrir battle

Fenrir takes the field.

In preparation for the war, Robel-Akbel worked closely with Karaha-Baruha to ensure the success of a "Complete Summoning". Rather than channeling a fraction of an Avatar's power through a spell, a complete summoning channels the entirety of the Avatar's power. Because no mortal can handle the full magical power of an Avatar, this form of summoning grants the summoner full control of the Avatar's will for a short time before the summoner's life force is consumed. As the Yaguda armies approached Windurst, the Warlord requested they hold the line for several hours to complete the preparations needed to perform the complete summoning of Fenrir. The terrestrial Avatar of the moon lived in the Full Moon Fountain, close to Windurst. When the time came, Robel-Akbel and Karaha-Baruha summoned the entirety of Fenrir's energy out of the higher realms and into Vana'diel to unleash its power on the Yaguda armies. It was said that he had enough strength to face even Bahamut himself. The Avatar tore through the enemy's rank, decimating the Yaguda army. In this battle, Tzee Xicu fled back to Castle Oztroja, and after destroying the armies, Fenrir gave chase.

Fenrir's Power FFXI

Fenrir decimates the yaguda army.

The adventurer and Lehko Haboka followed, and by the time they got to Castle Oztroja, most of the life force of the Warlord and Karaha-Baruha had already waned. With what little control they had left over Fenrir, they were able to defeat the Yaguda leader. Fenrir was losing its restraints as the lives of its summoners were on the verge of extinguishing. With a carefully executed plan, Lehko Haboka and the adventurer were able to kill Fenrir before it turned against Windurst. Before Fenrir passed, it acknowledged the strength of the wills of those fighting for Altana's desired future, and admonished them to continue defying their fate.

After Fenrir's energy was drained from the Full Moon Fountain, summoning magic was forbidden by the Star Sybil and there was a gradual loss of life on the Mindartia continent. Windurst was left vulnerable to the Yaguda armies. Twenty years later, Ajido-Marujido began looking into the magic that Karaha-Baruha had invented to use it against the Yaguda once more. The Ace Cardigans revived Karaha-Baruha, bringing back the power of Fenrir, but trapped in Karaha-Baruha's cardigan, Joker. Joker led the cardigans against Windurst due to the vendetta Fenrir harbored against the nation. After Star Sybil and Ajido-Marujido proved their worthiness, Joker helped return the full might of Fenrir to the Full Moon Fountain. For Fenrir to take on a physical form for a pact with a summoner, the power of the celestial Avatars were required.

Gameplay[]

Fenrir serves as both, a boss and summon.

Notorious Monster[]

Name Content Requirements Rewards
The Moonlit Path Battlefield Defeat All 6 of the Celestial Avatars in the Elemental Cloisters. One of the Following:
  • Ability to summon Fenrir
  • Ability to summon Fenrir Mount
  • Ancients' Key
  • Fenrir's Cape
  • Fenrir's Earring
  • Fenrir's Stone
  • Fenrir's Torque
  • 15,000 gil
At Journey's End Battlefield Complete previous "Wings of the Goddess" missions and the previous "Windurst Shadowreign" quests. Zodiac Ring

Story Progression

The Moonlit Path High Tier Battlefield High Tier Battlefield Clear "The Moonlit Path" Quest
  • Rem's Tale Chapter 6
  • Maliyakaleya Coral
  • Hepatizon Ore
  • Beryllium Ore
  • Exalted Log
  • Sif's Lock
  • Medeina Kilij
  • Capitoline Strap
  • Vrikodara Jupon
  • Ma'iitsoh Haube
  • Lupine Cape

Summon[]

Fenrir can also be gained as a summon for completing the quest, "The Moonlit Path". Fenrir is somewhat unique in that while he has higher Perpetuation Cost than Carbuncle, his cost is lower than the rest of the avatars, and thus it's possible for some of the best-geared Summoners to reduce the perpetuation cost to the minimum of -1, which is then negated to 0 by Auto Refresh.

Blood Pact: Rage[]

Name Level MP Effect
Howling Moon 1 N/A Uses up all the Summoner's MP and has a chance to instantly KO normal monsters. Against Notorious Monsters, it deals damage of around 10-20% of the NMs current HP, but caps at 9999 damage under normal circumstances. Zantetsuken is one of the few known player abilities to cap at 9999 damage. Players' damage is capped ten times higher at 99999.
Moonlit Charge 5 17 Blinds target.
Crescent Fang 10 19 Paralyzes target.
Eclipse Bite 65 109 Delivers a threefold attack.
Lunar Bay 78 174 Deals darkness damage to an enemy.
Impact 99 222 Deals dark damage that lowers an enemy’s strength, dexterity, vitality, agility, intelligence, mind, and charisma.

Blood Pact: Ward[]

Name Level MP Effect
Lunar Cry 21 41 Lowers target's accuracy and evasion.
Lunar Roar 32 27 Removes two beneficial magic effects from enemies within area of effect.
Ecliptic Growl 43 46 Enhances attributes of party members within area of effect.
Ecliptic Howl 54 57 Enhances accuracy and evasion of party members within area of effect.
Heavenward Howl 96 96 Grants the effect of HP Drain or MP Drain to party members within area of effect.

Gallery[]

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