The Unofficial Final Fantasy XIV Strategy Guide.pdf

Unofficial Final Fantasy XIV Strategy Guide IMPORTANT The Short Version: This document is a single-user license. Please

Views 65 Downloads 0 File size 2MB

Report DMCA / Copyright

DOWNLOAD FILE

Recommend stories

Citation preview

Unofficial Final Fantasy XIV Strategy Guide

IMPORTANT The Short Version: This document is a single-user license. Please don't copy or share it.

The Long Version: This document is seeded. In cases of copyright infringement this information will be used to track down the user ID that was used to acquire the document. Upon your purchase of the document you agreed to the Terms and Conditions of Killer Guides (http://www.killerguides.com/terms-and-conditions). In case you redistribute this

document or parts thereof without our written permission a contractual fine of up to $10,000 applies. If you bought or received this document free of charge from any other party, you can report them on our contact page

(http://www.killerguides.com/contact). We reward reports that help to track down a case of copyright infringement with up to $100.

© Copyright www.killerguides.com 2010. All rights reserved.

Final Fantasy and Hydaelyn are registered trademarks of Square Enix Co., Ltd.

-2-

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Table of Contents Important.....................................................................2

Traits ............................................................................21 Abilities .......................................................................21

The short version:.......................................................2

Skills .............................................................................22

The long version:.........................................................2

Introduction ...............................................................5

Magic skills ...............................................................22

Rules and Limits of the Beta....................................8

Physical Attributions...............................................23

Attributes ....................................................................22

Getting Started...........................................................8

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 Botanist...........................................................................44

Roegadyn.....................................................................12

Miner...............................................................................44

Ranks and Levels....................................................14

Carpenter.......................................................................45

Disciplines (Classes)..............................................15

Leatherworker.............................................................45

Disciples of War.......................................................16

Blacksmith.....................................................................45

Archer.............................................................................16 Gladiator........................................................................17 Lancer..............................................................................17

Weaver...........................................................................45

Crafting Recipes ....................................................46 Gathering Recipe Materials ................................46

Marauder.......................................................................17 Pugilist............................................................................18

Recipes .........................................................................47

Blacksmith.....................................................................18

Blacksmith..................................................................49

Crafting Recipes........................................................49

Disciples of the Hand.............................................18

Carpenters.....................................................................18

Weaver.........................................................................50

Weaver...........................................................................19

Carpenter....................................................................52

Leatherworker...........................................................51

Leatherworker.............................................................18

Disciples of Magic...................................................19

Conjurer.........................................................................19 Thaumaturge................................................................19

Main Quest Quick Guide....................................53 Guidleves...................................................................55

Disciples of the Land...............................................19

Botanist...........................................................................19 Fisher...............................................................................20

The rules of Leves.....................................................55 Regional Levequests ..................................................56

Guardian's Aspect ...................................................57 Local Levequests ........................................................57

Miner...............................................................................20

Skills, Traits and Abilities....................................21

Faction Leves ...............................................................58

Tuturial Levequests ................................................59

-3-

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

GridaniaIt's the Smell..........................63

Guildleves (Adventurer’s Guild)........................60 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

Heat of the Moment............................63

Mole Patrol....................................................................61

Golden Opportunity............................63

Unsavory Ramifications...........................................61

Ul'dah..............................................................................63

Slamming The Door..................................................61

Something in the Air...........................63

A Beardful of Rats.......................................................61 Missing Teeth...............................................................61 When Bats Cry.............................................................62 Annexing The Rock....................................................62

Faction Leves..............................................................62

While They're Young..........................64

Gil Making Strategies ..........................................65 Macros ......................................................................67 Macro Commands ..................................................68

Limsa Lominsa.............................................................62

Collecting Sea Shells............................62 Spoiled Soil..............................................62

Battle Action Swap Macros ...................................68

Links ...........................................................................70

Old Money..............................................62

Terminology: .............................................................70 Future Discipline Classes .....................................75

-4-

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

retainer character is used for additional

INTRODUCTION

F

storage and selling of items. Additional active

inal Fantasy XIV is the second

MMORGP (Massive Multi-Player Online

Role

Player

edition in their legendary Final Fantasy video

game franchise. Players familiar with the

Final Fantasy series and Square Enix's first MMO, Final Fantasy XI, will find certain game elements and designs familiar from previous Final Fantasy incarnations. Whether you are new to the franchise or an old fan, this guide will help get you started in Final Fantasy XIV. Fantasy

XIV

has

a

for $3.00 and $1.00 each.

Game)

developed by Square Enix and the latest

Final

and retainer characters may be purchased

monthly

subscription fee to play the game after the initial trail period. Players are not charged during the trial period, however a method of payment will be required to register a Final Fantasy XIV account. The subscription fee

includes a basic account fee of $9.99 USD monthly and any other associated fees for

options that you have added to your account. A standard Final Fantasy XIV account is $12.99 USD monthly, which includes the basic account fee of $9.99 and an active

character fee of $3.00. An active character is the primary or main character that players

progress with through the game while a

Players can manage their Final Fantasy XIV account and other optional services through the Square Enix Account Management

System online. Accepted forms of payment

include major credit/debit cards, Paypal as well as the Square Enix currency “Crysta.” Accounts can be adjusted to be billed at 30

day, 90 day or 180 day intervals and all options associated with the account will remain active for that period. Once you have registered your Final

Fantasy XIV account you may select the server you wish to play on and begin the character

creation

process.

There

are

currently eighteen world servers of various population levels. Besaid is considered the

unofficial role-playing server and Cornelia is considered to be an unofficial EU player

server by the player base. As in Final Fantasy

XI, there are no official region specific servers, players from North America (NA)

play alongside European Union (EU) and Japanese

players.

Fortunately,

SE

has

provided an in game Auto-Translate function for common game terms and phrases. During

-5-

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

as their initial job class. Let's get started!

and strife to the free people of Eorzea; while

in, what your character will look like as well

Final Fantasy XIV takes place in the world

known only as “the primals,” bring havoc in the northeast the Garlean Empire once 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

surrounding islands have since ancient times

embattled people of Eorzea.

continent of Aldenard. Eorzea and the been blessed by “The Twelve,” deities who

have chosen to protect the races who came to

as “the Echo” surfaces, bringing hope to the

Your story begins in one of three city-

inhabit the once empty region. In time the

states. Gridania, nestled within vast forests

but that was not to last. The Garlean Empire

constructed so its labyrinthine waterways

people of Eorzea built powerful city-states, invaded from the east with powerful weapons capable of great destruction. The northern most of the six remaining citystates, Ala Mhigo, fell to the monstrous empire. This tragedy forced the remaining city-states to set aside past prejudices and unite to push back the empire. The empire retreated and Eorzea entered an “Age of Calm” where uneasy leaders having learned a sobering lesson from fallen

Ala Mhigo sought to strengthen defenses so that the remaining city-states would not fall should the Garlean Empire ever return.

and fed by coursing rivers. The city is and elegant wooden structures seem part of the landscape. Gridania is blessed by Nophica, the Matron. Limsa Lominsa sits under the shadow of the sea cliffs of the powerful Rohanta Sea. A maritime city-state spreading across several islands with delicate looking ivory colored bridges connecting the city

areas,

Limsa

Lominsa

has

been

inspiration to wandering bards for years. Visitors to the desert city of Ul'dah are

overwhelmed the size of the city-state as it rises above the desolate landscape like a

great leviathan rising from the depths of the 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.

-6-

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Adventure is calling, adventurer. Enter Eorzea!

-7-

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

GETTING STARTED

O

Rules And Limits Of The Beta

nce you have installed the Beta Client and set up your Square

Enix account you will need to

patch up to the current version of the game.

This is done via an official torrent launched through the update application and can be, if this is your first install, be a large and slow process. Once you have your launcher and you

have patched, head into the FFXIV-config to

set your preferences and graphical options. You are then ready to launch the game. You will have three character slots and

each can be on a different server. Try to pick

one with a low load if you want to avoid having to queue to get in.

There are numerous limitations of the Beta

and below is a list of them (details of what each means will be explained as this guide goes on):

•Physical

Lv30. •Class •The

Rank is limited to a maximum of R30.

only starting location selectable is Limsa

Lominsa. •Local

Leves are largely unavailable.

•Certain •The

classes cannot be selected.

Battle Regime system does not function.

•Chocobos

(seen around the city) sadly

cannot be used yet.

Tips For Surviving In

During the character creation process you

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

Level is limited to a maximum of

Here are some simple tips to keep in mind

you in any way. Gaining access to other

as you play:

weapon they use and equipping it. The cost

•TP

you will gain roughly 2200g completing the

and while not fighting slowly drains back to

classes is as simple as buying the Rank 1

for most Rank 1 weapons is 120g each and

first main quest, which is detailed towards the end of this guide.

is gained by attacking with your two

standard attack types or by being attacked 0.

-8-

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide •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

•Never

pay attention to durability in your item list.

by touching an Aetheryte.

forget about the Teleport option

within your menu. You can quickly get back to any location you have visited with a full sized crystal. If you should want to cancel it, simply go into active battle mode (F). •Always

if you upgrade your equipment regularly, but •When

which will impede your abilities to preform, it is risky to fight while this is active. The effect of this sickness lasts 3 minutes.

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

you die you will have a sickness

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

-9-

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

attributed with driving social and culture

RACES

P

change in Eorzea and have proven to uphold

layers begin their adventures as

one of the five playable races in the Final Fantasy XIV world

a

races will be familiar to Final Fantasy XI players, the five races in Final Fantasy XIV

are not related to the citizens of Vana'diel. The races are Hyur, Lalafell, Elezen, Mi'quote and Roegadyn.

belief

in

individual

freedoms,

although this often results in a lack of cohesion and solidarity.

Hydaelyn, on the continent Alednard in the

Eorzea region. Although the look of these

firm

The Highlanders have a larger build than

their Midlander cousins and derive their name from their tradition of inhabiting

Eorzea mountain ranges. Since fall of the city-state Ala Mhigo, the survivors of that fallen city and their descendants make their 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

are for purely aesthetic and background lore

Midlanders are a common sight. Midlanders

and differing appearances. The differences purposes. The differences in appearance and beginning statistic rankings have only a minimal effect on game play mechanics.

every city and industry in Eorzea, the are often taught their letters in infancy and are considered the most educated of all the races.

Lalafell

Hyur

Originally hailing from fertile islands in

Hyur are the human analog of Final

the southern region, these agriculturalists

The Hyur arrived in Eorzea in three great

maritime trade routes. Today, this diminutive

Fantasy XIV and are the most populous race. migratory

waves

from

neighboring

continents and islands. They have rapidly

become a driving force for innovation and improved

technology.

The

Hyur

found their way to Eorzea by way of race are found all over Eorzea, especially in the warmer regions. Although they may be

are

- 10 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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.

nature.

gemstone on their forward signifying their

known for their high intellect and cunning

Lalafell are friendly and outgoing by

Many Dunesfolk Lalafell wear a small zodiac alignment.

nature. They have a strong familial bond

Elezen

within their own family groups but are

equally at ease with the other races. This

welcoming acceptance has served them well in their dealings and adventures in Eorzea. As their name implies, the Plainsfolk Lalafell clan make their homes on the flat landscape

of

their

intricate

network

islands

in

Eorzea.

Traditional thatched huts camouflage a of

underground

passageways and caverns. The Plainsfolk

Lalafell are easily spotted by their commonly earthy toned hair and skin, as well by their sharp hearing. The Plainsfolk hearing is said to be sharp enough to detect the faintest scampering among the prairie's various rodents.

A nomadic people, the Elezen consider themselves the oldest of the races and are believed to have made Eorzea their home

even before that of the Mi'quote tribes. Believing their preeminence ordained by the Twelve, the Elezen have a highly developed sense of honor and pride. Unfortunately at times this overwhelming pride has also been a source of tension with the other races. In

the past the Elezen viewed the migration of the Hyur tantamount to an invasion; and there were many bloody conflicts as a result. Currently, the Elezen reside peacefully with the other races.

The Wildwood Elezen have been forest

The Dunesfolk Lalafell are easily spotted

dwellers for centuries, their keen sight and

accommodations, as they make their homes

other races began to inhabit Eorzea, the

by

their

distinctive

traveling

on top of large beasts of burden. Found in the

most arid of regions, these Lalafell have adapted well to their home. Their luminous

hearing making them fine archers. As the

Wildwood Elezen began to mingle amongst their fellow races in the urban City-States.

eyes are a result of such an evolutionary

- 11 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

In contrast, the Duskwight Elezen have spent

their

time

in

the

caves

The more nocturnal among the Mi'quote

and

are the Keepers of the Moon, followers of

They have developed an uncanny sense of

More shy and reserved than their cousins,

sense of situational awareness in combat.

tradition of applying war paint, further

underground caverns of Eorzea's mountains. hearing that has given them an unmatched

Many of these reclusive tribe members earn their way through pillaging and out right

Menphina the Lover, goddess of the Moon. the Keepers of Moon maintain the Mi'quote enhancing their distinctive appearance.

Roegadyn

thievery, much to the scorn of their Wildwood cousins.

The powerful Roegadyn possess powerful

Miqo'te

muscular builds and mountainous strength.

The ancestors of the Mi'quote tribes came to Eorzea during the Age of Endless Frost as they followed the herds of wildlife that crossed the newly formed frozen glaciers.

Relatively few in number, the Mi'quote are highly insular and prefer to keep apart from the other races and maintain fairly solitary lifestyles even when residing in the more populous urban City-States. The Seekers of the Sun clan's preference

for the sun and light is found in all aspects of their culture and they are devout worshipers of Azeyma the Warden, goddess of the sun.

Their culture puts a high value on personal

courage and competition, although there have been some philosophers in their ranks in the past. Originally a maritime people, the Roegadyn came to Eorzea by way of the northern seas.

The Sea Wolves call the islands in the far northern waters home, where tradesmen and their women still live to this day. Once, the clan was feared and hated for their brutal piracy, but today can be found in all manner

of maritime trade, from honest sailors to paid naval mercenaries.

This diurnal clan is easily recognized by their striking eyes with vertically aligned pupils and lightly colored irises.

- 12 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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.

- 13 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

T

here are two types of progress to be made in FFXIV and these are Class Ranks and Physical Level.

The only way to learn abilities, traits and

spells is to gain ranks in classes. The only

way to improve your statistics is through 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

strength regardless of class. For example; you

for elemental defense (Lightning, Fire, Water

while Physical Level is your character's are Physical Level 10 and are a Rank 6 Pugilist. This rank is retained even if you change to a different class and also opens up the customization options available to you as certain abilities, traits and spells can be interchanged once you have learned them. If

your stats (STR, VIT, DEX and so on) and six and so on) and this is done via 'Point Allocation' in your menu. Should you make a mistake or simply not like how you have used your points, you can buy a reallocation option.

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.

- 14 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

The Disciples of Hand (DoH) disciplines

DISCIPLINES

are generally the artisan, crafting, hobby or

(CLASSES)

games. The DoH disciplines currently include

T

he

Armory

System

in

professional skills experienced in other Final

Fantasy XIV is unique compared

to the job class systems in other

Alchemist, Armorer, Blacksmith, Carpenter,

Culinarian, Goldsmith, Leatherworker, and Weaver.

games. As in FFXI, you can choose to level as many of the available job classes (called

disciplines in Final Fantasy XIV) on your character as you choose without having to create a new character. The Armory System allows you to change disciplines by the

Disciples of Land (DoL) disciplines harvest

and gather raw materials needed to be crafted into goods by the DoH disciplines. Botanist, Fisher and Miner are the current Disciples of Land disciplines.

extremely simple process of changing your equipped weapon or tool. For example, to change your discipline from the gladiator

discipline to that of a conjurer, you simple have to exchange your sword for that of a wand. The Armory System involves not just the melee oriented Disciples of War and Magic, but also the Disciples of Hand and Land.

Unlike other games, Final Fantasy XIV gives equal importance to crafting and gathering jobs, allowing players more options to

Disciples of Magic (DoM) draw upon aether

to

work

spells

and

powerful

enchantments. Conjurers manipulate the aether found in nature to work magic. They use these elemental forces to work powerful combat magic as well as some healing. Thaumaturge, the other Disciple of Magic discipline, draws upon internal sources of

aether to work spells intended to cripple foes and enhance allies. Disciples of War (DoW) disciplines are the

develop their characters. There are currently

melee classes of Final Fantasy XIV. These

more confirmed for future release in version

practice their skills relentlessly in it's defense.

eighteen disciplines in Final Fantasy XIV with updates and expansions.

disciplines are the warriors of Eorzea and There are currently five DoW disciplines:

Archer, Gladiator, Lancer, Marauder and Pugilist.

- 15 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

been confirmed by the developers to be

commonly used in fencing, to deal “Piercing”

rumored but unconfirmed (see Unconfirmed

they have a higher parry skill than other

however, there are several more that have released in a future update. Still others are

epee based weapons, light flexible swords damage. Their skill is called “Fencing” and

Final Fantasy XIV Information) at this time.

classes, allowing them to potentially counter

classes are the disciplines of Arcanist,

Musketeers use projectile weapons to deal

Sheperd.

skill.

The confirmed but as yet unimplemented Enforcer, Fencer, Musketeer, Mystic, and As

with

any

currently

unimplemented content, details and names may change when released fully into Final Fantasy XIV. Arcanists and Mystics are Disciple of Magic classes and will deal in new types of

magic use. Arcanists will make use of the

their

The

weapon is a hybrid blend of mechanics and

remaining

readily.

confirmed

job

class,

that makes use of the “Herd” ability. This may be a beast-class, but that has not been confirmed by the game developers.

Disciples Of War The war guilds are the melee, tanks and support classes of FFXIV.

staffs. Arcanists will be aligned with Ice,

Archer

Earth and Water elements.

Mystics have a skill known as “Mysticism”

more

Sheperd, is to be a Disciple of Land discipline

auto-attack “Magic Missile” At there disposal them to set astral traps for their foes. Their

attacks

damage through the use of their “Gunnery”

magic skill “Arcanima” with their of their will also be a tool, a “distaff”, that allows

enemies

“The enduring popularity of the bow is a

and will deal various kinds of elemental

testament to its elegant design, but this

Fire, Lightning and Wind elements

without the surpassing skill of those who

damage. They are primarily aligned with

simple weapon would be of little worth master it – the Archers.

- 16 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Lancer

Projectile techniques such as high-angle 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-

advantageous ground from which to loose, as

barrage of thrusting attacks. They are trained

them to carefully determine the most well as the nature of the arrows best suited to their enemy.”

handed polearms, peppering them with a with a number of weapons, giving a diversity

to their attacks that makes them for extremely versatile combatants.

Gladiator “Gladiators specialize in the handling of all manner of one-handed blades, from daggers

to long swords. A defining characteristic of the guild is its emphasis on diverse combat

The guild has greatly expanded its armories to include a variety of weaponry, such as the throwing javelin.”

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

hand, choosing instead to focus entirely on

Their approach to battle is one of brute force,

fellow companions. Others opt for an empty their sword arm. The Gladiator's proficiency with blades also extends to those hurled at range, such as throwing knives.”

fearsome arm emblematic of Erozea's pirates. relying on strength and steel to crush enemies and sunder weapons. They are

highly sought after for their ferocity and intimidating

presence,

and

are

often

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.”

- 17 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

they command formidable power when

Blacksmith is the cross-pein hammer.”

techniques of hand-to-hand combat. Though

are crafted. The primary tool of the

unarmed, they want to use metal, leather and

bone weaponry to maximize their destructive

Carpenters

potential. Their preference for fighting at close quarters makes negotiating distances an absolute

necessity.

Many

among

them

accomplish this by using throwing weapons such as the chakram to momentarily daze their enemies while they move in fro the kill.”

“The

foremost

workers

of

wood,

Carpenters possess expert knowledge of the hardness, pliability, weight and value of all types of timber. Their creed is to bring these

natural traits to bear in the form of various wares, including utensils and furniture. The primary tool of the Carpenter is the handsaw.”

Disciples Of The Hand

Leatherworker

The Hand guilds are essentially the crafters of FFXIV. Within the Beta, most of the Disciples of

the Hand classes are not available to players

to select. Players can currently chose to play as Blacksmith, Leatherworker, Weaver and

“The role of Leatherworker entails not only the arduous production of various leathers,

but also their subsequent combination into any variety of boots and belts, armor and accessories.

The

primary

tool

Leatherworker is the head knife.”

Carpenter only. Recipes are also limited by the rank/level cap but those included can be found in a different section of this guide.

- 18 -

© www.killerguides.com All rights reserved.

of

the

Unofficial Final Fantasy XIV Strategy Guide

Weaver “Weavers

exercise

Thaumaturge the

masterful

“In the hands of a skilled practitioner,

manipulation of warp and weft to create

thaumaturgy can be a force of terrifying

garment, the entire process falls within their

magic lies the ability to call forth and

their wares. From fibers to thread to cloth to realm of expertise. The primary tool of the Weaver is the needle.”

destruction. At the heart of this school of command the latent aether within oneself through deep introspection. The primary

tools of the Thaumaturge are the scepter and staff.

Disciples Of Magic The magic guilds are the healers and nukers of FFXIV.

By enfeebling enemies and enhancing

their allies, thaumaturgy can prove to be an 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.

of creation, Conjurers draw forth and absorb

Botanist

Through practiced meditation o the essences aether from their immediate surroundings.

Their primary weapons are wands and radicals.

The Conjurer's intimacy with all forms of

being enables them to shift between both offensive and defensive magic as needed.”

“The Botanist's profession encompasses the

procurement of resources from all forms of plant life. This includes harvesting various

vegetables and grains, tending to fruitbearing

trees,

gathering

wild

grasses,

cultivating fibrous plants, cutting lumber

and more. The primary tool of the Botanist is the hatchet and the secondary tool is the hand scythe.”

- 19 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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.”

- 20 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

SKILLS, TRAITS

Abilities As there is no “auto-attack” function in the

AND ABILITIES

A

game, abilities are the action options for each

s you level in your chosen discipline you will be able to learn and use a variety of weapon

or magic skills, abilities as well as traits. Players have the ability to choose what ability

actions and traits to equip for use through the main menu command “Actions and Traits.”

discipline. For the Disciples of War and

Magic, these are your fighting attacks. On beginning the game there is a brief tutorial

fight with up to three abilities available if you choose a Disciple of War or Magic

discipline, for Disciples of Hand and Land disciplines, the default action ability is “Stone Throw.” For Disciples of Magic, these abilities are

Traits Traits are beneficial characteristics unique to each discipline that can be either active or passive. Some traits are automatically gained when you reach a certain level while others may be purchased from guild vendors with guild marks. Traits can increase certain stat

your spells and cost Mana (MP) to use. Many of these abilities can be cast as Area of Effect (AoE) spells by toggling the AoE button on screen through a macro or keyboard command shortcut. There are some abilities that once learned

categories, improve your odds of gathering

on a discipline are available to use if you

your fighting ability.

The discipline Conjurer gains the Cure

materials while out in the fields, or increase

have reached that level on another discipline.

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

- 21 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

invaluable for leveling and soloing purposes.

definition of Magic Skill may become better

many of these abilities are quickly becoming

Skills

Fantasy XIV. As the game progresses the understood or defined.

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

on the amount of TP available when used,

faulty as they govern the chance success or

typically deal increased damage and based may have additional effects on the target. Each discipline has a unique set of weapon skills based on their weapon type and are learned as the discipline gains rank levels. Some weapon skills have tier levels that

increase their effectiveness as you gain skill and levels in that discipline.

points to raise your statistics. That idea is failure with nearly every action you will make in Final Fantasy XIV. From attacking, HP and MP pools as well as crafting, your character's attributes affect it all. With each physical level you will receive Attribute Points (AP). As you level the number of Attribute Points received will scale

Magic Skills

higher.

These are additional abilities or spells

Attribute

Points

Physical level will increase in tiers. From

available to a Disciple of Magic that cost

Levels 1-9: 6 points.

elemental in nature while others act as

Levels 21-23: 10 Points

either MP or TP. Some of these attacks are

each

Levels 10-20: 8 Points

enfeebling spells meant to cripple and harm

Levels 24 and up: 12 Points

the enemy without dealing direct damage to its HP.

awarded

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

- 22 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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. Attributes

are

loosely

split

Piety: Magic Accuracy

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

crafting bonuses.

XIV, players may decide their elemental

attack power or magic accuracy or through

The following lists the known definitions and

crafting

Attributions.

bonuses

for

Physical

elements of their choosing. Some players may decide to be entirely fire aligned and place all their Elemental Attribute Points in Fire, while approach and spread their Attribute Points 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

(unconfirmed)

alignment by putting their points into the

still others may choose a more well rounded

Physical Attributions

Dexterity:

predecessor Final Fantasy XI. In Final Fantasy

Physical

Accuracy.

such as Paralyze (Ice based) attack or Slow

Evasion

(Earth) as well as the full elemental attacks of Blizzard and Stone.

Crafting Bonus: Goldsmiths, Fishing Intelligence: Magic Attack Power

- 23 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Disciples of War and Magic will find their elemental

attacks

increasing

as

their

Elemental Attributes do as well. A Conjurer who is elementally aligned with Fire will find their Fire based abilities increasing in

Earth is grounds Lightning, but is eroded by Water.

Lightning boils Water, but is grounded by

Earth.

damage.

Disciples of Land benefit by being able to extract more crystals based on their strongest elemental attribute.

A Conjurer who is elementally aligned to Fire will find themselves strong to Ice based spells and attacks but weak to Wind based ones. There are two additional elements in Final

Disciples of Hand disciplines will find

Fantasy XIV, “Umbral” and “Astral” that are

their strongest affinity. For example, a

“Dark” elements in game. Currently these

better success when using crystals that match Weaver that has strong Earth and Wind attributions will find the best success with Earth

and

Wind

crystals

commonly used in clothcrafting.

which

are

For every element there is an element that counters it. For example: “Fire melts Ice and is extinguished by Wind;”or Fire is strong to

for all intents and purposed the “Light” and

elements can not be directly adjusted by the player and only exist as attacks in game play. What follows below is a list of all the known abilities, spells and traits for each class currently available and the rank at which they are learned.

Ice, but weak to Wind. There are six elements

that interact in this way, The full Elemental alignment relationships are:

Ice obstructs Wind, but is melted by Fire.

Wind extinguishes Fire and is blocked by Water erodes Earth and is boiled by

Lightning.

1: Light Shot TP Cost: 0

Fire melts Ice and is extinguished by Wind.

Ice.

Archer

Action Cost: 0

Requires: Archer Attack with your bow, dealing projectile damage.

1: Close Shot

- 24 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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 from your inventory and tops up your currently equipped arrows).

TP Cost: 1000

TP Cost: 1000

Action Cost: 3

Action Cost: 3

Cooldown: 8 seconds

Cooldown: 8 seconds

Requires: Disciples of War, Disciples of Magic Apply full force to your attack, dealing projectile damage to all enemies between you

4: Raging Strike TP Cost: 0

Action Cost: 3

target immobile. 8: Wide Volley

2: Puncture

and the target.

Fetter an enemy's shadow, rendering the

Requires: Disciples of War, Disciples of Magic

Launch a wide-ranged assault, dealing

projectile damage to the target and nearby enemies. 10: Quelling Strike TP Cost: 0

Action Cost: 3 Cooldown:

- 25 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Requires: Disciples of War, Disciples of

Requires: Disciples of War, Disciples of

Magic

Magic

Stifle the noise made by your weapon,

reducing enmity generated by your next attack.

Loose arrows in all directions, dealing

projectile damage to nearby enemies. 18: Scavenge

12: Scouring Strike

TP Cost: 0

TP Cost: 500

Action Cost: 3

Cooldown:

Requires: Disciples of War, Disciples of

Action Cost: 3

Cooldown:

Requires: Disciples of War, Disciples of Magic

Deliver a debilitating attack, dealing projectile

damage

and

removing

enhancement effect from the target.

an

Cooldown:

Cooldown: 1min

Requires: Disciples of War, Disciples of Magic Your eyes gain hawk like precision, increasing the accuracy of your next attack.

Cooldown:

equipped.

Action Cost: 3

Action Cost: 3

Action Cost: 3

Can only be executed when no arrows are

TP Cost: 2000

TP Cost: 0

TP Cost: 1000

Gather a stray arrow for your next attack.

20: Quick Nook

14: Hawks Eye

16: Arrow Helix

Magic

Requires: Archer Nock and release repeatedly with blinding speed, dealing projectile damage to enemies in a cone before you. 22: Quick Stride TP Cost: 0

Action Cost: 3 Cooldown:

- 26 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Requires: Disciples of War, Disciples of Magic

Apply full force to your attack, dealing projectile damage to all enemies between you and the target.

Quick your stride, increase movement

speed.

30: Trifurcate

24: Shrieker

MP Cost: 30

TP Cost:

TP Cost: 500

Action Cost: 3

Action Cost: 3

Cooldown:

Requires: Disciples of War, Disciples of

Magic

Cooldown: Magic

Loose a shrilling arrow, dealing projectile damage.

Requires: Disciples of War, Disciples of

Seek to inflict massive damage, nocking up to a maximum of three arrows.

Pugilist

26: Chameleon:

1: Heavy Strike

TP Cost: 250

TP Cost: 0

Action Cost: 3

Action Cost: 0

Cooldown: Requires: Disciples of War, Disciples of Magic Blend in with your surroundings, reducing

Cooldown: 0 seconds Requires: Pugilist Attack with your hand-to-hand weapon,

enmity.

dealing blunt damage.

28: Puncture II

1: Light Strike

Action Cost: 3

Action Cost: 0

TP Cost: 1000 Cooldown:

TP Cost: 0

Requires: Disciples of War, Disciples of Magic

Cooldown: 0

Requires: Pugilist

- 27 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Attack with your hand-to-hand weapon, dealing blunt damage. Increases physical defense and evasion.

Requires: Disciples of War, Disciples of Magic Restore HP at the cost of TP.

2: Concussive Blow TP Cost: 1000

8: Seismic Shock

Action Cost: 3

TP Cost: 1000

Requires: Disciples of War, Disciples of

Cooldown: 8 seconds

Cooldown: 8 seconds

Action Cost: 3

Magic

Beat an enemy about the head and face,

dealing blunt damage and reducing the target's accuracy. Effect may stack up to three times.

Requires: Disciples of War, Disciples of Magic Increase attack power and deal earth damage to all enemies between you and the target, including the target. Flying monsters unaffected.

4: Haymaker TP Cost: 1000

10: Taunt

Cooldown:

Action Cost: 3

Action Cost: 3

TP Cost: 0

Requires: Disciples of War, Disciples of Magic Strong attack, increasing attack power and

dealing blunt damage. Can only be used after evading an enemy attack. 6: Second Wind TP Cost: 250

Action Cost: 3

Cooldown: 60 seconds

Cooldown: 20 seconds Requires: Disciples of War, Disciples of Magic

Whistle to increase enmity. 12: Featherfoot TP Cost: 0

Action Cost: 3 Cooldown:

Requires: Disciples of War, Disciples of Magic

- 28 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Increase evasion. Effect wears after off

Exploit an enemy's weakness, dealing

after evading an attack.

slashing damage and increasing your critical

14: Jarring Strike

target.

hit rate for each enfeebling effect on the

TP Cost:

Action Cost: 3

Cooldown:

Requires: Disciples of War, Disciples of Magic

20: Presence of Mind

Deal blunt damage, stun the target, and increase enmity. Can only be executed after evading an attack.

TP Cost:

Action Cost: 3 Cooldown: 60 Seconds

Requires: Disciples of War, Disciples of Magic

16: Blindside TP Cost:

Spiritually

Action Cost: 3

enhance

your

of

perception, increasing evasion against non-

Cooldown:

Requires: Disciples of War, Disciples of

frontal attacks.

Magic

22: Concussive Blow II

Strike from an enemies rear, increasing

Action Cost: 3

attack by half your Dexterity.

TP Cost: 1000 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 Requires: Disciples of War, Disciples of Magic

powers

lowering monsters accuracy. Stacks up to three times.

- 29 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

24: Aura Pulse TP Cost:

30: Accomplice

Cooldown:

Action Cost: 3

Magic

Requires: Disciples of War, Disciples of

Action Cost: 3

TP Cost:

Requires: Disciples of War, Disciples of

AoE that only hit ground units despite it's tool tip saying it raises attack power against flying stuff. Slightly confused on that one 26: Discerning Eye

Cooldown: Magic

Conspire with an ally, reducing their enmity and increasing your own.

TP Cost:

Gladiator

Action Cost: 3

1: Light Slash

Cooldown: Requires: Disciples of War, Disciples of Magic

TP Cost: 0

Action Cost: 0 Cooldown:

Supposedly it raises your attack power when you take damage, scales with how much you take.

Requires: Gladiator Attack with your sword, dealing slashing damage.

28: Seismic Shock II

1: Light Stab

TP Cost:

TP Cost: 0

Action Cost: 3

Action Cost: 0

Cooldown:

Requires: Disciples of War, Disciples of Magic Increase attack power and deal earth

damage to all enemies between you and the target, including the target. Flying monsters

Cooldown:

Requires: Gladiator Attack with your sword, dealing piercing

damage.

unaffected.

- 30 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

2: Red Lotus

8: Phalanx

TP Cost: 1000

TP Cost: 250

MP Cost: 10

Action Cost: 3

Action Cost: 1

Cooldown:

Requires: Disciples of War, Disciples of

Magic

Cooldown: 8 seconds

Requires: Disciples of War, Disciples of

Magic

Move deftly from defense to offense,

Invoke the power of the flame and strike,

dealing fire damage.

increasing attack power and dealing slashing

damage. Increases enmity. Can only be executed following a block.

4: Rampart

TP Cost: 1000

10:Provoke

Cooldown: 5mins

Action Cost: 3

Action Cost: 3

TP Cost: 0

Requires: Disciples of War, Disciples of Magic Protect yourself, increasing defense and

Cooldown 20secs Requires: Disciples of War, Disciples of Magic

magical defense.

Use a threatening gesture to increase enmity.

6: Circle Slash

12: Spinstroke

Action Cost: 3

Action Cost: 3

Requires: Disciples of War, Disciples of

Requires: Disciples of War, Disciples of

TP Cost: 1000

TP Cost: 1000

Cooldown: 8 seconds Magic

Spin your weapon fiercely, increasing

attack power and dealing slashing damage to nearby targets.

Cooldown: 8 seconds Magic

Feint before attacking, dealing slashing

damage to the target. Increases attack power when the target is not engaging you.

- 31 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

14: Still Precision

20: Onion Cut

TP Cost: 0

TP Cost:

Cooldown:

Cooldown:

Magic

Magic

Action Cost: 3

Action Cost: 3

Requires: Disciples of War, Disciples of

Requires: Disciples of War, Disciples of

Steady yourself, increasing accuracy and

Feign weakness and then attack, dealing

reducing evasion.

slashing damage.

16: Howling Vortex

22: Red Lotus II

Action Cost: 3

Action Cost: 3

TP Cost:

TP Cost:

Cooldown: Requires: Disciples of War, Disciples of Magic Sound a haunting howl with your weapon,

Cooldown: Requires: Disciples of War, Disciples of Magic Call upon the power of the flame,

increasing attack power and dealing slashing

increasing attack power and dealing fire

18: Obsess

24: Luminous Spire

Action Cost: 3

Action Cost: 3

damage. Lengthens the target's cast times.

TP Cost:

TP Cost:

Cooldown:

Requires: Disciples of War, Disciples of Magic Focus on a single enemy, increasing

defense against the target while reducing defense against all other targets.

damage.

Cooldown:

Requires: Disciples of War, Disciples of Magic Imbue your blade with brilliance, dealing

astral damage and reducing the targets magic defense, blinds other nearby enemies.

- 32 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Note: You can keep using this weapon skill

2: Skewer

3 times in a row and deal more damage each

TP Cost: 1000

while dealing astral damage.

Cooldown: 8 seconds

26: Cadence

Magic

time because its reducing magic defense

Action Cost: 3 Requires: Disciples of War, Disciples of

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 Magic Controls the pace of combat, increasing the power of your next attack while in battle regimen mode.

Places Slow effect on non-flying targets. 4: Ferocity TP Cost: 0

Action Cost: 3 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.

- 33 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

8: Moonrise

Stab with great force, increasing attack

TP Cost: 1000

power and dealing piercing damage to all

Cooldown: 8 seconds

the evasion of flying targets.

Magic

14: Invigorate

Frustrate an enemy's tactics, increasing

TP Cost:

Inhibits TP generation of the target.

Cooldown:

10: Speed Surge

Magic

Action Cost: 3

enemies between you and the target. Reduces

Requires: Disciples of War, Disciples of

attack power and dealing slashing damage.

Requires: Disciples of War, Disciples of

TP Cost: 0

Action Cost: 3

Channel

Cooldown: 30 seconds

your

physical

consuming HP to gain TP.

Requires: Lancer Wield your weapon with blinding speed,

increasing action gauge regeneration. Hitting the target causes an enfeebling effect which grants attacking party members the ability to absorb HP. 12: Doomspike

energies,

16: Leg Sweep TP Cost: 1000

Action Cost: 3 Cooldown: 8 seconds Requires: Disciples of War, Disciples of Magic 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 Magic

Action Cost: 3

18: Comrade in Arms TP Cost: 500

Action Cost: 0 Cooldown:

Requires: Disciples of War, Disciples of Magic

- 34 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Marauder

Bolster morale, inflicting the target with an enfeebling effect which grants attacking party members increased TP generation.

1: Light Swing TP Cost: 0

Action Cost: 0

20: Feint

Cooldown: 0

TP Cost: 250

Requires: Marauder

Action Cost: 3 Cooldown:

Requires: Disciples of War, Disciples of Magic

Attack with your axe, dealing slashing damage.

1: Broad Swing

Stab with precision and timing, ensuring

the success of your next attack. Increases

attack power and deals piercing damage. Can only be executed after target evades an

TP Cost: 0 Action Cost: 0 Cooldown: 0

Requires: Marauder

attack. Attack with your axe, dealing slashing

22: Life Surge

damage to enemies in a cone before you.

Action Cost: 3

2: Trunksplitter

Requires: Disciples of War, Disciples of

Action Cost: 3

TP Cost: 0 Cooldown: Magic

Alternative to Speed Surge. Same drain

effect, but adds evasion debuff to the target instead

of

regeneration

giving

you

extra

stamina

TP Cost: 1000 Cooldown: 8 seconds Requires: Disciples of War, Disciples of Magic

Deliver a fierce upward swing, dealing

slashing damage. Increases attack power against Seedkin.

- 35 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

4: Brandish

Attacks enemies in a cone before you while

TP Cost: 1000

under the effect of Steadfast.

Cooldown: 8 seconds

10: Defender

Magic

Action Cost: 3

Action Cost: 3 Requires: Disciples of War, Disciples of

Swing your weapon in a sweeping motion,

TP Cost: 0

Cooldown:

Requires: Disciples of War, Disciples of

dealing slashing damage to nearby enemies.

Magic

6: Bloodbath

and reducing attack power. Increases enmity

Action Cost: 3

Steadfast.

TP Cost: 0

generation

Cooldown: 60 seconds Requires: Disciples of War, Disciples of Magic Revel in the blood of an enemy, converting a percentage of the damage dealt by your next successful attack into HP. 8: Skull Sunder

while

under

the

effect

of

12: Foresight TP Cost: 0 Action Cost: 3

Cooldown: 25 seconds Requires: Disciples of War, Disciples of Magic 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 Magic Strike an enemy in the head, dealing

slashing damage and additional damage over time.

Tighten your guard, increasing defense

14: Fracture TP Cost: 250

Action Cost: 3 Cooldown: 8 seconds

Requires: Disciples of War, Disciples of Magic

- 36 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Deliver a devastating blow, increasing attack power and dealing blunt damage.

Renders the target incapable of using weaponskills.

Can

following a parry.

only

be

Cooldown: 8 seconds Requires: Disciples of War, Disciples of Magic

executed

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

Requires: Disciples of War, Disciples of

Cooldown: 8 seconds

Cooldown: 8 seconds Magic Strike with the flat of your weapon, increasing attack power and dealing blunt damage. Attacks enemies in a cone before you while in steadfast stance.

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

Deliver a strong chop, increasing attack power and dealing slashing damage. Attack power is increased further against Seedkin.

18: Disorient

Conjurer

TP Cost:

1: Spirit Dart

Action Cost: 3

TP Cost: 0

Cooldown:

Requires: Disciples of War, Disciples of Magic

reducing the target's evasion. Effect may

20: March

TP Cost: 1000 Action Cost: 3

Action Cost: 0 Cooldown: 0

Flick dust, sand, or soil at an enemy, stack up to three times.

MP Cost: 0

Requires: Conjurer Magical range attack 1: Tranquility TP Cost: 0

MP Cost: 0

- 37 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

TP Cost: 0

Action Cost:

Action Cost: 3

Requires: Disciples of War, Disciples of

spells)

MP Cost: 10

MP Cost: 12 Cooldown: 30 seconds

Cooldown:

Requires: Disciples of War, Disciples of

Magic

Magic

AoE Damage shield

AoE - Elemental Nukes

8: Shock Spikes

2: Trance Chant

MP Cost: 8

TP Cost: 0

TP Cost: 0

Action Cost: 3

MP Cost: 0

Cooldown: 10 Seconds

Action Cost: 3 Cooldown: 60 seconds

Requires: Disciples of War, Disciples of

Requires: Disciples of War, Disciples of Magic Increased magic accuracy 4: Cure TP Cost: 0

MP Cost: 12

Action Cost: 2 Cooldown: 5

Magic AoE Spikes that do damage on hit and stun

the enemy.

8: Repose TP Cost: 0

MP Cost: 8

Action Cost: 3

Cooldown: 40 Seconds

- 38 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Requires: Disciples of War, Disciples of

12: Elemental DoT's - Burn, Frost,

Magic

Rasp, Drown, Choke (5 spells)

AoE bind.

MP Cost: 16

TP Cost: 0

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 Requires: Disciples of War, Disciples of Magic

Increases Magic Potency for next cast. Lengthens the cast time and recast time of affected spells.

of effect. 14: Sough Speak TP Cost: 0 MP Cost: Action Cost: 3 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.

Requires: Disciples of War, Disciples of

16: Shell

Cooldown: 8 seconds Magic

High damage and gives back a small

proportion of mp.

TP Cost: 0 MP Cost:

Action Cost: 3

Cooldown:

Requires: Disciples of War, Disciples of Magic

AoE Magical Defense buff.

- 39 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

16: Protect

22: Purge

TP Cost: 0

TP Cost: 0

Action Cost: 3

Action Cost: 3

Requires: Disciples of War, Disciples of

Requires: Disciples of War, Disciples of

MP Cost:

MP Cost:

Cooldown: Magic

Cooldown: Magic

AoE Physical Defense buff.

Renders the targets elemental alignment neutral.

18: Spiritbind TP Cost: 0

24: Elemental Nukes II - Fire, Stone,

Action Cost: 3

spells)

MP Cost:

Water, Blizzard, Thunder, Aero (6

Cooldown: 1 min Requires: Disciples of War, Disciples of Magic 30 second duration buff. Binds you to the spot reducing MP cost by half. 20: Cure II

TP Cost: 0 MP Cost: Action Cost: 3 Cooldown:

Requires: Disciples of War, Disciples of Magic AoE tier II Elemental Nukes.

TP Cost: 0 MP Cost:

Thaumaturge 1: Phantom Dart

Action Cost: 3

TP Cost: 0

Cooldown:

Requires: Disciples of War, Disciples of Magic

AoE heal.

MP Cost: 0

Action Cost: 0 Cooldown: 0

Requires: Thaumaturge Magical range attack.

- 40 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

1: Exhaltation

2: Blood Rite

TP Cost: 0

TP Cost: 0

Action Cost: 0

Action Cost: 3

Requires: Thaumaturge

Requires: Disciples of War, Disciples of

MP Cost: 0

MP Cost:

Cooldown: 30mins

Cooldown:

Replenishes some MP.

Magic

2:Scourge

Increased magic accuracy.

MP Cost:

4: Sacrifice

Cooldown:

MP Cost: 10

TP Cost: 0

Action Cost: 3

TP Cost: 0

Requires: Disciples of War, Disciples of Magic AoE small range high Astral damage and

enfeeble (weakens enemy’s Astral defense).

Action Cost: 2 Cooldown: 5 Requires: Disciples of War, Disciples of Magic AoE heal and 20 second regeneration.

2: Banish TP Cost: 0

6: Poison

Action Cost: 3

MP Cost: 10

MP Cost:

TP Cost: 0

Cooldown:

Requires: Disciples of War, Disciples of Magic

AoE small range high Umbral damage and enfeeble (weakens enemy’s Umbral defense).

Action Cost:

Cooldown: 5

Requires: Disciples of War, Disciples of Magic Inflicts DoT.

Banish and Scourge can stack.

- 41 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

8: Slow

10: Damnation

TP Cost: 0

TP Cost: 1000

Action Cost: 3

Action Cost: 3

Requires: Disciples of War, Disciples of

Requires: Disciples of War, Disciples of

MP Cost: 7

MP Cost:

Cooldown: 60 Seconds

Cooldown:

Magic

Magic

within AoE.

small proportion of MP.

8: Gravity

12: Bio

MP Cost: 9

MP Cost: 14

Slows down Stamina regeneration of enemies

TP Cost: 0

High Umbral damage and gives back a

TP Cost: 0

Action Cost: 3

Action Cost: 3

Cooldown: 60 Seconds Requires: Disciples of War, Disciples of Magic

Cooldown: 30 Requires: Disciples of War, Disciples of Magic

Slows down enemy movement.

Reduces attack power of enemies.

10: Punishing Barbs

Can stack with Scourge.

MP Cost:

12: Dia

Cooldown:

MP Cost: 14

TP Cost: 0 Action Cost: 3

TP Cost: 0

Requires: Disciples of War, Disciples of Magic Inflicts damage on the mob based on

damage you take.

Action Cost: 3 Cooldown: 30

Requires: Disciples of War, Disciples of Magic Reduces defense of enemies.

- 42 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Can stack with Banish.

Requires: Disciples of War, Disciples of Magic

14: Dark Seal TP Cost: 0

Steals Statistics temporarily from the target.

Action Cost: 3

20: Sacrifice II

Cooldown:

TP Cost: 0

Magic

Action Cost: 3

Increases magic accuracy of your next

Requires: Disciples of War, Disciples of

MP Cost:

Requires: Disciples of War, Disciples of

attack.

MP Cost: 18 Cooldown: Magic

16: Stygian Spikes

AoE heal and 20 second regeneration.

MP Cost: 8

22: Siphon

Cooldown: 60 seconds

MP Cost: 10

TP Cost: 0 Action Cost: 3

TP Cost: 0

Requires: Disciples of War, Disciples of Magic AoE Absorb MP – Umbral – Self cast or

party member. Absorbs MP from mobs when hit. 18: Absorb – ATT, EVA, ACC and DEF

Action Cost: 3 Cooldown: 1 min Requires: Disciples of War, Disciples of Magic Steals a portion of enemies MP (about

50-75 MP).

(4 spells)

TP Cost: 0 MP Cost:

Action Cost: 3 Cooldown:

- 43 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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 Survey the landscape to discern location of

deposits are far.

grade 1 mature trees.

5: Earthen Favor

3: Triangulate

while gathering.

Increases your chance to locate rare items

Survey the landscape to discern number and direction of grade 1 mature trees. Increases movement speed when deposits are far.

This is a passive skill you put into the

'Gathering

&

Synthesis'

action

bar.

Automatically and randomly activates when you start gathering at a new mineral deposit. 8: Lay of the Land II

5: Stroke of Luck A passive bonus ability that can process

after you equip it. Increase your chances of

Survey the landscape to locate grade 2 and below mineral deposits.

finding rare items while gathering.

10: Prospect II

8: Arbor Call II

number and direction of grade 2 and below

below mature trees.

when deposits are far.

Survey the landscape to discern the Survey the landscape to locate grade 2 and

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 Survey the landscape to discern the

location of grade 1 mineral deposits.

mineral deposits. Increases movement speed

15: King's Yield

Allows you to gather multiple items in a

single yield This is also passive.

- 44 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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.

- 45 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Ul'dah: Alchemist, Goldsmith, Weaving

CRAFTING RECIPES

U

nlike in other games where crafting and gathering tasks are

often treated as side activity or

hobby during quiet periods in game play,

Final Fantasy XIV takes a different path. In recognizing the deep interest and love of

crafting that many players have, in Hydalean, these tasks are given official playable class status. Players are no longer forced to choose

To

one or all of the available disciplines.

crafting

in

your

chosen

discipline, simply equip the appropriate tool

in your character's hand. To equip a tool, go to the Main Menu, Attributes and Gear or use

a macro command. Each discipline has both

a main and secondary tool needed to successfully craft. Although you may use

either tool in a crafting recipe, some recipes call for specific tools for best results.

only one or two crafts to focus on at any time; in Final Fantasy XIV players may level

begin

If choosing to start with a Disciple of Hand discipline in Final Fantasy XIV you will be given a tool to start with, but there are

Crafting disciplines fall under Disciples of

Hand classification while more traditional gathering or H.E.L.M (harvesting, excavating,

vendors who will sell you the basic starting tools for each discipline if you wish to expand your crafting repertoire.

logging, mining) activities are classified as

Gathering Recipe

Disciples of Land disciplines. There are eight 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

Disciple of Hand guilds are as follows:

discipline such as a Disciple of Land class or

any effect on your progression. The city-state

Grinada: Carpenter and Leatherworker

purchase them off other players. Vendors

Limsa Lominosa: Armorer, Blacksmith, Culinarian

collect them through leveling on another

may also sell the items you wish to craft. Levequests

- 46 -

© www.killerguides.com All rights reserved.

and

Guildleves

for

DoH

Unofficial Final Fantasy XIV Strategy Guide

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

class.

main or secondary tools. Where confirmed,

are an excellent way to get started in your

synthesis. HQ results are possible on both secondary tool results are listed, otherwise

Recipes

only main tool results are listed.

Training guides and lessons may be purchased in game with Guildmarks to

Alchemist Rank 1 Recipe:

improve your odds of success while crafting,

Distilled Water

successful in your discipline. There is also no

1x Muddy Water

however it is not necessary to do so to be need to purchase recipes in Eorzea, with the

right tools and materials you may complete any recipe in the game. There are more than a thousand recipes in

1x Fire Shard Results: 3x Distilled Water HQ1 6x Distilled Water HQ2 9x Distilled Water HQ3 12x Distilled Water

Final Fantasy XIV and it would be impossible

Armorer Rank 1 Recipe

recipe has been provided for each craft to get

Copper Plate

to list them all in this guide. An early rank you started. Final Fantasy XIV refers to the crafting of items as the process of synthesis or synthesizing items. Each recipe requires a

6x Earth Shards 1x Copper Ingot

Results: Copper Plate HQ1 2x Copper Plates

type of crystal or crystal shard as a catalyst

Blacksmith Rank 1 Recipe

may be found while leveling or purchased

Smoothed Stone

higher ranked recipe successfully although

6x pieces Brown O'Ghomoro Slag

for the synthesizing process. These shards from other players. It is possible to craft a the rate of failure may be greater.

6x Wind Shards

Results: 12x Smoothed Stones

- 47 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Carpenter Rank 1 Recipe

Results: 4x Sheep Leather HQ1 6x Sheep Leather

Maple Lumber 4x Wind Shards

Weaver Rank 1 Recipe

Results: 4x Maple Lumber

8x Lightning Shards

1x Maple Log

Hempen Yard

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) Goldsmith Rank 3 Recipe Copper Nugget

There are many online resources available

for synthesis recipes. All recipes provided by http://ffxiv.zam.com/

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

- 48 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Crafting Recipes

rivets, 1 block of animal glue

This section covers the crafting recipes currently available in the Beta letting you know what items are needed and what you

1 bronze gladius blade, 1

Bronze Gladius

can make.

Bronze Labrys

Materials

Bronze

3 chunks of copper ore, 1

Copper Nugget Copper Ingot Copper Ingot Bronze Spear Butt

1 iron labrys head, 1 elm axe haft, 1 bronze axe butt, 1 red

6 bronze nuggets

Iron Labrys

4 chunks of copper ore

ochre buffalo leather strap, 1

handful of iron rivets, 1 block of animal glue

4 chunks of yellow copper ores

Bronze Knuckles

6 copper nuggets

Bronze

1 bronze square

Chakram

Bronze Nails

2 bronze nuggets

Bronze

1 bronze ingot, 2 bronze

Pickaxe Head

nuggets

Bronze Spatha

ochre buffalo leather strap, 1 of animal glue

chunk of tin ore

1 bronze nugget

Head

haft, 1 bronze axe butt, 1 red

handful of brass rivets, 1 block

Bronze Needle

Brass Hatchet

swordguard, 1 handful of brass

1 bronze labrys head, 1 ash axe

Item

Bronze Ingot

sheep leather-bound

rivets, 1 block of animal glue

Blacksmith

Nugget

aldgoat horn sword grip, 1

Birdsbeak Hammer

Brass Head Knife

1 brass ingot, 3 brass nuggets Iron Saw

1 bronze spatha blade, 1 aldgoat horn sword grip, 1

slate-grey sheep leather-bound swordguard, 1 handful of brass

- 49 -

© www.killerguides.com All rights reserved.

1 bronze ingot, 1 circle of buffalo leather, 1 buffalo leather strap

1 bronze ingot, 1 soot-black buffalo leather strap

1 birdsbeak hammer head, 1 ash hammer grip, 1 bronze

ingot, 1 bolt of undyed canvas 1 brass head knife blade, 1 maple head knife grip, 1 block of animal glue

1 iron saw blade, 1 elm saw

grip, 1 handful of iron rivets

Unofficial Final Fantasy XIV Strategy Guide

Weaver

hempen inner dalmatica, 2 Hempen

Item

Materials

Hempen Yarn

2 clumps of moko grass

Undyed Hempen Cloth

Dalmatica

3 spindle of hempen yarn 1 bolt of undyed hempen cloth

Mole-brown

3 spindles of hempen yarn, 1

Hempen Cloth

pot of mole-brown hemp dye

Cotton Yarn

2 cotton bolls

Sepia-brown

4 spindles of cotton yarn, 1 pot

Canvas

of sepia-brown canvas dye

Fletchings

1 spindle of hempen yarn

Dalmatica

Hempen Coif

Trousers

1 circle of dodo leather, 1 dodo

leather strap, 1 handful of brass

2 bolts of sand-brown hempen Chausses

cloth, 2 bolts of mole-brown

hempen cloth, 1 bolt of leadgrey hempen cloth, 1 spindle of hempen yarn

2 bolts of undyed cotton cloth,

1 midnight-black dodo leather strap, 1 spindle of cotton 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

cloth, 1 spindle of cotton yarn

apkallu down, 1 spindle of hempen yarn

2 bolts of undyed hempen cloth, 1 spindle of hempen yarn

Canvas Hat

1 circle of sheepskin leather, 2 bolts of undyed canvas, 1 spindle of cotton yarn

2 bolts of hempen of undyed

hempen cloth, 1 sheep leather strap, 1 spindle of hempen yarn

Plumed

1 bronze pickaxe, 1 iron

Bronze

buckle, 1 bolt of undyed cotton

Pickaxe

1 bolt of undyed hemen cloth, 1 Cotton Coif

hempen sleeves, 1 spindle of

rivets, 1 spindle of cotton yarn

Cotton Slops

Socks

Inner

Cotton

3 crow feathers 1 bolt of undyed hempen cloth,

Hempen

leather, 1 pair of sand-brown

2 bolts of undyed cotton cloth,

Hempen

Hempen

Cotton Socks

cloth, 1 circle of sheepskin

hempen yarn

Hempen Fent

Crow

bolts of sand-brown hempen

circle of sheepskin leather, 1

sheep leather strap, 1 spindle of cotton yarn

- 50 -

© www.killerguides.com All rights reserved.

yarn, 1 cock feather

Unofficial Final Fantasy XIV Strategy Guide

Leatherworker Item Sheep Leather Sheep Leather Spetch

Sheep Leather Strap

Sheepskin Outsoles

Leatherbound

Swordguard Slate-grey Sheep Leather

Hempen Breeches

Cotton Breeches

1 circle of dodo leather, 1 sheep Padded

Materials

Sheepskin Duckbills

1 sheepskin, 1 handful of oak

Leather

1 circle of sheepskin leather

Satchel Belt

1 circle of sheepskin leather

Smithy's Gloves

2 circles of sheepskin leather, 1 block of animal glue

sheepskin outsoles, 1 antelope

sinew cord, 1 handful of brass

2 circles of moss-green buffalo leather, 1 iron buckle, 1 antelope sinew cord

2 circles of sheepskin leather, 1 sheep leather strap, 1 antelope sinew cord 1 circle of sheepskin leather, 1

1 circle of slate-grey sheep

Sheepskin

leather, 1 antelope sinew cord

Targe

sheep leather strap, 1 lauan plank, 1 handful of copper

rivets, 1 antelope sinew cord, 1 lump of beeswax

1 sheepskin, 1 handful of oak chips, 1 pot of slate-grey sheep

1 maple longbow, 1 circle of

leather dye

Wrapped Maple

1 circle of taupe sheep leather,

Longbow

1 taupe-sheep leather strap,

2bolts of mole-brown hempen

soot-black buffalo leather, 1 soot-black buffalo leather

strap,1 sheet of silver plate, 1 handful of silver rivets, 1 pinch of brimstone

cloth, 1 spindle of hempen yarn

1 pair of leather knuckle

1 circle of sheepskin leather, 1

guards , 1 pair of bronze

sheep leather strap, 2 bolts of

Leather

dull vermilion cotton cloth,1

Himantes

spindle of cotton yarn

himantes grips, 1 bolt of

undyed canvas, 1 block of animal glue, 1 antelope sinew cord

sheep leather strap, 1 pair of

Duckbills

yellow cotton socks, 1 pair of

nails

chips

1 circle of sheepskin leather, 1 Sheepskin

leather strap, 1 pair of maize-

sand-brown hempen socks, 1 pair of sheepskin outsoles, 1

antelope sinew cord, 1 handful of brass nails

- 51 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Carpenter Item

Materials

Oak Chips

1 oak log

Willow Lumber

1 pair of slate-grey sheepskin vamps, 1 pair of undyed

Lauan Pattens

of brass nails

1 willow log

1 pair of uncolored leather vamps, 1 pair of undyed cotton Maple Pattens

of brass plate, 1 handful of iron nails

2 maple planks, 1 sheet of

fletchings, 1 bundle of cedar

Square Maple

arrow shafts, block of animal

Shield

glue, 1 spindle of hempen yarn

growth formula alpha

secretions, 1 bottle of beastkin

buffalo leather, 1 uncolored

buffalo leather strap, 1 handful of bronze nails 1 bronze pickaxe head, 1 maple

spear shaft, 1 bronze spear butt,

Bronze

iron spear clasp, 1 block of

Pickaxe

pickaxe shaft, 1 handful of

bronze nails, 1 bolt of undyed hempen cloth

2 bone harpoon heads, 1 maple

1 brass hatchet head, 1 ash

spear shaft, 1 bronze spear

Brass Hatchet

1 maple branch, 2 pieces of Longbow

1 sheet of bronze plate, 2

Chestnut Shield

clasp, 1 block of animal glue

Maple

bronze nails, 1 handful of

chestnut planks, 1 circle of

blood

animal glue

Harpoon

leather strap, 1 handful of

Round

1 bronze spearhead, 1 maple

Bronze Spear

bronze plate, 1 uncolored sheep

bronze rivets

1 maple branch, 1 bottle of

1 pine branch, 1 pot of viscous Pine Crook

uncolored buffalo leather strap, handful of brass nails

arrowheads, 1 handful of cock

Maple Wand

socks, 1 maple plank, 1

1 antelope sinew cord, 1

1 handful of bronze

Bronze Arrow

slate-grey sheep leather strap, 1 antelope sinew cord, 1 handful

1 piece of elm lumber, 1 sheet Elm Saw Grip

hempen socks, 1 lauan plank, 1

maple lumber, 1 linen

bowstring, 1 circle of sheepskin leather, 1 block of animal glue

- 52 -

© www.killerguides.com All rights reserved.

hatchet haft, 1 sheet of brass plate, 1 block of animal glue

Unofficial Final Fantasy XIV Strategy Guide

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

Y

map. It's just a two minute walk outside the

our first quest begins the second you have created your character and play through the tutorial

which w ill teach you the basics of

interaction with characters and how to battle. Pay attention during this and it won't take long to get through it. You will be

dropped at the docks of Limsa Lominsa when you're done and this is where the quest 'Treasures of the Main begin's. Below is a quick step guide to finishing

city, so head there.

4.At the camp stand near the shining Aetheryte in the middle and go into your option menu to select it. 5.Go back to Baedron and you will then be told to visit both the Culinary Guild and Musketeer's Guild. Again, both of these are marked on your map. 6.In the Culinary Guild speak with Charlys.

this quest to let you branch out and get into

7.At the Musketeer's Guild speak with

1.You will begin in the port, next to or just

8.As directed by the events of the cutscene,

him and he will direct you to the

Guild for another cutscene.

the proper Leves.

across from an NPC named Hob. Speak to Adventurer's Guild. This is an important

location that you will be returning to often, so make sure you remember it.

2.Enter the Adventurer's Guild, also known

Isaudorel.

head to the lower floor of the Musketeer's

9.Speak with Isaudorel again once you're done and then try to leave the area for another cutscene.

as the Drowning Wench inn, and speak with

10.Baedron

cutscene.

Fisherman's Bottom. This is on your map

Baedron behind the bar on the far wall for a

will

contact

you

via

the

Linkpearl he gave you to tell you to visit (south end of the city, slightly to the west).

- 53 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

11.At

Fisherman's

Bottom

speak

to

N'nmulika.

17.You'll be given yet another location to 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 Adventurer’s Guild to

talk, bow, clap, congratulate, poke, jump, and

to speak with about Retainers and the NPC to

13.You must now head back out the city to

19.Treasures of the Main is now complete.

refers to is what you pass under to enter the

you reach Rank 10 with a chosen class.

told to do so, preform the following emotes; bade.

meet up with Sisipu. The Zephyr Gate she field after the long bridge out of the city.

speak with Baedron. You'll be shown the NPC speak with about Guidleves.

Baedron will offer a new story quest once

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.

- 54 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

fighting specific foes or gathering requested

GUIDLEVES

A

items. Local levequests require the synthesis

guildleve is a small, rectangular

plate of stained crystal set in a

of certain items are can be completed within the city-state.

precious metal frame. Each plate

is an image of one of Eorzea's patron saints engaged in a virtuous deed. The patron saints

are also sometimes called guardians and

there are currently twenty-one notable figures who have been considered patron saints and guardians of Eorzea.

Guild

in

eight local guildleves every 36 hours real time. Every player may have up to eight levequests active at any time and may be checked at any time in their Journal which is

found in the Main Menu. Rewards are based on rank level and difficulty and range from

Guildleves are special passes issued by the Adventurer's

Players are limited to eight regional and

each

city-state.

Guildleves allow their bearer to complete various tasks called levequests. Guildleves give players special permission to take

gil and experience points to materials and synthesis supplies. Levequests do not need to be completed solo; teaming up with other players is encouraged and rewarded.

Guild marks may be gained by completing

whatever steps necessary to complete their

specific levequests and than traded to guild

negotiating

marks available for each guild.

levequest

objective. with

This

enemies,

may

involve

hunting

or

harvesting on private lands, entry into

NPCs for various rewards. There are guild

restricted areas, as well as granting use of the

The Rules Of Leves

Aetheryte teleport portals. Levequests are timed quests with tasks varying from killing a certain number of foes

or type of foe, harvesting or gathering

Here are some basics for understanding Leves in FFXIV:

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

- 55 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide •Once

Regional Levequests

you have a Leve and go to the point of

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. •Each

guild counter to browse available levequests. Once

Leve has a time limit and this is shown

to you before accepting, along with your

you have

selected

your

chosen

levequest, travel to the indicated aerthye

portal in the levequest objectives to begin.

reward and potential bonuses.

Party members with the same levequest

•When

upon completion.

you are accepting new Leves you

may trade in completed Leves to receive better rewards. •Upon

completion of a Leve an Aetherial

active will be able to gain the full rewards

Regional levequests may be obtained from the following NPCs: 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

•Leves

complete the task at. Choosing a higher

have rank and discipline restrictions,

pay attention to these when you accept. •The

targets you must kill for Leves cannot

be attacked by people not undertaking the Leve.

and select the level of difficulty you wish to difficulty will earn you greater experience and quest rewards. You may also request a

Guardian Aspect boon at this time if you wish.

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

- 56 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

to see the target or target foes, ensuring that

happen to fail a levequest, you may still

your progress.

hours. Do not exchange the levequest for

and your fellow party members will be able

other players will not inadvertently interrupt

When you have completed the objectives,

will result in a failed levequest. If you

attempt it after waiting the requisite 36

another one if you wish to attempt the task again.

an aetherial node will appear and the levequest rewards will be awarded. You may

Guardian's Aspect

use this portal to return to the portal where 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

dead) they may complete the levequest by

diety. This will give the player a skill point

member of the party is K.O'd (knock out, returning to their home point before the time has run out. Regional

levequests

are

further

categorized into Battlecraft levequests and Fieldcraft levequests. Battlecraft levequests

option to request a favor from their chosen bonus during battle. However, nothing is free in Eorzea. Each invocation will cost 10 “Favor” points. A player may have up to a maximum 200 favor and will regenerate 10 favor points every 10 hours (real time).

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,

in the fields and dungeons.

Completed or failed local levequests are

harvesting, mining, fishing or logging points

have no time limit and can not be exchanged.

simply removed from the player's journal.

Locl levequests are only obtainable by Disciples of Hand disciplines.

- 57 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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,

window, select “Required Items” and choose

to the client, player's preformance will be

synthesis requires the player to obtain the

Experience rank points may also be gained

located near the action menu. From the next from

the

available

quests.

Normally,

necessary items and crystals to perform the

craft, but levequest clients typically provide

sold or used. Once the items have been given

assessed and the player will be rewarded. by performing the sythesis tasks.

the necessary materials for the players. The

Faction Leves

player need only find the client NPC to continue the levequest. Local levequests may be obtained from the following NPCs:

There are many civilian organizations in Eorzea that represent the myriad and various interests of her people. Three of the largest of

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

After speaking with the client NPC the

take over Eorzea's city-states if nothing is

materials will appear automatically in the synthesis window after selecting a local

levequest from the “Required Items” menu as described above. The items and materials provided for local levequests are not added to a player's normal inventory and may only be

used for completion of the given levequest. Levequest progress may be viewed by opening the Guildleve window.

the beastmen tribes will one day conquer and done to eradicate the threat first. In contrast, Azeyma's

Shields

have

proclaimed

themselves defenders of the weak and enemies of evil while The Horn and the

Hand, a group of merchants, scholars, money-lenders and scientists, are only

interested in making great fortunes from outfitting adventurers.

- 58 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

to further their own goals. Completing a

missions only given out to loyal faction

not only gains you rewards but will also

tasks are often rewarded with special items

factions sponsor various levequests in order levequest sponsored by one of these factions increase each factions influence in the area where quest is completed.

earned can be used to take part in special

followers. Those who complete these special and generous amounts of gil.

Tuturial Levequests

There are certain requirements to take 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

levequest requires the player to be Rank 20

or fieldcraft levequests designed to get the

must also be of the correct level. A level 20 in their discipline. These levequests typically require the player to hunt down certain

Final Fantasy XIV. They may be either battle player used to the system.

items or kill specific beasts.

Generally, the more influence a faction has

Exchanging Levequests This only applies to Battlecraft and

in a particular area, the better the levequest

Fieldcraft levequests. Players may obtain a

often offer greater incentives and credits to

you have started, completed of failed your

rewards. However, the other factions will entice players to select their sponsored levequests.

total of eight guildleves every 36 hours. Once initial eight guildleves you may exchange

them for new guild leves after waiting the required time limit.

- 59 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

When the Guildleve

NPC

has

new

guildleves available, you may exchange your

Guildleves (Adventurer’s Guild)

old ones for new leves. Select the leves you wish to attempt and you will be prompted to turn in your old guild plates. This is denoted by a * next to the name.

If there is an “0” next to the *, there is no

Below are some examples of the kind of

Leves you will be able to accept from the

Adventurer’s Guild in Limsa Lominsa. Speak

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

the base gil award and guild marks applied

suits you. The reward on offer will also

name indicates that there is a 10% bonus to

towards the new levequest. Two stars next to

the name indicate a 20% bonus to the base gil award and guild marks. These bonuses are not cumulative. If the new levequest has a base reward of 1,000 gil and four qualifying levequests are exchanged, the final reward amount will be 1,400 gil.

check back later on if there is nothing that change.

My Very First Adventurer Reward: 25 Gil & Hempen Beret Recommended Classes: Disciplines of War & Magic, Rank 1+ Levequest Location: Camp Bearded Rock Objectives: Eliminate the following targets;

Guildleves and levequests are quickly becoming the favored way to begin leveling

Plague Rat x3

Leve Duration: 30 minutes

in Final Fantasy XIV due to their easy access

Meet The Flint Stones

and flexibility in completing given tasks while still allowing players the opportunity to explore and level in the more familiar ways.

Reward: 123 Gil Recommended Classes: Miner, Rank 1+

Levequest Location: Camp Bearded Rock Objectives: Procure the following items; Lightweight Flint Stones x3 Leve Duration: 30 minutes

- 60 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

A Taste of Honey

Recommended Classes: Disciplines of War &

Reward: 143 Gil

Magic, Rank 1+

Levequest Location: Camp Bearded Rock

Objectives: Eliminate the following targets;

Honeybee Hive x3

Leve Duration: 30 minutes

Levequest Location: Camp Bearded Rock

Recommended Classes: Botanist, Rank 1+ Objectives: Procure the following items;

Raging Ram x6

Leve Duration: 30 minutes

Slamming The Door

Evil Weevils

Reward: 157 Gil

Reward: 117 Gil

Recommended Classes: Disciplines of War &

Magic, Rank 1+

Levequest Location: Camp Bearded Rock

Objectives: Eliminate the following targets;

Doorbeetle x4

Recommended Classes: Disciplines of War &

Magic, Rank 1+

Levequest Location: Camp Bearded Rock

Objectives: Eliminate the following targets;

Bark Weevil x5

Leve Duration: 30 minutes

Leve Duration: 30 minutes

A Beardful of Rats

Mole Patrol Reward: 25 Gil & Hempen Vest

Reward: 86 Gil & Rope Belt

Magic, Rank 1+

Magic, Rank 1+

Recommended Classes: Disciplines of War & Levequest Location: Camp Bearded Rock

Recommended Classes: Disciplines of War & Levequest Location: Camp Bearded Rock

Objectives: Eliminate the following targets;

Objectives: Eliminate the following targets;

Leve Duration: 30 minutes

Leve Duration: 30 minutes

Mole x5

Plague Rat x6

Missing Teeth Unsavory Ramifications

Reward: 74 Gil & Lauan Patterns x1

Reward: 56 Gil

- 61 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

Leve Duration: 30 minutes

However, they are very few in number, the

Plague Rats x6

hard and attained higher and higher levels. earliest beginning at level 20.

When Bats Cry

Limsa Lominsa

Reward: 25 Gil & Hempen Boots Recommended Classes: Disciplines of War & Magic, Rank 1+

Collecting Sea Shells

Levequest Location: Camp Bearded Rock Objectives: Eliminate the following targets; Wingrat x3

Reward: Based on Performance Recommended Classes: All Classes, Rank 20

Leve Duration: 30 minutes

Levequest Location: Limsa Lominsa Objectives: Retrieve the following: Foreign

Annexing The Rock

Mythrilshells

Leve Duration: 20 Minutes

Reward: 129 Gil Recommended Classes: Disciplines of War & Magic, Rank 1+

Spoiled Soil

Levequest Location: Camp Bearded Rock Objectives: Eliminate the following targets; Chiglet x6

Leve Duration: 30 minutes

Reward: Based on Performance

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

- 62 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

Leve Duration: 10 Minutes

Golden Opportunity 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

Objectives: Locate the following: Shiva's Tear Leve Duration: 20 Minutes

Gold

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

Objectives: Retrieve the following: Lominsan

Levequest Location: Ul'Dah

Levequest Location: Camp Glory Armor

Leve Duration: 20 Minutes

Recommended Classes: All Classes, Rank 30 Objectives: Retrieve the following: Empty Flask

Leve Duration: 10 Minutes

- 63 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

- 64 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Guildleves and levequests often reward in

GIL MAKING

gil or synthesis materials. Completing these

STRATEGIES

gil in your pockets. You can than sell any

T

levequests on a regular basis will keep some

here are many ways to make gil in Final Fantasy XIV, however, none of them are “get rich quick”

methods. Final Fantasy XIV is now in it's fifth

week of world wide release and the economy is just getting started.

reward items and loot to vendor NPCs, however the sell prices may not be to your

liking as they are often quite low compared to the NPC selling prices. The available items for purchase from NPCs are low level basic tools and armor as well.

Currently the only way to gain better

Many players like to simply collect the

quality gear and items are either made by the

and killing monsters while leveling to sell,

rewards. Fortunately, many players sell spare

items the find from completing levequests others enjoy DoL disciplines that involve harvesting raw materials from the earth while other players prefer to focus on DoH disciplines to create items needed by their fellows. Each method will provide some gil, but none will provide riches.

player base or gained through levequest items and loot through the Market Ward and retainer system, a new system to Final

Fantasy XIV. An auction house system has also been confirmed for release at a later date by the developers. To begin selling items in the Market

You may find that certain supplies or raw

Wards, you need to activate your retainer

discipline may be hard to come by even in

merchant NPCs in game. The first retainer is

materials needed in your chosen DoH

the Market Wards. If this is the case, you may find it easiest to gather the materials yourself through a DoL job or by working with a

friend who is may be willing to gather the items for you in exchange for help in return.

character. Retainers are your storage and

free and additional ones may be purchased through

the

Square

Enix

Account

Management service for a fee of $1.00 USD a month. This is probably the easiest way to ensure a steady income of gil.

- 65 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

retainer counter” option you will be directed

this will certainly change. Bazaars are

through the process of setting up your

with care. If an item does not sell quickly, it

the city-states. After selecting “About the to speak to a NPC who will guide you

retainer character. After choosing your retainer's name, you will be sent to the

accepted price range at this point, in time limited to only ten items, so select your items may be best to simply sell it to a NPC vendor 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

- 66 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Each macro has ten lines available to enter

MACROS

M

text commands into. If there is not enough

acros are user defined commands that allow you to perform several

actions at the touch of a keystroke

or controller button. With macros you can

space to complete what you wish to do, it may be best to divide the macro into one macro button for gear swaps and another for actions, as an example.

swap out gear and weapons, perform tasks such as gathering and mining, add actions to your ability bar and even change some game settings.

When entering abilities or weapons, you must enclose the name of the ability or weapon in “” and each word in the name

must be capitalized, even if the name does

Macros in Final Fantasy XIV are divided into two “sets”, one for CTL and one for ATL. For the gamepad controller, this is usually defaulted to the L2 and R2 buttons, although this may be customized based on player

preference. Final Fantasy XIV allows fifty macro commands each for CTL and ATL.

not appear this way elsewhere in the game

text. For example, “Willow Fishing Rod” is correct but “Willow Fishing rod” is not. To select or change a macro from CTL or ALT, simply select the appropriate tab and enter the macro into an empty slot.

To use a macro with a keyboard, hold To set up macro commands, open “Menu”

down the CTL or ALT key and select the

Configuration, select the “Settings” button

command. CTL-5 will trigger the fifth macro

and

select

“Configuration.”

From

next to “Macros.” When creating macros you may select an icon that will be the macro display image from a list of options. To change the icon, select the button next to where the macro name is entered.

corresponding number to fire the macro

command you created on the CTL macro set. The game on screen display will show what key is being selected and what page of

macros you are currently on. There are five pages

of

macros,

numbered

1-5.

For

controller commands, hold down the CTL or

- 67 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

ALT button and use the menu selection buttons to select the chosen macro. After selecting the macro, hit the “action” or

For

example:

/equip

sub

"Mudstone

Grinding "Wheel" would cause a fatal error and crash the game.

“command” button and the macro will fire.

Battle Action Swap Macros

Macro Commands Because

there

is

no

command

You can also macro in abilities. For

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 accomplish this. This is the macro for doing

do something like this:

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

are holding. You can make a macro for each

put the action. In this example, since Stone

simply by changing the weapon or tool you job you play, and swap out the weapons accordingly. Something like this would change your job to Botanist.

well. You merely need to indicate the spot to Throw is a battle action and Arbor Call is a gathering & synthesis action, you can use the

index 2 for both and they will be put on their respective action bars.

/equip “Weathered Hatchet” It has been reported that errant quotes

within the macro will cause the game to crash.

/eaction 2 “Stone Throw” /eaction 2 “Arbor Call” Combining It All Into One Macro

- 68 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Now, you can put everything into one

/shadow

macro to switch to a botanist's setup anytime

/wait 1

work if you are in passive mode, as with any

/wait 1

you want. These macros commands will only equipment/ability change:

/dusteffect /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.

- 69 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Text Commands

LINKS

S

/? /[command_name]

ee "Valiant Kanoste Macros" for an

extensive

list

of

macro

commands. For brevity I have

only included a partial list.

Gives a detailed explanation of specified

command. Abbreviations can be used. If a command name is incomplete or does not

exist, similar commands will be listed. *All

Terminology: PC: Player character (you or your friends in other words) NPC: Non Player Character (any character

names used with these commands must be

one word, or in quotation marks if two or more words.

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. MP: The magic points of the player. Also

known as mana.

TP: The tactical points of the player.

Sends a message to all PCs within a small radius. The message will not be displayed if a PC has their [Say] chat filter turned on. /shout[message]

Equipment Slots main: Main hand (weapon) sub: Off hand (weapon)

throwing: Thrown weapons

pack: Ammunition (Arrows, etc)

/sh [message] Sends a message to all PCs within a large radius. The message will not be displayed if a PC has their [Shout] chat filter turned on.

pouch: Bait

/tell[PC Name] [message]

head: Head armor

/t [PC Name] [message]

neck: Neck accessory L.ear: Left earring

R.ear: Right earring

- 70 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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

to anyone you have sent tells to.

current default setting will be displayed.

start a chat line, then press CTRL + R to reply

name. If no chat mode is specified, the

/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

Sends a message to all members of your

action. 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: /chatmode party changes default chat to party chat. The default mode will be

/battlemode [subcommand] /bm [subcommand]

deactivated after a single message if it is set

- 71 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Toggles between active and passive mode. Subcommands are "on" which switches to

active mode and "off" which switches to

Targets the closest NPC or monster within a certain radius.

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 to battle regimen mode and "off" which switches to active mode. If you omit the

direction you are moving. Move in the opposite direction to cancel.

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: /enemysign 1 sets sign type 1 on the

Displays the time remaining until the

specified action can be used again.

targetted enemy.

/item [item name] [target name]

/targetpc

Targets the closes PC within a certain radius. /targetnpc

Uses an item on the specified target.

Cannot be used with items that are not in

your inventory, or when restricted by other factors.

- 72 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

/equipaction [subcommand] /eaction

[slot] [slot]

[action [action

name] name]

[subcommand]

Executes

various

action name is omitted, the action currently

equipped to that slot will be removed. Basic

Subcommands are "add" which invites the targeted PC to your party, "leave" which will

[name]" which will kick a PC from your

party, and "disband" which will disband the current party.

class actions cannot be removed. Slots are

/join

Subcommands are "main" which sets the

Accepts a party invite.

action to the off hand. If subcommand is

/decline

appropriate hand. Actions usable in either

Declines a party invite.

by

commands.

cause you to leave your current party, "oust

Equips an action into a specified slot. If an

designated

party

the

numbers

1-30.

action to the main hand and "off" to set the omitted, the action will be equipped to the hand will be equipped to the main hand.

names [subcommand]

/equip [slot] [item name] Equips an item to a specific slot. If an item name is omitted, the item currently equipped to that slot will be unequipped. /partycmd [subcommand]

Turns all name displays on or off. Subcommands are "on" which turns names on and "off" which turns names off. If you omit the subcommand then it will simply toggle back and forth.

/pcmd [subcommand]

Placeholder Commands Displays the current HP and

maximum HP (Ex.150/200)

Displays the current HP as a

percentage (Ex.75%)

Displays the current MP and

maximum MP (Ex.75/100)

- 73 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

Displays the current MP as a

/fume Express disappointment

percentage (Ex.60%)

/goodbye Bid farewell

Displays the current tp (Ex.3000)

/wave Wave your hand

Displays the current target name

Displays your character's name

Displays the name of the most recent tell sender

Party member X where X is an

integer from 0 to 14. Displays the name of

the party member in the list. Party member 0 is always the player. Subtarget

Displays the name of the last subtarget. Displays enemy/ally sign X where X is an integer from 0 to 7. Emotes /surprised Act surprised /angry Be angry

Unconfirmed

Final

Fantasy

XIV

Information This section is devoted to information that

has come out from various sources both in North American and from Japan related to the future of Final Fantasy XIV. Some of this information was available in the closed beta

but removed before wide release or has been hinted

at

interviews.

by

the

developers

during

These may never be implemented fully or at all. At this point all of this information is conjuncture and speculation.

/furious Be furious

General Gameplay

/bow Perform a bow

The ability to toggle helmet display on and

/blush Blush with embarrassment /cheer Cheer enthusiastically

off.

/beckon Make a beckoning motion

the Chat Log.

/cry Break into tears

summons. Based on location in the .dat files it

/doubt Appear doubtful

a theory and has not been confirmed by SE at

/clap Applaud

/comfort Make a consoling gesture /dance Start dancing

/doze Start dozing off

The ability to see Damage of Time (DoT) in Ifrit and Titan confirmed as future

is believed that there will be more. This is just this time.

- 74 -

© www.killerguides.com All rights reserved.

Unofficial Final Fantasy XIV Strategy Guide

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.

- 75 -

© www.killerguides.com All rights reserved.