Thief (Final Fantasy x 2 guide)

Basic Job Description

A thief is a job with many perks which serve many different purposes. A thief is good for getting loot, dealing damage, and controlling hate within your party. Treasure hunter and flee are some of the other perks, making it a fun and useful job not just as a main, but as a subjob as well.

Job Skills Description

Job Abilities

* Perfect Dodge – LV1 – Duration: 30 seconds – Recast: 2 hours : The thief two hour abilities gives what the name implies – a perfect dodge over a period of 30 seconds. In other words, you’ll take no physical damage, however you’ll still get hit by spells. This is still extremely useful if you: 1) Perfect Dodge > Warp Scroll or /logout and 2) Perfect Dodge > Flee and run away.

* Steal – LV5 – Duration: Instant – Recast: 5 minutes : This is one of the many defining attributes of a thief. In general, you will use steal to steal from beastmen types (goblins, orcs, yagudo) for the various types of beastcoins, or from higher level version of creatures (crawlers for silk, spiders for web, etc…). Having +steal equipment becomes important for a thief when going for those better items, such as gold beastcoins (see http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&topicID=14574&categoryid=18 for a tutorial about stealing gold beastcoins).

* Sneak Attack – LV15 – Duration: 1 minute – Recast: 1 minute : Sneak attack is probably the most basic yet the most important skill thieves will ever get. Using Sneak Attack will give your character a status effect, much like protect or anything else, that causes your next hit to do a large amount of damage if you hit the monster from behind. The effect disappears after your first attempted attack, whether or not the sneak attack is successful. Also note that if done properly, your sneak attack will never miss.

* Flee – LV25 – Duration: 30 seconds – Recast: 5 minutes : Increases your movement speed (approx. the same as a chocobo although it may seem faster) for 30 seconds.

* Trick Attack – LV30 – Duration: 1 minute – Recast: 1 minute : The concept of how trick attack works is similar to sneak attack, it places a status effect that will do extra damage if your next attack meets a certain condition. Your next attack will deal extra damage if there is someone directly in front of you. In other words, there must be [ You -> Someone else -> Monster ]. The damage you do with trick attack, places the hate on the person you trick on (the "Someone else") as if they attacked it themselves. This is very useful considering trick attack stacks with sneak attack (can use them both at once) for a high damage attack which will place a large amount of hate on the person you trick attack on, which is generally the tank. For this to work, you need the monster to face away for sneak attack to work and for a person (who will take the hate) to stand in front of you, therefore this setup requires at least 3 people: [Person attacking monster -><- Monster <-Trick partner <- You (thief) ]. This will be discussed more later.

* Mug – LV35 – Duration: Instant – Recast: 5 minutes : similar to steal, except you steal a small amount of gil. In general, this skill seems relatively weak, stealing very low amounts of gil.

* Hide – LV45 – Duration: Changes – Recast: 5 minutes : this makes the thief go completely out of sight, also losing all aggro. For example, let’s say you’re fighting something solo and halfway through the fight, sneak attack is ready. You can use hide and it will stop attacking you (warning: it will not longer be claimed by you), run around behind it, and sneak attack it. This also applies for higher level aggressive monsters. Hide can be particularly useful when applied with steal, for more info see http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&topicID=14574&categoryid=18

 

Job Traits

* Gilfinder – LV5 : Increases the amount of gil dropped by enemies (only if that enemy drops gil).
* Evasion Bonus – LV10 : Adds a bonus to evasion.
* Treasure Hunter – LV15 : Increases the chance of obtaining items (getting drops). Exactly by what factor is unknown, but this skill is why thief is also a popular subjob for farming items.
* Resist Gravity – LV20 : Adds resistance versus Gravity.
* Evasion Bonus – LV30 : Additional evasion bonus.
* Resist Gravity – LV40 – Additional resistance versus Gravity.
* Treasure Hunter 2 – LV45 : Additional chance of obtaining items. This is currently unique to thief (would require a level 90 main job to have this ability with a subjob). Again, the exact factor is unkown, but it makes thief undoubtedly best for getting rare drops, for example from Notorious Monsters.
* Evasion Bonus – LV50 : Additional evasion bonus.
* Triple Attack – LV55 : Allows for a chance to attack 3 times instead of the usual 1. This is an extremely useful trait which can actually work with the warrior’s LV 25 Double Attack (warrior would have to be your subjob), allowing you to either Double Attack or Triple Attack.
* Resist Gravity – LV60 : Additional resistance versus Gravity.
* Evasion Bonus – LV70 : Additional evasion bonus.
* Resist Gravity – LV75: Additional resistance versus Gravity.

 

Thief’s Role in a Party

A thief serves two main purposes in a party situation: being a damage dealer and a hate controller. Until level 30, a thief can only serve as a damage dealer. As a warning, thief is a tough job to start out as. This is because the thief has very little to offer until level 15 when thief gets sneak attack. Until then a thief is much like a weaker version of a warrior: you can do little else than melee attack monsters and can use less equipment than other jobs such as warrior and monk. However, once the thief learns sneak attack all that changes. As described in the above Job Abilties, sneak attack makes your next melee attack (if from behind) do greatly more damage than usual. While I won’t get into the very basics of party mechanics, generally your party stays in a safe spot ("camp") while 1 member of your party brings a monster back to your camp to kill. This is the role of the thief, to run up and ranged attack a monster (usually with a boomerang or a bow) and bring it back for killing. What a smart thief does is use Sneak Attack (and Trick Attack) right before using his/her boomerang to bring the monster back to camp – you don’t lose your sneak attack when you ranged attack and the status effect duration is as long as the recast timer (1 minute). It should last long enough for your tank to provoke the monster and get your sneak attack in with about 10-30 seconds left on the recast timer, allowing you to practically sneak attack twice in a row.

Sneak attack also allows for greater skillchain damage – the damage done by your skillchain is proportional to the damage done by the weaponskill that ends the skillchain. Sneak Attack will stack in terms of damage with certain weaponskills, generally those that are melee based – for example Wasp Sting (normal attack that can poison) and Shadowstitch (normal attack that can bind), but neither Gust Slash or Cyclone (wind damage attacks) stacks with Sneak Attack.

Aside from being a damage dealer, a thief is used to help place additional hate on the tank at level 30+. As previously stated, sneak attack and trick attack both stack to perform a high damaging attack that will place a lot of hate on the person you use to trick attack (see Job Abilities). For this to be effective, the thief’s party setup generally requires that two people have provoke. Generally these can include a warrior/anything, monk/warrior, dark knight/warrior, dragoon/warrior, or a samurai/warrior in addition to a paladin or a ninja tank. Here’s an example of the start of fight if your party included a paladin/warrior and a samurai/warrior:
-thief runs out and find a monster he wants to kill for experience.
-warns the party he’s about to ranged attack it ("pull" it), uses sneak attack and trick attack, then ranged attacks the monster.
-as the monster gets close, the secondary tank (samurai in this case) provokes the monster, while the main tank stands directly behind the monster, and the thief directly behind the main tank (paladin in this case). So it looks like this, where each arrow indicates which way each thing should be facing ~

* thief-> paladin-> monster-> <-samurai

-everyone attacks the monster, if done right, the thief’s first attack should do a large amount of damage while placing all the hate from the attack on the main tank.
-the main tank can now provoke, and use whatever other skills it has to generate more hate.

Generally if done right, it won’t matter if the thief sneak and trick attacks off of the secondary tank partway through the fight for additional damage. A thief will almost always use a dagger, at least at LV33+, if not earlier (for reasons discussed below in the Equipment and Stat Focus). The two powerful weaponskills that will use most often are: viper bite (from LV33-60) and dancing edge (from LV60+) and they both skillchain the same way. As described in the second paragraph of this section, the amount of damage your skillchain does is proportional to the damage of the last weaponskill used in the chain – for this reason you will always want to be the second (which is generally the last) weaponskill of the skillchain. With viper bite and dancing edge, you’ll always be producing distortion skillchains, which is an ice/water level 2 skillchain, which is convenient because many monsters you level off of are vulnerable to either ice (crawlers, crabs, mandragoras and more) or water (raptors and more).

Subjob suggestions

There are two subjobs which work best with thief in levelling situations when trying to maximize damage. These include ninja and warrior. Ninja allows for dual wielding for easier TP building and some extra stats, depending on what second weapon you use. In addition, you can use some ninjutsu, most importantly utsusemi:ichi. This absorbs three hits, which can be very valuable when pulling for your party (especially if you pull monsters that run quicker than you, such as tigers, raptors, and coeurls). On top of it all, agi and dex are the two most important stats for a thief (see the below Equipment and Stat Focus) and you get some extra dex and agi with ninja subjob (although not all that much more than warrior).

Warrior also contirbutes a lot of extra damage, you get to use berserk for noticeably more damage, as well as have the double attack to do extra damage to offset the lack of dual wield. You also get an extra attack with multi-hit weaponskills such as dancing edge.

But a thief is used for more than just levelling, it is very effective for farming for loot and hunting notorious monsters because of its treasure hunter abilities as well as hunting treasure chests/coffers because of their ability to pick open coffers using thief tools (these include thief tools, living key, and skeleton key in the order of stength of the tool). These situations call for different subjobs. When hunting coffers or chests, it is a good idea to have white mage or red mage subjob at level 25+ for the sneak (level 20) and invisible (level 25) spells taking aggression. When farming for loot, ranger subjob is effective for using the widescan ability to track down the monsters you wish to farm. When hunting Notorious Monsters (NMs) for rare and expensive drops, warrior subjob is again best for using provoke to get it before anyone else.

Equipment and Stat Focus

A thief is a damage dealer, so it would be in your best interest to additionally read http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&topicID=18975&categoryid=18 , which is a damage dealing thread I wrote that will cover a few points that I may leave out in this section. However, unlike some of the other damage dealers where +accuracy is much more important than any other stat, dex and agi are the main stat focuses for thief, where dex is slightly more important than agi. In addition to contributing to the accuracy of your regular attacks, dex will increase the damage of your sneak attack whereas agi will increase the damage of your trick attack. Sneak attack will contribute more damage than trick attack, which is another reason why dex should take precendence over agi if given the option.

Keep in mind that sneak attack will never miss if done properly, and anything stacked with sneak attack (trick attack and weaponskills) won’t miss either, making accuracy not so important until you hit 60 and use the multihit weaponskill dancing edge (as long as you have no trouble with missing too much). While dex and agi should be your focus with equipment, meat mithkabobs remain the most helpful and cost efficient food, adding a +5 str and a very large +21.9% attack to boost the damage of all your attacks, including sneak and trick attack.

Thieves have by far the best combat skill rating with dagger, which is why it should be used instead of another weapon. As stated in the damage dealing thread, each point in the dagger combat skill adds +1 attack, so even as early as level 25, your dagger skill cap is 78 compared to the 68 cap with sword, that’s a 10 skill point difference. That’s essentially like your dagger having an addition +10 attack bonus on the dagger on top of having a better hit rate. Take that into consideration when deciding between sword and dagger (pre-lv 33… at lv33+ you should be using dagger no matter what).

Sample Macros

These are just some sample macros, having the right macros can make the difference between a good thief and a bad one, since timing is everything when stacking sneak and trick attack with weaponskills. My first suggestion is to combine sneak attack and trick attack in a single macro, while placing your weaponskill in a second macro. Note that the square brackets are meant to represent that auto-translator. Here’s an example:

Sneak / Trick Attack Macro

/ja "Sneak Attack" <me>
/wait 1
/ja "Trick Attack" <me>

 

Weaponskill Macro

/ws "Viper Bite" <t>
/wait 1
/p "[Viper Bite] ~ TP : <tp> <call3>

 

* What’s important to notice is that you viper bite a split second before the delay and party chat, that’s because after sneak and trick attack you must quickly use your weaponskill or your character will auto-attack with a melee attack, using sneak/trick attack and not stacking it with a weaponskill. This can especially be an issue because you use daggers, which have low delay.

Enemy Sighted Macro

/p [Enemy] @ <pos> – [Found it!] <call14>

 

Ranged Attack / Pulling Macro

/p [Ranged Attack] >>—-> <t>
/wait 1
/ra <t>

 

TP Report Macro

/p TP: <tp> @X [Viper Bite] <call14>

 

* Where the X after the @ is your position in the skillchain, for example if you’re second, you put @2 [Viper Bite].

Flee Macro

/ja "Flee" <me>

 

Steal Macro

/ja "Steal" <t>

 

Hide Macro

/p Losing aggro >> [Hide]!
/wait 1
/ja "Hide" <me>

 

I hope this helps, if you have any questions or corrections, feel free to reply to this thread or PM me.

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Family Name………….. Elemental Weakness.

* Ahriman
……None
* Bat
……Wind/Light
* Bee
……Ice
* Beetle
…..Ice/Light
* Bird
…….Ice
* Bomb
……Fire
* Cardian
……Unkown
* Cockatr
……Ice/Wind
* Coeurl
……Earth
* Crab
……Ice/Lightning
* Crawler
……Ice/Lightning/Dark
* Demon
……Light
* Dhalma
……Wind/Lightning
* Doll
……Lightning
* Doomed
……Fire/Light
* Dragon
…….Unknown
* Elemental
……Based on Type
* Evil Weapon
……Fire/Light
* Fly
……Ice
* Funguar
……Light
* Ghost
……Fire/Light
* Gigas
……None
* Goblin
……LIght
* Golem
……None
* Goobbue
……None
* Hecteye
……None
* Hound
……Fire/Light
* Leech
……LIght
* Lizard
……Ice/Wind
* Magic Pot
……None
* Mandragora
……Fire/Ice/Wind/Lightning/Dark
* Morbol
……Fire
* Orc
……Water
* Orcish Warmachine
……Water
* Pugil
……Ice/Lightning
* Quadav
……Lightning
* Rabbit
……Lightning/Water/Dark
* Ram
……None
* Raptor
……Water
* Sapling
……Fire/Dark
* Scorpion
……Ice/Light
* Sea Monk
……Ice/Lightning
* Shadow
……Fire/Light
* Sheep
……Lightning/Water
* Skeleton
……Fire/Light
* Slime
……Fire
* Tiger
……Fire/Lightning
* Treant
……Fire/Dark
* Worm
……Wind/Light
* Wyvern
……Dark
* Yagudo
……Ice

 

Well there they are , hope this helps.

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Communication At Another Level (FFXI trade)

Well I dont know if I should call this a tutorial but I want to give out what I have gathered over the last month with Japanese players trying to teach me Japanese. So im just gonna post my summary up here so American players that wants to get more involved can be better at it.

Ok firstly learning Japanese is not easy, I dont know it properly so dont take this is as a good Crash Course in Japanese.
It takes a good 4+ years becomeing a good japanese speaker.

Lets start with word for word thing
(this info on correct letters used comes from a Japanese guy)

Answeres

Yes – Hai
No – Iie
Thanks – Arigatou

Can – Dekimasu
——————
I can
Can you

Good to know

Bye – Sayonara
——————-
Im leaving (polite) – Ittekimasu
Reply to this with – Itterassai

Hello – Konnitiwa
Good Morning – Ohayou
Welcome – Yorosiku

Japanese – Jananese or Nihonngo
Cya – Kiwotukete
Il help you – Tasukemasu

I – Watashi
Am – Wa (subject maker)
Desu (Is or So)

Are you? – Imasu(ka) ka – ? so Imasu – Are you in a non question matter
Good, Carefull etc – Yoku
Able to do, or did – Dekima****a

Favour – Onegai
Fight – Kenka

This – Sore
Happy – Ureshii

? – Ka
Mr – San
Teach, Learning – Benkyou

Sorry – Gomenn

Sentences
If someone says
Nihonngo Dekimasuka – Japanese can ? (Can you speak Japanese)
Dekimasuka Jananese – same as above

If you can speak japanese you reply with
Dekimasu – I can

Important to know is that japanese people read from right to left, they also build sentences in a way I havent totaly figured out yet. I will one day, il update this as I learn more.
Hope it helps a little in your journeys trough Van`diel

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Paladin Hate

This is my first time posting on this site so go easy on me. This is aimed to mid range lvl paladins or better, 30 plus or just those that are curious about it. I assume you can make your own macros by this point. We all have our own I just keep em short and sweet.

You must know by now that as a Paladin you have Warrior subbed. You’re no good without Provoke. People will kick you out of the party if you show up with anything but your trusty war sub backup. Make sure your Warrior sub is up to date !!!

MIND SET
First off as a paladin you don’t get to party with other paladins. So you don’t really get to see how others work their trade. So here is my method. Agro/Hate Control is a team effort. Do not think that your stuff is so hot that a BLM or RNG or MNK can not take agro from you. Take a good look over your party before you begin. See who is going to be your main culprit for loss of agro. If you have a well experienced party , this should not be a problem.

I can not stress how important it is to level up with food enchancements if you can afford to. Paladins like Fish Mith/Chiefkabobs and Boiled/Steamed Crab. Lower lvls can use Boiled/Steamed Crayfish and still kinda get away with it. But to be honest I don’t lvl without this anymore. If your Mithra you can eat it raw but seriously….were Paladins…Cook is better stat gains.

FRESH RESTED BATTLE BEGINS (NO THF)

This is your time to shine. Depending on your lvl and skills you will execute the following.

1) FLASH SPELL – I flash first so that when the mob gets to me it’s not destroying me while I’m loading up all my defense enhancements. Make sure you do this as the puller is in fairly close proximity to your staging/fight area. If your puller is pulling correctly he should not be pulling with provoke. If he is well then he gets hit once or twice till step 2 if the flash doesn’t pull it off. If you do not have this Spell yet (which is an absolute necessity) then have your weapon ready when the mob comes in and Provoke.

WAIT 2 SECONDS

2) PROVOKE – Bread and Butter , No explanation needed. You better have a macro for this. A warning on it’s recast time is also key.

WAIT 2 SECONDS

3) SHIELD BASH – This is a possible stun. I say possible cause most of the time it doesn’t work unless you got serious levels on what you are fighting. BUT, it throws agro and it’s another free hit so you use it. As a Paladin your ATK is not as good as other Melee but this will get you a minimal amount of dmg, some more hate, and stun chance so hey why the hell not ?! You may have to save this step if you are fighting things that blow up or throw things that blow up. (Bombs and Goblins w/bombs) It’s your call. At lower lvls I would just save it for the goblin bomb’s as you can get lucky and DRKs and BLMs don’t get stun spell till much later. At the higher lvls the STUN spell is more efficient cast by a BLM or DRK

WAIT 2 SECONDS

4) DEF BOOST – Double Macro for this one. Create a Macro that intiates Defender from your Warrior Sub followed by a wait 3, then Sentinel Ability. If you have the both of these abilties then this order is the best. The flash you cast at the beginning of the pull will be wearing off and you need those boosts. The Flash is pretty potent so unless it’s a really good IT mob you won’t get hit for like 4-6 seconds. Also you are trying to take the least amount of dmg that you can in this battle start so that the other party members can do there thing. I.E. get into postion and engage, Debuff the mob, Lazy Whm slow to get up, whatever…. I would have a recast time warning posted right into the macro. (as I said above you make your own) Also, Sentinel throws you a bit more hate. YES the mob does not like this and it’s a decent amount to even turn a mob around if you were to use it mid fight. I’m not sure if it’s stronger then Provoke but it seems to be on the par with it at least.

WAIT 2 SECONDS

5) ARCANE CIRCLE – Paladin Circle makes undead scared of you and it trips them up when the are attacking and casting. Expecially nasty Liches that cast Arcane magic this is a good step. If you not fighting undead , this still throws a very tiny amount of hate for any mob type. I REPEAT this ability give you a tiny bit of hate , why not..10 min recast time bites >< oh yeah that’s right party, I blind you all ! MWHHAHAH Alot of times this abilty will not last the distance of the battle. But you want this now cause in the even you loose hate on an undead pull your party member that recieved it has one extra trick up his sleeve.

6) SELF HEAL – at this point you will have taken some sort of dmg. heal this up with the appropriate heal. The more hps cured the more hate. In the event of no dmg has been taken by this point wait till there is some to cure obviously but the first cure better damn well be yours and not the party healer’s.

7) PROVOKE – Yes by this time your provoke will have refreshed. Hit your prey with another dose of the Voke Juice.

Comments: The wait period between some of these gives you time for a swing of the ole weapon or two. Even during the usage of some of these abilties you will still be attacking the engaged mob. It won’t be like your just atacking, you still will loose swings of your weapon but these steps are better then your mediocre dmg agression. During the course of a decent fight you will be casting FLASH again for sure and provoking as much as you can. Self Heal to half your MPs or less.

If you have a Refresh effect on you or some bard MP regen you can empty your bar. I like to empty my cures before the whm really starts laying into it. As the whm is healing you and taking some agression at the same time your mps can be returning for reuse.

Your Second Battle will be more difficult as you will lack your Sentinel. No one is waiting the refresh time on this before another pull. Just tank on and stick to the other steps. Chain em UP !

All of what I have stated above is when you have no THF in your party. IF you have a THF then the Puller would run by you and Provoke himself. The Puller Provoke is important as the casters will already be sticking effects on the mob as the thf circles around behind you for his Sneak /Trick Agro Transfer. The second you get the agro or the THF misses, you Provoke. Trick Attack is a great way to get an amazing amount of hate at the beginning of the battle and is recommended if you ever hope to hold agro later with this THF tricking on the other guy.

T I P

Crawlers / Scorpions / Spiders – Fight at a 90 Degree angle from the casters so that they do not get hit with the Cone/Spray Effects. This is really important in crawler’s next in the tight tunnels. I know it’s restricted in there but this is really useful. Poisoning your casters wastes there mps to cure it and the can’t rest in battle at all till this occurs.

…………………………………………………………(
…………………………………………………………(………………………..Dmg….Thf
…………………………………………………………(………………………………..Enemy……………………..Casters…
…………………………………………………………(
…………………………………………………………(…………………………………Tank

 

That’s my 2 cents. There are probably going to be quite alot of different ideas and comments good or bad about this post. Each player is his own and if you know something that works for you well great , by all means stick with it. This utilizes all the tools. To most of you , you probably do this and I congratulate you for being a solid tank.

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Final Fantasy XI Gil.

Summoner (Final Fantasy 5)

Summoners in FFXI

Get a handle on the FFXI Summoner Profession

Tuesday, October 28, 2003
All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

The Summoner is certainly one of the most unique and versatile jobs that final fantasy has to offer. A lot like the Beast Master, a Summoner relies on pets for his protection in combat. Instead of taming wild beasts, the pets are summoned from another world to fight alongside the caster. The way pets work is a new Summoner is given a novice pet called Carbuncle. After that, one must kill the other pets to be able to call upon them at a later time.

For races I recommend either a humanoid or a Tarutaru. Pets suck up MP while they are being controlled and also drain the pool for using specials. If you take up a white mage as a sub job, the boost to MP and MP regeneration will greatly help you out in later times. Don’t forget that you’ll be able to easily heal your summons in combat. Such a combo makes the Summoner quite a favorable solo class. It’s a bit harder for one to get in a group considering he or she doesn’t have much to offer to the group except protection using the pets.

On the subject of pets:
Carbuncle – A rabbit looking figure. This pet is relatively small, and water-like in state. The carbuncle has several magical attacks in his arsenal, and can prove very useful in the early levels

Garuda – A winged humanoid with powers of wind. This creature attacks with several magical and physical attacks, and even buffs party members with haste or heals

Ifrit – A diablo looking mob. This creature is based on fire, and attacks with such element. He focuses on attack other then defense, and can be used to buff the group’s attack power

Leviathan – A long water creature. The opposite of the Ifrit, this pet focuses on water attacks and helping other group members with heals and cures

Ramuh – A humanoid figure that looks like a dark priest, the Ramuh focuses on lightning attacks. He carries a scythe for physical attacks, while also buffing the group

Shiva – A pet that controls ice instead of water. She attacks with ice and buffs the party’s attack using ice. Just remember not to put her up against a fire creature, or it won’t be pretty

Titan – A giant stone creature. Focuses on ground attacks, and occasionally casts stone skin on group members for buffs

As a novice Summoner, you are granted all of the abilities you will ever get. You can summon a pet, control him or her, and buff your pet. As you level up, you will gain passive abilities. Your MP will increase dramatically and so will your MP regeneration. As stated earlier, doubling up as a white mage can be very useful.

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Monk (Final Fantasy x 2 movies)

Basic Job Description

Monk is your basic damage dealing class. Of the 6 basic (non-advanced) jobs, the monks job is probably the most straightforward: beat your target with your hand-to-hand weapon until it dies, while keeping skillchains going with your weaponskills.

Job Skills Description

Job Abilities

* Hundred Fists – LV1 – Duration: 1 minute – Recast: 2 hours : when used, you attack extremely quickly over the 1 minute period. This 2 hour ability for monk is an extremely efficient way of killing something quickly, but can also get you killed quickly if not careful. Make sure to give your party a warning if you’re about to use Hundred fists and stand near the paladin so he can cover you if possible and mages can cure you. Focus and berserk are both suggested if possible before use of this 2 hour, as long as you cut berserk once you start taking damage (see 4th paragraph below in Monk’s Role in the Party for an explanation on removing status effects).

* Boost – LV5 – Duration: 3 minutes – Recast: 15 seconds : this is one of the defining attributes of a monk. Each time you boost each time you boost your attack rating increases (the amount depends on your level and is also increased when wear the monk artifact armor gloves). You can do this every 15 seconds and your attack will increaes each time, however after 3 minutes all stacked boost effects will wear off. Also note that this bonus only lasts one attack, but is extremely useful when stacked and used for Chi Blast and is often used right before weaponskills.

* Dodge – LV15 – Duration: 2 minutes – Recast: 5 minutes : enhances evasion. Useful when you happen to do a bit too much damage and start taking a beating or when soloing.

* Focus – LV25 – Duration: 2 minutes – Recast: 5 minutes : enhances accuracy. Extemely useful ability because accuracy is extremely important for a monk. Use it as much as possible, if possible coordinate it so that it’s available when using your weaponskill.

* Chakra – LV35 – Duration: Instant – Recast: 5 minutes : recovers some HP. How much HP you recover depends on your MND and your total amount of HP. Artifact armor (AF) body piece enhances this ability, recovering more HP with each use.

* Chi Blast – LV41 – Duration: Instant – Recast: 3 minutes: deals a quick but relatively low damaging attack which ignores defense and spell effects (will go through blink). This is useful for a monk to use as a means of pulling monsters (like a type of ranged attack) although not always dependable because of the 3 minute recast timer. The boost skill and your MND will determine how much damage it does. Each stacked boost greatly increases the damage your chi blast will do, and with AF gloves (which enhance boost) you can easily do up to 300-500 damage with a fully stacked boosted chi blast, instead of the regular 20-50 damage. Since it ignores defense, this can be useful against such things as jellies and elementals.

* Counterstance – LV45 – Duration: 5 minutes – Recast: 5 minutes : Greatly lowers defense but increases counterattack rating. This is more just a useful skill when fighting monsters considerably lower level than you because it lowers your defense so greatly.

 

Job Traits

* Martial Arts – LV1 – Increases speed of hand-to-hand attacks. This passive ability is improved throughout the levels as monk, and is one of the reasons why, beyond any doubt, hand-to-hand is the best weapon for monk at all level ranges.
* Counter – LV10 – Allows for a chance to negate an enemy’s attack, while at the same time additionally counter-attacking the enemy. This is another defining attribute of a monk, when you counter-attack not only do you not take damage, but you inflict additional damage. With all the available +counter equipment available at higher levels, it makes farming/soloing all the more efficient.
* Max HP Boost – LV15 – A boost to your maximum HP.
* Martial Arts – LV16 – Further bonus to your Martial Arts trait.
* Martial Arts – LV31 – Further bonus to your Marital Arts trait.
* Max HP Boost – LV35 – An additional boost to your maximum HP.
* Martial Arts – LV46 – Further bonus to your Martial Arts trait.
* Kick Attacks – LV51 – Another important trait for monks. You will randomly get an additional attack where you kick, for which you gain TP and do approximately 50% of the damage your punches do.
* Max HP Boost – LV55 – An additional boost to your maximum HP.
* Martials Arts – LV61 – Further bonus to your Martial Arts trait.
* Max HP Boost – LV70 – An additional boost to your maximum HP.
* Kick Attacks – LV71 – Improves Kick Attacks (frequency and damage, I believe).
* Martial Arts – LV75 – Further bonus to Martial Arts trait.

 

Monk’s Role in the Party

The monk’s primary role is to do damage, as stated in the Basic Job Description. In a party situation this will always be best achieved when using hand-to-hand weapons because of the Martial Arts job trait (see above in the Job Skill Description) and because it has the best weapon rating (described more in Equipment and Stat Focus). Aside from that, at level 25 you will get Focus, which should be used at the same time as Berserk (usable at 30 if using warrior as a subjob). This makes sense because you want your most powerful attacks to also be your most accurate ones. Additionally, both Focus and Berserk have 5 minute recast times, so it is extremely easy to keep the two synchronized.

You are also responsible for producing the most effective skillchains possible. These will almost always involve the use of your most powerful weaponskills: the multi-hitters. At least until level 60, after which skillchain opportunities often outweigh opportunities for the most possible damage from a weaponskill. The multi-hitters include combo which hits up to 3 times and raging fists which hits up to 5 times. These both skillchain the same way (can be said to be Impaction element… see http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&topicID=18534&categoryid=18 for a list of skillchain charts). Based on this, you will generally be best at producing Fusion (fire/light), Impaction (thunder), or Detonation (wind) skillchains. You will notice that Impaction chains (thunder) are a good alternative to distortion skillchains becuase most common levelling monsters which are vulnerable to ice, are also vulnerable to thunder (crabs and crawlers in particular).

Damage dealers that most compliment monks in a party include rangers,samurais, dark knights and even warriors, but until level 60 thieves and dragoons aren’t the optimal combination because of a lack of good skillchaining opportunities (although decent skillchains still exist).

Aside from the more obvious role a monk plays, it’s high HP and half-decent defense ratings allow for a good party member to help set up for sneak and trick attack onto the tank, bonuses such as dodge and defender (defender only at 50+ with warrior sub) add to this. For those thinking "Yes, but Defender would reduce your attack for the rest of the fight", status effects are easily cut, simply hit the ‘SelectWindow’ key, default for which being ctrl+f / f / + on the keypad twice and highlight the appropriate effect to cut it. As a monk you should often take advantage of this feature to cut/remove berserk when you take hate (monster attacks you) and cut/remove defender when you lose hate.

Monk is not a tank, do not let the high HP fool you. A monk’s paper-thin armor and few ways to keep hate result in the mage’s wasting more MP keeping you alive and taking more damage (possibly dying) because you can’t hold hate. However, I will say that it is possible for a monk to tank at the lower levels (1-30 range) if you desperately can’t find a paladin, warrior, or a ninja to tank. Not recommended though.

Subjob suggestions

I personally have no doubt that the best subjob for monk levelling from 1-75 is warrior. I’m not referring to when you’re farming or soloing, but rather when you’re in a party situation where you’re either fighting a tough battle (BCNM, mission fights, etc…) or when you’re levelling. Double attack allows for three and pontetially four punches a round (available from level 25 warrior sub), each adding to your overall damage output and TP building along with your kick attacks. Berserk (available from level 15 warrior subjob) allows for extra damage with every hit, including weaponskills. Additionally, double attack allows for potentially an extra attack with your multihitting weaponskills, which you’ll use the most. Aside from that, warrior also generates great stat bonuses towards stats like STR and DEX.

The only other two subjobs I’d consider worth mentioning would be thief and samurai. Thief can make a decent subjob in the level 30-50 range (once you can use sneak attack and before warrior gets the bonus of double attack). This is especially true if you don’t have the gil or the time to make the gil for all those nice +accuracy items, and find you miss a lot. Sneak attack stacked with combo or raging fists guarantees your first hit will actually hit and that you will at least regain 6+ TP and do a certain amount of damage. However, keep in mind that not having berserk means you do less damage with every single hit for a 3 minute period (usable every 5 minutes). So even if you do less damage with your weaponskill using warrior subjob, the total damage from your regular hits will usually more than compensate, which is not always obvious. Samurai only becomes useful at 60+ monk when you can sub it for meditate (+60 TP when used as a subjob, usable every 3 minutes). Remember that it takes two people to skillchain, and you’ll be doing less damage with regular hits missing out on double attacks and berserk. I feel this would only really be useful if partied with a samurai, where the large number of skillchains you could do could possibly offset the damge loss.

Equipment and Stat Focus

A monk is a damage dealer, so let me start by suggesting you take the time to read http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&topicID=18975&categoryid=18 , which is a post I made concerning some general facts (as well as a bit of speculation) about damage dealers of all kinds. To summarize some more important facts pertaining to monks, make sure you always get as many +accuracy items as possible, and if no such items are available (or affordable) focus on dex, str, and attack in that order (although magnitude of each bonus available may make it more worthwhile to chose another, e.g. 2 str vs. 20 attack, such is discussed in the above damage dealing thread).

A rather large amount of +str and +attack is contributed by meat mithkabobs, which are relatively cost efficient (~200 gil each across servers) and add str +5 and attack +21.9% (as well as agi+2, vit and int-1) for the duration of a half hour. Aside from that, pamama au lait/pear/etc… can be used for their regen HP effects, which is helpful when trying to conserve your mage’s MP (and concentration) in such places such as a BCNM fight. The regen pamama food also make a huge difference when leveling lower level jobs – a post actually details this strategy at http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&topicID=18786&categoryid=18 .

Given the above guidelines, what’s the best armor for you should be pretty clear (even if unaffordable at times), but I often notice monks using weapons which may seem good, but are not in fact the best. First, let me start by explaining the way hand-to-hand weapons work: you may notice that hand-to-hand weapons don’t have a delay on them, but rather a +delay. That is because hand-to-hand attacking is possible without a weapon, and has a sort of natural delay on it (pretty slow without the monk’s Martial Arts passive bonus). When using weapons, they add a +delay to this natural delay. According to my research, you’re almost always better off going with a higher delay and higher damage. This is likely the case because the +delay seems relatively small when compared to the natural delay of using hand-to-hand, and that extra +damage makes a noticeable difference. In general, these larger delay weapons not only have higher damage but also have accuracy and/or attack bonuses on them making them even more worthwhile.

Sample Macros

These are just some sample macros that will be common to a monk (some are common to many jobs). The square brackets [ ] are meant to represent the auto-translator brackets.

Chi-Blast Macro

/ja "Chi Blast" <t>
/wait 1
/p [Chi Blast] >>>> <t>

 

* Most macro suggestions I make involve the party chat not first, but second. Often this party chat will appear just as the animation begins to render in-game for the skill itself. However, the delay between the party chat and using the skill if done the other way around can be annoyingly slow (and often fatal in the case of provoke).

Enemy Spotted Macro

/p [Enemy] – <t> – <pos> – [Found it!]

 

Provoke Macro

/ja "Provoke" <t>
/wait 1
/p [Provoke] –> <<t>>
/wait 20
/wait 8
/p [Provoke] [Ready!] <call4>

 

Focus / Dodge / Chakra / Berserk / Defender Macro (all the same style)

/ja "Focus" <me>

 

Hundred Fists

/ja "Hundred Fists" <me>
/wait 1
/p [Hundred Fists] ! [Cover] + [Cure] [please] <call>

 

Food Macro

/item "Meat Mithkabob" <me>

 

TP Reporting Macro

/p TP : <tp> @1 [Raging Fists] <call14>

 

Weaponskill Macro

/p [Combo] < TP: <tp> > <call3>
/wait 1
/ja "Boost" <me>
/wait 1
/ws "Combo" <t>

 

Boost Macro

/ja "Boost" <me>
/wait 16
/ja "Boost" <me>
/wait 14
/echo BOOST READY!

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I have heard many people talk about how they get only slightly better experience while in groups. Even I have been known to be an advocate of solo play; until the other day. I was in dunes looking for one or two people to go hunting with (not wanting a big group) and I ended up getting into a group with some Japanese players. I later found out that these weren’t even power gamers or anything, but rather just some casual players. So, using broken Japanese all from the translator, we managed to get started on the killing. The amount of experience I got while it that group was amazing. In the 1-2 hours I was grouped with them I got a level and a half (17-18.5) and we definitely were not moving at full speed.

Being the power gamer that I am I watched everything each of them did in order to learn how we were getting such good experience (normally I would get 1/4-1/2 a level in an hour of solid grouping). There were a number of things that they were doing better than American groups did, and these are the things I am going to go over in this guide.

Support Jobs

I think the first thing that every group over level 20 needs is to have all it’s members with maxed out sub-jobs. Even if your sub-job and main job don’t work well together (i.e.: Galka WAR / WHM) it is still way better than not having a sub-job. With a support job that compliments your main job well, you can become as powerful as someone 1-2 levels above you which, by itself, is a 20-50 point xp gain when soloing and possibly more when grouping.

Many people say they don’t want to bother leveling a sub-job when they are just going to drop it for an advanced job at 30. The problem with this will become apparent as you approach level 30. You will find yourself getting fewer and fewer group invites and possibly even group rejections because of your lack of sub-job. At the higher levels you are more or less asking people to level you because you will not be fully contributing to the party but you will still be taking away experience.

Finding a Party

The first step to a good party is finding and/or forming it. Many people will tell you that you can party with people many levels above or below you and not suffer an experience penalty. This is only true on the surface. In reality partying outside your level can have severe penalties that are not apparent at first.

Do not party with people outside your level!
Here is a summary, followed by a more in depth look, at why it is bad to party outside your level:
The number one problem with American xp parties in FFXI is partying outside their level. People don’t realize how much it will hurt everyone’s experience gain. Partying with a group of players all within 1 level of each other isn’t so bad, but once you have a range of 2 levels you will start to encounter reduced experience gain over time. At a 3 level range you will be making noticeably less and at a 4 level range you will be making downright poor experience.

When you party with someone that is the same level as you, you will generally both contribute equally to the battle. As an example, two level 20 WAR will both deal about the same amount of damage over time and can both take about the same amount of damage. If a level 19 WAR is grouped with a level 20 WAR though, the level 19 will miss noticeably more than the level 20, get hit harder and more often, and also be missing out on a job ability that the level 20 has. So in this scenario the level 20 WAR is contributing more than the level 19. If we were to take this to an extreme and say a level 15 WAR was grouped with a level 20 WAR you will find that the level 15 WAR can hardly ever hit the creatures you are fighting and will die in only a few shots if they take the hate. So in the end the level 20 WAR is doing 90% of the work, but they are only getting 60% of the experience.

At first glance this looks like it would be a good way to twink lower level characters. It’s not. The reason is because in FFXI the experience system is based on level difference, not base level. So if a level 20 WAR kills a level 20 creature, they get the same experience as a level 1 WAR killing a level 1 creature. If the level 1 were to go out and level on his own he would be killing even monsters and getting 100xp / kill. If the level 20 WAR were to kill even monsters they would get 100xp / kill. If they were to group up together and kill level 20 monsters they would get 60xp / kill each but the level 1 would not be contributing to the battle at all.

This leads to the next factor, how experience awards are determined. When experience for combat is calculated, the highest level player in the party is what it’s based on. So if you have a group full of level 15 players partied with one level 20, your experience gain would be based on what the level 20 would get if they were to solo that creature. This means that instead of getting hundreds of experience each for killing a level 20 creature, they would get 100 experience divided up amongst them, just because they had that one level 20 player in their group.

Party Layout

Now that you know who not to invite into your parties, it is equally important to know who should be invited? The following is assuming that you can find anyone you need. We all know that this is not always the case, but it is a good template to go off of. A good party should always have at least 2 healers. They can be WHM or RDM but WHM is preferred. By having multiple healers the party is able to chain monsters non stop by having the healers take turns resting and healing. Along with the two primary healers it is also beneficial to have a couple of backup healers. This usually consists of a BLM or RDM who has WHM subbed or even a fighter with WHM subbed.

Almost as important as having two healers is having two warriors. The warriors can be primary or subbed but they must have provoke. Having a party with two provokers is essential to survivability because it will mean that all the damage is being dealt to the party members who can take hits. If you try to form a party without any healers you will find that the mages are constantly taking the hate and therefore taking a lot of unnecessary damage. The reason you want two warriors is for a couple reasons. In order to split the damage between both warriors and to keep the hate always off the mages. In some cases the white mages will be unable to keep up on the healing. When this happens it is good to have a second warrior to draw the monster away from the first, allowing the white mages time to catch up. Also, there will be plenty of times when the BLM and WHM get a ton of hate at once, and because of the 30 second timer on provoke, the warrior can not keep up.

Once you have these core group members you want to take on some damage dealers. BLM and Thieves are good choices for this. BLM can dish out a ton of elemental damage directed at the monster’s weakness and Thieves can use sneak attack for a nice 75 damage hit once a minute. MNK can also be a good damage dealer and if you have WAR subbed they can double as one of the tanks if needed.

Skill Chains

Skill chains are the bread and butter of a warrior based party. I have noticed that many American players choose to play as warriors and monks. This is probably because they are looked at as “easy to play” and a good way to get a grasp of the game. Because of this, many times you will find yourself in a party full of warriors with perhaps a single healer. Not only will you find yourself with a lot of down time, but you also will find yourself risking death because the creature you are fighting is out damaging you. The best way to avoid the latter is to use skill chains.

A skill chain is performed by doing a series of weapon skills in a certain order. Once you have formed your party the first thing you will want to do is find a good skill chain that your party can execute. To do this you will need to find out what weapon skills your party has available to them and then consult this chart:
http://www.ffxionline.com/~upload/StarvingArtist/SArenkei2.jpg
Basically just follow the arrows around and find a path that utilizes as many weapon skills of party members as possible. A sample path would be Fast Blade -> Burning Blade.

After you have decided what skill chain to try for and everyone in the party knows what position they hold in the chain, get to fighting. As you fight you build up tactical points (TP). You gain 2 TP when you are hit and 3-12 TP when you hit something (depends on the weapon you are using and some SAM abilities). Continue fighting until everyone is at 100%. If one person is not at 100% then keep attacking normally or else you will just be wasting your TP.

Once everyone is at 100% TP the first person in the chain will execute their weapon skill macro. NOTE: it is highly recommended that everyone in the party create the following macro:

/p Skill chaining with <weaponskill>
/wait 1
/ws “<weaponskill>”

and replace <weaponskill> with the name of the weapon skill you will be using. By creating this macro you are able to inform the party when you are about to do a weapon skill as well as let them know what weapon skill you are doing (so they know who is next to go).

After the first person executes their macro everyone should see it in chat and know to be ready. 1 second after the message is displayed the player will begin preparing their weapon skill. After 1-2 seconds more that player will actually execute the weapon skill (you will see the animation and special effects). When the second player in the chain sees these effects go off they will wait about 1 second and then execute their macro. Continue to repeat this process until everyone in the party has used their weapon skill.

With a successful skill chain a very tough, or even incredibly tough monster will become easily manageable.

Elemental Weakness

One thing that many players fail to work with is elemental weakness. Every creature is weak to one or more elements and strong against some as well. For example, if you are using stone spell to do damage to a stone worm you will find that the worm is constantly resisting your damage. But if you were to use aero on them you would start doing critical damage with your spells. It is a good idea to experiment early on in the fights to find out what kind of damage your targets are weak to and exploit that.

Once a monster weakness is established it is a good idea to try and build skill chains around it if possible. For example, if you are fighting a creature that is weak to fire it would be better to do Fast Blade -> Burning Blade instead of Burning Blade to Fast Blade. This is because the former does fire damage while the latter does stone damage. This is not always possible however so just work with what you are given.

Maximizing Experience Gain

There are a few methods to getting more experience from your party than what you would get fighting / resting normally. One way is to EXP CHAIN, another way is to kill incredibly tough monsters, and the third is to do a combination of the two.

1) The easiest way to get lots of experience is to exp chain. You do this by killing creatures that are the same level as you or higher in a short amount of time. Each creature you kill after the first will give more experience than normal but the time you have to kill the next one shortens as well.

2) The second method, which is also fairly easy to execute if everyone knows what they are doing, is to kill creatures way above your level. In this method you go for the big kills that net a lot of experience each. These kills usually result in an extended downtime afterwards due to a number of factors but can sometimes get more xp/hour than exp chaining.

3) The third method is both the hardest and the most fruitful. What you do is exp chain two creatures that are relatively easy for the group to drop and then you follow them with a creature that is very difficult. During the first two fights the WHM have it easy and can rest while the warriors build up TP. In a perfect scenario, the WHM should be just about full on mana and the warriors over 100% TP at the end of the second fight which leaves them completely ready for the big monster.

Once you pull the large monster you will want to go in to the party’s skill chain as soon as possible so you can start building up TP again. Meanwhile the mages should throw everything they have at the creature. If all goes well you will get an exp chain #2 on this creature which will net you a big bonus on top of the already large amount of experience you would receive normally.

If everything is still going perfectly the warriors should be able to jump right in to another 3 creature chain. The mages can continue to rest for the most part while the fighters build up TP and exp chain bonuses.

In the end you should be fighting almost non stop, killing incredibly tough monsters every third fight, and getting #2 exp chains.

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Magic Bursting: Everything you need to know

First off I would like to thank all of you for the response I got to my previous guide and that you voted it "Kick Ass!" still after 23 votes.
This encouraged me to start working on my second guide which covers the topic ‘Magic Bursting’ and I’m sure all of you have heard about it before.
So why waste time on writing something that has been brought up before and that you could probably find at atleast three different free sites?
Well, I think I can do a better job and make it easier to understand for new people and it seems logical to have the most important information stored at our favourite place, MultiPlayerStrategies.com!

This guide is divided into several sections which covers everything from what a magic burst is and how to time all of your spells.
I’ve tried to make it easier to find your way this time by using the system beneath.
Example: If you want to skip to the section about ‘How do I time my magic burst?’ then just simply bring up the search window (by pressing ctrl+f) and type "2a" and then hit enter. This will take you to the section you want to read.

Table of content

1a) What is a magic burst?
1b) Renkei and elements
2a) How do I time my magic burst?
2b) Teamwork
3a) Questions & Answers
4a) End Discussion

1a) What is a magic burst?
A magic burst is more or less an addon-damage to the renkei.
There are two types of magic bursting; mid-bursting and end-bursting.
A mid-burst is executed inbetween a lv2 renkei and an end-burst is executed either at a lv1 renkei or a lv2 renkei in the end.
So what is a lvl1 renkei and a lv2 renkei, you might ask.
It’s pretty simple, a lvl1 renkei is when your party are executing two different weapon skills after eachother and a lv2 renkei is when your party are executing three different weapon skills after eachother.
Example:

Lv1 Renkei
Fast Blade -> Burning Blade

Lv2 Renkei
Fast Blade -> Burning Blade -> Thunder Thrust

Every renkei have a name and are connected to a certain element, which brings us mages into the picture.
For more information regarding renkei(skillchain) I suggest you either search these forums or google for it.

1b) Renkei and elements
As mentioned before there are two different types of magic bursting, mid-bursting and end-bursting.
To use these bursts it’s essential that you know what type of renkei your party is going to do and what element that is connected to it.
Below is a list for each renkei and what element they are connected to, aswell as a link for probably the most used renkeichart around.

Lv1
Liquifaction -> Fire
Induration -> Ice
Detonation -> Wind
Scission -> Earth
Impaction – Thunder
Reverberation -> Water
Transfixion -> Light
Compression -> Dark

Lv2
Fusion -> Fire/Light
Distortion -> Water/Ice
Fragmentation -> Wind/Thunder
Gravitation -> Gravity/Earth

StarvingArtist’s Renkeichart
http://www.ffxionline.com/forums/showthread.php?s=&threadid=26106
Yes, you have to become a member to download it!

The renkeichart above is probably the most used one right now and is very good.
As you can see the chart also mentions which enemies are weak to each element, which is very helpful.
Your task as a mage is to be able to magic burst at all times, even two times at lv2 renkei’s. It’s not neccessary to remember this whole chart in your head though, as some people out there tend to claim, just print out the chart above and have it by your side at all times.
You should however try to memorize which elements are connected to all of the renkei’s.

2a) How do I time my magic burst?
Timing can be very difficult as it varies for each type of spell you cast and it requires alot of teamwork.
Basicly a mid-burst has to be executed within only one second after the renkei effect ends, while an end-burst has to be executed within five seconds after the renkei effect has ended.
Example:

Lv1 Renkei with end-burst
Fast Blade -> Burning Blade -> Fire

The above renkei causes Liquifaction which is connected to fire and therefor a fire spell with the right timing will cause a magic burst.
Here’s a little more in-depth example to show you how it would look like in-game.

00 seconds – PlayerA readies Fast Blade
01 seconds -
02 seconds -
03 seconds – PlayerB readies Burning Blade
04 seconds – Renkei effect begins, You starts casting Fire
05 seconds -
06 seconds – Renkei effect ends, Magic Burst!

The reason for why the above example works is because your Fire spell takes approximatley three seconds to cast.
However, the casting time varies from spell to spell so sticking to the above scheme is not going to work out for you.
But before I explain more about timing each spell I’m going to show you how a mid-burst is done.

Lv2 Renkei with mid-burst and end-burst
Fast Blade -> Burning Blade -> Fire -> Thunder Thrust -> Fire

The above renkei first causes Liquifaction and is magic bursted with a fire spell, then it causes Fusion and is magic bursted with a fire spell again.
Note that Fusion could also be magic bursted with a light spell.

00 seconds – PlayerA readies Fast Blade
01 seconds -
02 seconds -
03 seconds – PlayerB readies Burning Blade
04 seconds – Renkei effect begins, You starts casting Fire
05 seconds -
06 seconds – Renkei effect ends, Magic burst!
07 seconds – PlayerC readies Thunder Thrust
08 seconds – Renkei effect begins
09 seconds -
10 seconds – Renkei effect ends, You starts casting Fire
11 seconds -
12 seconds -
13 seconds – Magic Burst!

You’re still not quite sure of everything so far? Okay I’m going to explain it to you.
First PlayerA readies his weaponskill and PlayerB starts counting down to three seconds so that he can execute the first renkei with his weaponskill.
When you see him executing it in your chatlog you should quickly start casting fire to execute a magic burst when the renkei effect ends.
As I mentioned above though this will not work for every spell since it must be activated within one second after the renkei effect has ended and some spells have longer than three seconds cast time and must therefor be timed before PlayerB readies his weaponskill.
The only chance for you to do this is if PlayerB makes a macro for his weaponskill telling you that he’s going to be using his weaponskill a couple of seconds before he does.
About when your first magic burst (mid-burst) is executed PlayerC readies Thunder Thrust to cause the second and the last renkei, which in this case is Fusion.
Now it’s time for you to make your end-burst which is very easy since it leaves you with five seconds to do so after the renkei effect ends.

2b) Teamwork
To be able and pull off a Lv2 renkei with two bursts you and your party must set up a plan that you’re going to use.
I find myself more than often to be explaining all of this to my party before we start our journey, which is very difficult since it’s alot to be explaining and since someone always has to leave sooner or later and you have to find another member and if he/she doesn’t know this information either you have to start all over again.
That’s why I can’t stress it enough that each player should know his or her place in a party and that it’s essential to know this stuff.
You’re probably going to meet a couple of people that doesn’t give a damn about magic bursting or renkei’s and that just wants to start pulling hard mobs. What you can do is either use your newfound information and teach them how it works and how important it is or you can just ignore them and find another party/kick them.
What these people don’t realize is that when they reach their mid-levels they’re going to be one of the few people at their level who doesn’t know how to magic burst or renkei and are probably going to be denied invitation from a couple of parties because of it.
Read, understand and learn;

Know your place in the party
There aren’t much worse situations than when a BLM says that he can tank or when a party is expecting an RDM to be both the main healer and a damage dealer.
You need to know that as a Warrior you’ll be expected to tank and use your provoke wisely to keep the mages alive, as a Black Mage you’ll be expected to deal the most damage but doing it wisely to not grab all the hate etc etc.
We also have the common discussion about what each player should know about magic bursting and renkei’s.
In my opinion it’s entirely the mages job to know how to magic burst, the warriors or any of the other members of your party for that matter shouldn’t feel obligated to know this stuff.
However, when it comes to renkei’s I’d say that it’s the melee job classes task to remember and NOT the mages.
Many times I’ve encountered that the people who’s going to renkei just tells me what weaponskills they’ll be using and then they expect me to look that up at a renkeichart or even remember it in my head, well wake up you pieces of meat, because that’s what you’ll be if this isn’t supposed to be in your jobdescription.
If it’s the mages job to know how to magic burst, how to renkei, what elements all the renkei’s are connected to and what weaponskills causes which renkei, then what good are you melee’s more than to just stand there as a piece of meat and take the damage aswell as dealing some?
I definitely feel that it’s your job to tell me what renkei you’ll be doing and not just what weaponskills.

Gather up and plan your actions
If you’re going to be successfull at magic bursting and renkeing then you need to gather up before you start hunting and decide what renkei you will be doing and what element the mage will be magic bursting with.
Also what spells the mage will be using and then make the people who are in charge of the renkeing set their macros after the mages needs.
As a mage you need to calculate how much time you will be needing to execute your spells and how much time you need before the second player readies his weaponskill.
Here are a few points to help you out;

- A mid-burst must be executed within 1 seconds after the first renkei effect ends
– A end-burst must be executed within 5 seconds after the last renkei effect ends
– A renkei effect lasts for 1-3 seconds
– Each player must wait 3-4 seconds before executing their weaponskills after eachother in a renkei

Now all you have to do is to calculate the casting time of your spells and you should be ready to go.
To help you a bit further with this I’m posting a link to allakahzam’s site where they have a huge list with all spells and their casttime, however, the list appearantly isn’t complete yet, but still worth checking out.
Allakahzam’s BLM Spell List (http://ffxi.allakhazam.com/db/spelllist.html?job=blkmage)

3a) Questions & Answers

Can I renkei with magic?
No you can’t. That would indeed be too good to be true, so right now you can only renkei using weaponskills.

Is it possible to magic burst with WHM spells?
Yes it is, check the renkeichart that I recommended it has all the spells you’re able to use on it.

How does renkei work?
Search the forums or google for it, I mentioned a few things about it but I did not go in-depth since this guide is for magic bursting and magic bursting only.

Is it important for a BLM to know how renkei’s work?
I wouldn’t say it’s vital to go beyond this guide regarding renkei’s but it’s definitely good to do so.

Why is your guide similiar to the one at GameFAQs? Have you stolen their material?
Actually I didn’t find out about this until I sent the guide to a couple of my friends, which I always do to get the first opinions and so on, and it has not been my intention to make my guide similiar to anyone else’s.
I have NOT copied any material whatsoever, it is all written by me in my own words and I take full credit for this guide and I will not take it down whatsoever, it’s not even that similiar to their guide actually.

If I cast the wrong spell to magic burst with, will the renkei be aborted?
No, even if you mess up with your magic burst the renkei still gets activated and your spell will just do its regular damage.

So what’s the point of magic bursting anyway?
Well it is said that a magic burst can go from doing two times more damage to ten mores damage than your spells would normally do.
However if this is true or not I am not certain of, but it does make your spell do more damage.

4a) End Discussion
If you have any other questions please feel free to post them here as a reply and I or somebody else will help you out as soon as we can.
I enjoyed writing this guide and I hope that you enjoyed reading it and most of all I hope that I have been able to help some of you out there. Right now I have a couple of stuff going on that I will notify you all with here later when I’m done, altough I’m taking a break from my writing and working until Friday now since I haven’t been able to play for three days now because I’ve been too busy.
Keep your eyes and ears open for further news if you liked my work so far and please feel free to post any opinions aswell as making a vote.

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Knowing your way around is a big part of FFXI. To do this, you need to acquire a large number of maps. Some maps are attainable from Vendors in cities (sold by Region, covering multiple maps at once, or individually), some through quests, and others must be found in treasures/coffers. On top of that, world maps/zone connector maps are useful. These are user-made, since there’s no good representation of a helpful world map in-game. These will all be discussed in this tutorial.

TABLE OF CONTENTS
1 – World Maps
2 – Purchasable Maps
2.1 – General Area Maps
2.2 – Maps Purchased in Windurst
2.3 – Maps Purchased in San’Doria
2.4 – Maps Purchased in Bastok
2.5 – Maps Purchased in Selbina
2.6 – Maps Purchased in Mhaura
2.7 – Maps Purchased in Jeuno
2.8 – Maps Purchased in Rabao
3 – Maps found in Chests and Coffers, includes (in this order):
# Kuftal Tunnel

# The Boyahda Tree

# Ifrit’s Cauldron

# Temple of Uggalepih

# Den of Rancor

# Quicksand Caves

# Labyrinth of Onzozo

# Sea Serpent Grotto

4 – Maps Obtained Through Quests, includes (in this order):
# Horutoto Ruins

# King Ranperre’s Tomb

# Gusgen Mines

# Dangruf Wadi

# Bostineaux Oubliette

# Fei’Yin

# Castle Zvahl

# Northern Regions

# Delkfutt’s Tower

# Crawler’s Nest

# Raguemont Pass

# Touraimarai Canal

 

1 – World Maps:

http://ffxi.allakhazam.com/maps/zonemap.html

http://www.prism.gatech.edu/~gte990i/Vanadiel.jpg (great for viewing exactly how to get from area to area, although to large to print off nicely).

http://www.geocities.com/armordlady/index.htm

http://www.ffxionline.com/maps/

2 – Purchasable Maps

To start, upon character creation, you automatically receive a map of your starting town’s region, which includes the maps that will be listed. In many places throughout Vanadiel you can purchase reoccurring maps, those being of the Jeuno region, San’Doria region, Windurst, and Bastok region. What those include are:
2.1 – General Area Maps

- Windurst Region | Cost: 200 gil | Includes:
# Windurst (Waters, Woods, Walls and Port)

# East and West Sarutabaruta

# Tahrongi Canyon

# Buburimu Penninsula

# Meriphataud Mountains

# Mhaura (the port town)

- San’Doria Region | Cost: 200 gil | Includes:
# San’Doria (North, South, and Port)

# East and West Ronfaure

# La Theine Plateau

# Jugner Forest

# Valkurm Dunes

# Selbina (the port town)

- Bastok Region | Cost: 200 gil | Includes:
# Bastok (Mines, Markets, Port, and Metalworks)

# North and South Gustaberg

# Konschtat Highlands

# Pashhow Marshlands

- Jeuno Region | Cost: 600 gil | Includes:
# Jeuno (Port, Lower, Upper, and Ru’Lude Gardens)

# Sauromogue Champagne

# Batallia Downs

# Rolanberry Fields

Keeping in mind that you start out with your hometown’s regional map, but the rest you have to buy.

2.2 – Maps Purchased in Windurst
Windurst Woods : NPC – Pehki Machumaht Location: H-11 &
Port Windurst : NPC – Mhoji Roccoruh Location: G-9

- Sandoria/Bastok/Jeuno (see above)

- Giddeus | Cost: 600 gil | (single area map)

- Maze of Shakhrami | Cost: 600 gil | (single area map)

- Castle Oztroja | Cost: 3000 gil | (single area map)

-

2.3 – Maps Purchased in San’Doria
Northern San’Doria : NPC – Elesca Location: I-8 &
Southern San’Doria : NPC – Violitte Location: G-10

- Windurst/Bastok/Jeuno (see above)

- Ghelsba (addition to Ronf. Region) | Cost: 600 gil | Includes:
# Ghelsba Outpost

# Yughott Grotto

# Fort Ghelsba

- Ordelles Caves | Cost: 600 gil | (single area map)

- Davoi | Cost: 3000 gil | (single area map)

-

2.4 – Maps Purchased in Bastok
Bastok Markets : NPC – Karine Location: H-9 &
Port Bastok : NPC – Rex Location: J-7

- Windurst/Sandoria/Jeuno (see above)

- Zehrun Mines | Cost: 600 gil | (single area map)

- Palborough Mines | Cost: 600 gil | (single area map)

- Beadeaux | Cost : 3000 gil | (single area map)

-

2.5 – Maps Purchased in Selbina
Selbina : NPC – Lombaria Location: I-7

- Windurst/San’Doria/Bastok/Jeuno (see above)

-

2.6 – Maps Purchased in Mhaura
Mhaura : NPC – Ludwig Location: H-6

- Windurst/San’Doria/Bastok/Jeuno (see above)

- Li`Telor Region | Cost: 3000 gil | Includes:
# Sanctuary of Zi`tah

# Ro’Maeve

# Hall of the Gods

-

2.7 – Maps Purchased in Jeuno
Lower Jeuno : NPC – Promurouve Location: H-7 &
Upper Jeuno : NPC – Rusese Location: H-6

- Qufim Island | Cost: 3000 gil | (single area map)

- Eldieme Necropolis | Cost: 3000 gil | (single area map)

- Garlaige Citadel | Cost: 3000 gil | (single area map)

- Elshimo Region | Cost: 3000 gil | Includes:
# Kazham Town

# Yuhtunga Jungle

# Yhoator Jungle

-

2.8 – Maps Purchased in Rabao
Rabao : NPC – Ashu Bolkhomo Location: K-7

- Korroloka Tunnel | Cost: 3000 gil | (single area map)

- Kuzotz Region | Cost: 3000 gil | Includes:
# Eastern Altepa Desert

# Western Altepa Desert

# Rabao

- Vollbow Region | Cost: 3000 gil | Includes:
# Valley of Sorrows

# Cape Terrigan

# Gustav Tunnel

-

3 – Chest and Coffer Maps

Besides maps that are bought, there are some maps that you must find in treasure chests and coffers. Please note, these are two distinctly different kinds of treasures that spawn, and both require a different kind of key. For the list of treasure spawns please see:
http://www.speakeasy.org/~sticks/ffxi/treasure/title.html

Maps that much be found in COFFERS

- Kuftal Tunnel Map
# Coffer key dropped by: robber crabs, goblin alchemists/tamer/merc/bandits, and sand lizards.

- The Boyahda Tree
# Coffer key dropped by: robber crabs, moss eaters, knight crawlers, mourioche, and bark spiders.

- Ifrit’s Cauldron
# Coffer key dropped by: volcanic bees, old opo-opos, volcanic gas, dodomeki, and dire bats.

- Temple of Uggalepih
# Coffer key dropped by: toneberry maledictors/pursuers/stabbers/dismayers, temple bees, temple guardians, and hover tanks.

- Den of Rancor
# Coffer key dropped by: toneberry slashers, million eyes, and mousses.

- Quicksand Caves
# Coffer key dropped by: helm beetles, sand lizards, sand eaters, sand spiders, anticican signifiers/hastatus/princeps, and sabotender bailors.

Maps that can be found in TREASURE CHESTS

- Labyrinth of Onzozo
# Treasure chest key dropped by: goblin miners/bouncers/enchanters/hunters, mushussu, and cockatrices.

- Sea Serpent Grotto
# Treasure chest key dropped by: rivulet/brook/riparian sahagins, ghasts, oozes, grotto pugils, ironshells, bigclaws, and vampire bats. Note: both treasure chests and coffers exist in this area, it is the treasure chests that will contain the map.

4 – Quest Maps

There are also a number of maps that can only be obtained by doing certain quests. Here they are:

- Horutoto Ruins
This quest starts in Windurst Waters at the Opistery. Haria-Origa (F-8) sends you on a quest to talk to Ipupu who’s in West Sarutabaruta. Ipupu is somewhat hidden inside the tower located between J-8 and I-8 in West Sarutabaruta. Note: You do not enter the tower area. He is within the tower but still in the West Sarutabaruta area. Once you talk to Ipupu, head back to Windurst Waters and talk to Haria-Origa again for your reward: the Horutoto Ruins map!

- King Ranperre’s Tomb
This quest starts in Northern San’Doria at (F-3). Talk to Aurege and you will see him have a conversation, talk with him again and he’ll tell you about how gambling is bad. You’ll wind up being asked to go see Varchet who’s located at (L-6) in South San’Doria. Gamble with him until you win, then return to Aurege who will thank you and give you your reward: the map of King Ranperre’s Tomb!

- Gusgen Mines
This quest starts in Port Bastok around (H-5)~(G-5). Talk to Gustav and he will tell you about how his boss has gone missing. You must return to him with a Dog Collar, which is dropped off of Black Wolves, which spawn at night in North Gustaberg. Once you trade him the dog collar you are given your reward: the map of Gusgen Mines!

- Dangruf Wadi
This quest starts in Bastok Markets at (H-10). Talk to Degenhard who is an old man with plenty of energy, who claims you could never discover the secret to his youth. Trade him a bone chip (which can be found off of skeleton type monsters, bought at bonecrafting guild shops, or simply bought off of the auction house) to unveil his secret and get your reward: the map of Dangruf Wadi!

- Bostineaux Oubliette
This quest starts in the port town of Mhaura. Talk to Blandine to find out she is worried about her husband who took the boat from Mhaura to Selbina. Go upstairs and talk to Grimr and Zexu, they’ll tell you about how he had a Sand Charm. Go back to talk to Blandine for a short cut scene. The Sand Charm is a drop off of the Crossbone monsters who will randomly appear and attack the boat when “pirates” pull up. Note: you do not need to have started this quest already to get the drop. The monsters should be doable 1v1 at ~LV 30 for a melee or dmg dealer type. But be careful, they’re aggressive and link. Once you trade the Sand Charm back, you get your reward: the map of Bostineaux Oubliette!

- Fei’Yin
This quest starts again with Haria-Origa (F-8) in Windurst waters. However, you must have done the Horutoto Ruins map and the two book return quests (issued from the other half of the Opistery), along with have enough fame in order to get this quest. Once you get it, Haria-Origa asks for a turnip (which can be bought at the culinary guild store or from the auction house, or grown in your garden) and a slime oil, which drops off of slime-type monsters and can also be found under Materials > Alchemy at the auction house. Once you get her these items you receive your reward: the map of Fei’Yin and even 3000 gil!

- Castle Zvahl
This quest start in Ru`Lude gardens (in Jeuno). Talk to Radeivpart at (H-9) and he will ask you for a Flame Degen. These are dropped off of Napalms in Ordelle’s Caves, or can be crafted with 41 Alchemy skill (earth crystal > 1 firesand, 1 slime oil, 1 degen), or can simply be bought at the auction house. Turning this in will get you your reward: the map of Castle Zvahl!

- Northern Regions
This quests starts in the Chateau d’Oraguille (San’Doria). First, you must gain access to this Chateau. That requires either rank 2 in San`Doria or rank 3 in Bastok or Windurst (you don’t necessarily have to be rank 3, just need to at least be on the rank 3 mission – The Three Kingdoms, in order to get access to the Chateau). You must also have completed the Growing Flowers quest, first. Head to the Queen Leaute’s grave, and examine it. Then talk to Chalvatot, who, if you have enough fame (LV 6+ fame in San`Doria, which is pretty high) will tell you he needs Derfland Humus for the queen’s garden. These drop off of Doom Scorpions who are tough LV 45-47 monsters found in the Crawler’s Nest. They have a special ability that can hit a LV ~45 in good armor for about 500-700 dmg. If you want the map (and lack the levels to kill the scorpion), the Derfland Humus sells at the auction house under Other > Misc. After returning the Humus you are given your reward: the map of the Northern Regions!

- Delkfutt’s Tower
Imasuke is located in Port Jeuno right by the entrance into Qufim Island. He asks for a Kaiser sword, which drops off of the Dancing Weapons in Qufim Island or can be bought at the auction house. Turning one in earns you your reward: The map of Delkfutt’s Tower! (includes all sections of Delkfutt’s Tower)

- Crawler’s Nest
Warning: This is a very long and somewhat annoying quest. This quest starts in Selbina. Talk to the Mayor of Selbina, Abelard, who tells you he wants you to find stone monuments, giving you a piece of clay. You must go out and find these monuments, trade the clay, then return to Selbina each time to obtain your reward, then be given a fresh piece of clay to find more monuments. There are a total of 17 monuments. Each monument will give you a certain gil value for the monument itself. Upon completing the 15th monument, you can choose to continue and get the last two clay monuments or just finish. Either way, you will be given a special reward for the 15th monument: the map of the Crawler’s Nest! Here are the locations of the monuments:

South Gustaberg – (K-10) – 800 gil reward
North Gustaberg – Cave by the waterfall NE of Dangruf Wadi – 3000 gil reward
Konschtat Highlands – (G-7) – 1000 gil reward
East Ronfaure – (G-11) – 800 gil reward
Jugner Forest – (H-12) – 1000 gil reward
Rolanberry Fields – (K-11) – 3000 gil reward
Batallia Downs – Must go to the south Batallia Island – 10000 gil reward
West Ronfaure – (I-10) – 800 gil reward
Valkurm Dunes – (E-9) – 1000 gil reward
Pashhow Marshlands – (F-6) – 1000 gil reward
La Theine Plateau – (J-7) – 1000 gil reward
Sauromogue Champagne – (I-9) [must go through Garlaige Citadel] – 10000 gil reward
Meriphataud Mountains – (J-10) – 1000 gil reward
Tahrongi Canyon – (E-5) – 1000 gil reward
West Sarutabaruta – (G-9) – 800 gil reward
East Sarutabaruta – (K-6) – 800 gil reward
Buburimu Penninsula – (J-5) – 1000 gil reward

- Raguemont Pass
This quest begins in Selbina. Thunder Hawk, who is found in front of the Mayor’s House, asks you to rescue two merchants who have been kidnapped by quadavs. You must now head over to Beadeaux. Kill De`Vyu Headhunter, who is a LV 45 NM, to get the quadav charm then head over to the third map of Beadeaux, and go to I-9. Make sure to be sneaking. Trade the charm with the door to get it to open. After the cut scene, return to Thunder Hawk in Selbina for your reward: 3000 gil and the map of Raguemont Pass!

- Touraimarai Canal

This quest starts in Mhaura. This is a difficult quest to get, simply because you must do many of the Rycharde the Cook quests before finally getting the quest for the map. Talk to the girl at ~ (I-8) in Mhaura on the first floor. She sends you to see the Mayor about work. The mayor then sends you back to her, who directs you to Rycharde the Cook. This begins a series of quests involving food that you must first do before getting this quest. Some of them involve a real hour wait period of about 8 hours inbetween them. However, once you get this quest itself, it is fairly simple. Rycharde gives you a pizza to deliver to Valgeir, who is in Selbina (simply ride the boat over). Deliver the pizza, return, and obtain your reward: the map of Touraimarai Canal!

Well, that’s it for the tutorial. I hope you never get lost again! Should you be interested in how to obtain any maps not listed here (I think I listed almost all of them…) send me a PM, and I’ll try to edit it into the guide.

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Leveling Tutorial 1-11 Newb Friendly (FFXI macros)

Disclaimer: This guide assumes you are starting in Windurst

Links to your starting job’s 101

http://ffxi.allakhazam.com/db/jobs.html?fjob=3&mid=108742636464330556&num=85 Black Mage
http://ffxi.allakhazam.com/db/jobs.html?fjob=11&mid=1087244426955813153&num=227 Monk
http://ffxi.allakhazam.com/db/jobs.html?fjob=2&mid=1083715073930369133&num=433 Red Mage
http://ffxi.allakhazam.com/db/jobs.html?fjob=10&mid=10976344793122796&num=39 Thief
http://ffxi.allakhazam.com/db/jobs.html?fjob=4&mid=1090052511578577990&num=62 Warrior
http://ffxi.allakhazam.com/db/jobs.html?fjob=1&mid=109239456573108365&num=40 White Mage

Getting Started

New Players: The first thing you need to do is explore windurst, learn to use you map, find your mog house, etc after your done with that head to Windurst Woods. Find the Auction Hall, This is where you will make most of your money. After that head to the Gate to East SarutaBaruta. See Harara, W.W., he is the conquest overseer, talk to him(click on him)and have him cast signet on you. next on the other side of the gate talk to Rakoh Buuma, She will give you Mission 1-1. now you are almost ready to go out and kill stuff. YAY!

Old players: Um.. Set HP

Starting equipment

New Players: You have everything you need in your inventory, remember to Equip your weapon CTRL-E.

Old Players: All you need to get is your basic five pieces of armor and a weapon. You do not need to get food.

What to kill and why

Items you will get and how much they go for

Fire Crystals: Obtained from Carrion Crows, and Goblins. These are used for crafting. They sell for 2000 Gil a stack(12) on the AH

Wind Crystals: Obtained from Yagadu, Bats, and bees. These are used for crafting. They sell for 1600 Gil a stack(12) on the AH

Earth Crystals: Obtained from Savanna Rarabs, Crawlers, and Mandragoras. These are used for crafting. They sell for 500 Gil a stack(12) on the AH

Rarab Tail: Obtained from Savanna Rarabs, and Bumblebees. These are used for crafting. Used in Quest Truth, Justice and the Onion Way

Yagudo Bead Necklace: Obtained from Yagudo’s, These are used for crafting. Used in Quest Mihgo’s Amigo. They sell for 300 a piece on the AH they do not stack.

Silk Thread: Obtained from Crawlers. These are used for crafting. Used in Quest Creepy Crawlies, not recommended as you can get much more from selling them in the AH. They sell for 10,000 Gil a stack(12) in the AH

Wild Onions: Obtained from All Goblins in the Horutoru Ruins. These are used for crafting. Used in Quest Know One’s Onions. They sell for 3500 Gil a stack(12) in the AH

Bat wings: Obtained from All Bats in the Horutoru Ruins. These are used for crafting. They sell for 1000 Gil a stack(12) in the AH

Bomb Arms: Obtained from the balloons in the Horutoru Ruins. These are used in crafting and are also an ammo slot equip(throwing item). They sell for 6000 Gil a stack(12) in the AH

Bomb Ash: Obtained from the balloons in the Horutoru Ruins. These are used in crafting. Used in quest Curses, Foiled Again They sell for 6000 Gil a stack(12) in the AH.

Beastman Seals: Obtained From all mobs. Used in BCNM battles. UNDER NO CIRCUMSTANCES SHOULD YOU THROW THESE AWAY. they stack to 99 and are unsellable untradable(ex)
Once you exit Windurst you will see Grass, trees, a summoner constantly casting summons, little tarus running after bees and the things you need to kill.

Levels 1-3: You can get through these by killing Bumblebees and Tiny Mandragora’s

Levels 4-5: Moving up and along. You can now take those pesky rabbits, Savanna Rarabs, and Carrion Crows, basically anything besides some Yagadu and the Giant Bees, and Mandragoras’. remember to Check(CTRL+C) everything.

Levels 6-9: This is where you will get alot of your money. Head to the east horotoro tower and just circle around and kill all of the bats and goblins, you will get fire crystals and wild onions, while you are here you can also do mission 1-1. basically you just circle the tower and kill every thing, goblin aggro and link, which means they will initiate combat with you and if they have a friend close by they will try and kill you too. The battle bats will not link, nor aggro. Killing these mobs won’t get you much experience but it is constant and easy. You will get crystals as long as you are getting experience.

When you hit 7 you should have enough money to buy leather armor.
If you are a Black Mage or White Mage you cannot wear leather armor, in that case You can purchase the tunic set

These are aquired in Port windurst armor shops

Levels 9-11: Exit the east tower and head south. Enter now the South Tower. here you can do mission 1-2, you will see two new enemies here. one is the Blade bat, who aggros and links, and balloons, who aggro. follow the same tradition of circling the tower and killing everything. when you get 100 tp go and kill a balloon.

congrats you have made it to lvl 11 and if you sold everythink you should now have 50-60k Gil which should be enough to comfortly get you to qufim, now you can head to valkurm dunes and get into parties and further your Final Fantasy Career.

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