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2013 New Player's Guide by Korvana

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CAUTION!
This article is only a guide. Information expressed in a guide is usually more opinion than fact and should be taken as such. Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players. However, there may be differing opinions than those expressed in a guide.
Strategies and information in guides may not work for everyone.


Welcome to Vana'diel! We hope you'll stay.

While this guide is useful for beginners and returning players, it is not a tutorial on how to play the game, and it will not tell you how to play your job properly. The first few sections will explain a few game mechanics in detail, and the rest of the guide will be devoted to unlocking all of the transportation options.

You will find that the ability to get around the world quickly will save you a lot of time and grief, as outdoor regions can take up to 15 minutes to cross on foot, and a straight journey from Windurst to Bastok can take almost two hours. But if you teleport to Abyssea - Altepa, you can cut the travel time down to two minutes.

It is highly recommended to purchase every expansion pack for FFXI, but especially Visions of Abyssea and Seekers of Adoulin. Chains of Promathia unlocks the Tavnazia region. Rise of the Zilart unlocks Tu'Lia. Activating all three Abyssea add-ons will allow you to use the Cavernous Maw warps, and is highly recommended for leveling from 80 to 99. Seekers of Adoulin also enables special teleport options and is recommended for all of your endgame gear.

The Basics

If you are entirely new to FFXI, it's recommended you go through the Tutorial NPC quests to get used to the UI.

Understanding Aggro

The concept of Aggro is vital to master and it comes first. Knowing your limitations and abilities regarding what monsters will become aggressive to you will save you a lot of exp, time, and frustration.

  • Not all mobs will aggro. Consult the mob's page on this wiki to see if it does aggro. Never trust Infobar, as it often lies.
  • Hearing-aggro mobs like Quadav, Bats, Skeletons, and Oozes will aggro you if you are within an 8' radius of them.
    • Standing still will not avoid aggro. Walking slowly will not avoid aggro. You must be further than 8' from these mobs at all times to avoid aggro.
    • Sneak (Status Effect) will protect you from aggroing these mobs. You can get this from the Sneak spell, Spectral Jig, using Silent Oil, or buying Circumspection from a Grounds Tome.
  • Sight-aggro mobs like Goblins, Yagudo, Insects, and Coeurl will aggro you if you are within their cone of vision and less than 15' away.
    • You can run behind or beside these mobs to avoid aggro, but if they turn or begin moving, they may spot you.
    • Invisible (Status Effect) will protect you from aggroing these mobs. You can get this from the Invisible spell, Spectral Jig, Hide, using Prism Powder, or buying Circumspection from a Grounds Tome.
      • Taking any action whatsoever will remove Invisible, including using a Sneak effect. Apply Sneak before applying Invisible if you need both.
      • It is impossible to interact with objects or NPCs (including doors and chests) while invisible. To manually remove Invisible, press F twice and then select the effect.
  • Magic-aggro mobs like Elementals, Bombs, Evil Weapons, and other Arcana will aggro you if you begin to cast a spell within 20' of them.
  • HP-aggro mobs like Skeletons, Ghosts, and other Undead will aggro you if your HP is below 75% and you are within 20' of them.
    • It is recommended to top off your HP when moving through a zone with undead in it.
  • Some mobs possess True Hearing and True Sight, which will ignore Sneak and Invisible.

Mobs will only aggro you if you can gain Experience Points from them. If you /check a mob and it is "Too weak to be worthwhile," then it will not aggro. Depending on your level, mobs 7-40 levels below you will be Too Weak. Level 60 mobs will always aggro, even when you are level 99. Healing (using /heal) will temporarily drop your level to 1 for the purposes of calculating aggro. You can often /heal with Sneak/Invis on, but if the reason you are healing is to get out of red HP while there are skeletons around, it's probably safer to pop Instant Reraise before you commit yourself to the healing stance.

Weakened, Healing

When you die and are Raised, for the next five minutes you will be Weakened. Your attacks will be half as fast, and your HP/MP will be capped at 25%. It's generally advised not to fight while in this state. Instead, you should find a quiet place away from potential aggro mobs, and /heal (or press H). While you are in the Healing stance your HP/MP Recovered While Healing will increase by 1 every 10 seconds, even when you are at max HP. Thus, when Weakened status wears off and your max HP/MP returns to normal levels, you will be recovering 90+ HP every 10 seconds rather than 5-10 HP, allowing you to get back to adventuring faster.

If you die while you are weakened and are raised again, you will be "double-weakened." Your Ranged Attack/Accuracy and Magic Attack/Accuracy will be set to 0 until it wears off.

Signet, Sigil, Sanction, Ionis

Before you leave town, always get Signet from a Conquest Overseer. It lasts several hours and earns you Conquest Points, which you can use to buy scrolls of Instant Reraise and Instant Warp, EXP rings, and pieces of armor which you can equip or sell for gil. Signet also causes monsters to occasionally drop Crystals, which you will need to stockpile for when you do the three nations' storylines, and confers several bonuses to game mechanics. Sigil, Sanction, and Ionis offer similar benefits when they are active in their respective regions. Never go out adventuring if you do not have one of these up. After you have gotten Signet, make sure you buy Instant Reraise and Instant Warp as well. In Shadowreign, you should buy Instant Retrace along with Sigil.

Magical Maps

Vana'diel is huge and the landmarks can be hard to find. Unless you're comfortable cross-checking your marker position with FFXIclopedia for the rest of your gaming days, it is recommended that you buy every magical map you can get your hands on, and on occasion complete quests for additional ones.

Fields/Grounds of Valor

In most regions of the Middle Lands, you will find Field Manuals near major zone entrances (such as outside city gates) and by every Outpost. In most dungeons and caverns (not Davoi, Beadeaux or Castle Oztroja) you will find Grounds Tomes. Both will offer training regimens, instructing you to defeat a certain number of mobs. Doing so will net you EXP/CP, gil, and tabs, and cause the regimen to repeat. If you complete multiple regimens in a Vana'diel day you will only get EXP/CP after the first. The requirements for completing a regimen are only that the mobs not check Too Weak, which is the secret behind "bookburn" parties, which were, until recently, the preferred method of leveling from 1 to 80. It is recommended to collect a lot of tabs, as you can use any Field Manual or Grounds Tome to return to your home nation by buying Repatriation.

Records of Eminence

Records of Eminence is a system that rewards adventurer-like behavior, such as earning crystals from enemies, doing 500 damage at once, harvesting, completing endgame content, and so on. You must select objectives to work towards in the Quest menu before you can earn credit for the objective. Completing objectives will earn you EXP and Sparks, which can be redeemed in towns for level 1-117 equipment, skill-increasing books, and other endgame items.

The first time you complete an objective, you will earn 3x the normal reward, and typically an accessory or piece of armor as well. Completing the tier I objective is usually required to unlock higher-tier objectives. Time-limited objectives appear 3 times a day and reward A.M.A.N vouchers, which may be exchanged for most currencies.

"Statics"

Leveling in FFXI is so easy it's hilarious. Going from 1 to 75 used to take months. Nowadays, if you know what you're doing, you can go from 1 to 99 in a day, but even for a starting-out player it should only take a few weeks. The "original" FFXI experience involved struggling through missions with friends in a "static" party, and you will occasionally find veterans who reflect fondly on those days. One drawback is that you must coordinate your schedule with multiple people. At level 99, most storylines won't require a party setup until you get to later missions in Chains of Promathia or Treasures of Aht Urhgan. If you check the testimonials for a given mission and find something like "Easy solo as 60WAR" or "Soloed with 90NIN/DNC" then you should be pretty safe. FFXI has a very friendly community, and if you've joined a good Linkshell and have trouble with something, there's a good chance that someone will be able to help you out with it.

Auction House

There are Auction Houses in every major city, plus Norg and Rabao. You can put up to seven items for sale at a time. You cannot see the asking price of the item you want to buy, and instead must make an offer based on how much it is worth to you and the recent price history. For example, if you really really badly need an Iolite for The Gobbiebag Part VI, and offering 50k doesn't do the trick even though the last 10 sales show 50k, you may want to go up to 60k or 70k. But if you find that lack of gil is a common cause for delay in your mission progress, it would be wise to adopt smart economic practices, such as waiting for the price of an expensive item to go down, or farming the item yourself using your 99THF. Personally, my policy is to sell all useless items to the NPC if the difference between the resale price and the AH price is less than 10,000. This keeps my inventory continually free of clutter and ready for more monster drops, and saves spots in my AH for more expensive items to sell.

Unlike in the past, all of the Auction Houses in the three nations, Norg, Rabao, Jeuno, Aht Urhgan, and Adoulin are linked together. Arbitrage is now impossible, but items are cheaper and more plentiful as a result.

Not all items are sellable on the Auction House, even when they aren't Exclusive, but instead must be traded or Bazaared. Generally speaking, while the price may fluctuate, farming Dynamis currency (Byne bills, bronzepieces, and whiteshells) is a reliable way to earn gil from other players without contributing to inflation.

Home Points

You can set your Home Point to any Conquest Overseer, any Home Point crystal you see in towns, and any Mog House exit (if you change jobs first). You will be teleported here when you die, use any form of Warp, or use Homing Instinct from a Grounds Tome.

All Home Points also operate as teleports to each other. You can teleport for free to any Home Point within the city, and all other teleports will cost 500 gil (or 1000 gil to outside maps). Many of the outside Home Points are positioned conveniently near the entrance to major battlefields, so when you see one, don't hesitate to activate it. A full list can be found at the Home Point page.

Missions and Cutscenes

The Missions page lists all of the major storylines in FFXI. Some minor storylines can be uncovered in Quests. Some parts of the game, like Dynamis, require you to be a certain Rank in your nation. You can personally track your progress by checking for Current or Completed Missions in the menu.

Some missions only become available by increasing your Rank Bar. To do this, simply complete repeatable missions, or trade crystals to a Conquest Overseer. All crystals will give the same amount of rank points, except for Light and Dark crystals which are worth double.

Upon viewing a major cutscene, it will often become available for future viewing via the Melody Minstrel or Goblin Footprint for that zone. Some Battlefield cutscenes will not be available for viewing in this manner, and some cutscenes are too short to be recorded. Some missions allow you to complete them by talking to different Gate Guards, and in these cases the cutscene may or may not be different depending on who you talk to. If a mission like this is repeatable, you can complete the mission multiple times, talking to different Gate Guards, to see all variations on the cutscene. To view a cutscene from a Goblin Footprint, trade it something; you will not lose the item or gil afterwards.

Newer limited-time events, such as DRAGON QUEST X ONLINE Crossover and FINAL FANTASY XIV: A Realm Reborn Crossover, have cutscenes which are not rewatchable.

NPC Helpers

Trust NPCs, known as Alter Egos, will fight alongside you when summoned. You must be level 5 to complete the three initial Trust quests, and rank 3 in your nation to obtain an additional helper for each nation, for a total of 6 possible helpers. Additional helpers can be gained through the FFXI Login Campaign, or by future additions to the system. Trust NPCs will be summoned at your level (or the item level of your main weapon).

  • The following NPCs can cast healing magic: Excenmille, Curilla, Trion, Kupipi, Ajido-Marujido, Prishe, Mihli Aliapoh, Joachim.

Up to three Alter Egos can be summoned at one time, and each NPC uses its own spell with its own 4-minute cooldown. NPCs will disappear when you change zones, but the spells will automatically refresh. Alter Egos cannot be summoned in battlefields or alternate dimensions.

The Adventuring Fellow is an additional NPC helper earned through the quests Unlisted Qualities, Girl in the Looking Glass, and Mirror, Mirror. Your Fellow will begin at level 30, and earn experience according to the level of monsters you kill up to a certain cap (monsters 6+ levels above your Fellow will give maximum exp.) Your Fellow's fighting style and weapon can be changed, though only the type of weapon is considered; equipping a dagger will give your Fellow less damage and less delay, but overall DPS would not change much if you gave them a great sword. Due to the difficulty and time investment in training up your Fellow, most players opt not to do so.

Your Fellow can be summoned once every 6 hours by using a Signal Pearl, or by using a Tactics Pearl which has 4 charges and is obtained through the Tactics Pearl mini-quest (repeatable once per Conquest Tally.) Your Fellow will disappear after 200 or so monster kills, or if you enter an area where they cannot be used.

Getting Started

Leveling

Level 5: Trust

See the NPC Helpers section above for information on Trust NPCs.

Level 18: Support Job Quest

After level 18 you can unlock support jobs through either Elder Memories in Selbina, or The Old Lady in Mhaura. Keeping a subjob leveled in pace with your main job (that is, at least half the level of your main job) will almost literally double your battle effectiveness.

Level 20: Chocobo License

After level 20 you can obtain a KeyItemChocobo License by completing Chocobo's Wounds in Upper Jeuno. Riding chocobos out of cities will double your movement speed and make you unaggroable. You will rely heavily on chocobos to unlock other transportation options.

Level 30: Abyssea

This section requires Vision of Abyssea. Scars of Abyssea and Heroes of Abyssea are recommended.

Zone into Port Jeuno for a cutscene regarding Abyssea. Follow the steps in that mission and the next two until you reach a point where Joachim begins stocking KeyItemTraverser Stones for you (you will need a LOT of these when you go to do the Abyssea missions, so it's best to begin stocking them now). You will not spend much time inside Abyssea until level 75-80, and as a result will not be able to accumulate cruor, which is necessary for teleportation to the Abyssea Maws, but as long as you have a KeyItemTraverser Stone in your possession, you will be able to check the nine maws for a cutscene to unlock their use.

Solo-Friendly Jobs

Now that you are level 30 and Joachim is creating Traverser Stones, it is time to choose a job setup that you will be using for solo content, such as Missions. You have several options, and not all of them are created equal. These are sorted in order from most effective to least, though some of it is my personal opinion.

SMN/SCH: Summoners summon powerful avatars to fight for them. Garuda can use Predator Claws for massive damage as well as Fleet Wind for movement speed and Aerial Armor for Blink, and Shiva can use Sleepga. When your avatar dies, you can simply summon it again. Subbing /SCH gives you a few rudimentary spells and Sublimation, which can act as a second MP bank. When you run low on MP you can use your second 1-hour Astral Conduit, which refills your MP and allows you to spam blood pacts.

BST/DNC: Beastmasters fight primarily by sending their pets out to do damage, while they hang back, issue commands, and heal. If you can keep your pet alive, you're basically invincible, and so BSTs are generally regarded as the kings of solo. However, there is some gil upkeep involved if you use Call Beast to call out pets with buyable jugs, and Reward to restore HP with buyable pet food. Subbing /DNC allows you to heal yourself with TP using Curing Waltz III, remove status effects with Healing Waltz, and use Spectral Jig for free sneak/invis.

DRG/RDM: Dragoons fight more directly, with their wyvern fighting alongside them. If you are at 33% HP (or 50% with Drachen Armet), casting a spell will cause your wyvern to heal you. DRG/RDM can spam spells like Barstone for heals upwards of 500 HP for 6 MP, and can keep their MP up with Refresh. They can also transfer HP from themselves to the wyvern with Spirit Link to keep it alive. In a pinch, you can use Super Jump to completely lose the enemy's attention, causing it to focus on your wyvern while you run away or heal, but this only works on single enemies. Subbing /RDM or /WHM allows you to cast Sneak and Invisible on yourself.

RDM/BLM: Red Mages are a spellcaster/warrior hybrid. They can do decent damage with a sword and can equip shields, can buff and heal themselves, have the most powerful enfeebles in the game, and maintain their MP with Refresh II. Subbing /BLM gives access to Sleepga, which will cause everything in the area to fall asleep, as well as Warp and Escape, which are extremely useful while exploring or questing. Phalanx II, Protect V, Shell V, and Cure IV go a long way in keeping you alive.

DNC/NIN: Dancers do everything using TP, so there is no risk of running out of MP when you need a heal. Curing Waltz V cures for around 900 HP per 80% TP, they can remove debuffs with Healing Waltz, and they can build TP extremely quickly using No Foot Rise, Steps and Reverse Flourish. Sub /NIN for the extremely useful Utsusemi: Ichi and Utsusemi: Ni, which grant you shadow images that absorb attacks and can be used 2-3 times a minute.

Anything/DNC: Curing Waltz III, Healing Waltz, and Spectral Jig go a long way in adding survivability to any job. This is best against normal monsters and fast-hitting NMs.

Anything/NIN: The Ninja spells Utsusemi: Ichi and Utsusemi: Ni allow jobs to take more hits than normal, but without a source of healing you will need to finish fights quickly, and you will need to stock ninja tools in order to use your Sneak and Invisible. This is best against heavy-hitting NMs.

Recommended: It may be worth your while to get Thief to 99 as well for Treasure Hunter, which can drastically cut time farming monster drops. To maximize your TH, you can pick up a Thief's Knife from the Auction House. Obtaining Assassin's Armlets/Assassin's Armlets +2 and Raider's Poulaines +2 is also helpful but very time-consuming.

Limit Breaks

Learn how to /yell in Jeuno, because you'll need help with your Limit Break quests. They begin at level 50 with In Defiant Challenge and must be done every 5 levels until 99. While you are in Xarcabard for LB2, be sure to grab the KeyItemVahzl Gate Crystal from the Telepoint at (H-8), and activate the Abyssea Maw at (H-8).

Adventurer's Certificate

To gain access to Chateau d'Oraguille, you must be on Mission 2-1 in San d'Oria or Mission 2-3 in Bastok or Windurst. Regardless of your nation, I recommend completing Mission 2-3 to earn your KeyItemAdventurer's Certificate, which is necessary to begin Voidwatch.

The Middle Lands

Once you are level 99, you need to unlock as many transportation options as possible.

Domenic

When you clear LB10, Domenic (J-7) in Lower Jeuno will warp you to the following BCNM areas for a small fee:

Level 75: Voidwatch

While this section can be done without Abyssea, it is required to obtain cruor.

At level 75+ you gain the ability to teleport to various Planar Rifts via Atmacite Refiners for 1000 cruor, depending on how far you have progressed in Voidwatch. Without directly participating in Voidwatch, you can obtain the following teleports by speaking to a Voidwatch Officer in specific locations:

Speaking to a Voidwatch Officer also causes him to begin stockpiling KeyItemVoidstones for you, which are necessary for progression in Voidwatch. Further progression unlocks dozens more teleport options.

Mog House Exits

Complete Flower Child, A Lady's Heart, Growing Flowers, and Pretty Little Things. These quests allow you to enter your Mog House in a city, and exit to any other Mog House entrance within that city, or your Mog Garden. Prior to the Home Point adjustment, this was an invaluable method for getting around quickly.

Mog Sack

Speak to an Artisan Moogle to purchase a Mog Sack for 9,980 gil. The Mog Sack is secondary storage that can be expanded to match the size of your Gobbiebag.

Gobbiebag

Consult the Quick Reputation page to get your Jeuno Fame to 10, and then begin The Gobbiebag Part I. You can expand your inventory from 30 to 80 if you do all of the quests, though it can get expensive very quickly. After completing a round of quests, speak to an Artisan Moogle again to enlarge your Mog Sack.

Outpost Teleportation

Speaking to a Conquest Overseer in your nation will allow you to go on a supplies quest to territories your nation controls during the present Conquest Tally. When you successfully deliver supplies to an outpost, you gain the ability to teleport to that outpost, even if it is no longer under your nation's control. Every Conquest Tally, check the Conquest map to see if there are more outposts you can deliver supplies to.

  • Using Repatriation at a Field Manual or Grounds Tome will put you in very close proximity to your Outpost Teleporter.
  • Low-level jobs will not be able to deliver supplies to, or teleport to, certain outposts. You must be at least level 50 to deliver supplies to Cape Teriggan.

Every outpost also features a Survival Guide, which when activated will teleport you to any other Survival Guide you have activated. This is especially handy if your nation rarely has control over certain territories.

Gate Crystals

Checking Telepoints in specific locations will give you Gate Crystals, which allows partied White Mages to teleport you. They are located at:

There are Chocobo Renters by each Telepoint, so even if you do not have access to the teleport spells it is worth remembering their locations.

Solo-Friendly Key Items

Expansions and Add-Ons

Proto-Waypoints

Talk to Anastase (G-9) in Ru'Lude Gardens to begin the Researchers from the West quest. This quest will allow you to quickly teleport between Ru'Lude Gardens, Selbina, Mhaura, Rabao and Norg, once you have spoken to the NPCs in each zone. Continual use of the Proto-Waypoint requires a deposit of crystals.

Elshimo Region

This section requires Rise of the Zilart.

To reach Kazham, you must complete Kazham Airship Pass, and then board the Kazham airship in Port Jeuno. Take a chocobo out of town and head through Yuhtunga Jungle (E-11) to Sea Serpent Grotto, check the Cracked Wall at (H-6) and continue to (F-3) to enter Norg. Speak to Kieran (I-8) to receive the KeyItemAshen Stratum Abyssite. Then, talk to Wistful Bison at (G-7) to activate the Proto-Waypoint at Norg.

Before you leave the Elshimo lands, take a chocobo back to Kazham and talk to Hildegard (F-9) to unlock the following Atmacite Refiner teleports:

Proto-Waypoints Revisited

This section requires Rise of the Zilart.

Complete the Researchers from the West quest by talking to the NPCs in Selbina, Mhaura, and Rabao. To reach Rabao, go through Zeruhn Mines, Korroloka Tunnel, and then Western Altepa Desert. After unlocking the Rabao proto-waypoint, talk to Gushing Spring (G-8) to receive these Atmacite Refiner teleports:

Once that is done, return to Anastase (G-9) in Ru'Lude Gardens to complete the quest, zone, and then talk to him again to begin the next quest. You will now be able to unlock every Geomagnetic Fount. Commit their locations to memory and activate them at the first opportunity.

Tavnazian Archipelago

This section requires Chains of Promathia.

Once you complete Chains of Promathia Mission 1-3, you will be able to use the Swirling Vortexes to warp from Valkurm Dunes (I-9) to Lufaise Meadows, and from Qufim Island (E-6) to Misareaux Coast. You will also be able to complete a supplies quest for the Tavnazian Archipelago, allowing you to warp from your Outpost Teleporter to just outside Tavnazian Safehold. Speaking to Owain (H-6) in Tavnazian Safehold will give you the KeyItemHyacinth Stratum Abyssite, which gives you the following Atmacite Refiner teleports:

Once you have flagged CoP Mission 4-2, you can activate the Geomagnetic Fount at Riverne - Site B01.

Tu'Lia

This section requires Rise of the Zilart.

Once you complete Rise of the Zilart Mission 13, you will have access to Ru'Aun Gardens. This zone is full of Elementals, which can be farmed for Crystal Clusters, useful for obtaining rank points for the three nations' missions or filling up your Proto-Waypoint. You can always access Ru'Aun Gardens via Hall of the Gods, but to teleport from one of the three Crags to Tu'Lia, consult the Teleportation to Tu'Lia Guide.

Cavernous Maws

This section requires Wings of the Goddess.

Complete the mission Cavernous Maws to unlock the first Crystal War Maw. There are nine of them in total, and to unlock all of them in the present, you must activate them in the past. While you are traversing the past, you can collect more Gate Crystals:

While in Jugner Forest (S) you can also obtain a KeyItemSliced Pole, which will allow you to pass freely between East Ronfaure (S) and Jugner Forest (S).

Campaign Allegiance

This section requires Wings of the Goddess.

Joining up with a nation in the past allows you to buy and use scrolls of Instant Retrace, use the Retrace spell, ride Chocobos, teleport via Campaign Arbiter, and teleport via Atmacite Refiner in the past. All of these require the accumulation of Allied Notes, which are earned by participating in Campaign battles with Allied Tags active.

While in the past, it is recommended to get Sigil from your national campaign guard, along with a scroll of Instant Retrace. With 980 AN you can also purchase Sprinter's Shoes, which grant +12% movement speed for 65 minutes. With 5000 AN you can purchase Jugner Ring, Meriphataud Ring, or Pashhow Ring, which will teleport you to the appropriate Telepoints if you examined them once.

Lycopodiums

This section requires Wings of the Goddess.

Lycopodiums appear in three locations, and by talking to them in the past, you unlock the ability to trade certain kinds of flower (like Carnations) to the corresponding Sparkling Light in the present to bypass an obstacle.

Tenshodo Membership

Complete the quest Tenshodo Membership to obtain KeyItemTenshodo Member's Card, which will grant you access to the Tenshodo HQ in Neptune's Spire Inn in Lower Jeuno. Check the red chest inside the main room to receive a Nexus Cape, which will allow you to teleport to your party leader's location (provided you have been to that zone at least once).

Aht Urhgan

This section requires Treasures of Aht Urhgan.

Complete The Road to Aht Urhgan to obtain a KeyItemBoarding Permit, which will allow you to ride the Mhaura Open sea route to Al Zahbi. Complete Lure of the Wildcat as well as the mission Immortal Sentries, which will allow Alib-Mufalib (K-7) in Port Bastok, Ibwam (G-10) in Windurst Woods, Amutiyaal (L-6) in Soutern San d'Oria, and Ajithaam (G-5) in Upper Jeuno, to teleport you to Aht Urhgan Whitegate for 300 gil.

Imperial Standing is earned by gaining EXP while Sanction is up, or by participating in Besieged. IS can be exchanged for equipment, maps, currency, and additional bonuses to your Sanction.

Mog House Exits, Warp NPCs

This section requires Treasures of Aht Urhgan.

Complete Keeping Notes to enable warping via Mog Houses between Aht Urhgan Whitegate and Al Zahbi. Kaduru-Haiduru (G-10) in Aht Urhgan Whitegate will warp you to Ru'Lude Gardens for the price of an Imperial Silver Piece, or he will give you the option to warp to your home nation after you use his services three times. If you allow Shihu-Danhu (J-10) in Al Zahbi to warp you for free, he will send you to a random location as listed on his page, and Kaduru-Haiduru will refuse to teleport you for a Vana'diel day after you next talk to him. Generally, it is much faster to use the Home Point located at (H-9).

Take the hidden passage out of Aht Urhgan Whitegate (G/H-10) to zone into Wajaom Woodlands. Speak to Camille right outside to receive the KeyItemAmber Stratum Abyssite, which enables the following Atmacite Refiner warps:

Runic Portals, Alzadaal Undersea Ruins

This section requires Treasures of Aht Urhgan.

You can teleport to various Staging Points in Aht Urhgan from the Chamber of Passage (L-7) in Aht Urhgan Whitegate, but only after you have visited the staging point once. There are directions to each staging point on their respective pages:

Nyzul Isle Staging Point is especially good, as the Alzadaal Undersea Ruins connect to nearly every zone in the Near East. You need to pay an Imperial Silver Piece each time you enter Alzadaal Undersea Ruins, unless you are Captain rank or you warp in from the Chamber of Passage. It is also recommended to buy a Map of Alzadaal Ruins with three Imperial Mythril Pieces; the ruins have 12 maps and it is remarkably easy to get lost.

You can also pick up a KeyItemCast Metal Plate while in Mount Zhayolm, which allows you to cross from one side of the zone to another.

If you plan on attaining Captain rank, check out my Solo Assault Guide.

Veridical Confluxes

This section requires Abyssea.

Within each of the nine zones of Abyssea, there are 8-9 Veridical Confluxes. Activating each one has a small cruor cost, and will allow fast teleportation between them. Conflux #01 near the Maw and the camp comes automatically activated. In Scars of Abyssea zones, Conflux #00 near the Bastion location is also activated. Travel to Conflux #00 or #01 is always free.

Atmas and Abyssites

This section requires Abyssea.

Success in Abyssea will rely fairly heavily on your understanding of the Weakness Targeting system, and your loadout of Atmas and collection of Abyssites. Both can be earned by defeating NMs after they have been Staggered with a red proc, but some abyssites are earned through questing. Atmas are powerful enhancements that can be equipped, one per Lunar Abyssite you own (up to 3). Abyssites are always active, and can provide bonuses like +10 to all stats, +10% HP/MP, increased EXP or Cruor yield, increased chest appearance rate, etc. Opinions will vary, but this list includes the most useful ones to obtain for melee DPS jobs:

Adoulin

This section requires Seekers of Adoulin.

After completing Adoulin Mission 1-3, you can use the Waypoint (H-7) in Lower Jeuno to teleport to Western Adoulin. Waypoints are scattered all over Adoulin, and activating all of them with Western Waypoints, Ho! flagged will earn you bonus bayld and kinetic points, as will Wes...Eastern Waypoints, Ho! with the Waypoints in Eastern Adoulin. With the bonus bayld, you can purchase eight Warp Runes from Jausephiane (G-7) at the Courier's Coalition in Western Adoulin if it has the Flag edification. These will allow you to teleport directly from Adoulin not only to Lower Jeuno, but also to Northern San d'Oria, Bastok Markets, Windurst Woods, Selbina, Mhaura, Kazham, Rabao, and Norg, as well as Tavnazian Safehold (if you've completed the Chains of Promathia missions), and Nashmau and Aht Urhgan Whitegate (if you've completed the Treasures of Aht Urhgan missions).

If you plan on completing the Adoulin missions, it is recommended to start doing Coalition Assignments when imprimaturs become available, as you will need to expend around 80 of them to unlock the second chapter. As new chapters are added in future updates, this number will presumably rise.

Frontier Stations and Bivouacs

This section requires Seekers of Adoulin.

In the Ulbukan region, fast travel within zones and between a zone and Adoulin can also be achieved through Waypoints. Completing a Couriers' Coalition Provide assignment will contribute to the Frontier Station being built, and a Support assignment will contribute to a Bivouac being built. Once built, a Waypoint will appear by the Frontier Station or Bivouac, and it can be activated and teleported to/from for as long as it remains standing. Generally speaking, endgame players on the server will ensure that Bivouacs get built in a timely fashion. There are also three Augural Conveyors that can only be teleported to. See the Waypoint page for details.

Ulbukan KIs

This section requires Seekers of Adoulin.

To do damage to foliage and rocks in Colonization Reives, you'll need KeyItem"Logging" from the Grind to Sawdust quest, and KeyItem"Demolishing" from the A Stone's Throw Away quest. To reach any bivouac in Foret de Hennetiel you'll need KeyItem"Watercrafting" from the I'm on a Boat quest. To reach Yorcia Weald, you'll also need KeyItem"Climbing" from the Hide and Go Peak quest. Every Delve NM in Foret de Hennetiel will require you to cross the water, so be sure to obtain KeyItem"Watercrafting" before you join such a fight.

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