Pertaining from the Arabic mythology, the FFXI Ifrit is believed to be the second most powerful class of Genies. They are the brimstone lords that are said to have fire running in their veins.
To have the ability to summon the Ifrit avatar, you have to beat Ifrit in battle. You can do this either at level 20. This would be a solo fight and you'd have to handle the Avatar on your own. So having a few Yagudo drinks, Hi-potions and Hi-Ethers at hand is crucial for survival. The other option is to fight along with a party after you are a mature level 60+. The FFXI Ifrit Prime will be tougher than the level 20 one, but then you'd have more guys tackling it as well. The avatars are essentially the same when you summon them later, so you can choose any fight you feel easy with.
To get to the fight, you need to look up the NPC that warps you to the Avatar. For the Ifrit fight, the NPC will be near the crystal in Kahzam. The NPCs for the Avatars always stand next to a Taur so spotting him shouldn't be a problem.
Always remember to work out a plan before you enter the battle, do a bit of work on the macros, and hope to get lucky the first time round.
| Skill | Level | MP | Effect |
|---|---|---|---|
| Inferno | 1 | 100% | Fire elemental damage to multiple targets through Astral Flow |
| Punch | 1 | 9 | Physical damage to foe |
| Fire II | 10 | 24 | Inflicts fire elemental damage |
| Burning Strike | 23 | 48 | Deals fire elemental damage to the enemy |
| Double Punch | 30 | 56 | Inflicts a twofold physical damage |
| Crimson Howl | 38 | 84 | Raises party's attack potential |
| Fire IV | 60 | 118 | Inflicts elemental damage of higher potency |
| Inferno | 2 HR | * | Mammoth AOE fire elemental damage |
* The 2HR damage requires at least double the MP of your current level to be implement, and it drains all the available MP
