Frenetic Rip
Level 63
MP Cost: 61 MP
Ecosystem: Demons
Type: Physical (Blunt)
Target: Single Target
Spell Modifiers STR 20%, DEX 20%
Set Point Cost: 3 Set Points
Casting Time: 0.5 Seconds
Recast Time: 28.5 Seconds
Stat Bonus: INT+1


Obtained from Monster Family: Imps
TP Moves Effect
Abrasive Tantara: Not used if Horn is Broken AoE Amnesia
Deafening Tantara: Not used if Horn is Broken AoE Silence
Frenetic Rip: Only Used when Horn is Broken Single target Three Hit Damage attack
Special Notes on Monster and it's TP Moves

Imps are True Sight.

Imps are Black Mages and are happy to cast high end ~ga Spells.

Frenetic Rip is only used when the Imp's horn is broken.

Frenetic Rip can deal serious damage.


Obtaining the Spell
Minimum Blue Mage Level Needed To Acquire Spell: Level 57.
Frenetic Rip is best hunted in Caedarva Mire.

This spell can be soloed in the low 60's as a Blue Mage with a Ninja Subjob. You will need a small party, or a skilled Level 75 DD type otherwise.

Having a way to silence a monster is a huge help. You will need Echo Drops to deal with Deafening Tantara, have a stack or two on you. Setting a Dispel move can help as the Imps love to have Blaze Spikes on.

To learn the spell you must break the Imp's Horn. This is done by dealing critical damage. Blue Physical Magic, many weapon skills, and normal attacks that crit can all do the job. A Monk with merits in Critical Hit Percent is very useful here. Thief's Sneak Attack seems to do the job well also. But any weapon skill that Crits is good. The Horn IS hard to break. Keep at it.



Imp Hunting Grounds Camp #1
Name Level Location
Orderly Imp 63-68 Caedarva Mire

Once you zone into Caedarva Mire from Nashmau's West exit, head to the camp at H-10. There is a safe place to pull to, in the narrow path just before the area opens up to where the Graveyard is.

There are three Orderly Imps that are fluttering about the area circled on the map above. They tend to be in the lower 60's range. Undead spawn here at night. Take care.

A BLU/NIN can solo these Imps with some risk in the lower 60's. They are dangerous, but have low HP, and very low defense. You will need to spam damage spells at them, using Head Butts to stop any nasty spells, and to buy time to recast shadows. Be ready to use your Echo Drops, and having a Macro for them is a big help.

You will see the Horn break. There is a tiny animation like a soap bubble popping, and it vanishes from the Imp's side.

Many Blue Mages say that Sickle Slash used with 200+ TP does a very good job at breaking the Horns.

Learning the spell is made a good bit easier by having a high level tank to hold the Imp while you both beat upon it. A Monk with critical Hit Merits does amazing things when it comes to Horn breaking. Having a friend with you makes this much much simpler.

Once you do break the horn, feed the Imp TP carefully, and don't accidentally kill it before it uses the spell. Once it has enough, it will use Frenetic Rip.

Should you not kill an Imp fast enough after you break a horn, you will be treated to one of the funniest animations in the game. The Imp will look constipated and then... well, pull a new horn from it's bottom. It's worth seeing at least once.


Imp Hunting Grounds Camp #2
Name Level Location
Orderly Imp 63-68 Caedarva Mire

Once you zone into Caedarva Mire from Nashmau's East exit, head to the camp at I-10. One Imp spawns here surrounded by Birds, so there is no undead aggro to worry about. It tends to spawn on the lower end of the range so it's an easy kill for a Level 63 Blue Mage. Use the Soloing instructions for Camp #1 above.

Note, there are some Chigoes on the way to the camp. Use Sneak and Invisible to avoid them.

Respawn is pretty fast. So you can keep killing the imp without too much down time.



Imp Hunting Grounds Camp #3
Name Level Location
Imp 55-57 Ferry - Nashmau/Al Zahbi

On the Ferry coming from Nashmau to Al Zahbi a lone Imp can pop at nighttime (20:00 to 04:00). It is easily soloed at level 58 to 60.

The problem will be not killing it before you can break the horn. And as you only get one try per round trip of the Ferry at best, this is not the best camp.



Imp Hunting Grounds Camp #4
Name Level Location
Bukki 70 Arrapago Reef

Bukki is a Imp that spawns for a quest. He is Spawned from the ??? at K-10, for the quest "The Die Is Cast". It's marked on the map above.

For some reason this Imp spams Frenetic Rip when it has 30% hp left, no matter what the condition of it's horn.

You will need a solid party to beat him, so bring a balanced group of people. Three 75's seem to have no trouble taking him down.

For this fight have someone with the quest pop the Imp, then at some point before the fight is over, have them /logout. This will allow them to pop the Imp again if you fail to learn the spell. Repeat as needed.


Imp Hunting Grounds Camp #5
Name Level Location
Fiendish Leechkeepers 65 Beastman Controled {S} Zones

As the user submitted screen shot below shows, this camp can teach the spell.

When the Beastmen control a campaign zone, Fiendish Leechkeepers spawn as medics for the Beastmen forces near the towers. Sometimes they are there when no Campaign is active, sometimes during active battles. They cure and buff the forces and themselves. If they have been about for some time they will have high level Shell, Protect, Stoneskin, Blink, and perhaps Phalanx on. These Imps con EP to a 75.

For a chance to learn Frenetic Rip from them, you must fight them WITHOUT Campaign tags on. It is unknown if your party members need to be tagless also. There is a question regarding this based on who gets the kill shot. It is possible that the person who gets kill shot must be tagless also.

All the basic rules from above hold for these imps. You need to break the horn to see rip. They are squishy, and have the traditional low hit points. However, they may be very buffed at the start of a fight, so dispelling is a must if you are going the solo path.

As you will be fighting without tags, campaign monsters will not aggro you. But other Campaign mobs WILL link if you pull imps. So pull with care!



Imp Hunting Grounds Camp #6
Name Level Location
Heraldic Imp 72-74 Arrapago Reef
Seneschal Imp 77-78 Arrapago Reef
Heraldic Imp 78-81 Caedarva Mire

There are Higher level Imps in the Reef, and deep in the Mire. They are very annoying to reach, with much aggro on the way, and for the higher ones, a solid Merit or Exp party is needed to kill these. Not Recommended. They are also camped by Exp Parties 24/7.



Special notes about the spell a Blue Mage may like to know
Can I solo it? Yes. You can in your Low 60's with effort. A friend helps a ton.
Do I need any special items? Setting Chaotic Eye and Head Butt are a must. A warp item to save a walk home. You Need the Lamia Fang Key to reach camp #3.
Do Imps like to use the move? Once you break the Horn they do!
The Spell deals physical Hand to Hand Damage of the Blunt type.
Frenetic Rip can be paired with Dimensional Death, Disseverment or Vanity Drive to create the Accuracy Bonus Trait.

Do you have more information on this spell, or a better/new way to hunt it? Send an e-mail here, with the words: Blue Mage Spells in the subject line. We'll consider your information in the next page update.

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