Keys For The Khazam Airship Pass (Final Fantasy vii ultima edition)
May 31st, 2010In order to obtain the Khazam Airship Pass, you will need to retrieve three keys, one from each nation. The keys are located in: Palsborough Mines (Bastok), Ghelsba Outpost (San d’Oria), and Giddeus (Windurst).
Once you find all three keys, you need to speak to the Galka that is behind the desk in the Lower Jeuno Khazam Airship Port. Then trade him the three keys.
Before I explain how to retrieve the keys, please, don’t try to get the keys alone if you are not at least level 30. At level 25, you will be aggroed by both the keydroppers and some of the mobs that are a few levels below the keydroppers. (Of course, at any level, they will link if you are attacking one of them, even if they con as “Too Weak to be Worthwhile.”) Although the keydroppers con as “Easy Prey” to a level 30, Quadavs, Orcs, and Yuguttos do aggro and they do link. And if you are level 30, I would at least take along one friend. So please, be careful and take my advice! ^^ As for having a thief, I have gotten these keys so many times, in fact, at least 20 times…. Without a thief. We have found keys on the first kill, and we have found keys probably as long as on the 30th kill. I’m sure a thief would help, but it’s not a necessity. ^^
Bastok Key – Palsborough Mines
Key Droppers: Brass, Copper, and Old Quadavs
Location: Palsborough Mines is located in North Gustaberg (K-3). The keydroppers are located on the 3rd floor. To get to the 3rd floor from the 1st floor, travel the path to either (G-6) or (I-7). Now you are on the 2nd floor. From the 2nd floor, travel to (I-7) and walk toward (I-8). Now you are on the 3rd floor (There is a large burn spot on the map for the 3rd floor.) There are 2 keydroppers located in each of the four rooms at (G-9) and (H-9). There is also 1 keydropper that spawns in (G-10) and at least 4 keydroppers that spawn in (H-10). After finding the key, you can take a quick boat ride back from Palsborough Mines to Zeruhn Mines via the boat located in (H-8).
San d’Oria Key – Ghelsba Outpost
Key Droppers: Orcish Fighters, Serjeants, and Cursemakers
Location: Ghelsba Outpost is located in West Ronfaure (E-4). Most of the keydroppers are located in Yugutto Grotto. To get to Yugutto Grotto from Ghelsba Outpost, travel through the entrance at (I-11). (The path from (I-11) is not on the map.) Inside Yugutto Grotto, there are a few keydroppers that spawn in the two top rooms: (I-7), (I-8), (J-7), (J-8), (K-6), (K-7), and (L-6). If the keydropper spawn isn’t enough for you, mostly because so many people farm here, then travel the path to (K-5) and you will be in Fort Ghelsba. There is a keydropper that spawns in the tent that you must walk through. There is usually a keydropper in each of the tents in this area of Fort Ghelsba. However, there is a much better spawn for keydroppers, which will be in the 2nd level of Yugutto Grotto. To get to the 2nd level of Yugutto Grotto, travel to (J-8) in Fort Ghelsba. You will walk through another tent with a keydropper in it, and enter the cave entrance that is behind the tent. Now you are in the 2nd level of Yugutto Grotto where only keydroppers and bats spawn.
Windurst Key – Giddeus
Key Droppers: Yugutto Theologists, Votarys, and Priests
Location: Giddeus is located in West Sarutabaruta (F-8). You will need to fall through a grassy area in order to be on the correct level to get to the key droppers. The grassy area is located in the circle area of (H-7) in Giddeus. After you fall through the grass, walk south to (H-8). Now, carefully travel from (H-8) to (I-11) without changing the level that you are on! If you switch levels, you will have to start all over and fall through the grassy area again. There is a giant Bird Egg in (I-12) that a keydropper spawns in. You will need to walk through the egg to get to the majority spawn of the keydroppers. Keydroppers spawn in (I-12), (H-12), (H-13), (I-13), (H-14), and (I-14). There is also a keydropper that spawns in the Bird Egg located in (G-12)
Good luck and safe travels!
WHM Suggestions (Final Fantasy iii walkthrough)
May 29th, 2010Maybe some of this will be useful to suppliment into an existing WHM guide. I wrote it out for another forum asking for WHM tips figured I’d post it here as well.
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Here are some guidelines I follow when I’m in a group.
*General
-You set the pace. Ego aside without a whm most groups can’t survive in the areas they want to get exp in. If they are too focused on getting exp chains rather than keeping everyone alive tell them to slow down. If they ignore you tell them you intend to leave if they don’t or just leave the group. It sounds harsh but you can normally find another group easily. They may not find another whm easily. Most players understand this and will accommodate you. A more subtle way to get your point across is to neglect healing the puller until you are ready. Being at half hp or so will make a lot of pullers think twice before they go chasing after the next enemy. Be careful doing this as you are gambling their intelligence against their lust for exp. Like all bets you can be wrong.
-Give notice. If you are the only healer and know the group can’t survive without you try your best not to leave suddenly. Let them know ahead of time when you have to leave. Try to give them a window of time to find a replacement for you. “I have to go in 30min. If you find another whm before then I’ll leave to make room for them. If you can’t replace me before then I’m sorry but I’ll have to leave.” Things like that will give you a better reputation. If a whm leaves out of the blue and the group has to disband you may have 5 people who could hold a grudge against an unreliable whm.
-Give tips. If you think you can offer someone a suggestion to help them and / or the party operate better tell them when you get a chance. Do not tell someone how to do their job as many people get defensive when you do so. Offer suggestions do not make orders. Worst case scenario when dealing with a stubborn player is you leave the group. Better to help someone become a good player than to hope the next player you run across already IS a good player.
-Tag team. Working with another whm can make a decent group an awesome group. Two even slightly coordinated whm can offer a group constant battles with no down time at all. Divide out enhancement and enfeeblement duty. Try not to over lap heals. If possible one mage should rest while the other heals then when the one resting reaches full they swap. Also allows both to use lower more efficient heals because they can land then 2 at a time getting a tank out of immediate threat without the bigger more expensive cure.
-Positioning is key. Try to stand far enough away from an enemy to avoid it’s area effect spell. Only reason to move in towards the fight is to cast your own area effect spell and that should be rare. Suggest any other mages do the same if they don’t seem to know this already. If they aren’t in melee with the target no reason to get hit by those nasty effects. If the enemy has no area effects still stand back far enough that it’s obvious when the monster turns to attack you. If you are standing next to the tank they may not realize they have to provoke it off of you as quickly.
*Efficiency
-Never cast a cure spell that won’t heal up to your max. Don’t do Cure 1 if they are only down 20 hp and so on. The only acceptation is when you are stopping to rest up anyway.
-When time permits use your most efficient MP/HP ratio Cure spell. If you are in a dangerous situation sacrifice efficiency to maintain safe HP levels. Use a more wasteful mp cure spell if more efficient one will not get the target out of immediate threat of a quick death. If the enemy can hit for 90 and the target only has 50 don’t try to wait and cast two cures for 30 hoping it doesn’t hit them again right away. Break down and use the bigger cure.
*Divine Seal
-Low on mp and the tank needs a big heal you just can’t afford? Don’t forget about divine seal job ability. It may be enough to let you finish the fight or give you long enough to rest up enough mp to cast cure again before he is in too much danger.
-Everyone is beat up and a Curaga isn’t enough to max everyone out? Use divine seal first then do Curaga. Best to only do this after a fight. During a fight it’s about the equivalent of using benediction and the enemy will be very angry.
-Need a big nuke to finish off that undead? Use divine seal then hit it with the biggest Cure you can afford to cast. Look mom, I can nuke!
*Benediction
-Use only when you don’t believe you can (or have no mp to) cure people fast enough to prevent them from dieing. Consider it to be for emergency use only.
-Also assume that your party will NOT be able to provoke the enemy off of you once you use it. They may but don’t count on it. If you do not believe that the fight will be won before the enemy can kill you I would suggest you don’t use it.
-Before you decide to sacrifice yourself for the team decide who is more important. All selflessness or selfishness aside the party composition can make this choice for you. Can you continue fighting without the person, persons who are about to die? Can the party continue fighting without you? If there is another WHM and you die the group could keep fighting while you come back or rest if you are raised. If there isn’t then you just saved someone/everyone but now they have to sit and wait for you to come back/get raised. Would it have been better to let someone die so the remainder of the team and you can continue fighting while that person comes back / waits for a raise? These questions become even more murky once you yourself have raise.
-It’s a powerful and dangerous 2 hour ability. Nobody has the right to tell you when or how to use it.
*Enfeeblement
-First off if you are the main healer try to get someone else to do enfeeblements instead of you. If not all of them try to get them to split up duty with you. Figure out ahead of time who will cast what so you don’t both do the same spells.
-Dia, can the party do decent damage to the target and kill it quickly without Dia? If so don’t bother. If the fights go long or the creature has a high defense then use it.
-Paralyze, if you have the mp to spare I use this one frequently. If it never seems to stick then don’t bother. I typically only try once per target. If it resists I don’t try again.
-Slow, if it’s not going to be a long fight I normally don’t bother. Even if it is a long fight I normally don’t try to get this to stick more than once.
-Silence, does the enemy use area effect damage spells, can it silence, does it just cast really mean stuff? If so use silence. This is one that I will try more than once to get to stick unless the enemy dies very fast. The mp to cast silence even twice is better than having to use a Curega or something in the middle of a fight because the whole party got nailed by a Stonega or something. Not to mention the agro you get using a party heal.
*Enhancements
-Know when to cast protective spells. Doing a long casting time enhancement in the middle of a nasty fight is often counterproductive.
-Use the party spells when possible. Make sure everyone gathers around you so you can hit them all with one casting of a given spell.
-Determine the effect of an enemies attacks before you cast status effect defenses or elemental defenses. Will the effect be more damaging than the extra Cure spell you could cast if you saved your mana? If so cast your bar___ spell. If the enemy dies too quickly or just can’t really hurt you anyway then don’t bother.
-Self enhancements. Are the tanks doing a good job making sure you aren’t attacked? If so maybe you don’t need to use spells like Aquaveil or Blink. If they aren’t on the other hand cast these on yourself and make them wait if you need the extra mp to do so. Lookout for yourself first. If you die then nobody is left to look out for the others.
*Macros
-It’s not what you do it’s how good you are at doing it. All the tactics and knowledge of how to do your job means squat if you can’t pull it off effectively in combat. Navigating menus or miss targeting can easily mean death to your party. Proper use of macros and targeting methods are key to quick and precise execution of your job. To those new to MMORPGs this can be a real eye opener. Unlike turn based RPGs tactics alone won’t cut it. You must have good reflexes and a stream lined interface. Ideally you should be ready to execute the next spell command before the re-use timer on it or even the casting animation is done and you are able to. Quick execution can be even more important than quick thinking. Knowing what to do does you no good if you can’t get it done before it’s too late.
Already writing a novel here so I won’t go into my macro preferences. Just look around here for tons of good tips. Not sure if it was answered but /as I’m pretty sure is short fior /assist. This will target whatever the thing you have selected is targeting. Use it on a monster to find out who it is beating on. Use it on a party member to find out what they are beating on.
Npc List,change Title,world Passes, Fame And More (Final Fantasy 7 characters)
May 26th, 2010Change Your Title
These npcs will change your title to any of the previous titles you have earned (you earn them through doing quests, etc.). There is a fee, depending on the difficulty of the quest, anywhere from 200-2000 gil.
* Bastok (Port)
I-7 – Tuh Almobankha
* Jeuno (Lower)
I-8 – Tuh Almobankha
* Windurst (Walls)
H-10 – Burute-Sorute
* Kazham
G-7 – Eron-Tomaron
* Norg
G-7 – Quntsu-Nointsu
* Mhaura
I-8 – Willah Maratahya
* Rabao
G-8 – Shupah Mujuuk
* San d’Oria (South)
K-6 – Moozo-Koozo
* Selbina
I-9 – Yulon-Polon
Check Your Fame
These npcs will tell you how famous you are in the certain area (you earn fame through doing quests, etc.).
* Bastok (Port)
E-6 – Flaco
* San d’Oria (South)
K-6 – Namonutice
* Windurst (Waters)
F-10 – Zabirego-Hajigo
* Jeuno (Lower)
H-8 – Mendi
* Kazham
I-11 – Ney Hiparujah
* Norg
H-8 – Vaultimand
* Rabao
G-9 – Waylea
Changing Alliance
These NPCs will, for 10,000 gil, change your allegiance to their Kingdom.
* Bastok (Metalworks)
J-8 – Mythily
* San d’Oria (North)
C-9 – Beriphaule
* Windurst (Tower)
Rakano-Marukano
Linkshells
These NPCs sell Linkshells. 8,000 gil.
* Bastok (Port)
E-7 – Ilita
* San d’Oria (South)
E-8 – Paunelie
* Windurst (Port)
H-9 – Khel Pahlhama
World Passes
These NPCs sell World Passes (those nifty items that actually let you play with your friends!) Prices vary, depending on popularity, on servers.
* Bastok (Port)
J-6 – Kachada
* San d’Oria (Port)
J-10 – Ambleon
* Windurst (Tower)
Gamimi
Watch Previous Cut Scenes
These NPCs will allow you to watch previous Cut Scenes aquired from any missions/quests you have done. There is a small fee.
* Bastok (Market)
I-8 – Lamepaue
* Bastok (Metalworks)
I-8 – Taulluque
* Bastok (Mines)
I-9 – Gorvik
* Bastok (Port)
D-7 – Dalba
* San d’Oria (Castle)
I-9 – Chaloutte
* San d’Oria (North)
J-10 – Jufaue
* San d’Oria (South)
H-8 – Gizel
* Windurst (Port)
B-5 – Tonule
* Windurst (Tower)
Mashua
* Windurst (Walls)
D-6 – Juvillie
* Windurst (Waters)
F-5 – Dienger
* Windurst (Woods)
J-10 – Bozack
* Jeuno (Gardens)
G-9 – Archanne
* Jeuno (Lower)
G-9 – Geuhbe
* Jeuno (Port)
F-8 – Dohhel
* Jeuno (Upper)
F-7 – Tinjue
* Kazham
F-8 – Beyzen
* Norg
H-9 – Colleraie
* Rabao
E-8 – Zungutt
Starter Armor
These NPCs sell the Starter Armor. For whatever reason, if you dropped yours and want a new set, here you go
Hume and Galka armor
* Bastok (Mines)
K-8 – Proud Beard
Elvaan armor
* San d’Oria (North)
F-3 – Arachagnon
Tarutaru and Mithra armor
* Windurst (Port)
E-7 – Kucha Malkobhi
Maps
These NPCs sell maps. They range from 100-3,000 gil.
* Bastok (Market)
H-9 – Karine
* Bastok (Port)
J-7 – Rex
* San d’Oria (North)
I-8 – Elesca
* San d’Oria (South)
G-10 – Violitte
* Windurst (Port)
G-9 – Mhoji Roccoruh
* Windurst (Woods)
H-11 – Pehki Machumaht
* Jeuno (Lower)
H-7 – Promurouve
* Jeuno (Upper)
H-6 – Rusese
* Mhaura
H-6 – Ludwig
* Rabao
K-7 – Ashu Bolkhomo
* Selbina
I-7 – Lombaria
Lucky Roll – Gambling Game
There are two NPCs that let you play a connected game, Lucky Roll. You pay 100 gil, and then a dice is rolled (1-6). Your number is then added to a global total (from both NPCs), and the first person to make the total reach 400 or beyond gets a payout of 10,000 gil – and a special prize for whoever makes the total at 400 even.
* Norg
H-8 – Repat
* Rabao
H-7 – Mileon
Weather Channel
There are NPCs located around different citys that will tell you the Weather Forcast for the next 3 days, in game.
* Bastok (Market)
H-10 – Svana
* Bastok (Mines)
I-9 – Mariadok
* Bastok (Port)
J-11 – Fo Mocorho
* San d’Oria (South)
J-8 – Maleme
* Windurst (Port)
M-7 – Eya Bhithroh
* Windurst (Waters)
F-8 – Furan-Furin
* Windurst (Woods)
K-12 – Mushuhi-Metahi
* Jeuno (Lower)
F-11 – Shashan-Mishan
* Jeuno (Port)
K-8 – Leffquen
* Jeuno (Upper)
G-6 – Appollonia
* Kazham
G-7 – Tcinono
* Mhaura
H-9 – Pekuku
* Norg
H-9 – Shidzue
* Rabao
F-8 – Amaja-Kumaja
* Selbina
H-9 – Wachiwi
Show Me The Gil! (Final Fantasy xll)
May 24th, 2010It’s All About the Gil
So you’ve finally found that perfect weapon or rare Astral Ring at the auction house but you lack the gil to get it. Fear not! I’m going to list the ways I like to make gil because they are quick, easy, and don’t interrupt my normal gaming schedule.
Crystal Farming
This is still very profitable. You will probably have Signet cast on you for the conquest points, but every monster you kill may drop crystals. The easiest crystals to obtain are fire, water, earth, and wind. With the exception of earth the other three sell rather quickly. Fire is the best seller currently at 1,000-1,500 per stack. Thunder, Dark, Light, and Ice crystals are much harder to find and sell for better prices because of this. Dark crystals drop from undead easily. Light crystals can be found on machinery like Cardians. Some goblins will drop Thunder crystals.
Buy Low, Sell High
This idea is an integral part of making gil quickly. If you’ve been playing for a while you should have a good idea of what items sell for at vendors. You can often find items at the auction house for less then what a vendor will sell them for. Here’s a couple examples. Shell Shields drop from Quadavs and will sell to a vendor for 108+ gil. Most often the auction house prices are less then 100 gil each. This is a small profit, but profit nonetheless. Lower level spells are a very good investment also. Blind, Bind, and Paralyze are overstocked and can usually be picked up for under 50 gil then sold to a vendor for profit.
Remember that all good ideas work in reverse. This is no exception. Copper ore sells from the Smithing and Goldsmithing guilds for as low as 9 gil each. The auction house generally sells them for 50. Be sure to check the weapon vendor also. Usually the low level weapons sell from NPCs for about 100 gil but you can get up to 500 on the auction house.
Monster Slaughter
Okay so this isn’t the fastest way to make gil but it sure is fun. Now that you’re in the mid levels (25-45) and you’re looking for something to do, why not get revenge on those gobs and quads that beat you down as a lowbie? Monsters that are too weak to give you experience won’t drop crystals but they will still drop gil and items. Head to your favorite area such as Palborough Mines, Dangruf Wadi, or even the hill in South Gustaberg. Anywhere that monsters spawn quickly and in small packs will work. If you are a caster with an area of effect spell, round up the monsters with a low damage spell. When you have 5-8 of them, AoE them to death and watch the loot fly in.
This works a bit fasters if you are a caster, but hey tanks can join in the fun. Basically follow a similar pattern with one exception. Instead of rounding up a bunch of monsters just go on a hack-and-slash fest. Generally one or two hits will kill and you’ll be getting quadav backplates or stacks of synthesis items very quickly.
Crafting
Here is a topic worthy of heated discussion. The lowest level crafting, assuming you’ve collected the crystals yourself, can be profitable. The mid levels (10-40) are where you’ll find a large money sink until you start producing items of high quality (40-60). Great examples are copper and bronze ingots. These are trivial at skill level 4. Obviously high level crafters don’t want to waste their time making dozens of ingots so they will buy them from the auction house. Take advantage of this. While you are raising your skill level you can sell the stacks of ingots for up to 3,500 each. At current prices if you buy the ore and crystals you’ll still profit around 1,300.
If you don’t live in Bastok or San d’Oria you probably don’t have quick access to ore. Well the only culinarian guild is in Windurst. Making food is very profitable. Mages need juice to keep their mana pool ready for use. Tanks want the meaty meals for strength and defense. Get some recepies, make some food, and sell cartloads of your products. You’ll be making not only money but also stronger groups. And of course stronger groups live longer, get more items, sell them for more money, and then buy more of your miracle food.
Now the high level crafting. When you are making normal items you can sometimes get a lottery roll and make a nice +1 item. These sell on the auction house for significantly more then their normal counterpart. Again, the auction house is your friend. Sell that item! Also you’ll be able to craft the very best weapons and armor, many with magical properties. The items that sell the best have stat boosts (+5 str, +2 int..) rather then resist boosts (thunder +2, fire -1). Keep this in mind when creating items for profit.
Item Grabbing
Okay I could have titled this "mining" or something like that because here is another important way to make cash. Make or buy a stack of pickaxes and head for your favorite cave. A good place to learn would be Zeruhn Mines just off Bastok Mines. The monsters are non-aggro so you can run around half naked. Keep mashing the tab key (or 0 on the number pad) until you find a mining point and use a pickaxe. They will break so you’ll need more, but you can get high quality ore this way. Mythril, gold, and darksteel are all rare but sell for a very nice profit. While you are collecting the copper, tin, and zinc you could also raise your gold/smithing skills and sell off the extra ingots.
Akin to mining are its counterparts logging and harvesting. Logging will get wood needed to craft arrows, furniture, and some weapons. Any self respecting smith needs wood to get to high levels of crafting. Logging is easier to do while you are out adventuring rather then making a special trip since trees to cut down are harder to find then mining points.
Gardening
Gardening, the fine art of mixing seeds and a crystal in your pot for some random item. There are many speculations as to the formula used to determine what will result from any planting. As far as I can see there are at least two results for every combination. For example, Brass pot + vegetable seeds + water crystal will grow either fire crystals or la theine cabbages. The only thing you really have to loose is the seed itself since you can always harvest items from the plant. It is not necessary to nurish it with a crystal either, but that will only give you food. Once you get 4 or 5 pots in your mog house you can produce different types of crystals from each planting, thereby eliminating the need to gather more crystals for gardening. While your at it, sell off the extra crystals and food for a nice profit.
Famous People Make Money
It’s no lie. The better you are know, the more you will sell. Get a good reputation for yourself by running quests in town. Repeatable quests are best since you can carry stacks of the item needed then simply zone out, come back, turn in, repeat. Get your fame level as high as you can and you will be buying items for less then anyone else and also selling higher. This will work very well with the buy low sell high method by increasing your profit. Also while you are doing quests you will receive gil and sometimes items. Once again the auction house is your friend. The Purple Belt that monks want so much is quests. So are the spells Warp, Drain, and Blaze Spikes. Get the items and sell them.
Fame with NPCs is easy to get. Fame with actual players is harder to maintain but works. If you can, gather up all those items crowding your mog safe and put yourself in bazaar mode. Sit your character near a high traffic area (around the active auction house) over night while you are asleep. When you wake up in the morning see how much you have sold. Remember that Japan is about 12 hours ahead of the US so you can have your items at competitive prices and make a good profit. If you consistently sell good items at good prices people will actually seek you out before they spend their money anywhere else. While this takes some time to build a reputation, once it is established you’ll be making the fast cash.
Situation is Everything
How many times have you been stuck in a zone that is 30 minutes from the nearest vendor? Well everyone else has as well. Switch to a low level job, strip naked, and stock up on food, juice, arrows, and potions. Head out to one of those areas like Dunes or La Theine and park yourself near a zone where people can see you. As the night wears on, groups getting good exp won’t want to break up or take time to run all the way to town just to restock a few arrows or food stuffs. Instead they’ll come buy from you. You’ll have a corner on the market so you can sell for *slightly* higher prices then normal. If you are using the sleep-through-bazaar method be sure you are parked on a wall or hill where monsters won’t aggro you. Another good place is just on the other side of the zone so you won’t catch a train.
Travelling vendors can also make money by purchasing items from groups who have been fighting for quite a while. After about 2 hours, everyone in the group will start to have full inventories. Offer to buy items from them for slightly lower then what they could get at town. Once your inventory is full, you can head back and sell like crazy. This is obviously best to do if you are headed through a highly populated zone on your way back to town. Head to the high exp zones such as Highlands, Dunes, Qufim, or Korro Tunnel and announce your intent to play the travelling salesman. Note: making a special trip can often loose an hour round trip just from running between zones and town.
These are the techniques I have employed to make cash. If you are comfortable with it run several at the same time. Find a quest you haven’t done yet. Head to the zone to kill monsters for the quest item(s) you need. Kill a few extras for loot. While there, be a travelling vendor. Take all that stuff back to town and craft. Maximizing your time will maximize your profit margin.
See you in the game!
Weapons Explained (Eyes on Final Fantasy)
May 21st, 2010Weapon Abilities
Archery
Skill Level 10: Flaming Arrow (Shoots an arrow that deals fire damage)
Skill Level 40: Piercing Arrmow (Lowers defense on target)
Skill Level 80: Daring Arrow (Lowers intellegence on target)
Skill Level 175: Sidewinder (Large amount of damage and better chance to land a critical hit on the target)
Axe
Skill Level 10: Raging Axe (Does two consecutive attacks to target)
Skill Level 40: Smash Axe (Stuns and slows down attack speed on the target)
Skill Level 70: Raphael Axe (Does DOT [Damage Over Time] to the target)
Skill Level 100: Avalanche Axe (Good amount of damage to the target)
Skill Level 150: Spinning Axe (Damages multiple targets that are withing the range of the skill)
Skill Level 175: Rampage (Deals 5 consecutive rounds of damage to the target)
Skill Level 200: Calamity (Deals 1 blow to the target doing amazing damage)
Club
Skill Level 10: Shining Strike (Light based damage to target)
Skill Level 40: Serene Strike (More powerful than Shining Strike)
Skill Level 70: Brain Shaker (Stuns and slows down attack speed on the target)
Skill Level 100: Star Light (Powerful blow and recovers MP)
Skill Level 125: Moon Light (Recovers MP for group)
Skill Level 150: Skull Break (Lowers the intellegence on the target)
Skill Level 175: True Strike (Increases chance to land critical strike on the target)
Skill Level 200: Judgement (Deals amazing amount of damage to the target)
Dagger
Skill Level 10: Wasp Sting (Poison DOT and Stun on the target)
Skill Level 40: Gut Slash (Wind damage to target)
Skill Level 70: Shadow Stitch (Stuns and Binds the target)
Skill Level 100: Viper Bite (Doubles poison blow dealing DOT to target)
Skill Level 125: Cyclone (Area attack dealing wind damage to all targets in range)
Skill Level 150: Energy Steal (Absorbs target’s MP)
Skill Level 175: Energy Drain (More powerful form of Energy Steal)
Skill Level 200: Dancing Edge (5 consecutive blows and higher chance of landing hits on target)
Great Axe
Skill Level 10: Shield Break (Decreases Evasion skill on target temporarily)
Skill Level 40: Iron Tempest (Deals more damage to target)
Skill Level 70: Storm Vent (More poweful than Iron Tempest)
Skill Level 100: Armor Break (Lowers defense and slows target’s attack speed)
Skill Level 150: Keen Edge (Increases chance to land a critical strike on the target)
Skill Level 175: Weapon Break (Lowers the target’s attack)
Skill Level 200: Raging Rush (3 consecutive blows on the target)
Great Katana
Skill Level 10: Flying Swallow (2 consecutive blows on the target)
Skill Level 30: Masterful Attack (Stuns the target)
Skill Level 70: Thunderous Heavens (Large amount of Thunder damage to the target)
Skill Level 100: Heat Wave (Fire damage?)
Great Sword
Skill Level 10: Hard Slash (Does extra damage to the target)
Skill Level 30: Power Slash (Increased chance to land a critical strike on the target)
Skill Level 70: Frost Bite (Ice damage to the target)
Skill Level 100: Freezing Bite (More powerful than Frost Bite)
Skill Level 150: Shock Wave (Ranged attack that puts Stun and Sleep on the target)
Skill Level 175: Crescent Moon (Does a large amount of damage to the target)
Skill Level 200: Shackle Moon (2 consecutive blows dealing amazing damage)
Hand to Hand
Skill Level 10: Combo (3 consecutive blows to the target)
Skill Level 40: Shoulder Tackle (Stuns and slows down attack speed of the target)
Skill Level 70: One Inch Punch (Deals good damage and lowers defense on target)
Skill Level 100: Back Hand Blow (Increases chance to land a critical strike on the target)
Skill Level 125: Random Attack (5 consecutive blows dealing good damage)
Skill Level 150: Spin Attack (Hits everything within range of the attack)
Skill Level 200: Raging Fist (Does an amazing amount of damage to the target)
Katana
Skill Level 10: Overlooking (Does a good amount of damage to the target)
Skill Level 30: Intensity (2 consecutive blows and paralysis to the target)
Skill Level 70: Dive (Water damage to the target)
Skill Level 100: Freeze (Ice Damage?)
Marksmanship
Skill Level 10: Hot Shot (Does fire damage to the target)
Skill level 40: Split Shot (Lowers defense on the target)
Skill Level 80: Sniper Shot (Lowers intellegence while dealing good damage)
Polearm
Skill Level 10: Double Thrust (2 consecutive blows to the target)
Skill Level 30: Thunder Thrust (Does thunder damage to the target)
Skill Level 70: Raiden Thrust (More powerful than Thunder Thrust)
Skill Level 100: Power Hit (Slows down the target)
Skill Level 150: Penta Thrust (Does damage to all targets within range)
Skill Level 200: Buffer Thrust (Increased chance to land a critical strike on the target)
Scythe
Skill Level 10: Slize (Deals good amount of damage to the target)
Skill Level 30: Dark Harvest (Deals darkness based damage to the target)
Skill Level 70: Shadow Of Death (More powerful than Dark Harvest)
Skill Level 100: Nightmare Scythe (Blinds and slows down the target’s attack speed)
Skill Level 150: Spinning Scythe (Does damage to all targets withing range)
Skill Level 175: Buffer Scythe (Increases chance to land a critical strike on the target)
Skill Level 200: Guillotine (4 consecutive blows and removes any effects on the target)
Staff
Skill Level 10: Heavy Swing (Deals good damage to the target)
Skill Level 40: Rock Crusher (Deals earth damage to the target)
Skill Level 70: Earth Crusher (Ranged earth damage attack to the target)
Skill Level 100: Star Burst (Deals either light or dark attack to the target)
Skill Level 150: Sun Burst (More powerful then Star Burst)
Skill Level 175: Shell Crusher (Lowers the defense of the target)
Skill Level 200: Full Swing (Deals amazing damage to the target)
Sword
Skill Level 10: Fast Blade (2 consecutive blows to the target)
Skill Level 30: Burning Blade (Deals fire damage to the target)
Skill Level 50: Red Lotus Blade (More powerful than Burning Blade)
Skill Level 75: Flat Blade (Stuns and slows down the target’s attack speed)
Skill Level 100: Shining Blade (Deals light damage to the target)
Skill Level 125: Seraph Blade (More powerful than Shining Blade)
Skill Level 150: Circle Blade (Does damage to all targets withing range)
Skill Level 175: Spirit Within (Damage depending on HP?)
Skill Level 200: Buffer Blade (Increased chance to land a critical strike on the target)
Commands Quick Ref (FFXI armor)
May 19th, 2010Linkshells
/makelinkshell (/makeli) Allows you to make a linkshell if you have
bought a linkshell.
/breaklinkshell (/breakli) Breaks the linkshell you are using.
/linkshellmes (/lsmes) Displays your equipped linkshell’s server
message. This also has some subcommands:
level [Level] Sets the authority level allowed to change the
message. Levels are: All (any member), LS
(linksack members), and PS (perlsack members)
set ”[Message]” Sets a new message to display.
clear Clears the linkshell message of any message.
Mog House
/bank Bring up your Mog Safe. This also works
outside of the Mog House but you can not
add or take out items.
/mailbox (/deliverybox) Brings up your delivery box.
/layout Takes you into layout mode for your Mog
House.
/garden Takes you into gardening mode for your Mog
House.
/tribune Temporarily logs you out of Final Fantasy XI
to read The Vana’diel Tribune newspaper.
This is basically a part of Playonline.
Chatting
/say (/s) [Message] The default talk mode when first turning on
FFXI. Can be heard by any character within a
short range of where your character is
standing. This text is a white color by
default.
/shout (/sh) [Message] A long range talk mode. Can be heard by any
character in your current area. This text is a
pink or reddish hue by default.
/tell (/t) [Player] [Message] A one-on-one talk mode with another player who
is online and currently playing Final Fantasy
XI. This text is a purple color by default.
/party (/p) [Message] If you are in a party, you can use this chat
mode to communicate with your party members
anywhere in the world of Vana’diel. If you are
not in a party and use this command, you will
receive an error message. This text is a blue
color by default.
/linkshell (/l) [Message] With a linkshell equipped, you can use this
command to talk to anyone in your linkshell
from anywhere in the world of Vana’diel. If
you are not in a linkshell and use this, you
will receive an error message. This text is a
green color by default.
/emote (/em) [Action] This command allows you to express actions,
similar to a /me command in an IRC environment.
The emote message can be seen in the same range
as a Say message and its color is purple by
default. Unlike special pre-set emotes, these
will not be accompanied by your character
performing a special action unless you specify
one in a macro. (See *Actions and Emotions* for
more details)
/chatmode (/cm) [Mode] This works like the menus in allowing you to
set a chat mode as your default to always speak
in. Your default chat mode does not require
that you put a command in front of every line
you type. Shout can never be set as a default
mode due to the obvious annoyance factors.
Typing just /chatmode will show your current
chat mode.
Actions and Emotions
Emotions
The following is a list of the current pre-set emote messages in the game.
These can be seen within the Say range and many are accompanied by your
character performing a unique animation.
Depending on if you are targeting something or not affects the resulting emote
message. The first line of each description is what you would see if not
targeting anything. The second is if you are targeting an object or person.
/point [Character Name] points [cardinal direction].
[Character Name] points.
[Character Name] points at <t>.
/bow [Character Name] bows.
[Character Name] bows courteously at <t>.
/salute [Character Name] salutes.
[Character Name] salutes <t>.
/kneel [Character Name] kneels respectfully.
[Character Name] kneels respectfully before <t>.
/laugh [Character Name] shakes with laughter!
[Character Name] bursts out laughing beside <t>!
/cry [Character Name]‘s eyes bring over with tears.
[Character Name] cries with sorrow before <t>.
/no [Character Name] shakes his/her head.
[Character Name] shakes his/her head at <t>.
/nod (/yes) [Character Name] nods.
[Character Name] nods at <t>.
/wave [Character Name] waves.
[Character Name] waves at <t>.
/goodbye (/farewell) [Character Name] waves goodbye.
[Character Name] waves goodbye at <t>.
/welcome [Character Name] motions in welcome.
[Character Name] welcomes <t>.
/joy [Character Name] motions joyfully.
[Character Name] motions joyfully at <t>.
/cheer [Character Name] cheers!
[Character Name] cheers <t> on!
/clap [Character Name] claps his/her hands.
[Character Name] claps his/her hands at <t>.
/praise [Character Name] praises.
[Character Name] praises <t>.
/smile [Character Name] smiles warmly.
[Character Name] smiles warmly at <t>.
/poke [Character Name] pokes.
[Character Name] pokes <t>.
/slap [Character Name] slaps his/her own face.
[Character Name] slaps <t>.
/stagger [Character Name] can’t help himself/herself and
staggers.
[Character Name] looks at <t> and staggers.
/sigh [Character Name] sighs dejectedly.
[Character Name] looks at <t> and sighs dejectedly.
/comfort [Character Name] seems to want to cheer someone up,
badly!
[Character Name] pats <t> consolingly.
/surprised [Character Name] looks surprised!
[Character Name] looks at <t> in surprise.
/amazed [Character Name] looks amazed but curious.
[Character Name], amazed, motions questioningly at <t>.
/stare [Character Name] stares blankly.
[Character Name] stares at <t>…
/blush [Character Name] blushes in embarrassment.
[Character Name] looks at <t> embarrassingly.
/angry [Character Name] looks angry.
[Character Name] motions angrily at <t>.
/disgusted (/upset) [Character Name] looks disgusted.
[Character Name] looks at <t> disgustedly.
/muted [Character Name] is quiet as if he/she had a Silence
spell cast on him/her.
[Character Name] falls silent in front of <t>.
/doze [Character Name] dozes off quietly.
[Character Name] falls asleep in front of <t>.
/panic [Character Name] freaks out in panic!
[Character Name] looks at <t> and panics!
/grin [Character Name] is grinning at himself/herself…
[Character Name] grins roguishly at <t>.
/dance [Character Name] dances happily.
[Character Name] and <t> happily dance together.
/think [Character Name] seems lost in thought.
[Character Name] looks away from <t>, lost in thought.
/fume [Character Name] fumes.
[Character Name] fumes in front of <t>.
/doubt [Character Name] looks doubtful.
[Character Name] questions <t>.
/sulk [Character Name] sulks.
[Character Name] looks away from <t>, sulking.
/psych [Character Name] psychs up!
[Character Name] psychs up with <t>!
/huh [Character Name] gives up, confused.
[Character Name] stares at <t>, confused.
/shocked [Character Name] looks shocked!
[Character Name] looks at <t>, shocked!
Actions
For any special emote message with a linked animation, you can have your
character perform the animation without the text phrase by using this command:
/[Emote Name] motion
For example, if you wanted to have your Tarutaru do the "Happy Taru Dance",
you’d just type:
/panic motion
If using this command in a macro, you’d use the same command:
/em does the Happy Taru Dance!
/panic motion
The following special emote messages, however, do not have a corresponding
animation:
/smile /doze
/slap /grin
/stare /dance
/muted
Sit
/sit is a newly added command where your character will sit down in a position
different from that of when you are kneeling or healing. Unlike /heal, you will
not regain health or magic. While in the sit position, you can perform the
following emotes:
/yes (/nod) /cry
/no /laugh
/clap /huh
/wave /farewell
/goodbye
Friend Lists and Blacklists
Friend
/friendlist (/flist) Brings up the friend list menus.
/friendlist add/delete [Player] Add or Delete a person to your friend list.
/befriend [Player] Asks a person if they would like to join
your friend list.
These commands control how you are seen to people whose friend lists you are
on:
/online Shows you as online.
/away Shows you as away.
/busy Shows you as busy.
/hide (/invisible) Hides your status from your friends.
Blacklist
/blacklist (/blist) Brings up your blacklist.
/blist add/delete [Player] Add or delete a person from your blacklist.
Searches
With over 3,000+ people per server, it quickly becomes a chore to find specific
people. The search command can help cut those numbers down quickly.
/search (/sea) The main search command. Just typing this in will
show you all the people in your current area.
/sea all The ‘all’ will broaden your search to the entire
server.
Search Terms
These are used to help narrow down a search and are to be used after the
/search or /search all terms.
friend Searches for people on your friend list.
linkshell Searches for people in your linkshell (if equipped).
name [Player] Searches for a specific person.
race [Race] Searches for all people of a particular race. Race
terms are: Hum, Elv, Tar, Mit, and Gal.
level [# Level] Searches for people of a particular level. You can
search for a level range like this:
level [# Level]-[# Level]
rank [# Rank] Searches for people of a specific rank.
home [Hometown] Searches for people of a specific hometown. Hometown
terms are: San, Bas, and Win.
area [Area] Searches for people in a specific area. You can only
search in areas you have been to before.
job [Job] Searches for people with a specific main job. Job
terms are: WAR, MNK, WHM, BLM, RDM, THF,
DRK, PLD, BRD, BST, RNG, NIN, DRG, SAM, SMN.
inv Searches for people who are looking for a party.
away Searches for people who are marked as away.
– (minus sign) Sorts the search in descending order instead of
ascending.
—Search Examples—
The following are a variety of examples of how you can do searches in FFXI.
/search all rank 6 Searches the world for people of rank 6.
/sea rank 6 Searches your current area for people of
rank 6.
/sea 6 Searches your current area for people who
are level 6.
/sea all bil Searches the world for people whose name
begins with ‘Bil’.
/search WAR 28 Searches your current area for people who
are warriors of level 28.
/sea all race Elv level 4-32 Searches the world for Elvaans that are
levels 4-32.
/sea rank 2 level 10 job whm Searches your current area for people who
are level 10 white mages of rank
2.
/search all area Qufim Searches all of Qufim, if you have been
there before.
/sea all -rank Searches the world and lists people by their
rank in a descending order.
Miscellaneous Commands
/? Lists all of the possible commands in FFXI.
By listing a command after /? you can get a
detailed description of the command.
Example: /? /lsmes
/servmes (/smes) Displays the current server message.
/ver Displays your version number for FFXI.
/echo [Message] Displays a message only you can see.
/random Displays a random number of a dice roll to
anyone in the Say range.
/automove Toggles auto-movement (auto-run) on and off.
/follow [Target] Your character will auto-follow the
specified target as long as it is in range.
This can be turned off by typing /follow
again or manually moving your character with
the controller or keyboard.
/names Toggles the names showing above the
characters. You can turn them back on by
typing the command again. This is helpful
for taking pictures.
/anon Sets your character as anonymous. Your
job(s) and levels will not be visable to
people who ‘Check’ you. Your name will show
in general area searches, but your job,
level, rank, hometown, etc information will
not be shown. The name over your head will
also change to a dark blue color.
/wait [Delay Amount] Mainly for use with macros, this command
allows you to place a delay on performing
actions. The delay can range from 1-20.
Targetin
<t> Selects whatever you are currently targeting.
<st> Allows you to select a target while you are locked on to
another target. This is helpful for healing someone while
you are attacking something at the same time.
<p0>-<p5> Selects a party member. 0 is yourself, the rest from the
top of your party list going downwards with <p5> being the
last member listed. (In a party of 6)
<me> Selects yourself. Just typing in your name works as well
for macros targeted on yourself.
<pos> Lists your current position for your area according to the
map grid coordinates. It will be displayed like this: (G-9)
<mpos> Lists your current position while on the boat or an
airship.
<call0>-<call21> Plays a whistle or other sound effect along with a
controller vibration (if applicable). Despite the
annoyance, these are helpful for alerting party members to
danger, starting skill chains, getting the attention of
someone who is dozing off or AFK, etc. The call tones only
work in party chat.
<scall0>-<scall21> Plays a whistle or other sound effect but without the
controller vibration. These only work in party chat.
<ncall0>-<ncall21> Only performs the controller vibration. These only work in
party chat.
<hp> Displays your HP as a number out of your max HP.
Example: 256/278
<mp> Displays your MP as a number out of your max MP.
<tp> Displays your TP as a percent.
<hpp> Displays your HP as a percent.
<mpp> Displays your MP as a percent.
/mission mission menu
/quest quest menu
/keyitem items menu
/map map for area if you have a map for the area your in
/regionmap Brings up the regional map which displays conquest
points and territorial information.
/playtime (/playlog) Shows total time you’ve played for your current char
/clock Toggles the Vana’diel clock in the lower left corner
of the screen as well as displays the current date,
time, and moon phase for Vana’diel in your chat log.
Also displays the current day and time for Earth.
/pol Temporarily logs you out to Playonline. You are still in teh world and can be attacked but if someone searches for you they see a blue icon next to your name(afk)
/supportdesk (/sd) Brings up the Help Desk menu
/helpdesk ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
/logout Logs you out of the game
Attacks
/attack You will begin to attack whatever you are targeting. If you are targeting something invalid you will get an eror messge
/attackoff If you are attackim something you will stop attkin it.
/autotarget on/off puts autotarget on and off. autotarget switches to your nearest enemy after the current one you were attackin dies.
/lockon you will lockon to your target. this means you will follow it as you are attackin if /automove is on
/target (/ta) Targets the closest person item or enemy–anything etc. to you.
/targetpc Targets the closest player character to you.
/targetnpc Targets the closest npc character to you.
/help (/h) If your enemy turns out to be too much for you to
handle on your own, use this command to call for help
from people in the area. You will continue to fight
the enemy, but others can join in to help you. No
experience can be gained if you call for help.
/assist (/as) If someone has called for help in a fight, this will
auto-target their enemy for you to help fight it. If
you are not in range of the enemy, nothing will
happen.
/item [Item Name] Allows you to use a consumable item in your inventory
on yourself.
/equip [Item Name] Allows you to equip an item such as weapons, armor,
etc.
/magic Allows you to cast a magic spell if you
are a mage of any type. The spell name
must be in double quotes and properly
spelled and capitalized. This can be used
for any spell type including ninjitsu and
songs.
/weaponskill (/ws) ”[Skill]” [Target] Allows you to use a weapon skill
provided that you have enough TP and
you know the skill. The weapon skill
name must be in double quotes and
properly spelled and capitalized.
/ninjitsu (/nin) ”[Spell]” [Target] Allows you to cast a Ninjitsu spell if
you are a Ninja. The spell name must be
in double quotes and properly spelled and
capitalized.
/song (/so) ”[Song]” [Target] Allows you to cast a Song spell if you
are a Bard. The spell name must be in
double quotes and properly spelled and
capitalized.
/jobability (/ja) ”[Job Ability]” [Target] Allows you to use a job ability
provided that you know the
ability and that it is not in
‘cool down’ mode. The job ability
must be in double quotes and
properly spelled and capitalized.
/pet ”[Pet Command]” [Target] Allows you to give your pet a command if
you have one. The command must be in
double quotes and properly spelled and
capitalized.
/range (/ra) [Target] Allows you to use a ranged attack provided
that you have any ranged weapon equipped.
/shoot [Target] Allows you to use a ranged attack provided
that you have a ranged weapon that can
shoot (Gun, Bow, Crossbow, etc. with
proper ammo) equipped.
/throw [Target] Allows you to use a ranged attack provided
that you have a ranged weapon that can
be thrown (Pebbles, Darts, Boomerang,
etc.) equipped.
/check (/c) [Target] Allows you to check a target. If you are checking an
enemy, you will receive a message in your chat log
telling you roughly how difficult the enemy would be
for you to fight. If you are checking another player,
a screen will come up showing you their equipment,
title, level(s) (if not anonymous), their bazaar
message, and if they have a bazaar of items for sale
or not.
/fish Allows your character to go fishing if they have a
fishing rod equipped with bait and are near a body of
water.
/dig Allows you to command your chocobo to dig provided
that you are on a chocobo and you have Gyshall Greens
in your inventory. (One Gyshall Green per dig)
/dismount Allows you to dismount from your chocobo if you are
riding one.
/heal Your character will kneel down and go into healing
mode. You will regain more health and magic the
longer you stay down. Type the command again to stand
up from healing or just move your character.
Parties, Alliances, and Linkshells
Managing a party or linkshell can be a lot of work. These quick commands should
help lessen the burden.
Parties & Alliances
/partycmd (/pcmd) The main party command. This has a few
special subcommands depending on whether
or not you are a party leader:
leave Leave current party. (Anyone)
add [Player] Invites a player to join your party. (Leader only)
kick [Player] Removes a member from the party. (Leader only)
breakup Disbands the party and all members go to solo play.
(Leader only)
/alliancecmd (/acmd) The main alliance command. Alliance commands
can only be used by party leaders.
leave Removes your party from the alliance.
add [Party Leader] Invites a party to join your alliance.
kick [Party Leader] Removes a party from the alliance.
breakup Disbands the alliance and all parties go back to
individual parties.
/invite (/inv) Sets your character to seeking a party or
playing solo. You can add ‘on’ or ‘off’
after the command, but it is not necessary.
/autogroup (/ag) Sets your character to seeking in auto-group
mode. You will be placed in a party
automatically with others in auto-group mode
who are in the current area.
/join Join a party or alliance that you have been
invited to.
/decline Turn down a party or alliance that you have
been invited to.
/nominate (/propose) Asks a poll. Look at this example to see how
it is used:
/propose party Should.we.go.to.Davoi? Yes No
This would show to your party as:
[Should.we.go.to.Davoi?]
1: Yes
2: No
Spaces are seen as a divider between the
question and options, so a period must be
used to space out a question instead. A poll
can have up to 8 options. Although polls can
be said in Say, Shout, Linkshell, and Party
modes, it is most often used in parties. To
respond to the poll, use the /vote command.
The poll results will be updated as votes
come in anonymously.
/vote [Option #] Vote if a proposition or nomination has been
issued. Votes are anonymous.
Using The In Game Translator (Final Fantasy XI fishing)
May 16th, 2010I just typed all this out to answer a question in another forum – thought I’d post it here too!
Here is a guide to teach you how to use the in game translator for all you noobs and the rest of you who just never learned how to use it (because I don’t think directions were included in the game manual). The translator is incomplete and awkward, but a concerted effort is usually enough to get your point across.
Deep breath… Here goes…
There is a list of words that have been translated into both Japanese and English. These words have been categorized for easy location. To browse the list of words bring up the chat box [spacebar] and press the [tab] key. You will see a list of categories such as "Locations" and "Weapon Skills." I don’t have the game available to me right now, so I’m going from memory and I will not even attempt to make a full list of these categories. There are several pages of categories, browse through them and select the one that seems most likely to have the word or phrase that you wish to use. For example, if you wish to say "Fast Blade" go to "Weapon Skills" and scroll down (or up) until you find it. If you are planing to party with Japenese players (good idea if you ask me) I suggest you spend some time going through the hundreds of choices to get an idea of the kind of words/phrases you can use.
There is also an alternative method for finding specificly what you want to say. Type the first few letters of what you want to say ans hit the [tab] key. To continue with the "Fast Blade" example, Just type "Fas" and hit tab, "Fast blade" will pop up on your screen!
I recomend that you do not try to make complete sentences, as there are many common words that are not available such as articles, conjunctions, and prepositions (the, a, but, for, then, after). Even if you do find enough words to make a sentance, Japenese syntax is very different from English and this will probably serve to confuse more than to help. Just try to get the point across. i.e. <p1> "Fast Blade" <p2> "Red Lotus Blade" <p3> "Fire"
In this example of skill chaining, I also suggest that you change your English macros to be translated so you can use the same set when partying with anyone. English players will still see the text in English.
When you look at the translated words and phrases they will be in red and green brackets (so American players in the party will inevetibly ask you "How’d you do that? It looks funny!"), if you see this you will know that you are using it correctly. A lot of trial and error is nescisary to communicate effectively, but you may find that it is worth your while.
Phew – that was a lot of typing!
I hope that I am right in assuming that there are people out there that didn’t know any of this (I didn’t learn most of it until I was in my 20′s), and that this helps someone. Good luck!
I’ve been around these forums, and I’ve never seen one like this – If there’s a similar post do your thing mighty moderators!
Warrior (Final Fantasy 7 strategy)
May 13th, 2010Warriors in FFXI
The breakdown on being a Warrior
Monday, October 27, 2003
All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
Ever since the early days of EQ, the term “tank” could be echoed through every dungeon and dark forest. A warrior lusts for combat, and fears no 100 foot giant with a spiked club. It’s all a walk in the park. No group can be formed without one, and no group can survive without one. You are the foundation of society. With a sword and axe, a warrior holds off aggression from healers and nukers. They can wear heavy armor, and use nearly all weapons in the game’s arsenal. Warriors don’t come close to lacking in the HP and strength department.
Like the monk, the Galka is the primary choice for a warrior. He or She is a sturdy race, with 1409 hp at level 70. I think it’s pretty foolish how an Elvaan has more strength then a Galka at this level, but hey, I never met one in real life. A Galka will also pack good vitality and dexterity for the swing.
Always try to group as a warrior. You can’t swing away with an empty pot of health! You can even have a nice setup with just yourself and a white (Or red) mage. Because a warriors’ passive skills mostly surround strengthening the character with resistances and enhancements, he can take more damage then any other class. Don’t be discouraged if you feel weak at first, as the levels go by, active abilities will also allow you to strengthen up. Here’s the summary of skills
Mighty Strike – For 45 seconds you hit with a critical strike – Level 1
Provocation – You draw agro from mobs, getting them off of casters or healers – Level 5
Berserk – Your damage goes up, defense goes down – Level 15
Aggressor – Precision boost, but you can’t avoid attacks – Level 15
Defender – Defense goes up, attack goes down – level 25
War Cry – Damage goes up for ALL group members – Level 35
As you can see, the warrior is a jack of all trades. With abilities like Defender, you are able to solo more effectively if needed to survive encounters. On the other hand, a warrior is necessary to use Provocation to draw agro from the healers to keep the group in 1 piece. And if he’s not taking clawing from a giant killer bunny, he can use an ability like Berserk to completely destroy enemies. Other skills like War Cry makes the Warrior a must in groups.
White Mage (Final Fantasy for psp)
May 11th, 2010White Mages Uncovered
Become a powerful White Mage
Monday, October 27, 2003
White Mage Quick Facts
The White Mage is a character class that delves in the fine art of White Magic.
White Magic is primarily used for curing ailments of all kinds, be it a
physical wound or some other ailment. White magic serves a secondary purpose, the white mage is relied upon by parties for party wide enhancing spells, increasing damage and stability during battle.
White Mage Strategy
The fight sequence of a White Mage is, generally, as follows:
1-Directly before the fight cast Protectra, if it has wore off.
2-Cast Dia on the Monster if there is no Red Mage.
3-Serve as the primary healer, healing whenever necessary.
4-If ever the enemy doe a good area of effect spell, use a Curaga.
5-The fight having been completed Raise any fallen comrades.
Note: Which Cure you should use is based off MP efficency, To calculate
which should be used:
1-Use all of your Cure spells.
2-See how much they heal for.
3-Divide how much they healed for by the ammount of MP it costs.
4-This number is the HP healed per MP used.
5-Compare the results, also take into consideration the speed, for it takes
longer to cast two Cure I’s then it does to do a Cure II, so if your party
needs life desperately use your highest heal.
White Mage Interaction
Inter-class relations is relatively simple with a White Mage.
Class-Relation a White mage has with them.
Red Mage- The Red Mage eases up your healing duty.
Black Mage- Your top priority for curing.
Others- Take hits for the White Mage, the White Mage providing healing in
exchange.
White Mage: Weapons
Now, time to look into equipment for a White Mage, more specifically a
weapon. Most White mages will choose a Club or Staff, yet there are other
weapon choices for a White Mage. Here they are………..
Staff:Pros- Moderate damage.
Cons- Slow Attack speed.
Club:Pros- Bonuses that help casting, moderately fast speed.
Cons- Weak damage.
Clubs are preferable, as White Mages wont attack once they start
partying, since the bonuses are quite good.
White Mage Spells in Depth
Now a chance to look at some of the White Mages basic sets of spells, the
primary use and objective having already being discussed here I will detail
some of thee basic spells.
Enfeebling:Dia-Lowers defense and does damage over time, use this every fight.
Paralize-Occassionaly loses ability to act, good but blind is better.
Enhancing:Protect-Raises defense by 10, lasts a while, keep it on constantly.
Shell-Raises resistance to magic, also good but not as good as protect.
Regen-Constantly regenerates life, very good but doesn’t last long.
Sneak, Deodor, and Invisible-Allows you to go undetected by enemies.
Bar spells-Raises party’s resistance to one element or status effect.
Stoneskin-Makes attacks do less damage, great for the occasional solo.
Blink- Makes it harder to be hit, quite nice.
Healing: Cure: A necessity, allows you to heal yourself or your party.
Curaga: Heals yourself and your party at once.
Divine: Banish: Does Divine damage to a target, not enough damage.
Holy: Does Divine damage to a target, quite nice.
Teleport <Location>- Teleports you to the crag of the spells name.
White Mages Budgeting
As a White Mage one should always consider their role in a party when
making any transaction. As a White Mage you should spend very little on
armor, and even less on a weapon.
What not to buy:
Armor in excess, no need to get new armor whenever you can afford better, only buy
new armor every once in a while.
New weapons in excess, same as armor, also you should buy your weapon based
on what bonuses to stats they give rather than damage.
What to buy:
Cure Spells, buy these with top priority.
All other spells.
High Reward Quests for White Mages
Windurst:
Teleport-Mea quest, Gantineux, Hostelry Room, Windurst Waters.
Do these for the Teleport-Mea scroll.
Shantotto quests,Shantotto’s Manor, Windurst Walls.
Do these for a Hypno Staff and Black Mage spells to sell.
Hypno Staff Quest, Paku-Nakku, Aurastery Roof, Windurst Waters.
Only if you wish to use a staff.
Bastok:
Teleport-Dem quest, Virnage, Bat’s Lair Inn, Bastok Mines.
Do these for the Teleport-dem scroll.
Sandoria:
Teleport-Holla quest, Eperdur, Cathedral, Northern Sandoria.
Do these for the Teleport-Holla Scroll.
Treefiddy’s Leathercraft Guide! (FFXI forums)
May 8th, 2010I’ve only seen 1 Tanner’s guide out and while it is VERY good, there were some things that I personally changed to make my run to 100 a little easier on myself. So I’m passing along my experience and information to everyone else.
Before we get to the guide, let’s go over a couple of pre-guide info.
I’m from Fenrir, so ALL of these prices will be from Fenrir’s economy. Your server may be different for you. That being said, the way I’m laying out here may not be the best way for you to go. Don’t be afraid to check AH prices of everything you could make and what the materials cost. Also, don’t be scared to experiment, if I had done so before reaching a certain point, I could have saved myself over 100k.
Note about other Tanners : These guys are either your best friend (by supplying you with much needed leather, or other items for you to upgrade), or your worst enemy. Coeurl Hides on my server were going for 1,800 for me until someone else joined in and started buying them. Suddenly 3 others came in for the action and now they are 2,500 each! With the rate they sell at, they could easily go for 3,000. It’s pretty sad because some people are willing to pay ANY price so long as they get somewhere faster than everyone else. When you see something like this, it’s best to be patient and wait for them to get done buying that item. Then wait another week while the price falls back to original or maybe a bit lower from having a week of no sales.
Rank up items
8-10 = Rabbit Mantle
18-20 = Lizard Cesti
28-30 = Dhalmel Mantle
38-40 = Magic Belt
48-50 = Cuir Bouilli
58-60 = Raptor Jerkin
68-70 = Battle Boots
78-80 = Tiger Gloves
88-90 = Coeurl Mask
Prices to note:
Windurst Tea Leaves = 18 gil per. Buy them from the Taru near the gate to West Sauraburata in Windurst Waters.
Distilled water = 10 gil per. Most any shop that sells these you can get a good deal on. Every once in a while you may be able to get them for 9 gil per at the Tanner’s Guild.
Crystals = I’m not pricing out crystals; they are too different on every server.
Now, on to the guide!
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0 – 2 = Sheep Leather (Dark + Sheepskin + Distilled Water + Windurstian Tea Leaves)
Post Patch, Sheep Leather has gotten crazy. It will be 12k in Windy, and anywhere from 8k – 11k in Sandy. Sheepskins have surely taken a jump in price as well, try to get these from the guild, they will cost only 144, and 12 new skins are stocked every day.
2 – 7 = Rabbit Hide (Earth + Rabbit Hide x5 + Grass Thread)
Rabbit Hide x12 = 1,000
Grass Thread x12 = 1,200
These are about the same price to make as Leather Bandana. I have this one here as your Sheep Leather is better used somewhere else. AH for about 400, or NPC them for 44 per. I NPC’d them.
7 – 11 = Solea (Wind + Sheep Leather x2)
These NPC back for ~90 gil. Not positive as it was so long ago. Someone I know suggested selling these in Windy as they sell fairly quick, I can’t vouch for how well they will on your Server. I NPC’d these.
11 – 17 = Lizard Cesti (Earth + Cesti + Lizard Skin)
Cesti = 136 gil each (NPC in South Sandy)
Lizard Skin x12 = 6,000 – 7,000
Very Easy, AH these suckers in Sandy. If you’re lucky, someone will be on the Himantes stage of raising Leathercraft. In fact, before you venture into this, try to find someone making Ram Mantles, and make a deal with them for their next stage.
17 – 21 = Dhalmel Leather (Dark + Dhalmel Hide + Dis. Water + Win. Tea)
Another Post Patch Wonder item. Dhalmel Hides/Leather sky rocketed in price suddenly. Be patient and get the hides as cheap as you can, sell the Leather on AH for a small profit. /joy! /lick
21 – 24 = Dhalmel Mantle (Ice + Dhalmel Hide + Wool Thread)
Wool Thread x12 = 20,000
These actually max at level 27; however, it’s best to just use this as a stepping stone into Parchment. If your patient, AH these, or Mule them, they WILL come up as Guild Point items later. NOTE: I skipped over this item. I simply add it here if you HATE failures. I went straight to Parchment from Dhalmel Leather, and I would do it again.
24 – 29 = Parchment (Dark + Sheep Leather + Rolanberry)
Rolanberry = 120 per in Port Jeuno, opposite Choco Stables
Again, stepping stone to another item. This caps at 31. Sell Parchments in stacks in Sandoria, and the leftover stragglers individually in Jeuno (for soon-to-be Bards). Break even on my server.
29 – 36 = Ram Leather (Dark + Ram Skin + Dis. Water + Win. Tea)
Fun synth, any Ram hunters should get their Leathercraft to this point just so they can stack the skins they get into leather. Ram Skin is a small profit on AH, but save for future recipes.
36 – 39 = Wolf Gorget (Earth + Wolf Hide + Cotton Thread)
Cotton Thread x12 = ??? guess: 5,000
These WILL be a loss. No one wants these. Just NPC them and eat the loses. Get used to it if your taking this to 100. With the recent prices of cotton, might be best to just go straight to Waistbelts.
39 – 43 = Waistbelt (Wind + Ram Leather x2 + Grass Thread)
You can AH these if your patient enough, and you even get a small profit. I don’t see any use for these rather than making Corsettes. Post patch, they are involved in a synth for Haste Belts as well. You can also NPC these for a good loss (which I did /cry)
43 – 49 = Ram Mantle (Ice + Ram Skin + Wool Thread)
Huge Loss: NPC them. Go home and cry to your Moogle so no one else will see you.
49 – 52 = Himantes (Earth + Raptor Skin + Lizard Cesti)
Raptor Skin x1 = 1,000
Raptor Skin x12 = 15,000 – 20,000
Remember when you made Lizard Cesti? Here’s to hoping someone is on that stage when you start this, if not, prepare to make your own. Sell back = crap!
52 – 61 = Tiger Leather (Dark + Tiger Hide + Dis. Water + Win. Tea)
Skill ups start to get slow here, you’ll be doing this for a while. I started this at 50. My basic reasoning was I was already losing 1k+ on Himantes (per synth), the total synth for this Leather is 1k, so nothing is changing, I’m just getting more Leather in the long run (You’ll need it!). Save the leather, even if you have 20+ stacks, mule it, or Storage it. If you don’t plan to go any further in Tanning, just AH them.
61 – 63 = Beak Mantle (Earth + Cockatrice Skin x2 + Grass Thread)
Thingyatrice Skins = 800 – 1,000 each
Stepping stone to Beak Jerkin. I don’t remember what the NPC is, so I can’t speak for how bad the losses are.
63 – 69 = Beak Jerkin (Earth + Sheep Leather + Cockatrice Skin x2)
Pretty decent here. You will take a loss (with failures and all). Break even if your not counting the sheep Leather, whatever that costs is what you will end up losing.
69 – 71 = Coeurl Leather (Dark + Coeurl Hide + Dis. Water + Win. Tea)
Coeurl Hides = 1,800 – 2,500 each
The Hides are a pretty rare drop. Be patient and get your levels with this leather, because you will need a lot of the leather later if you plan to keep going in Leathercraft.
71 – 75 = Tiger Mantle (Ice + Tiger Hide + Wool Thread)
Stepping stone. I would probably do these till about 73 or 74. Mix and match these with Tiger Jerkin. I went straight Tiger Jerkin from 71 – 79, but I also ran out of leather 1/2 way through and had to buy the rest.
75 – 79 = Tiger Jerkin (Earth + Sheep Leather + Tiger Leather x2)
Loss will again be in the Sheep Leather. I got 2 HQs while leveling this and that seems to offset the cost of making these.
79 – 80 = Manticore Leather (Dark + Manticore Hide + Dis. Water + Win. Tea)
Manticore Hide = 1,500 each
Save the leather for GP item days when you will need to use it.
80 – 85 = Coeurl Mantle (Ice + Coeurl Hide + Wool Thread)
Sell to NPC, decent loss here.
85 – 87 = Coeurl Mask (Earth + Coeurl Leather x2 + Faceguard)
This is something I wish I had done when I leveled Leathercraft. You get 3500 guild points for these, so the sell back would probably be around ~3600. Faceguards are only about 400 gil each from the AH.
87 – 89 = Coeurl Jerkin (Earth + Sheep Leather + Coeurl Leather x2)
From 85-89, between this item and Guild Points, I blew through 600k total through all of my characters. Not all of them were from this synth, but a lot of it was. 2k+ loss per synth, and very slow leveling. You will throw a party when you hit 89, only to wish you could go back once you see what you have to make tomorrow.
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This is where I am currently. Everything from here on is speculation. I’m probably going to be 89 for a long time until I can accept the fact that I’m going to lose MILLIONS just for 1 level up.
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89 – 90 = Ogre Mask (Earth + Manticore Leather + Coeurl Mask)
Fairly cost effective. NPC of Coeurl Mask sells for about ~3600, so I would expect this to be about ~4500. If this is the case, you will end up only losing about 2-3k per synth. I’m crossing my fingers for this one.
90 – 95 = Tiger Mask (Ice + Wool Thread + Wyvern Skin + Ram Leather + Tiger Hide x2)
Wyvern Skin = 15,000 each
OUCH! The most cost effective way to level up here though. Each synth you will lose at the least 5k on just the wyvern skin. That’s if you AH the item as well. Very slow leveling process here.
*Pending* 95 – 97 = Griffon Leather (Dark + Griffon Hide + Dis. Water + win. Tea)
Griffon Hide = Unknown
Ignore this recipe unless there is an item added later that make Griffon Leather decent or worthwhile. Also, depending on the price of the hide, the leather might be a good sell back to NPC for minimal loss.
95 – 100 = Panzer Mask (Ice + Wool Thread + Ram Leather + HQ Coeurl Hide x2 + Wyvern Skin)
HQ Coeurl Hides = 500 gil each
This is the final stretch. This is a great item, but since it’s the most practical to max out Leathercraft, it’s fairly cheap on the AH. Expect another huge loss (possibly even more than Tiger Mask). Also note, you will never see someone synth this until you are about level 60 in Leather, at that time you will see 5 different people making these. Don’t let it crush your hopes, there will always be high level crafters in all crafts, don’t let 5 of them discourage you.
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I hope this helps everyone and isn’t too similar to any other Leathercraft guides. This is my personal experience through this craft. Every stage that you level you will end up losing a lot of money. Make sure you have the money to start, and at the same time, make sure you have the money to keep it going. A level 60 craft isn’t that great unless it’s a sub skill. Make sure you know what you are getting into before you actually do it. If you get stuck on 60 with no gil, you’ll have hard time making it back since there are far more people with level 60 craft than level 70.
Good luck to everyone!