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Unofficial Final Fantasy XIV Strategy Guide

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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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Guildleves (Adventurers Guild)........................60 GridaniaIt's the Smell..........................63


My Very First Adventurer.......................................60 Diamonds in the Rough.....................63
Meet The Flint Stones................................................60 Ishgard............................................................................63
A Taste of Honey.........................................................61
A Weighty Problem.............................63
Evil Weevils...................................................................61
Mole Patrol....................................................................61
Heat of the Moment............................63
Unsavory Ramifications...........................................61 Golden Opportunity............................63
Slamming The Door..................................................61 Ul'dah..............................................................................63
A Beardful of Rats.......................................................61 Something in the Air...........................63
Missing Teeth...............................................................61 While They're Young..........................64
When Bats Cry.............................................................62
Gil Making Strategies ..........................................65
Annexing The Rock....................................................62
Macros ......................................................................67
Faction Leves..............................................................62
Limsa Lominsa.............................................................62
Macro Commands ..................................................68
Battle Action Swap Macros ...................................68
Collecting Sea Shells............................62
Links ...........................................................................70
Spoiled Soil..............................................62
Terminology: .............................................................70
Old Money..............................................62
Future Discipline Classes .....................................75

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retainer character is used for additional


INTRODUCTION storage and selling of items. Additional active
and retainer characters may be purchased

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.

Once you have registered your Final


Final Fantasy XIV has a monthly Fantasy XIV account you may select the
subscription fee to play the game after the server you wish to play on and begin the
initial trail period. Players are not charged character creation process. There are
during the trial period, however a method of currently eighteen world servers of various
payment will be required to register a Final population levels. Besaid is considered the
Fantasy XIV account. The subscription fee unofficial role-playing server and Cornelia is
includes a basic account fee of $9.99 USD considered to be an unofficial EU player
monthly and any other associated fees for server by the player base. As in Final Fantasy
options that you have added to your account. XI, there are no official region specific
A standard Final Fantasy XIV account is servers, players from North America (NA)
$12.99 USD monthly, which includes the play alongside European Union (EU) and
basic account fee of $9.99 and an active Japanese players. Fortunately, SE has
character fee of $3.00. An active character is provided an in game Auto-Translate function
the primary or main character that players for common game terms and phrases. During
progress with through the game while a

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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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Adventure is calling, adventurer. Enter


Eorzea!

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GETTING STARTED Rules And Limits Of The


Beta

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.

During the character creation process you Tips For Surviving In


will be asked to pick a starting class. Do not
Eorzea
worry. This is purely to indicate what you'll
play through the tutorial as and won't limit Here are some simple tips to keep in mind
you in any way. Gaining access to other as you play:
classes is as simple as buying the Rank 1
weapon they use and equipping it. The cost TP is gained by attacking with your two
for most Rank 1 weapons is 120g each and standard attack types or by being attacked
you will gain roughly 2200g completing the and while not fighting slowly drains back to
first main quest, which is detailed towards 0.
the end of this guide.

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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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attributed with driving social and culture


RACES change in Eorzea and have proven to uphold
a firm belief in individual freedoms,

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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The Hellsguard are a Roegadyn clan found


in the volcanic regions near the Ul'dah city-
state. Believing that the flaming mountains
are the gates to the underworld for centuries
the Hellsguard clan have kept a solemn vigil
over the region to ensure no souls escape into
the land of the living.

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The progress for both of these can be


RANKS AND checked by looking at the top of the screen
when you bring up your main menu (-).
LEVELS
The only way to learn abilities, traits and

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.

Rank increases by gaining skill in the


weapon or tool you are required to equip in
order to play as that class. This might display
like Your Hand-to-Hand skill improves by
45 after killing an enemy.

Physical Level increases by gaining


experience Points. This might display like
Your gain 1500 Experience Points after
killing an enemy.

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The Disciples of Hand (DoH) disciplines


DISCIPLINES are generally the artisan, crafting, hobby or
professional skills experienced in other
(CLASSES) games. The DoH disciplines currently include
Alchemist, Armorer, Blacksmith, Carpenter,

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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Projectile techniques such as high-angle Lancer


fire enable Archers to assail their foes with
deadly precision even at great distances. The strategy of the Lancers is to out range
Constant assessment of the battlefield enables and fluster opponents with their long, two-
them to carefully determine the most handed polearms, peppering them with a
advantageous ground from which to loose, as barrage of thrusting attacks. They are trained
well as the nature of the arrows best suited to with a number of weapons, giving a diversity
their enemy. to their attacks that makes them for
extremely versatile combatants.
Gladiator

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.

Throwing axes such as the francisca


supplement the Marauder's arsenal, making
them fearsome adversaries even at range.

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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.

Disciples Of The Hand Leatherworker

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

Weavers exercise the masterful In the hands of a skilled practitioner,


manipulation of warp and weft to create thaumaturgy can be a force of terrifying
their wares. From fibers to thread to cloth to destruction. At the heart of this school of
garment, the entire process falls within their magic lies the ability to call forth and
realm of expertise. The primary tool of the command the latent aether within oneself
Weaver is the needle. through deep introspection. The primary
tools of the Thaumaturge are the scepter and
staff.
Disciples Of Magic
By enfeebling enemies and enhancing
The magic guilds are the healers and their allies, thaumaturgy can prove to be an
nukers of FFXIV. invaluable asset.

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

Fishers are the harvesters of the realm's


marine and freshwater animal resources. The
primary tool of the fisher is the fishing rod.

Miner

The Miner's guild is responsible for


excavation and handling of Eorzea's mineral
wealth, be it ores, fossils, precious stones, or
otherwise. The primary tool of the miner is
the pickaxe.

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SKILLS, TRAITS Abilities


As there is no auto-attack function in the
AND ABILITIES game, abilities are the action options for each
discipline. For the Disciples of War and

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.

For Disciples of Magic, these abilities are


Traits
your spells and cost Mana (MP) to use. Many
Traits are beneficial characteristics unique of these abilities can be cast as Area of Effect
to each discipline that can be either active or (AoE) spells by toggling the AoE button on
passive. Some traits are automatically gained screen through a macro or keyboard
when you reach a certain level while others command shortcut.
may be purchased from guild vendors with
guild marks. Traits can increase certain stat There are some abilities that once learned
categories, improve your odds of gathering on a discipline are available to use if you
materials while out in the fields, or increase have reached that level on another discipline.
your fighting ability. The discipline Conjurer gains the Cure
ability at rank 4 and is available for other
Disciples of War or Magic disciplines at that
rank or above Not all abilities are available to
be used on all disciplines and most bear a
reduced efficiency in either increased usage

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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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Attribute Points. However, there is a limit to Crafting Bonus: Alchemy


the number of AP that may be reassigned at
any one time and the ability to reassign Mind: Magic Defense, Magic Points
points is also on a re-use timer. The re-use Crafting Bonus: Mining, Weaving
timer is based on a character's class level.
Piety: Magic Accuracy
Attributes are loosely split between Crafting Bonus: Fishing, Cooking
Physical and Elemental Attributions. These
attributes influence every discipline job in Elemental Attributions take a stronger role
Final Fantasy XIV either directly through in Final Fantasy XIV than they did their direct
attack power or magic accuracy or through predecessor Final Fantasy XI. In Final Fantasy
crafting bonuses. XIV, players may decide their elemental
alignment by putting their points into the
The following lists the known definitions elements of their choosing. Some players may
and crafting bonuses for Physical decide to be entirely fire aligned and place all
Attributions. their Elemental Attribute Points in Fire, while
still others may choose a more well rounded
approach and spread their Attribute Points
Physical Attributions out evenly.

A character's elemental resistance will


Strength: Physical Attack Power grow as more points are allotted to that
Crafting Bonus: Blacksmith, Botany element. As many enfeebling spells are
elementally aligned, this will allow for
Vitality: Physical Defense, Health Points players to be able to resist crippling attacks
Crafting Bonus: Armorsmith, Mining such as Paralyze (Ice based) attack or Slow
(Earth) as well as the full elemental attacks of
Dexterity: Physical Accuracy. Evasion Blizzard and Stone.
(unconfirmed)
Crafting Bonus: Goldsmiths, Fishing

Intelligence: Magic Attack Power

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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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TP Cost: 0 Cooldown: 45 seconds


Action Cost: 0 Requires: Disciples of War, Disciples of
Requires: Archer Magic

Attack with your bow, dealing projectile Strengthen your grip, increasing the attack
damage and rendering the target immobile. power of your next attack.

Short Range Attack. 6: Shadow Bind


TP Cost: 250
1: Refill Action Cost: 3
TP Cost: 0 Cooldown:
Action Cost: 0 Requires: Disciples of War, Disciples of
Requires: Archer Magic

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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Requires: Disciples of War, Disciples of Requires: Disciples of War, Disciples of


Magic Magic

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.

28: Puncture II 1: Light Strike


TP Cost: 1000 TP Cost: 0
Action Cost: 3 Action Cost: 0
Cooldown: Cooldown: 0
Requires: Disciples of War, Disciples of Requires: Pugilist
Magic

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Attack with your hand-to-hand weapon, Requires: Disciples of War, Disciples of


dealing blunt damage. Increases physical Magic
defense and evasion.
Restore HP at the cost of TP.
2: Concussive Blow
TP Cost: 1000 8: Seismic Shock
Action Cost: 3 TP Cost: 1000
Cooldown: 8 seconds Action Cost: 3
Requires: Disciples of War, Disciples of Cooldown: 8 seconds
Magic Requires: Disciples of War, Disciples of
Magic
Beat an enemy about the head and face,
dealing blunt damage and reducing the Increase attack power and deal earth
target's accuracy. Effect may stack up to three damage to all enemies between you and the
times. target, including the target. Flying monsters
unaffected.
4: Haymaker
TP Cost: 1000 10: Taunt
Action Cost: 3 TP Cost: 0
Cooldown: Action Cost: 3
Requires: Disciples of War, Disciples of Cooldown: 20 seconds
Magic Requires: Disciples of War, Disciples of
Magic
Strong attack, increasing attack power and
dealing blunt damage. Can only be used after Whistle to increase enmity.
evading an enemy attack.
12: Featherfoot
6: Second Wind TP Cost: 0
TP Cost: 250 Action Cost: 3
Action Cost: 3 Cooldown:
Cooldown: 60 seconds Requires: Disciples of War, Disciples of
Magic

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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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24: Aura Pulse


TP Cost: 30: Accomplice
Action Cost: 3 TP Cost:
Cooldown: Action Cost: 3
Requires: Disciples of War, Disciples of Cooldown:
Magic Requires: Disciples of War, Disciples of
Magic
AoE that only hit ground units despite it's
tool tip saying it raises attack power against Conspire with an ally, reducing their enmity
flying stuff. Slightly confused on that one and increasing your own.
26: Discerning Eye
TP Cost:
Gladiator
Action Cost: 3
1: Light Slash
Cooldown:
TP Cost: 0
Requires: Disciples of War, Disciples of
Action Cost: 0
Magic
Cooldown:
Requires: Gladiator
Supposedly it raises your attack power
when you take damage, scales with how
Attack with your sword, dealing slashing
much you take.
damage.

28: Seismic Shock II


1: Light Stab
TP Cost:
TP Cost: 0
Action Cost: 3
Action Cost: 0
Cooldown:
Cooldown:
Requires: Disciples of War, Disciples of
Requires: Gladiator
Magic

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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2: Red Lotus 8: Phalanx


TP Cost: 1000 TP Cost: 250
MP Cost: 10 Action Cost: 3
Action Cost: 1 Cooldown:
Cooldown: 8 seconds Requires: Disciples of War, Disciples of
Requires: Disciples of War, Disciples of Magic
Magic
Move deftly from defense to offense,
Invoke the power of the flame and strike, increasing attack power and dealing slashing
dealing fire damage. damage. Increases enmity. Can only be
executed following a block.
4: Rampart
TP Cost: 1000 10:Provoke
Action Cost: 3 TP Cost: 0
Cooldown: 5mins Action Cost: 3
Requires: Disciples of War, Disciples of Cooldown 20secs
Magic Requires: Disciples of War, Disciples of
Magic
Protect yourself, increasing defense and
magical defense. Use a threatening gesture to increase enmity.

6: Circle Slash 12: Spinstroke


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

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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14: Still Precision 20: Onion Cut


TP Cost: 0 TP Cost:
Action Cost: 3 Action Cost: 3
Cooldown: Cooldown:
Requires: Disciples of War, Disciples of Requires: Disciples of War, Disciples of
Magic Magic

Steady yourself, increasing accuracy and Feign weakness and then attack, dealing
reducing evasion. slashing damage.

16: Howling Vortex 22: Red Lotus II


TP Cost: TP Cost:
Action Cost: 3 Action Cost: 3
Cooldown: Cooldown:
Requires: Disciples of War, Disciples of Requires: Disciples of War, Disciples of
Magic Magic

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.

18: Obsess 24: Luminous Spire


TP Cost: TP Cost:
Action Cost: 3 Action Cost: 3
Cooldown: Cooldown:
Requires: Disciples of War, Disciples of Requires: Disciples of War, Disciples of
Magic Magic

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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Note: You can keep using this weapon skill 2: Skewer


3 times in a row and deal more damage each TP Cost: 1000
time because its reducing magic defense Action Cost: 3
while dealing astral damage. Cooldown: 8 seconds
Requires: Disciples of War, Disciples of
26: Cadence Magic
TP Cost: Run your enemies through, increasing
Action Cost: 3 attack power and dealing piercing damage to
Cooldown: all enemies between you and the target.
Requires: Disciples of War, Disciples of Places Slow effect on non-flying targets.
Magic
4: Ferocity
Controls the pace of combat, increasing TP Cost: 0
the power of your next attack while in battle Action Cost: 3
regimen mode. Cooldown: 60 seconds
Requires: Disciples of War, Disciples of
Lancer
Magic
1: Light Thrust
TP Cost: 0
Trigger an adrenaline rush, consuming HP
Action Cost: 0
to increase the attack power of your next
Requires: Lancer
attack.

Attack with your polearm.


6: Trammel
TP Cost: 500
1: Heavy Thrust
Action Cost: 3
TP Cost: 0
Cooldown: 8 seconds
Action Cost: 0
Requires: Disciples of War, Disciples of
Requires: Lancer
Magic

Attack with your polearm, binding the target.


Deliver a crippling stab, rendering the
target immobile.

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8: Moonrise Stab with great force, increasing attack


TP Cost: 1000 power and dealing piercing damage to all
Action Cost: 3 enemies between you and the target. Reduces
Cooldown: 8 seconds the evasion of flying targets.
Requires: Disciples of War, Disciples of
Magic 14: Invigorate
Frustrate an enemy's tactics, increasing TP Cost:
attack power and dealing slashing damage. Action Cost: 3
Inhibits TP generation of the target. Cooldown:
Requires: Disciples of War, Disciples of
10: Speed Surge Magic
TP Cost: 0
Action Cost: 3 Channel your physical energies,
Cooldown: 30 seconds consuming HP to gain TP.
Requires: Lancer
16: Leg Sweep
Wield your weapon with blinding speed, TP Cost: 1000
increasing action gauge regeneration. Hitting Action Cost: 3
the target causes an enfeebling effect which Cooldown: 8 seconds
grants attacking party members the ability to Requires: Disciples of War, Disciples of
absorb HP. Magic

12: Doomspike Strike low, dealing blunt damage to all


TP Cost: 2000 enemies in a cone before you. Does not affect
Action Cost: 3 flying targets.
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of 18: Comrade in Arms
Magic TP Cost: 500
Action Cost: 0
Cooldown:
Requires: Disciples of War, Disciples of
Magic

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Bolster morale, inflicting the target with Marauder


an enfeebling effect which grants attacking 1: Light Swing
party members increased TP generation. TP Cost: 0
Action Cost: 0
20: Feint Cooldown: 0
TP Cost: 250 Requires: Marauder
Action Cost: 3
Cooldown: Attack with your axe, dealing slashing
Requires: Disciples of War, Disciples of damage.
Magic 1: Broad Swing
TP Cost: 0
Stab with precision and timing, ensuring Action Cost: 0
the success of your next attack. Increases Cooldown: 0
attack power and deals piercing damage. Can Requires: Marauder
only be executed after target evades an
attack.
Attack with your axe, dealing slashing
22: Life Surge damage to enemies in a cone before you.
TP Cost: 0
Action Cost: 3 2: Trunksplitter
Cooldown: TP Cost: 1000
Requires: Disciples of War, Disciples of Action Cost: 3
Magic Cooldown: 8 seconds
Requires: Disciples of War, Disciples of
Alternative to Speed Surge. Same drain Magic
effect, but adds evasion debuff to the target
instead of giving you extra stamina Deliver a fierce upward swing, dealing
regeneration slashing damage. Increases attack power
against Seedkin.

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4: Brandish Attacks enemies in a cone before you while


TP Cost: 1000 under the effect of Steadfast.
Action Cost: 3
Cooldown: 8 seconds 10: Defender
Requires: Disciples of War, Disciples of TP Cost: 0
Magic Action Cost: 3
Cooldown:
Swing your weapon in a sweeping motion, Requires: Disciples of War, Disciples of
dealing slashing damage to nearby enemies. Magic
Tighten your guard, increasing defense
6: Bloodbath and reducing attack power. Increases enmity
TP Cost: 0 generation while under the effect of
Action Cost: 3 Steadfast.
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of 12: Foresight
Magic TP Cost: 0
Action Cost: 3
Revel in the blood of an enemy, converting Cooldown: 25 seconds
a percentage of the damage dealt by your Requires: Disciples of War, Disciples of
next successful attack into HP. Magic

8: Skull Sunder Anticipate an enemy's actions, increasing


TP Cost: 1000 your parry rate. Ends after parrying an
Action Cost: 3 attack.
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of 14: Fracture
Magic TP Cost: 250
Action Cost: 3
Strike an enemy in the head, dealing Cooldown: 8 seconds
slashing damage and additional damage over Requires: Disciples of War, Disciples of
time. Magic

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Deliver a devastating blow, increasing Cooldown: 8 seconds


attack power and dealing blunt damage. Requires: Disciples of War, Disciples of
Renders the target incapable of using Magic
weaponskills. Can only be executed
following a parry. Allows you to move while keeping your
steadfast stance active.
16: Brutal Swing
TP Cost: 1000 22: Trunksplitter II
Action Cost: 3 TP Cost: 1000
Cooldown: 8 seconds Action Cost: 3
Requires: Disciples of War, Disciples of Cooldown: 8 seconds
Magic Requires: Disciples of War, Disciples of
Magic
Strike with the flat of your weapon,
increasing attack power and dealing blunt Deliver a strong chop, increasing attack
damage. Attacks enemies in a cone before power and dealing slashing damage. Attack
you while in steadfast stance. power is increased further against Seedkin.

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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Action Cost: 0 Requires: Disciples of War, Disciples of


Cooldown: 30mins Magic
Requires: Conjurer
AoE heal.
Replenishes some MP.
1: Elemental Nukes - Fire, Stone, 6: Stoneskin
Water, Blizzard, Thunder, Aero (6 TP Cost: 0
spells) MP Cost: 12
TP Cost: 0 Action Cost:
MP Cost: 10 Cooldown: 30 seconds
Action Cost: 3 Requires: Disciples of War, Disciples of
Cooldown: Magic
Requires: Disciples of War, Disciples of
Magic AoE Damage shield

AoE - Elemental Nukes 8: Shock Spikes


TP Cost: 0
2: Trance Chant MP Cost: 8
TP Cost: 0 Action Cost: 3
MP Cost: 0 Cooldown: 10 Seconds
Action Cost: 3 Requires: Disciples of War, Disciples of
Cooldown: 60 seconds Magic
Requires: Disciples of War, Disciples of
Magic AoE Spikes that do damage on hit and stun
the enemy.
Increased magic accuracy
8: Repose
4: Cure TP Cost: 0
TP Cost: 0 MP Cost: 8
MP Cost: 12 Action Cost: 3
Action Cost: 2 Cooldown: 40 Seconds
Cooldown: 5

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Requires: Disciples of War, Disciples of 12: Elemental DoT's - Burn, Frost,


Magic Rasp, Drown, Choke (5 spells)
TP Cost: 0
AoE bind. MP Cost: 16
Action Cost: 3
Cooldown: 12 Seconds
10: Profundity Requires: Disciples of War, Disciples of
TP Cost: 0 Magic
MP Cost: 0 Elemental DoT and reduces enemies
Action Cost: 3 resistance to that elemental type within area
Cooldown: 60 seconds of effect.
Requires: Disciples of War, Disciples of
Magic 14: Sough Speak
TP Cost: 0
Increases Magic Potency for next cast. MP Cost:
Lengthens the cast time and recast time of Action Cost: 3
affected spells. Cooldown:
Requires: Disciples of War, Disciples of
10: Radiance Magic
TP Cost: 1000
MP Cost: 0 Reduces magic potency and rate of enmity
Action Cost: 3 generation.
Cooldown: 8 seconds
Requires: Disciples of War, Disciples of 16: Shell
Magic TP Cost: 0
MP Cost:
High damage and gives back a small Action Cost: 3
proportion of mp. Cooldown:
Requires: Disciples of War, Disciples of
Magic

AoE Magical Defense buff.

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16: Protect 22: Purge


TP Cost: 0 TP Cost: 0
MP Cost: MP Cost:
Action Cost: 3 Action Cost: 3
Cooldown: Cooldown:
Requires: Disciples of War, Disciples of Requires: Disciples of War, Disciples of
Magic Magic
AoE Physical Defense buff. Renders the targets elemental alignment
neutral.
18: Spiritbind
TP Cost: 0 24: Elemental Nukes II - Fire, Stone,
MP Cost: Water, Blizzard, Thunder, Aero (6
Action Cost: 3 spells)
Cooldown: 1 min TP Cost: 0
Requires: Disciples of War, Disciples of MP Cost:
Magic Action Cost: 3
Cooldown:
30 second duration buff. Binds you to the Requires: Disciples of War, Disciples of
spot reducing MP cost by half. Magic

20: Cure II AoE tier II Elemental Nukes.


TP Cost: 0
MP Cost:
Thaumaturge
1: Phantom Dart
Action Cost: 3
TP Cost: 0
Cooldown:
MP Cost: 0
Requires: Disciples of War, Disciples of
Action Cost: 0
Magic
Cooldown: 0
Requires: Thaumaturge
AoE heal.

Magical range attack.

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1: Exhaltation 2: Blood Rite


TP Cost: 0 TP Cost: 0
MP Cost: 0 MP Cost:
Action Cost: 0 Action Cost: 3
Cooldown: 30mins Cooldown:
Requires: Thaumaturge Requires: Disciples of War, Disciples of
Replenishes some MP. Magic

2:Scourge Increased magic accuracy.


TP Cost: 0
MP Cost: 4: Sacrifice
Action Cost: 3 TP Cost: 0
Cooldown: MP Cost: 10
Requires: Disciples of War, Disciples of Action Cost: 2
Magic Cooldown: 5
Requires: Disciples of War, Disciples of
AoE small range high Astral damage and Magic
enfeeble (weakens enemys Astral defense).
AoE heal and 20 second regeneration.
2: Banish
TP Cost: 0 6: Poison
MP Cost: TP Cost: 0
Action Cost: 3 MP Cost: 10
Cooldown: Action Cost:
Requires: Disciples of War, Disciples of Cooldown: 5
Magic Requires: Disciples of War, Disciples of
Magic
AoE small range high Umbral damage and
enfeeble (weakens enemys Umbral defense). Inflicts DoT.

Banish and Scourge can stack.

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8: Slow 10: Damnation


TP Cost: 0 TP Cost: 1000
MP Cost: 7 MP Cost:
Action Cost: 3 Action Cost: 3
Cooldown: 60 Seconds Cooldown:
Requires: Disciples of War, Disciples of Requires: Disciples of War, Disciples of
Magic Magic
Slows down Stamina regeneration of enemies High Umbral damage and gives back a
within AoE. small proportion of MP.

8: Gravity 12: Bio


TP Cost: 0 TP Cost: 0
MP Cost: 9 MP Cost: 14
Action Cost: 3 Action Cost: 3
Cooldown: 60 Seconds Cooldown: 30
Requires: Disciples of War, Disciples of Requires: Disciples of War, Disciples of
Magic Magic

Slows down enemy movement. Reduces attack power of enemies.

10: Punishing Barbs Can stack with Scourge.


TP Cost: 0
MP Cost: 12: Dia
Action Cost: 3 TP Cost: 0
Cooldown: MP Cost: 14
Requires: Disciples of War, Disciples of Action Cost: 3
Magic Cooldown: 30
Requires: Disciples of War, Disciples of
Inflicts damage on the mob based on Magic
damage you take.
Reduces defense of enemies.

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Can stack with Banish. Requires: Disciples of War, Disciples of


Magic
14: Dark Seal
TP Cost: 0 Steals Statistics temporarily from the target.
MP Cost:
Action Cost: 3 20: Sacrifice II
Cooldown: TP Cost: 0
Requires: Disciples of War, Disciples of MP Cost: 18
Magic Action Cost: 3
Cooldown:
Increases magic accuracy of your next Requires: Disciples of War, Disciples of
attack. Magic

16: Stygian Spikes AoE heal and 20 second regeneration.


TP Cost: 0
MP Cost: 8 22: Siphon
Action Cost: 3 TP Cost: 0
Cooldown: 60 seconds MP Cost: 10
Requires: Disciples of War, Disciples of Action Cost: 3
Magic Cooldown: 1 min
Requires: Disciples of War, Disciples of
AoE Absorb MP Umbral Self cast or Magic
party member. Absorbs MP from mobs when
hit. Steals a portion of enemies MP (about
50-75 MP).
18: Absorb ATT, EVA, ACC and DEF
(4 spells)
TP Cost: 0
MP Cost:
Action Cost: 3
Cooldown:

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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.

1: Lay of the Land


15: King's Yield
Survey the landscape to discern the Allows you to gather multiple items in a
location of grade 1 mineral deposits. single yield This is also passive.

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Carpenter
10: Tender Touch

15: Hasty Hand

Allows you to attempt to make an item in a


single action.

Leatherworker
10: Fulfilment

Increase rate of success. Most effective for


materials

Blacksmith
10: Maker's Muse

Temporary increases rate of success for


standard synthesis. Most effective for mass
production.

Weaver
10: Masterpiece

Temporarily increases the success rate of


bold synthesis. Most effective for mass
production.

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Ul'dah: Alchemist, Goldsmith, Weaving


CRAFTING RECIPES
To begin crafting in your chosen

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.

Training guides and lessons may be Alchemist Rank 1 Recipe:


purchased in game with Guildmarks to
improve your odds of success while crafting, Distilled Water
however it is not necessary to do so to be 1x Fire Shard
successful in your discipline. There is also no 1x Muddy Water
need to purchase recipes in Eorzea, with the Results: 3x Distilled Water
right tools and materials you may complete HQ1 6x Distilled Water
any recipe in the game. HQ2 9x Distilled Water
HQ3 12x Distilled Water
There are more than a thousand recipes in
Final Fantasy XIV and it would be impossible Armorer Rank 1 Recipe
to list them all in this guide. An early rank
recipe has been provided for each craft to get Copper Plate
you started. 6x Earth Shards
1x Copper Ingot
Final Fantasy XIV refers to the crafting of Results: Copper Plate
items as the process of synthesis or HQ1 2x Copper Plates
synthesizing items. Each recipe requires a
type of crystal or crystal shard as a catalyst Blacksmith Rank 1 Recipe
for the synthesizing process. These shards
may be found while leveling or purchased Smoothed Stone
from other players. It is possible to craft a 6x Wind Shards
higher ranked recipe successfully although 6x pieces Brown O'Ghomoro Slag
the rate of failure may be greater. Results: 12x Smoothed Stones

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Carpenter Rank 1 Recipe Results: 4x Sheep Leather


HQ1 6x Sheep Leather
Maple Lumber
4x Wind Shards Weaver Rank 1 Recipe
1x Maple Log Hempen Yard
Results: 4x Maple Lumber 8x Lightning Shards
HQ1 8x Maple Lumber 2x Moko Grass
HQ2 12x Maple Lumber Results:
Main: 12x Hempen Yarn
Culinarian Rank 1 Recipe HQ1 Hempen Yarn +1
Boiled Egg HQ2 Hempen Yarn +2
1x Fire Shard Secondary: 12x Hempen Yarn
1x Chicken Egg HQ1 16x Hempen Yarn
1x Mineral Water HQ2 20x Hempen Yarn
Results: 1x Boiled Egg (Main + Secondary) HQ3 24x Hempen Yarn
HQ1 Boiled Egg +1 (Main)
HQ1 6x Boiled Eggs (Secondary) There are many online resources available
for synthesis recipes. All recipes provided by
Goldsmith Rank 3 Recipe http://ffxiv.zam.com/
Copper Nugget
1x Fire Crystal
4x Copper Ore
Results: 12x Copper Nugget

Leatherworker Rank 5 Recipe


Sheep Leather
4x Ice Shards
2x Water Shards
1x Sheepskin
2x Willow Chips

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Crafting Recipes rivets, 1 block of animal glue

1 bronze gladius blade, 1


This section covers the crafting recipes
aldgoat horn sword grip, 1
currently available in the Beta letting you Bronze
sheep leather-bound
Gladius
know what items are needed and what you swordguard, 1 handful of brass
can make. rivets, 1 block of animal glue

1 bronze labrys head, 1 ash axe


Blacksmith haft, 1 bronze axe butt, 1 red
Bronze Labrys ochre buffalo leather strap, 1
Item Materials handful of brass rivets, 1 block
of animal glue
Bronze 3 chunks of copper ore, 1
Nugget chunk of tin ore 1 iron labrys head, 1 elm axe
haft, 1 bronze axe butt, 1 red
Bronze Ingot 6 bronze nuggets
Iron Labrys ochre buffalo leather strap, 1
handful of iron rivets, 1 block
Copper
4 chunks of copper ore of animal glue
Nugget

1 bronze ingot, 1 circle of


Copper Ingot 4 chunks of yellow copper ores Bronze
buffalo leather, 1 buffalo
Knuckles
Copper Ingot 6 copper nuggets leather strap

Bronze Spear Bronze 1 bronze ingot, 1 soot-black


1 bronze square
Butt Chakram buffalo leather strap

Bronze Needle 1 bronze nugget 1 birdsbeak hammer head, 1


Birdsbeak
ash hammer grip, 1 bronze
Bronze Nails 2 bronze nuggets Hammer
ingot, 1 bolt of undyed canvas

Bronze 1 bronze ingot, 2 bronze 1 brass head knife blade, 1


Pickaxe Head nuggets Brass Head
maple head knife grip, 1 block
Knife
of animal glue
Brass Hatchet
1 brass ingot, 3 brass nuggets
Head 1 iron saw blade, 1 elm saw
Iron Saw
grip, 1 handful of iron rivets
Bronze Spatha 1 bronze spatha blade, 1
aldgoat horn sword grip, 1
slate-grey sheep leather-bound
swordguard, 1 handful of brass

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Weaver hempen inner dalmatica, 2


bolts of sand-brown hempen
Hempen cloth, 1 circle of sheepskin
Item Materials
Dalmatica leather, 1 pair of sand-brown
Hempen Yarn 2 clumps of moko grass hempen sleeves, 1 spindle of
hempen yarn
Undyed
3 spindle of hempen yarn
Hempen Cloth 2 bolts of undyed cotton cloth,
Cotton 1 circle of dodo leather, 1 dodo
Hempen Fent 1 bolt of undyed hempen cloth Trousers leather strap, 1 handful of brass
rivets, 1 spindle of cotton yarn
Mole-brown 3 spindles of hempen yarn, 1
Hempen Cloth pot of mole-brown hemp dye 2 bolts of sand-brown hempen
cloth, 2 bolts of mole-brown
Cotton Yarn 2 cotton bolls Hempen
hempen cloth, 1 bolt of lead-
Chausses
Sepia-brown 4 spindles of cotton yarn, 1 pot grey hempen cloth, 1 spindle of
Canvas of sepia-brown canvas dye hempen yarn

Crow 2 bolts of undyed cotton cloth,


3 crow feathers Cotton Slops 1 midnight-black dodo leather
Fletchings
strap, 1 spindle of cotton yarn
Hempen 1 bolt of undyed hempen cloth,
Socks 1 spindle of hempen yarn Hempen Beret 1 bolt of lead-grey hempen
cloth, 1 bolt of sand-brown
1 bolt of olive-green cotton hempen cloth, 1 basket of
Cotton Socks
cloth, 1 spindle of cotton yarn apkallu down, 1 spindle of
hempen yarn
Hempen
2 bolts of undyed hempen
Inner 1 circle of sheepskin leather, 2
cloth, 1 spindle of hempen yarn
Dalmatica Canvas Hat bolts of undyed canvas, 1
spindle of cotton yarn
2 bolts of hempen of undyed
Hempen Coif hempen cloth, 1 sheep leather Plumed 1 bronze pickaxe, 1 iron
strap, 1 spindle of hempen yarn Bronze buckle, 1 bolt of undyed cotton
Pickaxe yarn, 1 cock feather
1 bolt of undyed hemen cloth, 1
circle of sheepskin leather, 1
Cotton Coif
sheep leather strap, 1 spindle of
cotton yarn

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Leatherworker 1 circle of dodo leather, 1 sheep


leather strap, 1 pair of maize-
Padded
yellow cotton socks, 1 pair of
Item Materials Sheepskin
sheepskin outsoles, 1 antelope
Duckbills
1 sheepskin, 1 handful of oak sinew cord, 1 handful of brass
Sheep Leather
chips nails

Sheep Leather 2 circles of moss-green buffalo


1 circle of sheepskin leather Leather
Spetch leather, 1 iron buckle, 1
Satchel Belt
antelope sinew cord
Sheep Leather
1 circle of sheepskin leather
Strap 2 circles of sheepskin leather, 1
Smithy's
sheep leather strap, 1 antelope
Sheepskin 2 circles of sheepskin leather, 1 Gloves
sinew cord
Outsoles block of animal glue
1 circle of sheepskin leather, 1
Leather- sheep leather strap, 1 lauan
1 circle of slate-grey sheep Sheepskin
bound plank, 1 handful of copper
leather, 1 antelope sinew cord Targe
Swordguard rivets, 1 antelope sinew cord, 1
lump of beeswax
1 sheepskin, 1 handful of oak
Slate-grey
chips, 1 pot of slate-grey sheep 1 maple longbow, 1 circle of
Sheep Leather
leather dye soot-black buffalo leather, 1
Wrapped
soot-black buffalo leather
1 circle of taupe sheep leather, Maple
strap,1 sheet of silver plate, 1
Hempen 1 taupe-sheep leather strap, Longbow
handful of silver rivets, 1 pinch
Breeches 2bolts of mole-brown hempen
of brimstone
cloth, 1 spindle of hempen yarn
1 pair of leather knuckle
1 circle of sheepskin leather, 1
guards , 1 pair of bronze
Cotton sheep leather strap, 2 bolts of
Leather himantes grips, 1 bolt of
Breeches dull vermilion cotton cloth,1
Himantes undyed canvas, 1 block of
spindle of cotton yarn
animal glue, 1 antelope sinew
1 circle of sheepskin leather, 1 cord
sheep leather strap, 1 pair of
Sheepskin sand-brown hempen socks, 1
Duckbills pair of sheepskin outsoles, 1
antelope sinew cord, 1 handful
of brass nails

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Carpenter 1 pair of slate-grey sheepskin


vamps, 1 pair of undyed
hempen socks, 1 lauan plank, 1
Item Materials Lauan Pattens
slate-grey sheep leather strap, 1
Oak Chips 1 oak log antelope sinew cord, 1 handful
of brass nails
Willow
1 willow log
Lumber 1 pair of uncolored leather
vamps, 1 pair of undyed cotton
1 piece of elm lumber, 1 sheet socks, 1 maple plank, 1
Elm Saw Grip of brass plate, 1 handful of iron Maple Pattens
uncolored buffalo leather strap,
nails 1 antelope sinew cord, 1
handful of brass nails
1 handful of bronze
arrowheads, 1 handful of cock 2 maple planks, 1 sheet of
Bronze Arrow fletchings, 1 bundle of cedar bronze plate, 1 uncolored sheep
arrow shafts, block of animal Square Maple
leather strap, 1 handful of
glue, 1 spindle of hempen yarn Shield
bronze nails, 1 handful of
bronze rivets
1 maple branch, 1 bottle of
Maple Wand
growth formula alpha 1 sheet of bronze plate, 2
Round chestnut planks, 1 circle of
1 pine branch, 1 pot of viscous
Chestnut buffalo leather, 1 uncolored
Pine Crook secretions, 1 bottle of beastkin
Shield buffalo leather strap, 1 handful
blood
of bronze nails
1 bronze spearhead, 1 maple
1 bronze pickaxe head, 1 maple
spear shaft, 1 bronze spear butt,
Bronze Spear Bronze pickaxe shaft, 1 handful of
iron spear clasp, 1 block of
Pickaxe bronze nails, 1 bolt of undyed
animal glue
hempen cloth
2 bone harpoon heads, 1 maple
1 brass hatchet head, 1 ash
Harpoon spear shaft, 1 bronze spear
Brass Hatchet hatchet haft, 1 sheet of brass
clasp, 1 block of animal glue
plate, 1 block of animal glue
1 maple branch, 2 pieces of
Maple maple lumber, 1 linen
Longbow bowstring, 1 circle of sheepskin
leather, 1 block of animal glue

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3.You will be directed to Camp Bearded


MAIN QUEST Rock. Open your map and you will see that
Baedron will have marked the camp on your
QUICK GUIDE map. It's just a two minute walk outside the
city, so head there.

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.

6.In the Culinary Guild speak with Charlys.


Below is a quick step guide to finishing
this quest to let you branch out and get into 7.At the Musketeer's Guild speak with
the proper Leves. Isaudorel.

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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11.At Fisherman's Bottom speak to 17.You'll be given yet another location to


N'nmulika. visit. Head to Naldiq & Vymelli's and speak
with Bodenolf.
12.Speak with Sisipu who will now teach you
about emotes. You must select her and, when 18.Go back to the Adventurers Guild to
told to do so, preform the following emotes; speak with Baedron. You'll be shown the NPC
talk, bow, clap, congratulate, poke, jump, and to speak with about Retainers and the NPC to
bade. speak with about Guidleves.

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.

14.With a 30 minute time limit you must


now bodyguard Sisipu as she takes you to the
lighthouse. You must not stray too far ahead
or she will not move. While you move with
her five Chiglet Drones will spawn. Sisipu
won't move when one is near and in order to
proceed you need to kill it, but don't worry as
they are very weak.

15.After a cutscene head a little down from


the lighthouse and you will find a dead body.
Head over to it and examine it for another
cutscene and then speak to Sisipu.

16.Now head back (teleport for speed if you


prefer) to Fisherman' s Bottom to receive
2000g from Sisipu for your help.

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fighting specific foes or gathering requested


GUIDLEVES items. Local levequests require the synthesis
of certain items are can be completed within

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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Once you have a Leve and go to the point of Regional Levequests


activation you will be asked to select a
difficulty based on how many people are To obtain a Regional Levequest, speak with
with you (solo or party). Higher difficulties one of the Adventurer Guild NPCs at the
bring in higher rewards. guild counter to browse available levequests.
Once you have selected your chosen
Each Leve has a time limit and this is shown levequest, travel to the indicated aerthye
to you before accepting, along with your portal in the levequest objectives to begin.
reward and potential bonuses. Party members with the same levequest
active will be able to gain the full rewards
When you are accepting new Leves you upon completion.
may trade in completed Leves to receive
better rewards. Regional levequests may be obtained from
the following NPCs:
Upon completion of a Leve an Aetherial Gontrant (Gridania)
Gate will spawn next to you. This can be used Piralnaut (Limsa Lominsa)
to restore HP/MP and teleport back to the Totonawa (Ul'dah)
acceptance point of the Leve (indicated when
you accepted the Guidleve usually Camp When at the Aetheryte portal, interact
Bearded Rock early on for example). with the Aetheryte to activate your levequest
and select the level of difficulty you wish to
Leves have rank and discipline restrictions, complete the task at. Choosing a higher
pay attention to these when you accept. difficulty will earn you greater experience
and quest rewards. You may also request a
The targets you must kill for Leves cannot Guardian Aspect boon at this time if you
be attacked by people not undertaking the wish.
Leve.
Levequest objectives are clearly visible in a
window during the duration of the quest and
markers will appear on both the in-screen
mini-map and Main Map functions to help
guide you in the correct direction. Levequest

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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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In order to extend their influence Faction influence may be checked at any


throughout the city-states and Eorzea, these aetheryte camp or portal. Faction credits
factions sponsor various levequests in order earned can be used to take part in special
to further their own goals. Completing a missions only given out to loyal faction
levequest sponsored by one of these factions followers. Those who complete these special
not only gains you rewards but will also tasks are often rewarded with special items
increase each factions influence in the area and generous amounts of gil.
where quest is completed.

There are certain requirements to take Tuturial Levequests


part in a Faction levequest. Players must have
100 faction credit with the particular faction These levequests are simple levequests
they are seeking a levequest with and players given to the players when first starting out in
must also be of the correct level. A level 20 Final Fantasy XIV. They may be either battle
levequest requires the player to be Rank 20 or fieldcraft levequests designed to get the
in their discipline. These levequests typically player used to the system.
require the player to hunt down certain
items or kill specific beasts. Exchanging Levequests

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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When the Guildleve NPC has new


Guildleves (Adventurers
guildleves available, you may exchange your
old ones for new leves. Select the leves you Guild)
wish to attempt and you will be prompted to
turn in your old guild plates. This is denoted Below are some examples of the kind of
by a * next to the name. Leves you will be able to accept from the
Adventurers Guild in Limsa Lominsa. Speak
If there is an 0 next to the *, there is no with Piralnaut. Keep in mind which are on
bonus gil reward. A 1 next to the starred offer to you will vary and will change so
name indicates that there is a 10% bonus to check back later on if there is nothing that
the base gil award and guild marks applied suits you. The reward on offer will also
towards the new levequest. Two stars next to change.
the name indicate a 20% bonus to the base
My Very First Adventurer
gil award and guild marks. These bonuses
Reward: 25 Gil & Hempen Beret
are not cumulative. If the new levequest has
Recommended Classes: Disciplines of War &
a base reward of 1,000 gil and four
Magic, Rank 1+
qualifying levequests are exchanged, the
Levequest Location: Camp Bearded Rock
final reward amount will be 1,400 gil.
Objectives: Eliminate the following targets;
Plague Rat x3
Guildleves and levequests are quickly
Leve Duration: 30 minutes
becoming the favored way to begin leveling
in Final Fantasy XIV due to their easy access
and flexibility in completing given tasks Meet The Flint Stones
while still allowing players the opportunity Reward: 123 Gil
to explore and level in the more familiar Recommended Classes: Miner, Rank 1+
ways. Levequest Location: Camp Bearded Rock
Objectives: Procure the following items;
Lightweight Flint Stones x3
Leve Duration: 30 minutes

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A Taste of Honey Recommended Classes: Disciplines of War &


Magic, Rank 1+
Reward: 143 Gil
Levequest Location: Camp Bearded Rock
Recommended Classes: Botanist, Rank 1+
Objectives: Eliminate the following targets;
Levequest Location: Camp Bearded Rock
Raging Ram x6
Objectives: Procure the following items;
Leve Duration: 30 minutes
Honeybee Hive x3
Leve Duration: 30 minutes
Slamming The Door
Evil Weevils Reward: 157 Gil
Recommended Classes: Disciplines of War &
Reward: 117 Gil
Magic, Rank 1+
Recommended Classes: Disciplines of War &
Levequest Location: Camp Bearded Rock
Magic, Rank 1+
Objectives: Eliminate the following targets;
Levequest Location: Camp Bearded Rock
Doorbeetle x4
Objectives: Eliminate the following targets;
Leve Duration: 30 minutes
Bark Weevil x5
Leve Duration: 30 minutes

Mole Patrol A Beardful of Rats


Reward: 86 Gil & Rope Belt
Reward: 25 Gil & Hempen Vest
Recommended Classes: Disciplines of War &
Recommended Classes: Disciplines of War &
Magic, Rank 1+
Magic, Rank 1+
Levequest Location: Camp Bearded Rock
Levequest Location: Camp Bearded Rock
Objectives: Eliminate the following targets;
Objectives: Eliminate the following targets;
Plague Rat x6
Mole x5
Leve Duration: 30 minutes
Leve Duration: 30 minutes

Missing Teeth
Unsavory Ramifications Reward: 74 Gil & Lauan Patterns x1

Reward: 56 Gil

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Recommended Classes: Disciplines of War &


Faction Leves
Magic, Rank 1+
Levequest Location: Camp Bearded Rock In faction leves, they are higher level
Objectives: Procure the following items; quests available to those who have worked
Plague Rats x6 hard and attained higher and higher levels.
Leve Duration: 30 minutes However, they are very few in number, the
earliest beginning at level 20.

When Bats Cry


Reward: 25 Gil & Hempen Boots Limsa Lominsa
Recommended Classes: Disciplines of War &
Magic, Rank 1+
Collecting Sea Shells
Levequest Location: Camp Bearded Rock
Objectives: Eliminate the following targets;
Reward: Based on Performance
Wingrat x3
Recommended Classes: All Classes, Rank 20
Leve Duration: 30 minutes
Levequest Location: Limsa Lominsa
Objectives: Retrieve the following: Foreign
Annexing The Rock Mythrilshells
Reward: 129 Gil Leve Duration: 20 Minutes
Recommended Classes: Disciplines of War &
Magic, Rank 1+
Levequest Location: Camp Bearded Rock Spoiled Soil
Objectives: Eliminate the following targets;
Chiglet x6 Reward: Based on Performance
Leve Duration: 30 minutes Recommended Classes: All Classes, Rank 30
Levequest Location: Cassiopeia Hollow
Objectives: Collect the following: Soil Sample
Leve Duration: 20 Minutes

Old Money
Reward: Based on Performance

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Recommended Classes: All Classes, Rank 40


Levequest Location: Camp Iron Lake Heat of the Moment
Objectives: Retrieve the following: Lancaster
Cargo Reward: Based on Performance
Leve Duration: 10 Minutes Recommended Classes: All Classes, Rank 30
Levequest Location: Camp Glory
GridaniaIt's the Smell Objectives: Retrieve the following: Red Rose
Reward: Based on Performance Airship Cargo
Recommended Classes: All Classes, Rank 30 Leve Duration: 20 Minutes
Levequest Location: Gridania
Objectives: Retrieve the following: Goblin
Sweetbox Golden Opportunity
Leve Duration: 10 Minutes
Reward: Based on Performance
Diamonds in the Rough Recommended Classes: All Classes, Rank 40
Reward: Based on Performance Levequest Location: Riversmeet
Recommended Classes: All Classes, Rank 40 Objectives: Retrieve the following: Spriggan
Levequest Location: Camp Nine Ivies Gold
Objectives: Locate the following: Shiva's Tear Leve Duration: 20 Minutes
Leve Duration: 20 Minutes

Ishgard Ul'dah

A Weighty Problem Something in the Air


Reward: Based on Performance
Recommended Classes: All Classes, Rank 30 Reward: Based on Performance
Levequest Location: Camp Glory Recommended Classes: All Classes, Rank 30
Objectives: Retrieve the following: Lominsan Levequest Location: Ul'Dah
Armor Objectives: Retrieve the following: Empty
Leve Duration: 20 Minutes Flask
Leve Duration: 10 Minutes

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While They're Young

Reward: Based on Performance


Recommended Classes: All Classes, Rank 40
Levequest Location: Nanawa Mines
Objectives: Retrieve the following: Antling
Egg
Leve Duration: 20 Minutes

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Guildleves and levequests often reward in


GIL MAKING gil or synthesis materials. Completing these
levequests on a regular basis will keep some
STRATEGIES gil in your pockets. You can than sell any
reward items and loot to vendor NPCs,

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.

Currently the only way to gain better


Many players like to simply collect the quality gear and items are either made by the
items the find from completing levequests player base or gained through levequest
and killing monsters while leveling to sell, rewards. Fortunately, many players sell spare
others enjoy DoL disciplines that involve items and loot through the Market Ward and
harvesting raw materials from the earth retainer system, a new system to Final
while other players prefer to focus on DoH Fantasy XIV. An auction house system has
disciplines to create items needed by their also been confirmed for release at a later date
fellows. Each method will provide some gil, by the developers.
but none will provide riches.
To begin selling items in the Market
You may find that certain supplies or raw Wards, you need to activate your retainer
materials needed in your chosen DoH character. Retainers are your storage and
discipline may be hard to come by even in merchant NPCs in game. The first retainer is
the Market Wards. If this is the case, you may free and additional ones may be purchased
find it easiest to gather the materials yourself through the Square Enix Account
through a DoL job or by working with a Management service for a fee of $1.00 USD a
friend who is may be willing to gather the month. This is probably the easiest way to
items for you in exchange for help in return. ensure a steady income of gil.

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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.

Current Final Fantasy XIV players


recommend some tips and warnings to keep
in mind about the Market Ward and retainer
system. This is a new system that is still in
development so expect SE to continue
tweaking and adjusting it for the foreseeable
future. The Market system as it is now will
not be how it is a few months or a year from
now.

Before putting any items up for sale, check


the current listed prices of other retainers
and plan your prices accordingly. Right now,
setting prices slightly higher than NPC
vendor prices of similar items can turn a

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Each macro has ten lines available to enter


MACROS text commands into. If there is not enough
space to complete what you wish to do, it

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.

Battle Action Swap Macros


Macro Commands
You can also macro in abilities. For
Because there is no command to example, if you change to Botanist, you will
automatically follow another player in Final probably also want your abilities. You could
Fantasy XIV, you need to use macros to do something like this:
accomplish this. This is the macro for doing
so: /eaction 2 Stone Throw
/lockon /eaction 3 Arbor Call
/automove
Gathering and Synthesis Action Macros
Swapping Equipment
Equipping battle actions as well as
Remember that you can change to any job gathering & synthesis actions can be done as
simply by changing the weapon or tool you well. You merely need to indicate the spot to
are holding. You can make a macro for each put the action. In this example, since Stone
job you play, and swap out the weapons Throw is a battle action and Arbor Call is a
accordingly. Something like this would gathering & synthesis action, you can use the
change your job to Botanist. index 2 for both and they will be put on their
respective action bars.
/equip Weathered Hatchet
/eaction 2 Stone Throw
It has been reported that errant quotes /eaction 2 Arbor Call
within the macro will cause the game to
crash. Combining It All Into One Macro

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Now, you can put everything into one /shadow


macro to switch to a botanist's setup anytime /wait 1
you want. These macros commands will only /dusteffect
work if you are in passive mode, as with any /wait 1
equipment/ability change: /physics
/wait 1
/equip main Weathered Hatchet /extendeddraw
/equip sub Bronze Scythe /wait 1
/eaction 2 Arbor Call
/eaction 3 Triangulate

Graphics Toggle Macro

If your computer is not the most current


system and depending on where you are in
the world; you might have better
performance than in other places. You can
set a macro to toggle the more graphically
intensive settings so that with a single key
press you can have a performance boost in
those areas where your machine wold
struggle otherwise.

You can include the "on" and "off" sub-


commands which would require two macros,
one to turn on and one to turn off, or you can
simply rely on the toggling feature that they
all have. The waits are included because
sometimes the macro command is executed
too fast for the game to keep up. This will
allow you to ensure that all of your macro
commands are received and executed.

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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.

/party [message] /action [subcommand]


/p [message] /ac [subcommand]

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.

Set the default chat mode. Example: /battlemode [subcommand]


/chatmode party changes default chat to /bm [subcommand]
party chat. The default mode will be
deactivated after a single message if it is set

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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.

Set an enemy sign on the specified target. /recast [action name]


Select the type of sign using a number from 1
to 8. Example: Displays the time remaining until the
specified action can be used again.
/enemysign 1 sets sign type 1 on the
targetted enemy. /item [item name] [target name]
/targetpc
Uses an item on the specified target.
Targets the closes PC within a certain Cannot be used with items that are not in
radius. your inventory, or when restricted by other
factors.
/targetnpc

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/equipaction [slot] [action name] Executes various party commands.


[subcommand] Subcommands are "add" which invites the
/eaction [slot] [action name] targeted PC to your party, "leave" which will
[subcommand] cause you to leave your current party, "oust
[name]" which will kick a PC from your
Equips an action into a specified slot. If an party, and "disband" which will disband the
action name is omitted, the action currently current party.
equipped to that slot will be removed. Basic
class actions cannot be removed. Slots are /join
designated by the numbers 1-30.
Subcommands are "main" which sets the Accepts a party invite.
action to the main hand and "off" to set the
action to the off hand. If subcommand is /decline
omitted, the action will be equipped to the
appropriate hand. Actions usable in either Declines a party invite.
hand will be equipped to the main hand.
names [subcommand]
/equip [slot] [item name]
Turns all name displays on or off.
Equips an item to a specific slot. If an item Subcommands are "on" which turns names
name is omitted, the item currently equipped on and "off" which turns names off. If you
to that slot will be unequipped. omit the subcommand then it will simply
toggle back and forth.
/partycmd [subcommand]
/pcmd [subcommand] Placeholder Commands

<hp> Displays the current HP and


maximum HP (Ex.150/200)
<hpp> Displays the current HP as a
percentage (Ex.75%)
<mp> Displays the current MP and
maximum MP (Ex.75/100)

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<mpp> Displays the current MP as a /fume Express disappointment


percentage (Ex.60%) /goodbye Bid farewell
<tp> Displays the current tp (Ex.3000) /wave Wave your hand
<t> Displays the current target name
<me> Displays your character's name
<r> Displays the name of the most recent Unconfirmed Final Fantasy XIV
tell sender Information
<pX> Party member X where X is an
integer from 0 to 14. Displays the name of This section is devoted to information that
the party member in the list. Party member 0 has come out from various sources both in
is always the player. North American and from Japan related to
<st> Subtarget the future of Final Fantasy XIV. Some of this
<lastst> Displays the name of the last information was available in the closed beta
subtarget. but removed before wide release or has been
<signX> Displays enemy/ally sign X hinted at by the developers during
where X is an integer from 0 to 7. interviews.

Emotes These may never be implemented fully or


at all. At this point all of this information is
/surprised Act surprised conjuncture and speculation.
/angry Be angry
/furious Be furious General Gameplay
/blush Blush with embarrassment
/bow Perform a bow The ability to toggle helmet display on and
/cheer Cheer enthusiastically off.
/clap Applaud The ability to see Damage of Time (DoT) in
/beckon Make a beckoning motion the Chat Log.
/comfort Make a consoling gesture Ifrit and Titan confirmed as future
/cry Break into tears summons. Based on location in the .dat files it
/dance Start dancing is believed that there will be more. This is just
/doubt Appear doubtful a theory and has not been confirmed by SE at
/doze Start dozing off this time.

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Player level cap will likely be raised to 75.

Battle Regimens will deal increased


damage along with their special effects.

Future Discipline Classes

Arcanist, Enforcer, Fencer, Musketeer,


Mystic, Sheperd

These classes have been confirmed and


have certain items already reserved for them
in game, such as guild marks. Of these
classes, Arcanist is thought likely to be the
first released.

Other possible future classes include:


Assassin, Bard, Flayer, Samurai, Shepherd,
and Stavesman.

If all of these jobs are implemented, this


will bring the total to 30 Final Fantasy XIV
playable classes.

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