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The Unofficial Final Fantasy XIV Strategy Guide PDF
The Unofficial Final Fantasy XIV Strategy Guide PDF
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Unofficial Final Fantasy XIV Strategy Guide
Table of Contents
Important.....................................................................2 Traits ............................................................................21
The short version:.......................................................2 Abilities .......................................................................21
The long version:.........................................................2 Skills .............................................................................22
Introduction ...............................................................5 Magic skills ...............................................................22
Getting Started...........................................................8 Attributes ....................................................................22
Rules and Limits of the Beta....................................8 Physical Attributions...............................................23
Archer.............................................................................24
Tips for Surviving in Eorzea...................................8
Pugilist............................................................................27
Races............................................................................10
Gladiator........................................................................30
Hyur..............................................................................10 Lancer..............................................................................33
Lalafell..........................................................................10 Marauder.......................................................................35
Elezen............................................................................11 Conjurer.........................................................................37
Miqo'te..........................................................................12 Thaumaturge................................................................40
Roegadyn.....................................................................12 Botanist...........................................................................44
Ranks and Levels....................................................14 Miner...............................................................................44
Carpenter.......................................................................45
Disciplines (Classes)..............................................15
Leatherworker.............................................................45
Disciples of War.......................................................16
Blacksmith.....................................................................45
Archer.............................................................................16
Weaver...........................................................................45
Gladiator........................................................................17
Crafting Recipes ....................................................46
Lancer..............................................................................17
Marauder.......................................................................17
Gathering Recipe Materials ................................46
Pugilist............................................................................18 Recipes .........................................................................47
Disciples of the Hand.............................................18 Crafting Recipes........................................................49
Blacksmith.....................................................................18 Blacksmith..................................................................49
Carpenters.....................................................................18 Weaver.........................................................................50
Leatherworker.............................................................18 Leatherworker...........................................................51
Weaver...........................................................................19 Carpenter....................................................................52
Disciples of Magic...................................................19 Main Quest Quick Guide....................................53
Conjurer.........................................................................19
Guidleves...................................................................55
Thaumaturge................................................................19
The rules of Leves.....................................................55
Disciples of the Land...............................................19
Regional Levequests ..................................................56
Botanist...........................................................................19
Guardian's Aspect ...................................................57
Fisher...............................................................................20
Local Levequests ........................................................57
Miner...............................................................................20
Faction Leves ...............................................................58
Skills, Traits and Abilities....................................21
Tuturial Levequests ................................................59
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Unofficial Final Fantasy XIV Strategy Guide
F
inal Fantasy XIV is the second
for $3.00 and $1.00 each.
MMORGP (Massive Multi-Player
Online Role Player Game)
Players can manage their Final Fantasy XIV
developed by Square Enix and the latest
account and other optional services through
edition in their legendary Final Fantasy video
the Square Enix Account Management
game franchise. Players familiar with the
System online. Accepted forms of payment
Final Fantasy series and Square Enix's first
include major credit/debit cards, Paypal as
MMO, Final Fantasy XI, will find certain
well as the Square Enix currency Crysta.
game elements and designs familiar from
Accounts can be adjusted to be billed at 30
previous Final Fantasy incarnations. Whether
day, 90 day or 180 day intervals and all
you are new to the franchise or an old fan,
options associated with the account will
this guide will help get you started in Final
remain active for that period.
Fantasy XIV.
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the character creation process you also will This is where the story begins. Foul beast
be able to select what city you wish to start tribes, spurred on by the strange creatures
in, what your character will look like as well known only as the primals, bring havoc
as their initial job class. Let's get started! and strife to the free people of Eorzea; while
in the northeast the Garlean Empire once
Final Fantasy XIV takes place in the world again stirs and looks to the south. Yet, amidst
of Hydaelyn; in the region of Eorzea on the all this strife a mysterious power known only
continent of Aldenard. Eorzea and the as the Echo surfaces, bringing hope to the
surrounding islands have since ancient times embattled people of Eorzea.
been blessed by The Twelve, deities who
have chosen to protect the races who came to Your story begins in one of three city-
inhabit the once empty region. In time the states. Gridania, nestled within vast forests
people of Eorzea built powerful city-states, and fed by coursing rivers. The city is
but that was not to last. The Garlean Empire constructed so its labyrinthine waterways
invaded from the east with powerful and elegant wooden structures seem part of
weapons capable of great destruction. The the landscape. Gridania is blessed by
northern most of the six remaining city- Nophica, the Matron. Limsa Lominsa sits
states, Ala Mhigo, fell to the monstrous under the shadow of the sea cliffs of the
empire. This tragedy forced the remaining powerful Rohanta Sea. A maritime city-state
city-states to set aside past prejudices and spreading across several islands with delicate
unite to push back the empire. looking ivory colored bridges connecting the
city areas, Limsa Lominsa has been
The empire retreated and Eorzea entered inspiration to wandering bards for years.
an Age of Calm where uneasy leaders Visitors to the desert city of Ul'dah are
having learned a sobering lesson from fallen overwhelmed the size of the city-state as it
Ala Mhigo sought to strengthen defenses so rises above the desolate landscape like a
that the remaining city-states would not fall great leviathan rising from the depths of the
should the Garlean Empire ever return. ocean. Ul'dah is a city of great wealth and
culture with travelers coming from all over
to take part in the games and trades to be
found within it's walls.
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O
nce you have installed the Beta
Client and set up your Square
There are numerous limitations of the Beta
Enix account you will need to
and below is a list of them (details of what
patch up to the current version of the game.
each means will be explained as this guide
This is done via an official torrent launched
goes on):
through the update application and can be, if
this is your first install, be a large and slow
Physical Level is limited to a maximum of
process.
Lv30.
Once you have your launcher and you Class Rank is limited to a maximum of R30.
have patched, head into the FFXIV-config to The only starting location selectable is Limsa
set your preferences and graphical options. Lominsa.
You are then ready to launch the game. Local Leves are largely unavailable.
Certain classes cannot be selected.
You will have three character slots and The Battle Regime system does not function.
each can be on a different server. Try to pick Chocobos (seen around the city) sadly
one with a low load if you want to avoid cannot be used yet.
having to queue to get in.
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MP is restored via items, a certain ability to a higher percentage than that. Generally
Disciples of Magic gain, finishing a Leve, or you will not need to do this often, especially
by touching an Aetheryte. if you upgrade your equipment regularly, but
Never forget about the Teleport option pay attention to durability in your item list.
within your menu. You can quickly get back When you die you will have a sickness
to any location you have visited with a full which will impede your abilities to preform,
sized crystal. If you should want to cancel it, it is risky to fight while this is active. The
simply go into active battle mode (F). effect of this sickness lasts 3 minutes.
Always pay attention to the colored dot
beside a selected enemy's name in order to
give you a clue to how your strength
compares to it. Green and blue generally
mean not much of a threat and yellow, red or
above are very dangerous.
Also remember that this dot represents your
Class Rank against the enemy strength and
not Physical Level (more about this is found
later on this guide).
It can often be quicker to gain ranks or
levels simply by heading out of the city and
going on a killing spree. Leves are good for
money and items, but not so much earning
experience.
Equipment has durability ratings. These are
hugely high but do degrade over time and
eventually will impede your abilities. These
can be NPC repaired back up to 50% of your
total in Limsa Lominsa or, if you have the
required items, you can repair them yourself
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Unofficial Final Fantasy XIV Strategy Guide
P
layers begin their adventures as
although this often results in a lack of
one of the five playable races in
cohesion and solidarity.
the Final Fantasy XIV world
Hydaelyn, on the continent Alednard in the
The Highlanders have a larger build than
Eorzea region. Although the look of these
their Midlander cousins and derive their
races will be familiar to Final Fantasy XI
name from their tradition of inhabiting
players, the five races in Final Fantasy XIV
Eorzea mountain ranges. Since fall of the
are not related to the citizens of Vana'diel.
city-state Ala Mhigo, the survivors of that
The races are Hyur, Lalafell, Elezen, Mi'quote
fallen city and their descendants make their
and Roegadyn.
livelihood as mercenaries and sell swords.
Each of the five races are further divided The Midlander clan accounts for over half
into two clans, each with distinct attributes of the Hyur populace. Firmly established in
and differing appearances. The differences every city and industry in Eorzea, the
are for purely aesthetic and background lore Midlanders are a common sight. Midlanders
purposes. The differences in appearance and are often taught their letters in infancy and
beginning statistic rankings have only a are considered the most educated of all the
minimal effect on game play mechanics. races.
Lalafell
Hyur
Originally hailing from fertile islands in
Hyur are the human analog of Final the southern region, these agriculturalists
Fantasy XIV and are the most populous race. found their way to Eorzea by way of
The Hyur arrived in Eorzea in three great maritime trade routes. Today, this diminutive
migratory waves from neighboring race are found all over Eorzea, especially in
continents and islands. They have rapidly the warmer regions. Although they may be
become a driving force for innovation and
improved technology. The Hyur are
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the shortest of the five races, the Lalafell adaptation, a glossy protective barrier to
possess great agility and stamina. Many are protect their eyes from the glaring sunlight.
known for their high intellect and cunning Many Dunesfolk Lalafell wear a small
nature. gemstone on their forward signifying their
zodiac alignment.
Lalafell are friendly and outgoing by
nature. They have a strong familial bond
within their own family groups but are Elezen
equally at ease with the other races. This
welcoming acceptance has served them well A nomadic people, the Elezen consider
in their dealings and adventures in Eorzea. themselves the oldest of the races and are
believed to have made Eorzea their home
As their name implies, the Plainsfolk even before that of the Mi'quote tribes.
Lalafell clan make their homes on the flat Believing their preeminence ordained by the
landscape of their islands in Eorzea. Twelve, the Elezen have a highly developed
Traditional thatched huts camouflage a sense of honor and pride. Unfortunately at
intricate network of underground times this overwhelming pride has also been
passageways and caverns. The Plainsfolk a source of tension with the other races. In
Lalafell are easily spotted by their commonly the past the Elezen viewed the migration of
earthy toned hair and skin, as well by their the Hyur tantamount to an invasion; and
sharp hearing. The Plainsfolk hearing is said there were many bloody conflicts as a result.
to be sharp enough to detect the faintest Currently, the Elezen reside peacefully with
scampering among the prairie's various the other races.
rodents.
The Wildwood Elezen have been forest
The Dunesfolk Lalafell are easily spotted dwellers for centuries, their keen sight and
by their distinctive traveling hearing making them fine archers. As the
accommodations, as they make their homes other races began to inhabit Eorzea, the
on top of large beasts of burden. Found in the Wildwood Elezen began to mingle amongst
most arid of regions, these Lalafell have their fellow races in the urban City-States.
adapted well to their home. Their luminous
eyes are a result of such an evolutionary
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In contrast, the Duskwight Elezen have The more nocturnal among the Mi'quote
spent their time in the caves and are the Keepers of the Moon, followers of
underground caverns of Eorzea's mountains. Menphina the Lover, goddess of the Moon.
They have developed an uncanny sense of More shy and reserved than their cousins,
hearing that has given them an unmatched the Keepers of Moon maintain the Mi'quote
sense of situational awareness in combat. tradition of applying war paint, further
Many of these reclusive tribe members earn enhancing their distinctive appearance.
their way through pillaging and out right
thievery, much to the scorn of their Roegadyn
Wildwood cousins.
The powerful Roegadyn possess powerful
Miqo'te muscular builds and mountainous strength.
Their culture puts a high value on personal
The ancestors of the Mi'quote tribes came courage and competition, although there
to Eorzea during the Age of Endless Frost as have been some philosophers in their ranks
they followed the herds of wildlife that in the past. Originally a maritime people, the
crossed the newly formed frozen glaciers. Roegadyn came to Eorzea by way of the
Relatively few in number, the Mi'quote are northern seas.
highly insular and prefer to keep apart from
the other races and maintain fairly solitary The Sea Wolves call the islands in the far
lifestyles even when residing in the more northern waters home, where tradesmen and
populous urban City-States. their women still live to this day. Once, the
clan was feared and hated for their brutal
The Seekers of the Sun clan's preference piracy, but today can be found in all manner
for the sun and light is found in all aspects of of maritime trade, from honest sailors to paid
their culture and they are devout worshipers naval mercenaries.
of Azeyma the Warden, goddess of the sun.
This diurnal clan is easily recognized by their
striking eyes with vertically aligned pupils
and lightly colored irises.
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T
here are two types of progress to
spells is to gain ranks in classes. The only
be made in FFXIV and these are
way to improve your statistics is through
Class Ranks and Physical Level.
gaining Physical Levels.
Class Ranks refer to the rank of your When you gain a Physical Level you are
currently selected class and nothing else given six skill points to distribute among
while Physical Level is your character's your stats (STR, VIT, DEX and so on) and six
strength regardless of class. For example; you for elemental defense (Lightning, Fire, Water
are Physical Level 10 and are a Rank 6 and so on) and this is done via 'Point
Pugilist. This rank is retained even if you Allocation' in your menu. Should you make a
change to a different class and also opens up mistake or simply not like how you have
the customization options available to you as used your points, you can buy a reallocation
certain abilities, traits and spells can be option.
interchanged once you have learned them. If
you then changed to Lancer Rank 1, you
would still be Physical Level 10.
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T
he Armory System in Final
Culinarian, Goldsmith, Leatherworker, and
Fantasy XIV is unique compared
Weaver.
to the job class systems in other
games. As in FFXI, you can choose to level as
Disciples of Land (DoL) disciplines harvest
many of the available job classes (called
and gather raw materials needed to be
disciplines in Final Fantasy XIV) on your
crafted into goods by the DoH disciplines.
character as you choose without having to
Botanist, Fisher and Miner are the current
create a new character. The Armory System
Disciples of Land disciplines.
allows you to change disciplines by the
extremely simple process of changing your
Disciples of Magic (DoM) draw upon
equipped weapon or tool. For example, to
aether to work spells and powerful
change your discipline from the gladiator
enchantments. Conjurers manipulate the
discipline to that of a conjurer, you simple
aether found in nature to work magic. They
have to exchange your sword for that of a
use these elemental forces to work powerful
wand.
combat magic as well as some healing.
The Armory System involves not just the Thaumaturge, the other Disciple of Magic
melee oriented Disciples of War and Magic, discipline, draws upon internal sources of
but also the Disciples of Hand and Land. aether to work spells intended to cripple foes
Unlike other games, Final Fantasy XIV gives and enhance allies.
equal importance to crafting and gathering
jobs, allowing players more options to Disciples of War (DoW) disciplines are the
develop their characters. There are currently melee classes of Final Fantasy XIV. These
eighteen disciplines in Final Fantasy XIV with disciplines are the warriors of Eorzea and
more confirmed for future release in version practice their skills relentlessly in it's defense.
updates and expansions. There are currently five DoW disciplines:
Archer, Gladiator, Lancer, Marauder and
Pugilist.
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A total of eighteen disciplines were Enforcers deal blunt force damage with
available as playable classes at release, their skill Club. Fencers will use foil and
however, there are several more that have epee based weapons, light flexible swords
been confirmed by the developers to be commonly used in fencing, to deal Piercing
released in a future update. Still others are damage. Their skill is called Fencing and
rumored but unconfirmed (see Unconfirmed they have a higher parry skill than other
Final Fantasy XIV Information) at this time. classes, allowing them to potentially counter
The confirmed but as yet unimplemented their enemies attacks more readily.
classes are the disciplines of Arcanist, Musketeers use projectile weapons to deal
Enforcer, Fencer, Musketeer, Mystic, and damage through the use of their Gunnery
Sheperd. As with any currently skill.
unimplemented content, details and names
may change when released fully into Final The remaining confirmed job class,
Fantasy XIV. Sheperd, is to be a Disciple of Land discipline
that makes use of the Herd ability. This may
Arcanists and Mystics are Disciple of be a beast-class, but that has not been
Magic classes and will deal in new types of confirmed by the game developers.
magic use. Arcanists will make use of the
magic skill Arcanima with their of their
auto-attack Magic Missile At there disposal Disciples Of War
will also be a tool, a distaff, that allows
The war guilds are the melee, tanks and
them to set astral traps for their foes. Their
support classes of FFXIV.
weapon is a hybrid blend of mechanics and
staffs. Arcanists will be aligned with Ice,
Earth and Water elements. Archer
Mystics have a skill known as Mysticism The enduring popularity of the bow is a
and will deal various kinds of elemental testament to its elegant design, but this
damage. They are primarily aligned with simple weapon would be of little worth
Fire, Lightning and Wind elements without the surpassing skill of those who
master it the Archers.
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Gladiators specialize in the handling of all The guild has greatly expanded its
manner of one-handed blades, from daggers armories to include a variety of weaponry,
to long swords. A defining characteristic of such as the throwing javelin.
the guild is its emphasis on diverse combat
tactics, training its members to bring their
Marauder
martial skills to bear in any situation. As
such, there are practitioners who marry The Maruader is a combat specialist
sword with shield, seeking to defend their whose weapon of choice is the great axe a
fellow companions. Others opt for an empty fearsome arm emblematic of Erozea's pirates.
hand, choosing instead to focus entirely on Their approach to battle is one of brute force,
their sword arm. relying on strength and steel to crush
enemies and sunder weapons. They are
The Gladiator's proficiency with blades highly sought after for their ferocity and
also extends to those hurled at range, such as intimidating presence, and are often
throwing knives. employed to hunt down monsters plaguing
the land.
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Pugilist Blacksmith
The path of the Pugilist is one of incessant It is in the fires of on the anvils of Eorzea's
training aimed at mastering the traditional Blacksmiths that weapons and tools of metal
techniques of hand-to-hand combat. Though are crafted. The primary tool of the
they command formidable power when Blacksmith is the cross-pein hammer.
unarmed, they want to use metal, leather and
bone weaponry to maximize their destructive
Carpenters
potential.
The foremost workers of wood,
Their preference for fighting at close Carpenters possess expert knowledge of the
quarters makes negotiating distances an hardness, pliability, weight and value of all
absolute necessity. Many among them types of timber. Their creed is to bring these
accomplish this by using throwing weapons natural traits to bear in the form of various
such as the chakram to momentarily daze wares, including utensils and furniture. The
their enemies while they move in fro the kill. primary tool of the Carpenter is the
handsaw.
The Hand guilds are essentially the crafters The role of Leatherworker entails not only
of FFXIV. the arduous production of various leathers,
but also their subsequent combination into
Within the Beta, most of the Disciples of any variety of boots and belts, armor and
the Hand classes are not available to players accessories. The primary tool of the
to select. Players can currently chose to play Leatherworker is the head knife.
as Blacksmith, Leatherworker, Weaver and
Carpenter only. Recipes are also limited by
the rank/level cap but those included can be
found in a different section of this guide.
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Weaver Thaumaturge
Conjurer
Disciples Of The Land
Conjury calls upon elemental forces
present in nature and concentrate them to a The land guilds are the gatherers of FFXIV
potency at which spells can be weaved. that supply the items needed by the crafters.
Through practiced meditation o the essences
of creation, Conjurers draw forth and absorb
Botanist
aether from their immediate surroundings.
Their primary weapons are wands and The Botanist's profession encompasses the
radicals. procurement of resources from all forms of
plant life. This includes harvesting various
The Conjurer's intimacy with all forms of vegetables and grains, tending to fruit-
being enables them to shift between both bearing trees, gathering wild grasses,
offensive and defensive magic as needed. cultivating fibrous plants, cutting lumber
and more. The primary tool of the Botanist is
the hatchet and the secondary tool is the
hand scythe.
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Fisher
Miner
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A
s you level in your chosen
Magic, these are your fighting attacks. On
discipline you will be able to
beginning the game there is a brief tutorial
learn and use a variety of weapon
fight with up to three abilities available if
or magic skills, abilities as well as traits.
you choose a Disciple of War or Magic
Players have the ability to choose what ability
discipline, for Disciples of Hand and Land
actions and traits to equip for use through
disciplines, the default action ability is Stone
the main menu command Actions and
Throw.
Traits.
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cost, cool down timer (time until it is next Magic Skills are much less well defined at
available for use) or effectiveness. However, this time then weapon skills are in Final
many of these abilities are quickly becoming Fantasy XIV. As the game progresses the
invaluable for leveling and soloing purposes. definition of Magic Skill may become better
understood or defined.
Skills
Attributes
Weapon skills are special actions that can
be used when enough Tactical Points (TP) For some, attributes may not seem that
have been earned during a fight. These skills important on the surface, as they are only
typically deal increased damage and based points to raise your statistics. That idea is
on the amount of TP available when used, faulty as they govern the chance success or
may have additional effects on the target. failure with nearly every action you will
Each discipline has a unique set of weapon make in Final Fantasy XIV. From attacking,
skills based on their weapon type and are HP and MP pools as well as crafting, your
learned as the discipline gains rank levels. character's attributes affect it all.
Some weapon skills have tier levels that
increase their effectiveness as you gain skill With each physical level you will receive
and levels in that discipline. Attribute Points (AP). As you level the
number of Attribute Points received will scale
Magic Skills higher. Attribute Points awarded each
Physical level will increase in tiers. From
These are additional abilities or spells
available to a Disciple of Magic that cost Levels 1-9: 6 points.
either MP or TP. Some of these attacks are Levels 10-20: 8 Points
elemental in nature while others act as Levels 21-23: 10 Points
enfeebling spells meant to cripple and harm Levels 24 and up: 12 Points
the enemy without dealing direct damage to
its HP. The cost to assign AP to Attributions is also
assessed in tiers. 1 AP for every level between
1-40. 2 AP cost for levels 41-80. 3AP for
levels 81 and up. It is also possible to reassign
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Disciples of War and Magic will find their Earth is grounds Lightning, but is eroded
elemental attacks increasing as their by Water.
Elemental Attributes do as well. A Conjurer Lightning boils Water, but is grounded by
who is elementally aligned with Fire will find Earth.
their Fire based abilities increasing in
damage. A Conjurer who is elementally aligned to
Fire will find themselves strong to Ice based
Disciples of Land benefit by being able to spells and attacks but weak to Wind based
extract more crystals based on their strongest ones.
elemental attribute.
There are two additional elements in Final
Disciples of Hand disciplines will find Fantasy XIV, Umbral and Astral that are
better success when using crystals that match for all intents and purposed the Light and
their strongest affinity. For example, a Dark elements in game. Currently these
Weaver that has strong Earth and Wind elements can not be directly adjusted by the
attributions will find the best success with player and only exist as attacks in game play.
Earth and Wind crystals which are
commonly used in clothcrafting. What follows below is a list of all the
known abilities, spells and traits for each
For every element there is an element that class currently available and the rank at
counters it. For example: Fire melts Ice and which they are learned.
is extinguished by Wind;or Fire is strong to
Ice, but weak to Wind. There are six elements
Archer
that interact in this way, The full Elemental
1: Light Shot
alignment relationships are:
TP Cost: 0
Action Cost: 0
Fire melts Ice and is extinguished by Wind.
Requires: Archer
Ice obstructs Wind, but is melted by Fire.
Wind extinguishes Fire and is blocked by
Attack with your bow, dealing projectile
Ice.
damage.
Water erodes Earth and is boiled by
1: Close Shot
Lightning.
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Attack with your bow, dealing projectile Strengthen your grip, increasing the attack
damage and rendering the target immobile. power of your next attack.
Refill your quiver with arrows. (Takes arrows Fetter an enemy's shadow, rendering the
from your inventory and tops up your target immobile.
currently equipped arrows).
8: Wide Volley
2: Puncture TP Cost: 1000
TP Cost: 1000 Action Cost: 3
Action Cost: 3 Cooldown: 8 seconds
Cooldown: 8 seconds Requires: Disciples of War, Disciples of
Requires: Disciples of War, Disciples of Magic
Magic
Launch a wide-ranged assault, dealing
Apply full force to your attack, dealing projectile damage to the target and nearby
projectile damage to all enemies between you enemies.
and the target.
10: Quelling Strike
4: Raging Strike TP Cost: 0
TP Cost: 0 Action Cost: 3
Action Cost: 3 Cooldown:
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Stifle the noise made by your weapon, Loose arrows in all directions, dealing
reducing enmity generated by your next projectile damage to nearby enemies.
attack.
18: Scavenge
12: Scouring Strike TP Cost: 0
TP Cost: 500 Action Cost: 3
Action Cost: 3 Cooldown:
Cooldown: Requires: Disciples of War, Disciples of
Requires: Disciples of War, Disciples of Magic
Magic
Gather a stray arrow for your next attack.
Deliver a debilitating attack, dealing Can only be executed when no arrows are
projectile damage and removing an equipped.
enhancement effect from the target.
20: Quick Nook
14: Hawks Eye TP Cost: 2000
TP Cost: 0 Action Cost: 3
Action Cost: 3 Cooldown:
Cooldown: 1min Requires: Archer
Requires: Disciples of War, Disciples of
Magic Nock and release repeatedly with blinding
speed, dealing projectile damage to enemies
Your eyes gain hawk like precision, in a cone before you.
increasing the accuracy of your next attack.
22: Quick Stride
16: Arrow Helix TP Cost: 0
TP Cost: 1000 Action Cost: 3
Action Cost: 3 Cooldown:
Cooldown:
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Requires: Disciples of War, Disciples of Apply full force to your attack, dealing
Magic projectile damage to all enemies between you
and the target.
Quick your stride, increase movement
speed. 30: Trifurcate
TP Cost:
24: Shrieker MP Cost: 30
TP Cost: 500 Action Cost: 3
Action Cost: 3 Cooldown:
Cooldown: Requires: Disciples of War, Disciples of
Requires: Disciples of War, Disciples of Magic
Magic
Seek to inflict massive damage, nocking up
Loose a shrilling arrow, dealing projectile to a maximum of three arrows.
damage.
Pugilist
26: Chameleon:
1: Heavy Strike
TP Cost: 250
TP Cost: 0
Action Cost: 3
Action Cost: 0
Cooldown:
Cooldown: 0 seconds
Requires: Disciples of War, Disciples of
Requires: Pugilist
Magic
Blend in with your surroundings, reducing Attack with your hand-to-hand weapon,
enmity. dealing blunt damage.
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Increase evasion. Effect wears after off Exploit an enemy's weakness, dealing
after evading an attack. slashing damage and increasing your critical
hit rate for each enfeebling effect on the
14: Jarring Strike target.
TP Cost:
Action Cost: 3
Cooldown:
Requires: Disciples of War, Disciples of
Magic 20: Presence of Mind
TP Cost:
Deal blunt damage, stun the target, and Action Cost: 3
increase enmity. Can only be executed after Cooldown: 60 Seconds
evading an attack. Requires: Disciples of War, Disciples of
Magic
16: Blindside
TP Cost: Spiritually enhance your powers of
Action Cost: 3 perception, increasing evasion against non-
Cooldown: frontal attacks.
Requires: Disciples of War, Disciples of
Magic 22: Concussive Blow II
TP Cost: 1000
Strike from an enemies rear, increasing Action Cost: 3
attack by half your Dexterity. Cooldown: 8 seconds
Requires: Disciples of War, Disciples of
18: Victimize Magic
TP Cost: 2000
Action Cost: 3 Strong attack, dealing blunt damage and
Cooldown: 8 seconds lowering monsters accuracy. Stacks up to
Requires: Disciples of War, Disciples of three times.
Magic
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Increase attack power and deal earth Attack with your sword, dealing piercing
damage to all enemies between you and the damage.
target, including the target. Flying monsters
unaffected.
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Spin your weapon fiercely, increasing Feint before attacking, dealing slashing
attack power and dealing slashing damage to damage to the target. Increases attack power
nearby targets. when the target is not engaging you.
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Steady yourself, increasing accuracy and Feign weakness and then attack, dealing
reducing evasion. slashing damage.
Sound a haunting howl with your weapon, Call upon the power of the flame,
increasing attack power and dealing slashing increasing attack power and dealing fire
damage. Lengthens the target's cast times. damage.
Focus on a single enemy, increasing Imbue your blade with brilliance, dealing
defense against the target while reducing astral damage and reducing the targets
defense against all other targets. magic defense, blinds other nearby enemies.
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18: Disorient
Conjurer
TP Cost:
1: Spirit Dart
Action Cost: 3
TP Cost: 0
Cooldown:
MP Cost: 0
Requires: Disciples of War, Disciples of
Action Cost: 0
Magic
Cooldown: 0
Requires: Conjurer
Flick dust, sand, or soil at an enemy,
reducing the target's evasion. Effect may
Magical range attack
stack up to three times.
1: Tranquility
20: March
TP Cost: 0
TP Cost: 1000
MP Cost: 0
Action Cost: 3
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Botanist 3: Prospect
Survey the landscape to discern the
1: Throw Rock
number and direction of grade 1 mineral
deposits. Increases movement speed when
1: Arbor Call
deposits are far.
Survey the landscape to discern location of
grade 1 mature trees. 5: Earthen Favor
Increases your chance to locate rare items
3: Triangulate while gathering.
This is a passive skill you put into the
Survey the landscape to discern number 'Gathering & Synthesis' action bar.
and direction of grade 1 mature trees. Automatically and randomly activates when
Increases movement speed when deposits are you start gathering at a new mineral deposit.
far.
8: Lay of the Land II
5: Stroke of Luck Survey the landscape to locate grade 2 and
A passive bonus ability that can process below mineral deposits.
after you equip it. Increase your chances of
finding rare items while gathering. 10: Prospect II
Survey the landscape to discern the
8: Arbor Call II number and direction of grade 2 and below
Survey the landscape to locate grade 2 and mineral deposits. Increases movement speed
below mature trees. when deposits are far.
Miner
10: Sharp Vision
Increases your chance to find rare items
1: Throw Rock
while gathering. This is also passive.
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Carpenter
10: Tender Touch
Leatherworker
10: Fulfilment
Blacksmith
10: Maker's Muse
Weaver
10: Masterpiece
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U
nlike in other games where
discipline, simply equip the appropriate tool
crafting and gathering tasks are
in your character's hand. To equip a tool, go
often treated as side activity or
to the Main Menu, Attributes and Gear or use
hobby during quiet periods in game play,
a macro command. Each discipline has both
Final Fantasy XIV takes a different path. In
a main and secondary tool needed to
recognizing the deep interest and love of
successfully craft. Although you may use
crafting that many players have, in Hydalean,
either tool in a crafting recipe, some recipes
these tasks are given official playable class
call for specific tools for best results.
status. Players are no longer forced to choose
only one or two crafts to focus on at any
If choosing to start with a Disciple of Hand
time; in Final Fantasy XIV players may level
discipline in Final Fantasy XIV you will be
one or all of the available disciplines.
given a tool to start with, but there are
vendors who will sell you the basic starting
Crafting disciplines fall under Disciples of tools for each discipline if you wish to
Hand classification while more traditional expand your crafting repertoire.
gathering or H.E.L.M (harvesting, excavating,
logging, mining) activities are classified as
Disciples of Land disciplines. There are eight Gathering Recipe
Disciple of Hand disciplines with each
Materials
having a guild in one of the three city-states
available to start in. It is unknown at this
point if beginning your adventures in one of There are many ways to gather the
the city-states with your discipline guild has necessary materials for crafting. You can
any effect on your progression. The city-state collect them through leveling on another
Disciple of Hand guilds are as follows: discipline such as a Disciple of Land class or
purchase them off other players. Vendors
Grinada: Carpenter and Leatherworker may also sell the items you wish to craft.
Limsa Lominosa: Armorer, Blacksmith, Levequests and Guildleves for DoH
Culinarian
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disciplines often provide the materials H.Q. Tiers refer to a High Quality Item or
needed to complete the given objectives and increased number of items resulting from
are an excellent way to get started in your synthesis. HQ results are possible on both
class. main or secondary tools. Where confirmed,
secondary tool results are listed, otherwise
Recipes only main tool results are listed.
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Y
our first quest begins the second
you have created your character
4.At the camp stand near the shining
and play through the tutorial
Aetheryte in the middle and go into your
which w ill teach you the basics of
option menu to select it.
interaction with characters and how to
battle. Pay attention during this and it won't
5.Go back to Baedron and you will then be
take long to get through it. You will be
told to visit both the Culinary Guild and
dropped at the docks of Limsa Lominsa when
Musketeer's Guild. Again, both of these are
you're done and this is where the quest
marked on your map.
'Treasures of the Main begin's.
1.You will begin in the port, next to or just 8.As directed by the events of the cutscene,
across from an NPC named Hob. Speak to head to the lower floor of the Musketeer's
him and he will direct you to the Guild for another cutscene.
Adventurer's Guild. This is an important
location that you will be returning to often, 9.Speak with Isaudorel again once you're
so make sure you remember it. done and then try to leave the area for
another cutscene.
2.Enter the Adventurer's Guild, also known
as the Drowning Wench inn, and speak with 10.Baedron will contact you via the
Baedron behind the bar on the far wall for a Linkpearl he gave you to tell you to visit
cutscene. Fisherman's Bottom. This is on your map
(south end of the city, slightly to the west).
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13.You must now head back out the city to 19.Treasures of the Main is now complete.
meet up with Sisipu. The Zephyr Gate she Baedron will offer a new story quest once
refers to is what you pass under to enter the you reach Rank 10 with a chosen class.
field after the long bridge out of the city.
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A
guildleve is a small, rectangular
the city-state.
plate of stained crystal set in a
precious metal frame. Each plate
Players are limited to eight regional and
is an image of one of Eorzea's patron saints
eight local guildleves every 36 hours real
engaged in a virtuous deed. The patron saints
time. Every player may have up to eight
are also sometimes called guardians and
levequests active at any time and may be
there are currently twenty-one notable
checked at any time in their Journal which is
figures who have been considered patron
found in the Main Menu. Rewards are based
saints and guardians of Eorzea.
on rank level and difficulty and range from
gil and experience points to materials and
Guildleves are special passes issued by the synthesis supplies. Levequests do not need to
Adventurer's Guild in each city-state. be completed solo; teaming up with other
Guildleves allow their bearer to complete players is encouraged and rewarded.
various tasks called levequests. Guildleves
give players special permission to take Guild marks may be gained by completing
whatever steps necessary to complete their specific levequests and than traded to guild
levequest objective. This may involve NPCs for various rewards. There are guild
negotiating with enemies, hunting or marks available for each guild.
harvesting on private lands, entry into
restricted areas, as well as granting use of the
Aetheryte teleport portals. The Rules Of Leves
Levequests are timed quests with tasks Here are some basics for understanding
varying from killing a certain number of foes Leves in FFXIV:
or type of foe, harvesting or gathering
needed items or crafting specified goods.
There are two types of levequests; regional
and local. Regional levequests take place
outside the city and normally require
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targets will also have a special icon next to Logging out, losing connection, moving to
their name for easy recognition. Only you far from the zone or letting the timer run out
and your fellow party members will be able will result in a failed levequest. If you
to see the target or target foes, ensuring that happen to fail a levequest, you may still
other players will not inadvertently interrupt attempt it after waiting the requisite 36
your progress. hours. Do not exchange the levequest for
another one if you wish to attempt the task
When you have completed the objectives, again.
an aetherial node will appear and the
levequest rewards will be awarded. You may
use this portal to return to the portal where Guardian's Aspect
you initiated the quest if you wish. The node
will not appear if the objectives have not When activating a levequest at an
been completed in the given time limit. If any Aetheryte portal, the player will have an
member of the party is K.O'd (knock out, option to request a favor from their chosen
dead) they may complete the levequest by diety. This will give the player a skill point
returning to their home point before the time bonus during battle. However, nothing is free
has run out. in Eorzea. Each invocation will cost 10
Favor points. A player may have up to a
Regional levequests are further maximum 200 favor and will regenerate 10
categorized into Battlecraft levequests and favor points every 10 hours (real time).
Fieldcraft levequests. Battlecraft levequests
are designed for DoW and DoM disciplines
Local Levequests
that involve finding and killing target prey
while Fieldcraft levequests are for DoL Unlike regional levequests, local levequests
disciplines that involve searching out various do not need to activated at an aethyte portal,
harvesting, mining, fishing or logging points have no time limit and can not be exchanged.
in the fields and dungeons. Completed or failed local levequests are
simply removed from the player's journal.
Locl levequests are only obtainable by
Disciples of Hand disciplines.
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After gaining a levelquest from the issuing Completed items are not placed in a
NPC, simply select the Synthesis button player's inventory and may not be traded,
located near the action menu. From the next sold or used. Once the items have been given
window, select Required Items and choose to the client, player's preformance will be
from the available quests. Normally, assessed and the player will be rewarded.
synthesis requires the player to obtain the Experience rank points may also be gained
necessary items and crystals to perform the by performing the sythesis tasks.
craft, but levequest clients typically provide
the necessary materials for the players. The
Faction Leves
player need only find the client NPC to
continue the levequest. There are many civilian organizations in
Eorzea that represent the myriad and various
Local levequests may be obtained from the interests of her people. Three of the largest of
following NPCs: these organizations have lately taken an
interest in adventurer activities.
Tierney (Grindania)
T'mokkri (Limsa Lominsa) These organizations are the Brotherhood
Eustace (Ul'dah) of the Blade, a vigilante group convinced that
the beastmen tribes will one day conquer and
After speaking with the client NPC the take over Eorzea's city-states if nothing is
materials will appear automatically in the done to eradicate the threat first. In contrast,
synthesis window after selecting a local Azeyma's Shields have proclaimed
levequest from the Required Items menu as themselves defenders of the weak and
described above. The items and materials enemies of evil while The Horn and the
provided for local levequests are not added to Hand, a group of merchants, scholars,
a player's normal inventory and may only be money-lenders and scientists, are only
used for completion of the given levequest. interested in making great fortunes from
Levequest progress may be viewed by outfitting adventurers.
opening the Guildleve window.
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Generally, the more influence a faction has This only applies to Battlecraft and
in a particular area, the better the levequest Fieldcraft levequests. Players may obtain a
rewards. However, the other factions will total of eight guildleves every 36 hours. Once
often offer greater incentives and credits to you have started, completed of failed your
entice players to select their sponsored initial eight guildleves you may exchange
levequests. them for new guild leves after waiting the
required time limit.
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Missing Teeth
Unsavory Ramifications Reward: 74 Gil & Lauan Patterns x1
Reward: 56 Gil
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Old Money
Reward: Based on Performance
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Ishgard Ul'dah
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T
here are many ways to make gil
however the sell prices may not be to your
in Final Fantasy XIV, however,
liking as they are often quite low compared
none of them are get rich quick
to the NPC selling prices. The available items
methods. Final Fantasy XIV is now in it's fifth
for purchase from NPCs are low level basic
week of world wide release and the economy
tools and armor as well.
is just getting started.
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Retainers may be obtained any time after decent profit. Prices averaging 10-20%
speaking with the first quest giver in each of higher than NPC vendor prices is an
the city-states. After selecting About the accepted price range at this point, in time
retainer counter option you will be directed this will certainly change. Bazaars are
to speak to a NPC who will guide you limited to only ten items, so select your items
through the process of setting up your with care. If an item does not sell quickly, it
retainer character. After choosing your may be best to simply sell it to a NPC vendor
retainer's name, you will be sent to the even if it is at a loss.
Market Wards where your retainer NPC will
meet you. There you can set up your bazaar
and your retainer will begin selling your
items. To change your bazaar goods you will
need to return to the Market Ward, however
you may talk to your retainer at any time in
the Adventurer's guild or by interacting with
a special bell found in each city-state.
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M
acros are user defined commands
may be best to divide the macro into one
that allow you to perform several
macro button for gear swaps and another for
actions at the touch of a keystroke
actions, as an example.
or controller button. With macros you can
swap out gear and weapons, perform tasks
When entering abilities or weapons, you
such as gathering and mining, add actions to
must enclose the name of the ability or
your ability bar and even change some game
weapon in and each word in the name
settings.
must be capitalized, even if the name does
not appear this way elsewhere in the game
Macros in Final Fantasy XIV are divided text. For example, Willow Fishing Rod is
into two sets, one for CTL and one for ATL. correct but Willow Fishing rod is not.
For the gamepad controller, this is usually
defaulted to the L2 and R2 buttons, although To select or change a macro from CTL or
this may be customized based on player ALT, simply select the appropriate tab and
preference. Final Fantasy XIV allows fifty enter the macro into an empty slot.
macro commands each for CTL and ATL.
To use a macro with a keyboard, hold
To set up macro commands, open Menu down the CTL or ALT key and select the
and select Configuration. From corresponding number to fire the macro
Configuration, select the Settings button command. CTL-5 will trigger the fifth macro
next to Macros. When creating macros you command you created on the CTL macro set.
may select an icon that will be the macro The game on screen display will show what
display image from a list of options. To key is being selected and what page of
change the icon, select the button next to macros you are currently on. There are five
where the macro name is entered. pages of macros, numbered 1-5. For
controller commands, hold down the CTL or
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ALT button and use the menu selection For example: /equip sub "Mudstone
buttons to select the chosen macro. After Grinding "Wheel" would cause a fatal error
selecting the macro, hit the action or and crash the game.
command button and the macro will fire.
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Text Commands
LINKS
/? /[command_name]
S
ee "Valiant Kanoste Macros" for
an extensive list of macro
Gives a detailed explanation of specified
commands. For brevity I have
command. Abbreviations can be used. If a
only included a partial list.
command name is incomplete or does not
exist, similar commands will be listed. *All
Terminology:
names used with these commands must be
PC: Player character (you or your friends one word, or in quotation marks if two or
in other words) more words.
NPC: Non Player Character (any character
not controlled by a human, this can be both /say[message]
characters in cities as well as monsters) /s [message]
HP: The hit points of the player. Also
known as health. Sends a message to all PCs within a small
MP: The magic points of the player. Also radius. The message will not be displayed if a
known as mana. PC has their [Say] chat filter turned on.
TP: The tactical points of the player.
/shout[message]
Equipment Slots /sh [message]
main: Main hand (weapon) Sends a message to all PCs within a large
sub: Off hand (weapon) radius. The message will not be displayed if a
throwing: Thrown weapons PC has their [Shout] chat filter turned on.
pack: Ammunition (Arrows, etc)
pouch: Bait /tell[PC Name] [message]
head: Head armor /t [PC Name] [message]
neck: Neck accessory
L.ear: Left earring
R.ear: Right earring
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Sends a message to a specific PC within the to shout. If you set the default mode to tell,
same world. You can also hit the space bar to you will still need to type the recipient's
start a chat line, then press CTRL + R to reply name. If no chat mode is specified, the
to anyone you have sent tells to. current default setting will be displayed.
Sends a message to all members of your Uses an action on a specified target. This
current party, regardless of their location. cannot be used with actions you have not yet
learned, or when restricted by other factors.
/linkshell [message] Subcommands are "main" which uses main
/l [message] hand action and "off" which uses offhand
action.
Sends a message to all members of your
active linkshell, regardless of their location. /areaofeffect [subcommand]
/aoe [subcommand]
/echo [message]
/e [message] Toggle between area of effect and single
target cast modes. Subcommands are "on"
Displays a message that only you can see. which enables areas of effect and disables
single target cast modes and "off" which does
/chatmode [chat mode] the opposite. If you omit the subcommand
/cm [chat mode] then it will simply toggle back and forth.
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Toggles between active and passive mode. Targets the closest NPC or monster within
Subcommands are "on" which switches to a certain radius.
active mode and "off" which switches to
passive mode. If you omit the subcommand /lockon
then it will simply toggle back and forth.
Locks on to a target.
/battleregimen [subcommand]
/br [subcommand] /automove
Toggles between battle regimen and active Continues walking/running in the current
mode. Subcommands are "on" which switches direction you are moving. Move in the
to battle regimen mode and "off" which opposite direction to cancel.
switches to active mode. If you omit the
subcommand then it will simply toggle back /wait [wait time in seconds]
and forth.
Used to adjust the pause between macro
/marking [number (1-8)] [target] commands. The maximum wait time is 60
/enemysign [number (1-8)] [target] seconds, if over 60, it will be counted as 0.
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