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FFXI interesting tipsFollow

#1 Sep 24 2004 at 11:35 AM Rating: Excellent
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FFXI interesting tips

I created this thread as a condensed version of the one initiated by Saboruto:
"Interesting things you may not know about FFXI"
http://ffxi.allakhazam.com/forum.html?forum=10&mid=1093568094188803174

All credits go to Saboruto and all the people who posted there... too bad I cannot go to pickup up all the names, but it was enough time consuming already.

There's a lot of good information there, but the problem is that you have to read through 5 pages, and there are all types or comments, and of course they are not organized. Plus, there are some spoilers without warnings and similar stuff... so i decided to condense it and, if nothing else, you will be able to print it. Wonderful material to read while you are waiting for someone, in the broom, downloading an update... All tips that you will find here are 'playing tips'... No comments about who killed the shadow lord, the age of some tarus or other game history related tips.

I tried to organize it in categories.. it was some how difficult, all kind of topics... but I guess it is in a nice format now. The are some topics that had too few tips, while others... i.e.. "how to deal with the goblin bombs" had so many replies I even had to consider creating a category by itself. At the end, all topics are divided relevant to when would they be used... fighthing, traveling, selling, quests... and so on.
I tried to edit it for grammar and spelling but it is just too hard... so sorry for the spelling errors you may found..

And since the original thread has been untouched for a couple of days, I figured it was time to do a condensed version.
Feel free to add more tips! I'll be adding them here on availability basis. Every different tip is marked with +++. Additions and replies to the same tip are added there, instead of creating a new tip. Ordered new at the top, old at the bottom, like a regular thread.

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To start, I would like to put the most important tip I found in that thread...

"no matter how clique it sounds, the very best tip I know to share about the game is to make sure that when you don't know, you ask. There is no crime or shame in asking. Ignorance isn't really a chronic disease, and can be cured by a little curiousity and freindly demeanor. Stupidity, however, is leathal."


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TABLE OF CONTENTS

Introduction and Table of Contents
-This section

Equipment, Defense, Status
-Some tips regarding the equipment window, difference between magic and physical defense, the bar-status, and some more.

While Fighthing
-The longest section... from how to stop the goblin bomb, to zoning considerations and using terrain

About resting
-How rest works, and how can you use it more effectively

About Pets (BSTs, SMNs and DRGs related)
-Bassically, pet pulling techiniques and interesting things about zoning pets

Mog house, nomad moggles, Auction house, Delivery box and mules
-Unlimited slots? Check. Hold more than one rare? check. Nomad immediate HP/MP? Check

Traveling, Teleporting, chocobing
-Play hard. Travel right.

Day of the week, stage of the moon, position of the stars.
-Tips for crafting, fishing, and farming with the water, the moon and the stars on your side.

Searching, maps, online status, bazaars, etc
-I believe all of these can be found in the manual, but I'm not quite sure since we don't read manuals, do we?

Macros and /commands
-Ideas on how to use these tools better

Quests, Fame, Rank and citizenship
-Increase your fame in sandy and bastok, change your citizenship and replay your memories.

Screen Glitches
-Not that useful, but somehow fun to scream in the ship... "I'm the king of the world"... /slap <me>

Myths? Real things?
-Either things that no one aggrees on... things we are not sure they work... or things I didn't know where to put anywhere else.

Play online miscelaneous
-Outside vanadiel, but not really out of the game... backup your macros being the interesting one.


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Equipment, Defense, Status

+++
Sneak and coffers
Opening a chest or coffer will remove Sneak. Being as you can not open or perform any activation action while being invisible, it doesn't apply.

+++
Things to note when changing equipment.
# Everyone knows that changing your weapon in any way, shape, or form resets your TP, including bows, guns/crossbows, and throwing weapons. However, you can change anything else on your person and not lose any TP. Thus, Rangers can easily hotswap Bloody Bolt/Darksteel Bolts and melee can change armor with a macro.
# You can change your instruments and equipment for Bard songs after you being singing the song and the effects of the change will carry over (i.e. you can start the song, THEN change instruments, and still get the song bonus). However, this does not work for spells. To gain the reduced resistance benefits of the elemental staves, Black and Red Mages must have their macros set to change their equipment, and then cast the spell.

In my experience, when I've started casting a spell and the change equipment, the animation of the equipment change happens only after casting... I haven't tried it with a really LONG spell but I believe that confirms that you need to switch eq first, then cast.

Reply: You can change gear after spell is being casted. I do this all the time with my WHM. medding with dark staff, waiting til after fight starts stand up cast cure III on PLD switch weapons to light staff and the cure hits for the +10% amount. Timing is everything on this but i have repeatedly tested and confirm it can be done, for WHM with cures at least.

Please note this is a manual change, not a macro'd equip change.


+++
Barspells
Bar-watera will help to prevent dmg from AOE poison attacks
But wait, there's more. I've seen people confued about this, so I guess it fits in this thread. Every status ailment has an elemental component, too:
Virus, Burn: Fire
Paralyze, Frost: Ice
Silence, Bind, Choke, Gravity: Wind
Slow, Petrify, Rasp: Earth
Poison, Drown: Water
Stun, Shock: Thunder
Sleep, Curse, Blind: Dark
For those that have the corresponding spells, both the bar-element and the bar-status spells will help. The bar-element spell will reduce the initial damage (if any) you receive from the attack, and it will increase your chance of resisting the etatus. The bar-status spell will reduce the amount of time you're affected by the status.


+++
Eternal Invis, eternal sneak
If you have sneak currently casted on you and it is about to wear off around dangerous mobs you can still avoid aggro. Begin casting sneak again and "manually remove" your original sneak just before the spell finishes to have the effect instantly recasted and ready to go.
Invisible can be cast over the top of itself without having to cancel the last invis effect first. It makes walking through areas where only Invisible is needed a snap, as there's never a chance of you being seen. (Actually what happens is that casting invisible breaks your invisible just before the new invisible reapplies... won't work if casting invis on other people)

Add: Before you try this, make sure the monsters around you don't aggro to magic.

+++
Elements in your equipment
If you forget the elements and what element is strong against what you can always open your equipment menu. in little colored dots it shows all the elements in their proper order.
also the numbers next to an element means how strong you are against that element.. it doesn't mean how strong you are in that element. so if you have a 10 in fire that means you have a 10% resistance to fire element. this for instance would help you against a goblin's bomb toss to decrease some of it's elemental damage. having a strong resistance in certain elements can help you against enfeebles.for instance poison is a water elemental type of enfeeble so having a strong resistance to water you can in turn resist poison better.


+++
Raw Food:
Mithra and Galka can eat raw foods.. galka can eat raw meats and mithra can eat raw fish.

+++
Elemental resistance isn’t the same as defense.
It doesn’t consistently lower the damage you take from elemental effects (unlike defense, which ALWAYS lowers the damage you take from physical attacks). Instead, it gives you a chance of resisting the damage to minimise its effects. You can be wearing 90 points of fire resistance in gear, Barfira, Fire Carol, whatever, and still take full damage from a goblin’s Bomb Toss. Alternately, you can be wearing 5 points of fire resistance and get a full resist for next to no damage. Also, the same thing goes for status effects. Silence is a wind-based status effect, so the more wind resistance you’re wearing the better your chance of getting a full resist (you’ll resist Silence) or a partial resist (you’ll only be Silenced for a short moment before it wears off). So, what that means is that just because you don’t see it lowering the damage you’re taking, that doesn’t mean it’s not worthwhile. It’s a crap shoot, you may resist the effects or you may not. Since it’s never a “sure thing”, it’s probably not worth investing in gear specifically for the elemental resistance (except during avatar fights, when you know what element you’re going to be facing ahead of time).







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While fighthing

+++
Autorun attack
I've never seen this anywhere - I found it out leveling a mule: If you are autorunning, and tab onto a monster then hit attack, you will run up to this monster and attack it. PLUS, it can never turn away from you so you can't "see" it anymore. You're following it. You keep running after the fight is over, so it's almost like a fighting bot - autorun, then tab enter enter.

+++
NPC prevents death by poison
If you get poisoned/rasped/dia-ed and can't heal yourself and are sure you are going to die.... BUT there is an NPC neaby, go talk to him/her!
While your talking to the NPC your hp won't go down. Just keep the NPC's talk text up and then do a shout and see if a whm can come heal you ^^



+++
About aggro
# The chances of monster detecting you decrease as your level surpasses his. This is extremely easy to notice with monsters that aggro by sound. Around level 55 the Anticans near the Teleport-Altep crystal are still Easy Prey, as are the Doom Scorpions. Their chances of detecting you are incredibly low, as you can walk in front of them, circle them, and almost never get aggro. However, if you heal near them, they immediately aggro.
# A Paladin does not have to fear the Undead that is in the verge of becoming TWTBW. Ever wonder why a lot of high level Paladins are requested for Eldieme Necropolis or Garlaige Citadel runs? It's because they can walk amongst the lowest of Easy Prey and not fear them.
# Just like a Paladin, a Samurai doesn't have to fear Demons! Also, while Demons naturally link, if a Samurai is the one that gains aggro or is the one pulling, the chances of a Demon linking are virtually zero, provided that they are weak Easy Prey, or TWTBW.
# Again, just like Paladins with Undead and Samurai with Demons, a Dark Knight doesn't have to fear the lowest of Easy Prey Arcana.
# Also, regular vision monsters have a fairly narrow range of vision on terms of degree (think of a V). Clear and Night vision monsters see far away inside of this V if you are directly in their line of sight, while regular vision detecting monsters (like Gigas) only see you up close.
# Hearing monsters have an aggro range of about 180 degrees in their frontal vision. While the risk of being aggroed from behind them is lessened, they can sense you from all 360 degrees.
# Standing still does NOT prevent you from being detected from monsters that aggro by sound.
# Magic detecting monsters are aggressive from all 360 degrees, and their aggro range is equal to that of a monster with Clear Vision or Night Vision.

Day Monsters, night monsters
# It is pretty much common knowledge that some enemies see better at night (Orcs, Goblins, Tonberries, etc.) than they do during the day. However, what a lot of people don't know is that weather affects certain monsters' aggro range also. Goblins, for instance, see further away during rainy weather and Tigers have better vison during snowstorms.
# HNM have True Sight. They see you regardless of having Sneak or Invisible on. Examples of these are Behemoth, Fafnir, Bloodtear Baldurf, King Arthro, the three beastmen gods, and Admantoise. A handful of NM also contain True Sight, though I believe these are limited to the three NM per each beastmen stronghold (i.e. Yagudo Templar/High Priest/Avatar, Ruby/Adaman/Diamond Quadav, and Orcish Warlord/Hexspinner/Overlord).




+++
Boost provoking
Provoke is not the only ability you can use to grab hate. Many other abilities also have innate hate values, and one really important one is Boost. If you are a WAR/MNK, Boost is your friend. It has a 15 second recast timer, too, so you can use it inbetween Provokes.
Basically, it goes like this:
Provoke Mob > Boost > Boost > Provoke again > Boost > Boost, etc.

+++
Steal Without Penalty
That is to say, aggro. This only works on orcs as far as I know. Cast deodorize and sneak and steal from an orc. It won't start beating on you (actually, this is unconfirmed, but I do remember reading it _somewhere_ and other people agreed with it. Can someone try it for me? It could have been quadav, also).

+++
NMs, Widescan, and Your Radar
A fun thing about widescan is that it is actually faster than sight -- exactly as fast as your radar is! If you go into your map and widescan it might show a mob nearby that you didn't see; it was there, but the server has to load the mob into memory before displaying it(would be my guess).
The key here is that the mob shows up on radar before it shows up on screen. This is how good NM campers get certain mobs that have limited spawn areas(Spook, Argus). They don't even bother waiting to see the monster spawn, by then it's too late -- they know the timing or check the radar.
A funny thing about the Radar, too: what you see on them varies by job! I don't know exactly what's what, but I do know that as a WHM(before I got a subjob), enemies did not show up. Certain other jobs do not have enemies showing up. Others I _think_ do not show friendlies.
Wide Scan also expands (every 10 levels for ranger, 20 for beastmaster)
And finally, when you do wide scan please realize that some of the monsters that pop up may very well be dead. If you are, for example, camping jack, you can find out if someone is camping on the other side by tracking one of the forest hares far away. If it dies quickly (the triangle on the radar disappears) then odds are you have some competition.

+++
log or screen
You can go to the config menu and make damage appear above character's heads rather than in the log window (there's also an option for it to appear in both places). I bet most people figured this out right away, but it took me till lvl 30 (D'oh).
This especially helps in crowded areas like the jungles near Khazam when you don't want your log window going to hell, but still want to know how much damage is being done.

+++
Save the Sneak attack
The problem I come across alot is wasted Sneak Attacks. Happens every now and then, the occasional attack that draws have from the tank, usually by a Ranger in my experiences so far. Makes me feel "inadequit" at points.
Just turn off Target Lock (L3 on PS2, not sure what it is on PC). Without being locked on, you can simply turn your back and save your sneak attack. Just wait a few seconds for hate to get back where it belongs, then lock back on and move a tiny bit. You'll be right back on target, and won't have wasted your hit.


+++
Tractor to go through doors
Avoid going through the hassle of reopening a door by simply dying next to it and let someone on the otherside use tractor spell on you. Once on the other side have someone raise you. ^^
Example: If you ever done the Zilart Mission at Den of Rencor, the last gate (to access the Sacreficial Chamber) is opened by lighting the four torches. No one realized the gate only remain open for a short period of time and some got locked out. So by doing the tractor trick we got them pass the locked gate and we avoided having to escape to redo the run which took a long time.

Reply: LOL, you can open the door from the inside.
I know for sure, we did this mission with 8 people, had to do it twice, before we did it the first time we checked to see if we could enter without having to light the lanterns again.
The door can be opened by anyone on the inside.
This was mentioned also in the original thread but i forgot to add it. Anyway, I'm leaving this tip here because it can work in similar situations (i.e. the 3 mage door in Horot. Ruins)


+++
Raising skills outside of town:
On raising skills. Low level areas will not increase your skill level, even for magic, so PLing someone is not an effective way to level healing skills.
Also within each zone, there are different areas which will 'cap' your skill at different levels.
I discovered this leveling WHM outside of Bastok. In the area near the gate with the lowest level mobs I got my weapon skill to lvl 5 and my healing magic to lvl 5 or 7. Now I was killing bees for the wind crystal drops to make some nice money for a low level so I stayed in that area even when the xp wasn't so good anymore. My weapon and healing skill stopped leveling even though neither were capped for my level. As soon as I crossed the path where the slighly higher level mobs are, both skills started leveling again.
I don't know how this works in cities, cause it seems that you can always level your skill there, although it seems to get much slower at higher levels. I would suggest that a better way to level magic skills is to go to a high level area and recast over and over again.


+++
The Countdown timer Is off
The countdown timer for spells and abilities is WRONG. It's off by about 3 seconds. It seems to vary between 2 and 4 seconds, but 3 is the most common.
I discovered this through my massive use of Provoke (I'm a PLD). I had my macro set to:
/ja Provoke <t>
/wait 30
/echo Provoke is Ready
Now because as a PLD I'm usually using other abilities between my provokes, mostly cures, so my macro rarely reaches the /echo. Because of this I usually go into my JA menu and watch the timer click down so I get my Provoke in at exactly 30secs. Then I started to notice that my /echo would appear before my counter hit 0secs, and also that I could hit my Provoke macro as soon as my /echo appeared regardless of what the menu countdown was.
This means that when the menu countdown gets to 4 seconds you can exit the menu and hit your macro and it will go. You can't however use Provoke from the menu until the counter hits 0.
The menu counter and the /recast counter are both off by about 3 seconds. However when you try to use an ability before it's time is up, the time that displays in your log is the correct time, and you can use your ability until that time hits 0.

+++
Blazespikes may destroy xp.
This is kind of risky info to be putting on here as it can be used for great evil. If you somehow cause damage to a mob that is purple (ie another PT has claimed it) and the mob checked TWTBW, the PT will get no experience once they killed it.
Obviously the question then goes, how does one damage a claimed mob? I found this out quite by accident. I was helping level a friend in Yhoator and cast cure 3 to pull agro from my friend's claimed goblin from him to me. Well I forgot that I had blaze spikes on. The mob only took 8 points of damage from the spikes, before it was killed, but since I techinically "attacked" it, my friend who had it claimed got no experience.
I almost feel kinda bad posting this thinking of the harm it could do to a PT if you **** off the wrong high level player.
But you can turn it around, and use it for good! Or at least a little vengance. WHM's, you want to teach people that beg for powerlevelling a lesson? It's all a blaze spikes and a Cure 3 away!
Heck, make a game out of it! See how long it takes them to figure out why they're not getting XP..

Reply: did your Blaze Spikes kill the Orc? If you are not in the same party, the person you are powerlevelling will still get experience as long as they, not your Blaze Spikes, land the killing blow. You can hurt the Orc as much as you want with Spikes, just make sure you don't kill it. ^_~


+++
Think before zoning
When you and all of your PT member zoning at almost at the same time, the treasure lot will be completely lost. Be sure to cast unclaimed treasure before doing so.
Also, when you zone, you'll lose your TP.
In addition, you will loose invisible and certain other buffs.



+++
Wake up your party
If you cast "cure" on someone who's asleep they will wake up. My friend and I found this out from our Japanese party members. It was just a great thing to know as we fought mandys in Yuhtunga.

I'm told that if your party is put to sleep that any bar*ara spell can remove it. I know curaga works, but I haven't tried the bar spell thing yet.
Reply: You were told wrong ;D Protectra doesn't work either.


+++
Sleeping the link
If you have a link pulled to your camp and you have a blm, rdm, or brd, you can be in luck. Put the second mob to sleep, and fight the first. Just before the first is dead, have your mages massively debuff the sleeping mob. None of the debuffs (EXCEPT DOT - dia, poison, etc) will wake it up. Debuff it like mad, then fight it. If you're a fully confident party, also works for exp chaining.
apparently provokes stack on it as well. If it's sleeping, you can start building hate by voking it. When it wakes up, it'll head right to the voker

When someone puts a monster to sleep, it remains that way until a set amount of time has passed and the spell wears off, or it takes damage.
This means when you sleep an add and finish off your main target, don't attack right away.
The following spells will wake up a sleeping monster:
any action which does damage
dia, bio, poison, choke, frost, burn, drown, shock, rasp
abs-xxx spells
Useful things you can do while waiting for it to wake up:
-rest
-buff yourself
-provoke it
-paralyze/blind/slow it


+++
blinkTanker & Nuker
If you are in a party with a blinktank and a drk or a blm, have them work together. Have the blm or drk stun the mob as the tank is casting an Utsusemi. The tank will almost always get it off without a hitch. Granted, most can anyway... but sometimes it can get a little tight. It ensures uninterrupted casting.

+++
Aggro magic:
Monsters that aggro by magic do so the second you begin to casting a spell not after the spell is cast. (Painful memories)


+++
No Waiting to Re-Draw Weapon:
While fighting mob A, use the Switch Target function to highlight mob B, but DON'T switch yet.
When you see your character begin the animation of the final attack to kill mob A, switch to mob B.
You character will either keep his weapon drawn, and have mob B targeted, or will put away/instantly re-draw their weapon, with mob B targeted.


+++
Worms from a distance
if your a ranger and want to kill worms really easy just shoot at them then get out of there stoning range rinse a reapeat


+++
Terrain to your advantage:
There is a trick that makes leveling BLM or anything with BLM spells (SMN/BLM RDM/BLM WHM/BLM) a little bit easier in the Canyon. I dont level in the canyon very often and my BLM is post canyon levels anyways so I cant really quote the level you should be to level in canyon, I would say lvl 9-12.
Trick: Head up to the Mea Crag and pick one of the the glowing platform deals. What you are going to do is:
1: Pull the mob with Bind (hopefully it lands or else it will be a little tricky)
2: Run up ontop of the glowing platform. Cast spells till the mob runs up there with you
3: Run off the edge and cast a few spells, the mob will go the long way, down the steps and around. When it runs down you run the opposite way and go back up the steps, cast, repeat.
Once you master this you can get to the point where you never get hit. Now with mage class you have to worry about MP. This might be a more profitable trick if you have a cooking skill or buy Pineapple juice or Yagudo drink. Also this may be easier at a higher level, 12-14 for less xp. Nice thing about this is the mob will not be able to just pummel you (as a mage that sux).
Another trick when you run up the steps the second time bind the mob while it is running around the platform again and spam stone or water on it till it moves.

In the boyhada tree area if you camp in the waist deep water, and your puller accidentally links (IE: 2 crawlers). As soon as the crawler's come to the water they lose aggro and you can pull one at a time.

In the Palborough Mines walk up to the top floor to I-7
just above where Bu'Ghi Howlblade spawns, there you can jump down to the refinery platform.
Once there you can do some fun things. Like try Provoking a beetle from underneath you. It will go crazy!
If you stand at the south west corner of the platform while you have aggro, the monster will run into a nearby tunnel. I think it runs up to the second level to attack you from there.
Anyhow, walk back to the middle of the platform and it will run back to you, ussually with more than one beetle. You can do his back and forth until youve linked all the beetles in that area.
Once you have em all run around the platform and all the beetles will run to you and acctually fly up to you! Well they dont really fly but they kinda appear to do so. heres a picture of two beetles ontop of the platform. Freaked me out when it happened.
http://groups.msn.com/FFXIPictures/shoebox.msnw?action=ShowPhoto&PhotoID=1
Not only that but its a cool way to farm some Quadavs too! Try provoking a Quadav before you jump onto the platform. Let it run around like crazy, back n forth. It'll link up all his buddies and jump up to you.
like check out this pic.
http://groups.msn.com/FFXIPictures/shoebox.msnw?action=ShowPhoto&PhotoID=2
Anyhow it gets crowded, but its still pretty cool.
try it, its funny to see how the monsters run around, looking for you.

In Valkurm Dunes, Get a camping spot close to one of the long vines that grow out of the ground. If you get an link, u can have the tank run around it while voking. The tank will not get melee damage and the rest of the pt can rest.


I have something to add. It's kind of just a fun trick with Leech types. My brother was lvling on stickpins in dangruf wadi and he'd pull them back to avoid links. Well if the leech crossed water it would stop, it would just sit there in the water, and eventually he'd lose the claim and it would just go back to hopping around. Sometimes it looked as if the leeches acctually went for the water instead of following him but I can't really confirm that, might just have been how it moved. We also noticed that it didn't matter if he went through the water or not, as long as the leech did. Anyway we had a contest to "round up" stickpins by smacking them and running around to get links and then see how many we can get to stop in the little pools around, but the goblins always wanted to break up our game...
I'm not sure if this works on all leech types though, but if you get some bad leech links somewhere just try looking for water if it's closer than a zone and maybe you can lose them.


+++
Deodorize
Many people don't understand what the spell deodorizer really does. There is some monsters out there who can detect your smell and when you run from them a far distance they can find you because your track of smell.. you may think you lost an enemy but then afterawhile there it is right on you to your disbelief. This is where deodorizer comes in as it will disguse your smell and the monster will lose track of you and probably just go back to doing what he was doing.. it can be effective when used properly.
Enemies that detect by sound and track by scent (such as Crawlers) will lose track of you if you and the enemy cross water, or if you cast Deodorize and run away. Monsters that detect by sound, track by scent and link have a far smaller chance of linking if they and you are in water, in addition to having a much shorter aggro range.
Deodorize was mentioned in its track-prevention capacity, but it is also used to mask low HP from mobs that detect low HP.

Reply: The bit about deoderize preventing low HP aggro is quite false. I've tested this in Eldieme. Fought a clipper to 50% hps, zoned in. Cast sneak, deoderize, invisible and walked into the first room. Immediately got 3 skeletons beating the snot outta me.


+++
Outrun the mob
Oftentimes when running from a monster... there is no need to panic because you can outrun him 9/10 if you learn to use the terrain around you to your advantage... look for little hills or bushes or trees or anything that looks like it would slow the monster down... if you can get him to run into that most of the time it will result in you making it to the zone alive.

If you aggro a mob that detects by scent look for some water to run through. If you're far enough ahead of the mob and you run through some water then it will lose track of you and stop chasing you.


+++
Treasure while soloing:
When you go to your inventory and sort, choose manual and click on a stack of items, then click on it again. This will remove one item from the stack. I use this when waiting for No'Mho Crimsonarmor to show and killing Old Quadavs so that when a key falls into my possession, it lands in the Treasure Pool and I can just send a /shout for anyone who needs it. It's also useful if you want to remove 1 item from a stack for selling on AH.


+++
Jungle tips:
There is more than one zone to Yuhtunga from Yhoator, if you have to zone a gob or something, don't be afraid to use it, it's not too far away from the regular zone. I don't suggest this if you don't have a map, though.
ALWAYS bring a scroll of instant warp to Yhoator, buy one in Jeuno and stick it in your Mog House before you head down to the jungles, trust me on this one. (Removed the part that suggested selling it, as it is Rare/Ex)
To go back from Yhoator to Khazam, you could exit (from the typical way) into Yuhtunga, take a left, right, then drop in the hole and you're back at Kazham once you go up the hill--- this is providing that you can survive a few hits or invis yourself.


+++
Crappy second weapon skill:
our second WS is almost always crappy, so just stick with your first one until you pick up your third. (this has worked for me with scythe, sword (had Burning Blade, not Red Lotus, and greatsword, I'm not too sure about the rest :/)


+++
Pulling being engaged:
Here's a tip for pullers (that most probably know about already): Get within ranged distance and engage the mob. Now "unlock" from your target (with whatever you use to rest, it's R3 on my controller but not sure what it is on the keyboard). Now you're already engaged, you can pull and immediately run away and still stay engaged to the mob, so you don't have to waste time at the start of battle pulling your weapon after you bring the enemy back to camp.

Add: About the unlock after pulling, there is a command that toggles the locked state, adding /lockon to your pulling macro will automagicly unlock you from the mob.

+++
About goblins dropping bombs:
Speculation? Running into a gob increases the chance of you not taking damage from the bomb?
It may sound and seem strange, but from my experiences, the part about the goblin actually does seem to work if done the right way. It's nearly impossible to do if the goblin rotates or moves while preparing the bomb toss though, and also works more often to me when the tank who has the hate keeps enough distance to it for me to move betwen him and the gob, never succeeds when he's standing so close i can't move in front of him without going through him, because there's no room...

The one thing I've seen work often enough to be more than just an error in the statistics is the double-Provoke manuever to get a goblin to drop its bomb.
Provoke once right when it readies it, and again about one second later (just before it actually does Bomb Toss), and it drops it ~25-50% more often than normal.

It seems that anything you do that distracts the goblin will increase the chances of it dropping it, which is why everyone has their own system that always seems to work. Basically, when the bomb is charging it seems like the more you do/hit it with, the better the chances it'll drop.

A "critical hit" with a gob's Bomb Toss does major damage, but almost always kills the gob. Once I was in Yuhtunga and a Smithy used Bomb Toss and did 260-300 damage to every person in the pt, but the smithy died instantly, even though it still had 3/4ths life left. The same thing happened with a Smithy that another pt was fighting, our pt was passing by and the bomb hit us for a ton of damage, but the gob instantly died.

I am a firm believer in the gobbie bomb trick. I used it all thru the dunes. it works best if you have a dagger equipped, basically, because you have a better chance of getting the timing right, or atleast, thats my rationale... i like daggers anyway. The person with the dagger, usually a RDM or a THF stands to the right of the gobbie, or the "bomb arm" and if the RDM or TFH, or whatever else can hit the bomb arm as the bomb is being tossed, the gob will drop it.

The party must have the melee and mages seperated as far as possible. When the goblin starts the bomb toss move, throw a Cure strong enough to get hate. Once you get hate, and if you keep it for the duration of the casting of the bomb toss, he will try to throw it at you. If everything works as planned, you will be out of range for the toss, and a little message saying that 'So-and-so' is out of range will pop, meaning no bomb toss! ^^
After I noticed that I canceled the bomb toss, I did it everytime from then on with a fairly high success rate. In Gustav, this works pretty well because you have a lot of room for your party in that immediate area. In some areas, like Kazham, this strategy might not work so well because your party might not be able to spread out so far.
This tactic works well for WHMs because they have Blink and Stoneskin. BLMs might be able to pull it off with a powerful nuke, but it's riskier.


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Tracking Worms:
apparently the Summoner's avatars/spirits have a radar thingy for Worms, you know when you lock on a worm (Maze Maker for example) sometimes it disappears before you can get to it? and then you get all frustrated and stuff. Well if you are a summoner, and you order your avatar/spirit to assault the worm, even if the worm digs underground before your summon reaches it(i.e. still unclaimed)

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Run while meele:
Running around a mob does not improve your evasion the least bit.Although,it does increase your chance of looking like a complete idiot.I saw someone doing it,and it was hilarious to say the least.

Reply: Not true for THFs. My THF is only at level 30, but I was walking through the Highalnds one fine day and came across a Tremor Ram. Well, I felt like killing it.
So I activated Sneak Attack walked up behind him and walloped him for a quarter/third of his life. Well I continued wacking away getting nervous about dying. When Sneak Attack was back up. I wasn't sure if I was going to be able to SA something that was locked on me. But sure enough. I hit SA, started running around the Ram (This was at the time he was using that bleat thingy) and I was behind him for a split second, with which I promptly Criticaled him again.
Basically, any mob that may have a very long casting or action time, can probably be solo Sneak Attacked since they remain facing the direction you were originally at.


+++
Avoid gaze and petrify:
Turn away from a Lizard as its about to use Baleful Gaze and you have a good chance to avoid petrify. The same trick works on the gaze attack used by Goobbues.
If you unlock your view (on PS2 press L3) you can move around freely without disengaging.

Addition:
When fighting a creature with a "Gaze" type attack, if you can't see it, it's "Gaze" can't affect you (you have to actually be looking at it for the gaze to take effect)
So Mage's should stand with their backs to Dhalmel while fighting, as they do a Gaze Silence "Cold Stare". Lizards "Baleful Gaze" Petrification gaze can be avoided in a similar way - just unlock from the target when in a fight and when it readies the attack, turn to face away for a second or so.
Opo-opo, Goobue, Dragon, Coeurl, Cockratrice and I think Ahriman also do Gaze attacks, with various status effects, that can be avoided in the same way.





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About resting

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DOT resting
If you are suffering from the effects of a Damage Over Time effect such as Poison or Rasp, you can still rest if you gain a Stoneskin effect (Stoneskin/Earthen Ward).
If you are resting and you resist a spell, you will stop resting, even though you've received no negative effects. If you are hit for 0 damage, however, you will continue resting


+++
Not tp lose after dying:
If you get raised and DON'T sit you will not lose TP. I.E. you die with 110% tp get raise and don't sit when fighting resumes you will still have 110%tp. Useful if your job does not require mp.


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Resting to hear your full song.
You can hear your whole song if your a bard. just hit your song macro and then heal up (* or L3). it wont have the visual effect but u will still hear the whole song.
You can avoid the animation and sound of long casting spell's (Teleport) by unequipping a piece of armor after you begin casting. The spell will still finish.

+++
Resting to cancel spells:
If you accidentally hit the wrong macro on a long-cast-time spell, or if you get part-way through the casting and suddenly have to cancel the spell (teleports especially), just sit and heal. It immediately cancels the spell and especially on long spells it works better than running in a circle. The higher you go, the harder it is to disrupt your casting by running around. If you're a WHM, your MND helps resist "spell disruption", so when you reach higher levels you'll often try to run off a spell only to see it still cast anyway. Same with bards and CHR, BLMs and INT, etc. And I'm fairly sure the level of the spell comes into play too. It's much harder to disrupt a Barsleepra by running in a circle than it is a Curaga II, just because Barsleepra is much lower-level and so you have a better "mastery" of it. At least that's how it seems to work. I'm a bard and all my songs take 8 seconds, but often I'll just start to sing and the mob buffs and needs a Finale. So, I immediately sit, then hop back up and start casting Finale. Very helpful in the heat of battle when you can't afford to wait for a spell to finish or when you MUST cancel the casting (mistargets anyone?)


+++
Resting While Weakened:
The "ticks" that occur while you heal increase in the amount you get back (both HP and MP). By default, both meters tick amount increases by 1. The ticks appear to go about every 10 seconds, the first time you get nothing back. So, +10, +11, +12, etc.. Also, some job abilities, equipment, and food items increase this amount, such as Clear Mind. If you stand up or get hit by an attack, you will have to start over.
Now, deaths happen. And hopefully, Raises happen too ^^! For that long boring stretch of time while your character is weakened, go into rest mode. Do Not get up during this time if it can be helped. Warning - mobs aggro to resting players, and even Too Weak aggro type mobs that normally leave you alone will aggro you while resting.
If you can stay resting, despite the fact your MP / HP guages will be full, the tick amount keeps growing. If you watch, when the weakened state wears off, you will get a first tick of somewhere around +39 + other stat bonuses. While HP can be cured immediately when weakened state wears off, for mages this is a big help - the WHM doesn't need to Cure as much to bring you full, and if you are a mage character, you will get your MP back in record time.








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About Pets (BSTs, SMNs and DRGs related)

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No pet fishing:
Any monster you catch while fishing CANNOT be charmed.


+++
On the lv20 summoner fights before you enter the crystal you can use your 2 hour and hit alt+tab then come back after 2 hours and after your old 2 hour special runs out , you should be able to use it again! it helped me when i beat titan at lv 18 ^^
*Summoner 2hr (Astral Flow) lasts for 4 minutes.
*You get to the crystal at 3:00pm. Use your 2hr, and immediately alt+tab. At 3:00 and 30 seconds PM, the server finally disconnects your character. Your 2hr ability has been running for 30 seconds of the 4 minutes that it will last.
*You log back in at 5:00pm. Your previous 2hr is still active, and it will be until about 5:03 and 30 seconds PM. If you check your Astral Flow ability though, it will be ready to use again (since you last used it 2 hours ago). Jump into the crystal.
*By the time the cutscenes are done, you'll have a few minutes to finish using the astral flow ability. When it wears off, since your 2hr is still ready, you can use it yet again.
This works with any 2hr, astral flow just lasts the longest so it makes the most sense to use this trick with it.


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Resurrecting your wivern:
When your wyvern gets killed by poison, it'll return back to life if you die and respawn. I haven't lost it to any other DOT effects to see if they work though, and home point was set outside of town, so dunno if it works inside town.


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Summoner Pulling:
Speaking of SMN Release, apply it to the earlier post about BST pet-pulling. A SMN can be a fantastic puller, just follow the pattern below...
1. Summon the radioactive squirrel.
2. Walk up outside of a mob's threat range.
3. Sic carby on him. (Assault)
4. Run away.
5. Either let carby die, or, when sufficiently distant, use Release.

The mob that carby attacked will come looking for you. There are some serious benefits to this.
Secret #1) If WHM/SMN or SMN/WHM, you can use Sneak on yourself. Summon doesn't break Sneak, nor does Assault, nor does Release. I used WHM/SMN for tricky Lich pulls in Eldeime Necropolis while helping people finish Genkai 1.
Secret #2) If carby links up a bunch of enemies, they'll all stop and beat on him. When carby dies or is released, ONLY the enemy carby initially attacked will come looking for you - all the other linked enemies will stay where they are. This lets you split up linked/aggressive groups and take them out individually.

All pet commands break invis though so be careful if trying this tactic on sight aggressors. Alot of people completely discount this method because it fails often when the situation calls to reinvis yourself after /pet "Assault".

+++
Avatars remain after zoning / teleporting.
Another fun tidbit about summoners: If you teleport with a summon out, or if you disembark off the Selbina/Mhaura boat with an avatar out, when you rezone, the avatar will be in the zone waiting for you. I had fun with that one on the boat. I zoned and couldn't dismiss Ramuh before it did. I assumed "Ok, he's gone now, no biggie." I zoned into Buburimu, and Hello! There's Ramuh waiting for me. Same thing with ports.
Same thing works in towns. I was levelling my lowbie summoner in Ronfaure and forgot to dismiss Carbuncle when I ran in to get some new gear etc. Half an hour later I went back out and he was waiting for me at the gate. Apparently, if you zone into any zone where you can't summon your avatars, they still count as "summoned" but don't give you any MP drain, and they'll be there whenever you go to a zone where you CAN call them. I wonder if Carbuncle disappeared for other players when I left him in Ronfaure, or if everyone saw a rogue rabbit sitting at the gates for half an hour... XD

A dragoons wyvern is the same way, so I dont see why this comes as a large surprise. I would even venture to guess that a BSTs familiar would remain if they went in to town/got a port/warp or something.

+++
BST as Pullers:
Now, BST players generally play solo or with other BSTs in a duo, trio, or sometimes even a larger size party. If you know a BST, you may have included them in a normal party makeup. If so, you know a BST can add a nice amount of physical damage to your fights (not to mention allowing a Pet to tank). But did you know they also make great pullers? If a BST Fights a mob with his pet, he can use Heel from a great distance to bring the pet + mob back to the party. If Sneak is cast on him after he Charms his Pet (Note: Charm breaks both Sneak and Invis), the Sneak effect will not be broken by the Fight or Heel commands, so he can safely pass sound aggro type mobs on the way back (not sure about Invis both ways).
Now, the Pet will not try to avoid mobs on the way back - which means a good chance of links. If your BST is level 35 or higher, no worries - once the mob and the link (or links) gets within visual range of the party, the BST can Release his Pet - and only the mob the Pet originally attacked will continue to chase down the BST. The rest of the links will lose aggro immediately, and take about 2-5 seconds before they will get linked or aggro again (like when a mob first spawns, or when an aggro Pet is Released near the party). Providing they are out of range of your party, and the aggroed mob continues to move away from them, and no players attack any of the mobs until the mob gets to camp - you will lose all the links, and they will disperse back to their spawn points.






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Mog house, nomad moggles, Auction house, Delivery box and mules

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Changing jobs, same equipment
The game remembers what you last equipped when changing jobs, which is really nice for people that use lots of mains. Just make sure you have the equipment for your job in your inventory, then, when you switch your main, you'll be equipped properly! This is really nice for switching to magely jobs, because of all the MP+ gear. This isn't perfect(I've had some weird pieces of eq. come on) but it's a simple time-saver.
Let's say you leave all your cool WHM stuff in your mog safe and switch, then take all your equipment and equip it. but now you're, like, 380/536mp. Instead of running out and in, just change your subjob. Since you have the equipment on it will refill your HP/MP bar.


+++
Enhancing skills with nomad moggle
Many people are aware that healing and enhancing magic can be levelled in towns quickly by standing outside your mog house, casting the spell until MP is depleted, then zoning in and out of your mog house to refresh MP. A faster way to do this is in Rabao or Kazham. Stand next to a nomad moogle. When your MP runs out, change jobs to something else and then back to your main. This will also refresh all of your MP and is much quicker than zoning twice. Make a macro to cast the magic 3 times (you need waits in between) and cast over, and over, .....


+++
2hr and changing jobs
The timer on your two-hour is global. Once you use it with one job, none of your other jobs can use their two-hour abilities until the full timer has elapsed. Otherwaise you could run to the moghouse, switch main jobs twice and refresh your two hour.



+++
Log out in your mog
If you put things for sell on AH before call it a day, instead of log anywhere, run to your mog house where you can log instantly, that way once you log in again you can get the money out of your delivery box, get some other items you want to sell and most important save 30 secs of your life you can use on more useful things. :)

+++
World pass not needed
If you already have a character on a server and want to make a mule on it, you do not need a world pass. As long as you put your mule on the same Handle it will be on the same server as the main character.
The first couple mules I've made I didn't know this, and feel kind of stupid now for buying world passes for them.

+++
Insta-healer Moggle:
This works if you are in the Yuhtunga Jungle area, and near the Kazham zone. If you find yourself a bit beat up from a goblin or mandy battle, you can go back into Kazham, switch jobs to another, switch jobs back to your original, and get an instant heal.
This also refreshes a lot of your Job Abilities. I've only tested it with Divine Seal and Flee. IE: If you used flee to run to the Kazham zone, change your job and change it back, then your 5 minute countdown is now 0:00 so you can flee back to your party quickly and painlessly :D

+++
AH vs Vendors:
Always check to see how much an item sells to an NPC for. For every piece of armor, weapon, scroll, consumable, or material that you come across, just check for how much it sells to NPCs.
Many people will pay a transaction fee to put an item up for auction, take up an extra AH space, and wait for it to sell for LESS gil than they could have gotten just from immediately selling to an NPC.
Two examples to illustrate this:
1) Aegis and Blitz rings that often drop in BCNM40 are worth more money to NPCs than they are on the AH on the Fairy server. Selling to vendor yields 1900-2000 gil, selling to AH yields 1500 (minus the transaction fee of course).
2) The Falcastra (scythe) sells to NPCs for about 11,000g, about the same price that it sells for on the AH in Fairy. Save the AH slot and transaction fee and sell to vendor.

Got chainmail woes? If the price ever goes above 16.5k, don't buy it at the AH; go to Deegis in Bastok Mines. A level 1 character with no fame could get it for 16.5k, so you might be able to get it for even less.

Ah yes, buying gear from vendors, often a good idea at lower levels. Want to know what vendors sell what gear? Hit up the High Quality forums in HTTP://highquality.ffxiforum.net/ You do have to register (for free) to get to the guides, but I've got them up there :) Includes conquest info for what citys I've gotten figured out. I might just copy that info over here to alla sometime soon. (Tekkub ~ Cerberus ~ HQ)

This is just a silly tip, but certain things you sell to NPC try to sell to the guild. This goes with someone's tip about buying things on the AH that sell to NPC for more. I have seen tiger hides at 300ea, for example, on the AH. I could sell them to an NPC for 358ea, but if I save them I can go to san d'oria and sell them all to the leathercraft guild for 400-something. Also, gold lobsters sell to the cooking guild for a _very_ pretty penny, more than what the fishing guild offers by about 125 or so.

Most crafts seem to have a certain item that can be sold to another guild. For example, in bonecrafting you can make gelatin, which you can sell to the culinarian's guild. In clothcraft you can make fletchings, which (I think) you can sell to the woodworking guild. etc. etc. If something you make does not sell back to the guild, try some other ones! It could end up saving you a lot of money.

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Keeping more than one rare item:
Rare items can be kept in the delivery box and not count as the 1 copy of that item you can have. You can have multiple copies of the same rare item this way.
You can hold up to three of the same item with the RARE status. Let's say you have a Mist Silk Cape. You get the cape, then you send it to yourself. Do not go into your delivery box. Get another Mist Silk Cape and you should be able to hold that one. Put that Cape on Auction for more than what people would pay for it. Never take it off of the auction listing. Then you can get one to keep for yourself.
You can actually have an infinite amount of rare items if you just keep sending them to your delivery box (And combine that with the infinite delivery slot trick mentioned in this thread).
I did it buying cheap Silver Name Tags from Sandy and sending them to Bastok (Of course you still have to buy them one at a time, and remove them from the deliver box one at a time, luckily the NPC for the quest isn't too far from the Mines AH).


+++
Ignore processing time for bids:
When bidding at the auction house....the processing time is not used to check whether your bid goes through or not but merely to make sure you can't bid immediately for each item.
How to take advantage of this: Let's say you're in a hurry. Bid on the item. Then walk away. As soon as you're out of target range of the auction, your bid will instantly process. :)


+++
Unlimited store slots using delivery boxes.
Yes, unlimited. Here's how it works. Take 8 items, send them to yourself. Go to your Mog House and access delivery box, but to NOT remove the items. Now that they appear in your delivery, they are no longer in your sent items boxes. Return to AH, send 8 more items.
Back in Mog House, go back to your Delivery Box. Again, do NOT remove the items - instead, hit "Return to Sender" for each one. Exit from Delivery Box, give it time to refresh and go back in. It will now be filled with the 8 items you just sent from the AH. Since you sent the items to yourself before returning the original batch, they will appear first. If you now return each of these to sender and refresh again, the original 8 items will show up again. Since you were the sender, if you keep returning they will be in an endless loop in your Delivery queue.
The problem with this is that it can be a real pain in the *** when collecting money from the AH or items/gil from friends as you have to cycle through all the items you have waiting for delivery before anything new will show up.
Nevertheless, you will have unlimited storage space for non-ex items.


+++
Accessing self delivery from deliverers:
You can send items to your self and you dont need to use mog house to pick up, just cancel the delivery from the closest AH. (not really that useful, since deliverers are close to an AH, and where is an AH theres usually a mog/nomad moggle)

+++
Extra slots at the AH:
You can leave items in the AH make a mule THEN delete your character remake the character and when they sell or get sent back they goto the new one also they dont take any room so each time you do that you get up to 7 extra slots in the AH.








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Traveling, teleporting, chocobing

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Windurst In-town warping
If you go above the AH in Windy Walls, there is a Taru that Teleports you to the roof of the building beside the Fisherman's Guild. There is also a Taru there that will send you back.
Next to the chocobo stables in windwoods there's another one that will send you to windwaters, to some stairs close to the north gate... there's also a taru that will send you back.


+++
Shortcut to Bastok
Say you missed the bastok airship and you don't want to wait. (This requires a WHM and BLM or a 58 WHM/BLM). You can teleport-altep then zone to Korolloka Tunnel. Then cast escape. You will be in Zeruhn Mines - Just a short walk from Bastok!

+++
Chocobo all the way to town:
Dismount your chocobo one second before you hit a zone wall and you can avoid the dismounting animation and enter the next zone immediately.

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No Tele while crafting
Escaping a Tele While Staying In-PT (possibly Escape and WarpII aswell, but untested on those spells)
If for whatever reason, you decided to jump ship from a tele (possibly the above listed spells aswell) but wish to remain in your pt, work on those craft skills and synth. Even if still in the group, you will not be tele-ed mid-synth.


+++
Outpost Teleporting:
This is for those below Rank 5.
A faster way to get to Jeuno from your home city than using Teleport Dem/Mea/Holla:
Do a supplies quest for Qufim Isle (provided that your nation has control of Qufim). You can talk to the first NPC once you exit the tunnel to complete the quest.
Then find your nation's teleporter, and teleport to Qufim, then run to Jeuno! I personally find that you can save 5-10 minutes, not having to go through 2 or more zones, and avoid the 500g teleport price and subsequent Chocobo fee.
If your nation has control, teleporting costs you 250.
If not, it costs 1000.
The amount you save/lose is dependent on this.

NotE: When changing nations, supply quests that you've done for other nations don't count. However, once you've done the run for that nation, even if you switch nations you can still get teleported there once you switch back. When I switched to Sandy, I lost the ability to teleport to Buburimu, but when I switched back to Windy I was able to teleport there again


+++
Tele-mules
I have now seen *several* Teleport Vendors in Jeuno that are actually mules. You can tell because whenever they teleport anyone, they just sit in town because the WHM doesn't have any Teleport crystals! Pretty sneaky, huh? Get a WHM up to high 30s but never get any key items, and have them sit in town casting Teleports all day and never having to Warp or do anything other than zone into Mog House every once in a while to fill MP.
Reply: I think this is incorrect. Not only do you need the level to learn the teleport spells you must also have the Crag Tele Crystal of that teleport in order to learn the teleport spell.
Reply to Reply: The White Mage casting a Teleport spell does not need the crystal for the intended drop off point. I've seen many a WHM stay in Jeuno while I end up in Altepa. One day I was lagging really bad in Jeuno and actually saw this text before I went into the "zone load" mode...
"Teleport-Altep has no effect on <name of White Mage>."

+++
Teleport your party without teleporting yourself
If you're doing teleports for gil, if you cast the spell right at the mog house entrance and then just as the spell hits 70-80% and starts to go off zone into the mog house, your party will be sent to their destination but you won't be. Seems like it'd save time if you're doing ports for a living... you wouldn't have to waste time warping back and you could go farther on one tank of petrol...er, MP, since you wouldn't be spending 100MP just to get back to town. Plus your mp will be full.
It is especially helpful for this scenario: say you have a full alliance and you are all in Garlaige Citadel, and you all want to go to Xarcabard. You can have your WHM create one group, Tele-Vahzl and zone back and forth to avoid teleporting himself, then repeat until all people are teleported (he'll go along with the last batch.) Without this trick everyone would have to go to a town so he could warp back to them.

+++
Entering a town/dungeon in your chocobo:
When riding a chocobo you can enter a town/dungeon and such without having to wait to dismount. Just select dismount right before you enter the zone and walk though.









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Day of the week, stage of the moon, position of the stars.

+++
Fishing tips
Fishing and the Weather
Sandstorms yield more item snags; rain yields slightly more fish bites. Firestorms significantly lower yields for both. I've not tried fishing during wind elemental I've spent a pretty significant time recording and this has shown time and it's pretty solid. Note I said bites, not catches. That's solely up to your skill :)
Fishing and the Moon
Honestly, weather and day have a stronger effect on fishing than the moon. People totally overstate the strength of new/full moon. However, avoid quarter moons like the PLAGUE. Something to note is that when you fish in underground areas, the moon has little to no effect.
Fishing from the boat!
A silly little thing, but if you fish and the ferry arrives, instead of waiting inside the boat, stand at the edge of the ferry looking out at an angle away from the bridge, and you can still fish! You can only get 2-3 casts in, but hey, every little bit, right? :) This also works on airships.

+++
Skillups and the days
Lightsday has more success and a higher chance of skillups (I think mining is actually a hidden skill)
Darksday has more failures but a higher chance of HQ items (Darksteel anyone? Provided you're mining in Zeruhn... or other places... whatever...)


+++
Weather fights
Supposedly, weather affects a lot more than spellcasting. As I remember hearing from when I started last year, rain causes fighting to be more difficult, and you miss more often

+++
Color of the moon
The current elemental day determines what color the moon will be at night

+++
Item drops, moon and day
More rare/ex items drop on Full moon. We always got the most Af2 drops on a full moon in Dynamis, so...
Normal drops (like for gilfarming) depends on day of the week, I got much less drops on Lightsday/Darksday than on the other days, consistently.
Hmm... while I hunted Lizzy I heard that the boots dropped the most on the full OR the new moon, and on Lightsday.
I'm not sure whether it's all rare/ex or just Af2, but I do know that for the Dynamis runs I've done twice a week for the past few months, we had the most Af2 drops on full moon.

When camping notrious monsters this seems to help me at least I try to camp it on the day that monster is strong or weak against like for example i would camp the valkurm emperor on earth or winds day or camp leaping lizzy on wind or fire day. It seems to me that the mob spawns at least once on the day it is strong on and i assume from my expierence that itesm drop more for example i am 2:2 on all the shadows in the ruins from campin gthem on darksday, but i am 0:3 on the bomb king for that same day

+++
Crafting and constellations:
Crafting in a certain direction that is based on your crystal element produces better results. Check with the star map guy in Sandoria. For example, if you're crafting with a Fire Crystal, face the direction of the Ifrit constellation.







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Searching, maps, online status, bazaars, etc

+++
USE YOUR SEARCH COMMENT
This is something pretty much everyone level 35~+ knows, but for you lower-levels: make a search comment when you want to PT! Go into the main menu, pick search, and pick edit comment. Put in your stat+ or anything that you think is relevant. It really helps party leaders know who to pick, and helps you show off how badass you are. Nothing is cooler than looking for a bard and seeing "CHR+42" because no matter how pointless that may be, getting that much shows skill and perseverence(sp?). Especially for crowded jobs like DRK, showing your attack and acc+ will help you stand out and get parties quicker.


+++
Bazaar log
When you AFK bazaar you can put all filters (or most) on. If you do all chat filters except lvl 2 and 3 system messages then all you will have in your chat log is bazaar check notices (if you lieave lvl 1 on then you get /check notices and bazaar check notices). This will allow you to quickly see just which items sold to whom and/or crudely compare the amount of /checkage you get in certain areas for certain time periods, etc

+++
Noobie Status
if your just starting and hate that big question mark over your head you can go into the help > config options and "cancel new adventurer status" which will remove that question mark.

+++
Markers in the map
You can find the location of your party members using a different set of "markers" then the kind you use to place markers... by going to the map and selecting markers and hitting the left/right arrow keys and it will show your party members as blue markers on the map.

+++
When i'm looking for a friend and all I may know is their <pos> or zone, i just make a macro /follow "name"
Then i just spam it until it runs to them.

Also, if you can cast protect, it works wonders to help find friends in the crowd. Just enter /ma Protect Friendname and rotate around the camera... the animation lasts enough to find on one quick peek. The /follow option may be a problem, specially if there are obstacles like trees or stairs.


+++
Using /sea
To search the whole world for people in a specific level range looking for a party:
/sea all inv 41-44
will return all those with their flags up in the level range 41-44.
All those who are level 20 with their flags up is
/sea all inv 20

+++
Bazaar vs Trade
If a person is not AFK in Jeuno and s/he has something in his/her bazaar that you want, send a tell and ask to trade the item and gil to avoid that pesky Jeuno tax. But, be careful if you're the one trading the item, people have been ripped off this way before.

+++
Flag up even in a party
if your in a party and get zoned by death, teleport, warp, walking etc..... you can put ur party flag up and still be partied up. once you can see you rself in the new zone immediatly open your main menu and then hit party then seek party. usually have 1 second to do this so u should leave ur target on the main menu over party so all u gotta do is hit enter twice. cuz once everying is loaded the top selection on the party menu will turn back to "member list".







-------------------------------------------------------------------------------------------
Macros and /commands

+++
/?
Perhaps the most powerful trick of all
This command, when executed alone, will give you a big long list in your log of all the available commands.
If you are not certain of the usage of a command that appears on this list, you can then type:

/? commandhere

Which will then dump several lines to your log about the parameters and uses for that command (including alternative versions of the command, such as /p for /party).


+++
/shutdown command
This I didn't know until 3 days ago. You can use /shutdown to log off. The difference betweeen logging off and shutting down is huge in PS2. /shutdown will log you off after 30 seconds, plus will log you off from play online, plus will turn off your PS2. In a mog house it works immediately, anywhere else rests 30 seconds. But hey, just type /shutdown and turnoff your tv... is a bliss not having to manually log off and manually exit online viewer...
For the PC, I believe it logs you off from ffxi, pol and closes the application.

Add: Heh, you couldn't have, it was only added with the CoP update on the 13th of September.

On the same note, If you leave your COP disc inside your PS2, it will log you on automatically. Now

+++
// your macros
You can comment out lines in your macro. Just use "//" at the beginning of the line, and you won't get any error message in your chat log. It's very useful if you want to quickly set up different Weapon Skills on one macro, or have multiple /equip macros if you need to quickly switch your ammo slot.
This example shows how I can quickly change my macro from shooting Flaming Arrows while I solo mobs weak to fire, to setting up a skill chain in a Party:
//p Using Piercing Arrow in 3...
//wait 3
//ws "Piercing Arrow" <bt>
/ws "Flaming Arrow" <bt>
//ws "Dulling Arrow" <bt>
becomes
/p Using Piercing Arrow in 3...
/wait 3
/ws "Piercing Arrow" <bt>
//ws "Flaming Arrow" <bt>
//ws "Dulling Arrow" <bt>


+++
Macro cancels macro
if you have 2 macros that involve /wait and use them both only the second timer will keep going. e.g:
use macro: provoke
wait 30
/echo provoke ready
then use: boost
wait 15
/echo boost ready
you will only hear boost ready if you activate them in that order: only 1 macro can run at a time

This is a good tip when you're doing SC and you macro'd you WS. If you accidently hit your WS macro (i'm going to assume that most have a /wait3) and your other person didn't get enough TP or what not, just hit your status macro and your WS macro will stop.


+++
/recast:
/recast is a wonderful addition to almost any macro. /recast tells you how long you have to wait to use the ability again. This works for spells, job abilities, your 2-hour, etc. I lead all macro's with a /recast line. If the time limit isn't reached yet, I at least see how much longer I have to wait. For instance...
/recast "Benediction"
/ja "Benediction" <me>
If the 2-hour is ready to use, it fires off. If it's not ready the ability fails, but the /recast line at least tells me how much longer I need to wait.
When combined with use of <st>, <stpc> or <stnpc> it's even better. For instance...
/recast "Regen"
/magic "Regen" <stpc>
When I use this macro, /recast tells me how much longer I have to wait and I get the purple arrow hovering over potential targets. If recast indicates that I still need to wait a few more seconds, just count to yourself for the number of seconds indicated before selecting the target. If the /recast indicates that your wait time is longer than you want to wait, cancel out.



+++
The /sea command
For anyone wasting time using /check to get a person's job/level, here's a quicker way that will avoid the **** shmucks whining about you /checking them. Put this into a macro:
/sea all <t>
You get the person's jobs, levels, race, rank and allegiance. You can use /sea <t> or /sea region <t> as well, but the one above accounts for people that may have just zoned in, warped, etc.
People seem to struggle - even in their 40's - with finding people to party with. I never, ever use the Search function in the main menu. Using /sea is much easier and more efficient.
/sea all - Get a (truncated) list of everyone playing. All you really get here is a total count of everyone currently logged in to your server.
/sea region - Same as above, total count of everyone in your current region.
/sea - Returns a list of everyone in your current zone.
The above 3 are the backbone of your searches. Broaden and narrow any search using all, region, or nothing.
/sea all whm - Returns a list of every White Mage logged in. This does not account for /Whm subs.
/sea all whm 50-55 - Returns every White Mage between levels 50 and 55. You can also use /sea all whm 50- to see all White Mages level 50 and up.
/sea all inv - Returns a list of every person with their party flag up.
/sea all inv 50-55 - Returns a list of every person levels 50-55 with their party flag up. This is the most useful /sea command in the game when trying to build a party. Revisions below allow you to narrow the search.
/sea all inv whm - Returns a list of every White Mage with their party flag up.
/sea all inv whm 50-55 - Returns a list of every White Mage levels 50-55 with their party flag up.
I believe the /sea system is pretty flexible so
/sea all inv whm 50-55
and
/sea whm all 50-55 inv
would produce the same result.


+++
/away and /online
When you type "/away" the little white circle with three blue dots will appear over your head (where a bazaar bag or LS pearl is). This takes exactly two more keystrokes than typing "AFK" (one if you count hitting [shift]) and is frankly superior in any situation where those with the need to know can see you. When you return type /online (wow, think of the effort). This will return you to normal. If everyone would learn to do this then PTs would be able to instantly know whther you were AFK or not without ever needing to ask, review the log, etc. (if you wanted to get really fancy then you could make a macros /p AFK /away and /p Let's rumble! /online). I hope you can see the obvious advantages of using /away over saying AFK.
Disadvatages: If the puller can't see you they won't instantly know (thought if the puller is confirming before pulls others can inform her/him). It won't really work well in some LS communication. Though it will in /tell talk because a person who is /away will have messages /told to them returned (I believe) You also have on more that you can use /busy- but you can look this one up in the manual if you want to know about it. (reading the manual is a good idea- have you?)

+++
Invite command
you can invite a person into party w/o them seeking
1) target them
2) /pcmd add <t>
or simply:
1) /pcmd add "name"
works great when a person drops during battle... no need to fuss with any menus.

+++
Reply with Ctrl R
If you are trying to have conversations using /tell, you can press ctrl+r to reply to the last person you were talking to. So if Bob sends you a /tell, hitting ctrl+r will bring up the dialogue bar with "/tell Bob" already there for you. You can hit it multiple times to cycle through the last few people you talked to. Much less useful is <r> which will just spit out the name of the last person who sent you a /tell.


+++
Silent emotes
You can do actions without the text by following it with motion. example /stagger motion. /wave motion.



+++
Beat the robot and macro NM campers
In NM camping to foil the attempts of the spam npc provokers you can either bring a dragoon's dragon or a beastmaster's pet and they can't spam npc provoke... your pet character is not a pc so it will target them and will take away that macro and they will have to target manually and will really tick them off.


+++
See no names
You can in fact turn off all names in the game to give it a more realistic feel... by using the /names command it won't take you out of the roleplaying aspect by having huge names over people's heads or monsters heads.

+++
/echo
You can make a message to yourself by using /echo. good for macros where you have a /wait timer.. you can just /echo yourself when the time is up or anything else you like and only you will be able to see it instead of broadcasting a macro to the world

+++
Chainwarp and chainescape
Here's one for RDM/BLMs that are running around in dangerous places.
/ja "Chainspell" <me>
/wait 1
/ma "Warp" <me>
The good old insta-warp. Not enough RDMs realize its usefullness because you have a good chance of dieing after warp is cast. However, provided your HP is Jeuno or a similar location, you'll almost be sure to get a Raise II/III and a lot of sympathy.

Chainescape is almost the same.
/p {Chianspell}{Escape} 5 seconds! Come to me NOW!!! <Call1>
/wait 5
/ja "Chainspell" <me>
/wait 1
/ma "Escape" <me>
At higher levels, when rdm/blm gets Escape, this is potentially THE one and only party saver... if you have realized that you won't kill the mob / links.

+++
Sometimes is better not to macro:
If you have a spell that you are frequently casting during a certain situation, but not enough to macro it full-time (bar- spells vs certain mobs say) Then you can use your [ctrl]+M magic menu to cast it really quickly. Your cursor stays wherever you leave it when you exit the menu. I use this for magic bursting w/ Banish, and for bar- spells in certain XP situations. Also- for semi-frequent spells you don't want to waste a macro on- move them to the top or bottom of the menu- that way you can open the menu and hit the left or right arrow to find them at the very top or bottom quickly. I keep warp at the bottom of the menu- I can always get to it fast there.

+++
<stpc> <stnp> tip:
Other magely tips and tricks- go out there and learn how to use <stnpc> and <stpc>, that's all I'll say- offensive and buff/heal spells should use those respectively. (The situations where you want anything else are few and far between- ie curing undead, or curing NPCs in Garrison)


+++
I have a "two-hour" macro- meaning I put the two-hour from every job in there. (This will only work with 6 jobs though!) So my "two hour" macro reads
/ja "Benediction" <me>
/ja "Manafont" <me>
/ja "Astral Flow" <me>
/ja "Chainspell" <me>
(Can you tell what sort of jobs I play?) This way, no matter what job I am using at the time I have my two-hour ready to go at the touch of a button.


+++
I have found a neat-o lil trick as a SMN. You can include a "release" inside your Summoning macros by using the following macro
/pet "Release" <me>
/ma "[Avatar Name Here]" <me>
I don't think the <me> in the release part is strictly necessary. But- If you have no avatar out- obviously "release" won't work- the macro then moves on to the next part- Summoning whichever avatar you have macroed there. If you have an avatar out, then the release macro does activate, and the fact you are releasing overrides your ability to summon the avatar. In other words- this is a release macro when you have an avatar out, a summon macro when you don't.








-------------------------------------------------------------------------------------------
Quests, Fame, Rank and citizenship

+++
Repeatable quests:
Probably everybody knows this already, you can repaeat some quests to boost some fame. And you can repeate some to get some money.. although you maybe can do more money doing some other stuff. In any case, I'm providing a link to an excelent guide by Aleczan for repeatable quests.
http://ffxi.allakhazam.com/forum.html?forum=10&mid=1096370810672001765&num=10


+++
Repeat cutscenes:
You can view cutscenes over and over for a little bit of gil.. there is uaully a bard npc around who will allow you to see cutscenes again and again.. good to catch up on storylines and stuff when you haven't did a mission in a while.

Goblin Footprints allow you to view any past cutscenes that you saw in the zone that the Footprint is in. All you have to do is trade the Footprint any item. It doesn't matter what item you trade it, it could be worthless rock salt or your Emperor's Hairpin.

Bards in town do not charge for cutscenes, just how the Gobbie Footprint don't take the item you trade to trigger. Also on this note, the Gobbie Prints in the BC's will show you the cutscenes from the rank-3 missions if you've earned rank-3, regarless of if you founght in that BC. I was in Pal Mines the other night and was able to view the Dragon cutscenes and I'de never fought that perticular dragon...
The bards that change your titles DO charge, and if you do another title-granting quest/mission/NM or buy conquest items, you'll have to pay again to get the old title back.

+++
Changing citizenship
You can change allegiance to a nation. Speak to a consulate and a fee will be imposed for the switch. When you do this all your rank is lost. My friend did this though, not me, so I can't tell you the exact details or if it works for sure. But he was a Rank 1 Windurstian when I asked him about it, so he more than likely made a switch since he's a fairly good level. He anons a lot though.
A fun thing is when you change alliance you go throu the cut scene like when you make a new character its like new game + its very fun and npc will treat you like a noob it pretty funny even thou you keep all your equipment items fame and gil
also you can have a bastok sandy and windy ring all at the same time

Changing your allegiance does not get rid of conquest points and rank... I recently switched from Sandy to Windy. I am still rank-5 in Sandy and have a crapload of Sandy CP, I just cannot use them until I change back to Sandy. Most high level JP players will earn rank-10 in all three cities as there's a lot of plot in them there missions.

On a similar note, the /salute animation is different depending on your alleigance


+++
Cabbage run quest!
Tired of having too little fame in bastok and sandy? in the fame hunter's circle there is a well-known quest in selbina that gets massive fame at about a loss of 50 gil per 20 quests.
set hp in S. Sandy, and go to the the regional vendors on the east side. buy as many stacks of la theine cabbages as you can hold and high-tail it down to selbina.
*tip* fastest way to get to and from selbina is to complete a supplies quest to the outpost at the dunes so you can tele to and from there easily. adds about 400 gil to each trip, but that means you can safely have an empty inventory for 30 stacks of cabbages (60+ completed quests for bastok and sandy).
once in selbina run straight till you see the the old guy by the sheep. get the quest, trade away, and make sure to do the drain/warp quests, as well enjoying increased jeuno fame.
This is a great tip for here, but just as a warning for those of you who have already started doing Norg Fame (zinc ores, yagudo beads, smuggling) "Only The Best" (the quest in Selbina Taebus is talking about) will reduce your Norg fame. If you don't have Norg fame, don' worry about it ^_^ but just a heads up for those of you who do.
If you are concerned about your Norg fame, good quests to do for fame in San D'oria are "Tiger's Teeth" in Southern San D'oria (Taumila's Sundries) and "Fear of the Dark" in Northern San D'oria (on the boardwalk in the crafters alley)


-------------------------------------------------------------------------------------------
Screen Glitches

+++
Airship suicide
Theres the glitch for jumping off the side of the airship, which involves auto-running at one of the post looking things on the side of the semi circle that sticks up in the banister on either side of the top deck. This makes you look like you are hanging off the side of the ship.

Addition: Actually, I've found that you have to run towards the edge of the ship not on auto-run and tilt your camera until you run on up over the ledge. Then you can walk around to the other side of the airship. ^^

+++
Valkrum scuba diving:
you can walk under the ocean in valkurm dunes...go to where the water starts on the left side at whitebone beach and run against the tree roots in the water, it takes a couple tries but keep running up on the roots and then towards the water and enentually you go underneath it...you can run all the way out on the ocean floor and see the fish and stuff. If you run far enough you will come to a big white patch of nothing where the animation for the game ends.


+++
Swimming in the knight well
you can go under warter if you go to the knight well in sandy and do the /sit command you look like your under water i would show a pic but i dont know how lol






-------------------------------------------------------------------------------------------
Myths? Real things?


+++
Less Mob HP = Less Damage?
About the bomb tosses and other AOE skills mob use, for most monsters I've found that the lower their HP the lower the ammount of damage they do. However, the goblin bomb seems to work a bit different, being that the relation to HP and DMG only occurs when the bomb is dropped.

+++
Moogle > Rose > lightsday
There was a blurp about giving mog a rose on lightsday...what exactly does this do? I'd look myself but I'm at work, and am very curious.
In the original thread it mentioned something about xp. Haven't tried it yet, please feel free to add info about this.

Add: When I created this thread, I ommited this info.. seemed too bogus. Someone added the comment in this thread and I decided to put it here. Also, I tried to give my moogle a rose in Jeuno and in Windy, my hometown. Haven't tried with Windy in first place... but it seems to me that it does not do a thing. Any new info?


+++
Common WHM misconceptions:
Divine Seal will not affect raise at all. No more exp and it wont wear any faster
Erase does not get rid of every status, just the ones which have no removing spell, like Dia.
Raise 2 wont make a lick of differance on low level characters. Im not sure when raise 2 is activated, but Ive tested it and a Raise 2 will act like a raise one at low levels.
Giving Your Rose a moogle on Lightsday WILL do the thing its rumoured yo do tho :)

Reply: DS+Raise does work, just not in the way some want it to. DS unhances your next Cure spell, so that little chunk of healing that comes with a raise... well...
Raise -- Revives and restores, lets say, 5 HP.
DS Raise -- Revives and restores something along the lines of 7 HP.
Useless I know, but saying DS has no affect on raise isn't true :)

+++
Moghancement: Experience stacks with raise.
I've never seen any player, web site, or web post say that they stack, and I've seen many of each that says that they don't stack.It's easy to test on a level 6 character, but you don't have to. Square states that Moghancement: Experience stacks with Raise. You can find the information as follows
Go to the FFXI Screen on Playonline. Click on Developer's Room, then Update History. Then click on the April 2004 update, and click through to the 20th page.
As you can see(and may remember), Moghancement: Experience used to have an INCORRECT description that said that it didn't stack with raise. This INCORRECT description was removed in April because they do stack!

+++
Fishing with rocks
Supposedly if you are out of a city, if you fish with a rock or wall to your baack you will not catch a monster. I tried this and did 100 casts flat, and I got no monsters. I need to try it for 5 hours straight if I get a chance, lol.
Something I noticed, if you have a rock in front of you and are fishing, it APPEARS your line will not snap. I did this in e. ronfaure with a rock right in front of me (pushed up to me) and I was fishing. Did this for 3 hours, had no breaks (cmp rod and fly lure). I moved away from the rock and snapped 3 lines in 90 minutes. I am not sure if it was luck or whatever, but it is not my new fishing superstition that I go by.

+++
Pokingaggro:
if you /poke a aggroing monster it will aggro you it happened to me when i poked the sea horror and instead of keep going after the guy he was he came all the way to me lol

Reply: The Sea Horror aggros to sound. Perhaps the original target, had run out of range. He probably did nothing to draw hate, and you were the nearest target.

Editors note: I personally think this tip is a myth, as no emotion has reported hate in it. I could also believe the other person didn't have any hate, and the lvl difference could have been the reason the shift of aggro. Imagine if any emotion produced aggro! We will see tank macros spamming /poke /dance /clap /toss to get hate. That fight would be fun, though.

+++
Offensive cures and sneak
When you want to pull an undead mob (this is especially useful when your group is trying to get ancient papyrus for genkai-1), cast Sneak on the puller and have the puller cast Cure on the mob. The mob will aggro the puller but nothing will link with it. Plus you won't lose Sneak by casting Cure

Reply: Not true anymore... If you do a cure on a PC while sneak is up it will not drop. However, my LS proved on a papyrus hunt that offensive cures do in fact cancel sneak.

+++
Rare drops based on lvl
I've heard this, and in my experience it's true, but I've never seen it proven. In my experience, NM drop rates increase drastically if your level is the same as (or a little higher than) the NM you're hunting. Camping Lizzy as a team of two level 10 characters with /WAR subbed works wonders.

+++
Treasure Hunter 1 and 2
A lot of people also think that TH1 increases all drops, but it only increases normal drops. TH2 affects rare drops. I'm sure that's common knowledge to THFs, but I see a lot of people who sub /THF when they're above 30 and hunting NMs for drops.

reply: THI gives a higher percentage of all drops and THII is an upgrade, so you have a higher drop rate than THI, but these rates work on all drops, both rare, ex, and regular. They increase the potential of drops and thereby increase rare drops by default.

+++
Lucky Egg
Apparently having Lucky Egg equipped in your inventory slot increases normal and rare drops by 5-10%. Having a Four-Leaf Mandragora Bud in your inventory does nothing, and neither does eating one.

+++
Steal Rate and Provoke:
Thf steal rate goes up during Provoke or during a skillchain being done on the mob

Reply: The success rate of Steal and Mug is affected by certain equipment, and is not affected by attributes.






-------------------------------------------------------------------------------------------
Play online miscelaneous

+++
Get 1 free ring when creating char
If you make your character of a race and start in a city that is not that races "home town" you wont get a ring for that city.
If you are a race not native to the starting city, just save up some CP and wait until your country is first in conquest. Then you'll be able to buy it( I think its a rank3 thing ).

+++
Creating your character:
In the character creation screens, if you press the L3 button (I dunno the equivalent on the keyboard), you can switch between 3 cameras. 2 animated cameras, and the 3rd has your character standing without moving and you can rotate and zoom the camera with the two joysticks (L3,R3).
On the keyboard the 5 key on the number pad will change camera views. In the mode where the character model stands still you can rotate the view by moving the mouse towards the outer edges of the screen. 3 key zooms the camera out and 9 zooms it in, just like in game.


+++
When you take a screenshot the files end up under your playonline folder.
easiest way to find them, search for XXX*.jpg in that folder. where XXX are the first 3 letters of the player you took the pics with.

+++
You can back up all of your macros and map markers in Play online. You’re given four sets of macros/markers to store, and you can restore them at any time. So, if you like playing a mage sometimes and a melee sometimes, you could have two separate sets of macros (one that is all melee-oriented and one for all your mage spells). To use this feature, when you are at the “select a character” screen, highlight your character and press Ctrl+Alt+Shift+B (for Backup), and it will ask if you want to save your macros. Press up or down to switch between the four slots available. To restore, press Ctrl+Alt+Shift+R (for Restore) and choose a slot. Not only does this save your macros and map markers, but also any customised settings you’re using (such as window backgrounds, font colours, etc.)
It saves information to POL. So you can't transfer information from one system to the other. (ie. PC to PS2) Trust me, I desparately tried to find a way.

You get 4 slots per account (not character). The backups are also, unfortunately, saved to your hard drive, and not the POL server.
The location of these backup files on Windows is:
..\PlayOnline\SquareEnix\PlayOnlineViewer\pub\home01\open\ContentsData\FinalFantasyXI
The names of the files (all 4) are:
FFXI0.DAT
FFXI1.DAT
FFXI2.DAT
FFXI3.DAT


-------------------------------------------------------------------------------------------





That's it.
Hope you enjoyed as much as I did reading this... feel free to add more stuff!




Edited, Fri Sep 24 13:18:17 2004 by anaka

Edited, Tue Sep 28 14:24:17 2004 by anaka

Edited, Wed Sep 29 11:34:39 2004 by anaka

Edited, Mon Oct 18 20:36:15 2004 by anaka
#2 Sep 24 2004 at 11:37 AM Rating: Decent
*****
10,755 posts
Dear Lord above...nice job grouping this all together
#3 Sep 24 2004 at 11:38 AM Rating: Decent
****
5,645 posts
Quote:
# You can change your instruments and equipment for Bard songs after you being singing the song and the effects of the change will carry over (i.e. you can start the song, THEN change instruments, and still get the song bonus). However, this does not work for spells. To gain the reduced resistance benefits of the elemental staves, Black and Red Mages must have their macros set to change their equipment, and then cast the spell.


You can change gear after spell is being casted. I do this all the time with my WHM. medding with dark staff, waiting til after fight starts stand up cast cure III on PLD switch weapons to light staff and the cure hits for the +10% amount. Timing is everything on this but i have repeatedly tested and confirm it can be done, for WHM with cures at least.

Please note this is a manual change, not a macro'd equip change.
#4 Sep 24 2004 at 11:41 AM Rating: Decent
Congratulations lovelly threat!!!^^ kinda sticky... keep the good work..
#5 Sep 24 2004 at 11:51 AM Rating: Decent
**
489 posts
Great thread and summary. It's a shame it's falling off the page. I learn something new or 2 everyday^^
#6 Sep 24 2004 at 12:16 PM Rating: Good
**
946 posts
Wow, incredible wealth of info, from beginner tips to advanced...to urban legends...a long read, but well worth it.
Rank way up!
#7 Sep 24 2004 at 12:18 PM Rating: Good
**
946 posts
One question though, and a big BUMP...there was a blurp about giving mog a rose on lightsday...what exactly does this do? I'd look myself but I'm at work, and am very curious.
#8 Sep 24 2004 at 12:22 PM Rating: Good
***
2,268 posts
O_O

wow... Very nicely done.
#9 Sep 24 2004 at 12:24 PM Rating: Good
*
163 posts
Quote:
+++
Tractor to go through doors
Avoid going through the hassle of reopening a door by simply dying next to it and let someone on the otherside use tractor spell on you. Once on the other side have someone raise you. ^^
Example: If you ever done the Zilart Mission at Den of Rencor, the last gate (to access the Sacreficial Chamber) is opened by lighting the four torches. No one realized the gate only remain open for a short period of time and some got locked out. So by doing the tractor trick we got them pass the locked gate and we avoided having to escape to redo the run which took a long time.



LOL, you can open the door from the inside.

I know for sure, we did this mission with 8 people, had to do it twice, before we did it the first time we checked to see if we could enter without having to light the lanterns again.

The door can be opened by anyone on the inside.
#10 Sep 24 2004 at 1:38 PM Rating: Decent
Quote:
Using /sea
To search the whole world for people in a specific level range looking for a party:
/sea all inv 41-44
will return all those with their flags up in the level range 41-44.
All those who are level 20 with their flags up is
/sea all inv 20-20


You only need one 20 there to search for lvl 20 jobs. :0

Quote:
+++
Invite command
you can invite a person into party w/o them seeking
1) target them
2) /pcmd add <t>
or simply:
1) /pcmd add "name"


You can also /sea name -> invite (not as fast, but they don't have to be seeking for you to add them)

Quote:
Airship suicide
Theres the glitch for jumping off the side of the airship, which involves auto-running at one of the post looking things on the side of the semi circle that sticks up in the banister on either side of the top deck. This makes you look like you are hanging off the side of the ship.


Actually, I've found that you have to run towards the edge of the ship not on auto-run and tilt your camera until you run on up over the ledge. Then you can walk around to the other side of the airship. ^^

#11 Sep 24 2004 at 2:28 PM Rating: Decent
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608 posts
The bit about deoderize preventing low HP aggro is quite false.

I've tested this in Eldieme. Fought a clipper to 50% hps, zoned in. Cast sneak, deoderize, invisible and walked into the first room. Immediately got 3 skeletons beating the snot outta me.

As for deoderize helping you lose scent-tracking enemies? I know that's what it is supposed to do but god knows I've never had it work.

For fun, I slept a goblin. ran clear across the zone, then sneak/invis/deodorized myself. about 5-7 minutes later the goblin still showed up. Maybe I did something wrong -_-
#12 Sep 27 2004 at 9:08 AM Rating: Decent
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116 posts
about deodorize.. maybe you have to deodorize BEFORE running away?

it would make sense logically.. if you sleep the mob, run away, and only then deodorize, I'd imagine your scent will leave a nice track all the way to your hiding place. The mob can follow this trail, and should find you (with sneak and invis having no effect since it already has aggro on you).
#13 Sep 27 2004 at 9:16 AM Rating: Decent
Nice Job! Thanks
#14 Sep 27 2004 at 9:59 AM Rating: Decent
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1,458 posts
Here's one you haven't got;

When fighting a creature with a "Gaze" type attack, if you can't see it, it's "Gaze" can't affect you (you have to actually be looking at it for the gaze to take effect)

So Mage's should stand with their backs to Dhalmel while fighting, as they do a Gaze Silence "Cold Stare". Lizards "Baleful Gaze" Petrification gaze can be avoided in a similar way - just unlock from the target when in a fight and when it readies the attack, turn to face away for a second or so.

Opo-opo, Goobue, Dragon, Coeurl, Cockratrice and I think Ahriman also do Gaze attacks, with various status effects, that can be avoided in the same way.
#15 Sep 27 2004 at 4:09 PM Rating: Decent
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124 posts
Wow! Great info!


(shameless bump)
#16 Sep 27 2004 at 4:35 PM Rating: Decent
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602 posts
about sleeping a mob:

the DRK line of absorbs (Abs-STR, Abs-DEX, etc) will NOT wake a sleeping mob. Nor will Aspir. whoever told you otherwise was completly wrong. I have had a LOT of experience with absorbing sleeping monsters, and especially aspiring them (i bring a lowlvl "pet" crab with me as a mana battery when i farm)
#17 Sep 27 2004 at 6:36 PM Rating: Decent
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3,478 posts
BiZumP :)

Love this info, got it bookmarked O_o
#18 Sep 28 2004 at 12:06 AM Rating: Decent
Scholar
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359 posts
Quote:
When someone puts a monster to sleep, it remains that way until a set amount of time has passed and the spell wears off, or it takes damage.
This means when you sleep an add and finish off your main target, don't attack right away.
The following spells will wake up a sleeping monster:
any action which does damage
dia, bio, poison, choke, frost, burn, drown, shock, rasp
abs-xxx spells
Useful things you can do while waiting for it to wake up:


As far as I know, absorb spells don't wake it up; only spells that do damage (Drain, and the other damage over times, and nukes) like you said.
____________________________
DRKWARNINWHMMNKRNGPLD
#19 Sep 28 2004 at 2:57 AM Rating: Default
Quote:
For fun, I slept a goblin. ran clear across the zone, then sneak/invis/deodorized myself. about 5-7 minutes later the goblin still showed up. Maybe I did something wrong -_-


You can only avoid and erase your scent on monsters that aggro to -- NOT you aggro them yourselves. If you cast sleep on a Goblin, he will always catch up to you and no amount of Deodorize will change that. This only works on monsters that initially aggro you, not monsters that you 'claim'.
#20 Sep 28 2004 at 9:59 AM Rating: Good
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135 posts
Great info! I might add something about macros.

You can comment out lines in your macro. Just use "//" at the beginning of the line, and you won't get any error message in your chat log. It's very useful if you want to quickly set up different Weapon Skills on one macro, or have multiple /equip macros if you need to quickly switch your ammo slot.

This example shows how I can quickly change my macro from shooting Flaming Arrows while I solo mobs weak to fire, to setting up a skill chain in a Party:

//p Using Piercing Arrow in 3...
//wait 3
//ws "Piercing Arrow" <bt>
/ws "Flaming Arrow" <bt>
//ws "Dulling Arrow" <bt>

becomes

/p Using Piercing Arrow in 3...
/wait 3
/ws "Piercing Arrow" <bt>
//ws "Flaming Arrow" <bt>
//ws "Dulling Arrow" <bt>
#21 Sep 28 2004 at 10:05 AM Rating: Decent
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403 posts
Quote:
ALWAYS bring a scroll of instant warp to Yhoator, buy one in Jeuno and stick it in your Mog House before you head down to the jungles, trust me on this one. Even if you are a 2blm and have warp: you may be able to sell it to someone who wants to get back without dying.


I may have interpreted this wrongly, but it seems you are talking about selling the Instant-Warp scroll. It's RA/EX, and can't be traded, much less sold.

Quote:
Pokingaggro:
if you /poke a aggroing monster it will aggro you it happened to me when i poked the sea horror and instead of keep going after the guy he was he came all the way to me lol


The Sea Horror aggros to sound. Perhaps the original target, had run out of range. He probably did nothing to draw hate, and you were the nearest target.

Didn't have the time to read thoroughly through the rest of the post, but those were two points that seemed wrong the first time I skimmed through the compilation. ^^
#22 Sep 28 2004 at 10:07 AM Rating: Good
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2,063 posts
He means get it from a gate guard in Jeuno, by the term 'buy one'.

-referring to the Instawarp scroll
#23 Sep 28 2004 at 11:30 AM Rating: Decent
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481 posts
How much time did you spend on it?

Rate up!
#24 Sep 28 2004 at 11:30 AM Rating: Decent
First off great post. Second BUMP Third :

Quote:
One question though, and a big BUMP...there was a blurp about giving mog a rose on lightsday...what exactly does this do? I'd look myself but I'm at work, and am very curious.


Dose any one have the answer to this or was this a way to get the price of roses to go through the roof at the ah??
#25 Sep 29 2004 at 8:20 AM Rating: Decent
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73 posts
I tried trading a rose to my mog both in Jeuno, and back home in Bastok, both on Lightsday. Nothing happened...

Anyone know if it actually does anything?
#26 Sep 29 2004 at 10:25 AM Rating: Excellent
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153 posts
The rose comment came from

By: Tati
Scholar
163 posts
Score: Decent [3.07]

quoting:
Quote:

Common WHM misconceptions:

Divine Seal will not affect raise at all. No more exp and it wont wear any faster

Erase does not get rid of every status, just the ones which have no removing spell, like Dia.

Raise 2 wont make a lick of differance on low level characters. Im not sure when raise 2 is activated, but Ive tested it and a Raise 2 will act like a raise one at low levels.

Giving Your Rose a moogle on Lightsday WILL do the thing its rumoured yo do tho :)

----------------------------
Harmonia on Phoenix

http://ffxi.allakhazam.com/profile.xml?1399



Now, I'm not really sure if it was just a joke, a small comment about a myth, a comment of something that it was real or just something to raise roses prices... Does anybody has the answer.

Tati: Do you have the answer?



--- In a side note... Updated the thread a couple of times to include your comments. Thanks!

--- Adding /shutdown command. Darn, I wish I had known that months ago.
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