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Starting out in FFXI - A Guide for New PlayersFollow

#1 Apr 06 2006 at 7:42 AM Rating: Excellent
Disclaimer: This is a work in progress that can/will be amended. Feedback from knowledgeable players is appreciated, and information provided herein can/will be amended/added/subracted. This post, while detailed, imposes a personal viewpoint of the game through a players eyes, and not a developer. Some information may be opinionated or non-factual, and uncommon among other views from different players. Nothing in this post is absolute. Feel free to add/comment on information, and direct it towards the OP Author for addition to the post

Each and every person that plays this game started in the same place. They started out in one of the three starting Cities (Bastok, Windurst, or San d'Oria) with an Adventurer's Coupon and their trusty Onion Weapon or starting gear based on their job. They fumbled with the controls, became overwhelmed with the size of the City itself, managed to find their way outdoors to kill their first Worm/Bee/Mandy/Etc. At that moment, it's simplistic bliss.

While many may forget their entry into the world of Vana'diel, occasionally there is an update/expansion/etc. that warrants new players. With the introduction of the FFXI Beta with Xbox 360 and a new Expansion coming out, I believe it's time to rehash some long forgotten tips, hints, tricks, and helpful idea's for those players new to the game this time around.

Starting Out

You start the game with what we call RSE gear (RSE = Race Specific Equipment) and a starter weapon, commonly something like an Onion Sword or Rod. You also receive an Adventurer's Coupon which during your cutscene will notify you of the name of the NPC (Non-player Character) and location to turn it in. That NPC will explain to you how to trade it, and you'll receive your 50 Gil and be on your way.

Take some time and explore the city. If you've read up on FFXI info already before taking this dive, you probably know more than you care to read in this post. But, there may be some info found within' this post that will still help you if you are one of these few, so feel free to skim the topics, just in case. ^^

Once you're ready to do some damage, head outside through one of the designated gate areas and get to some killing! From here on out, it's you and the game.

For your first 10 levels, trust that 90% of your items you can upgrade with (Weapons, Armor, etc) CAN be purchased from NPC Vendors instead of at the Auction House! Do not rush and be hasty, or you will end up spending much more Gil than you have to! Use this website and find everything you wish to buy, and make sure there isn't a Vendor with it for very cheap first before you head to the Auction House.

Tips for Fighting - Basic Jobs

From levels 1-10, you will be Solo for the majority of the time. Learn about your Weapon, and how to be effective so that you can turn this time into something fun instead of something stressful.

  • Warrior: Your A+ Weapon is a Great Axe, even though you start with a Basic Sword. However, since you've got the Sword already, go ahead and do some leveling with it to get a feel for the Combat Mechanics FFXI employs. Warrior is a master of many Weapons, and they are commonly known for their ability to excel with a Great Axe or 1h Axe. If you shop around at Vendor NPC's, you may be able to find a 1h Axe for level one that will provide an alternate option to the sword you already have. Chances are, to get your first Great Axe (Butterfly Axe - Level 5) your going to end up at the Auction House. This sucker can be expensive nowadays, so start saving right off the bat if you plan to work hard at this job! (You can get the Butterfly Axe from a Vendor in Bastok if Bastok is in Conquest First Place...more on that later though, may be quite a tough undertaking for a level 1 player!)
  • Monk: Your A+ Weapon is Hand-to-Hand weapons (Cesti's, Knuckles, Claws, etc). You start the game Bare-fisted though, but that'll be enough for you to go out and do some Damage. You also start with a nice little piece of Equipment, a White Belt, which gives a boost to your Strength attribute. Make sure you equip this before you go out fighting! Cesti's (Level 1 H2H Weapon) can be bought at Vendors in Windurst and San d'Oria, so look up the information for that weapon here on Allakhazam and find out where to pick them up. Avoid the Auction House if you can!!!
  • White Mage: Your B+ Weapon (Best) is a Club/Maul/Rod/etc. (Weapon Class - Club). Your A+ Skill is Healing Magic. You're going to Melee through 1-10 (and use some Spells, too), so become familiar with using your Weapon. After Level 10, when you start partying for Experience Points, you'll find yourself more interested in getting Weapon Items (be it Staff, Club, Rod, Shield, Etc) with stats that help your job, like MP+ and MND+.
  • Black Mage: Your B- Weapon is Staff. Your going to Melee a little through your first 10 levels, but you'll be mostly using Spells. Like White Mage, you'll be looking to gear your items in the future more towards stats like Int+ and MP+
  • Red Mage: As a Mix-breed type job, you're going to find youself with multiple options in the way you fight. Your B Weapons are Sword & Dagger...however I personally suggest you go with a Sword. You're going to fight a little like a White Mage and a little like a Blm, with a survivability & melee ability like a fighter type job. This is a fun job that allows a lot of mix-n-match play styles.
  • Thief: Your A- Weapon is Dagger...however you do have a respectable level in Swords, too. In the early life of a Thief, it's suggested you keep both weapons skilled up. Sword will do more Damage for you, and you can equip a Shield in your off-hand for some added defense. You are a straight out melee job with some basic fun abilities like Steal, which allows you to take a single item from monsters (some monsters cannot be stolen from, test your luck and see what you can find!)


  • Funding - Gil starting out in FFXI

    Your going to find yourself quickly needing Gil (FFXI Currency) to progress properly and buy the Spells, Weapons, and Armor you need based on your job. There's quite a few ways to do this...and here's some information to help you along.

  • The Auction House (AH): This will be where you make your money! The Auction House is like FFXI's EBay...it allows players to list items to sell, and players to buy items listed by others. It's a Free-Market, player controlled system. Anything you "Purchase" from the AH will be in your inventory immediately. Anything you "Sell" on the AH, the proceeds will be delivered to your Delivery Box, which can be accessed at your Mog House or a Nomad Moogle. When you "Sell" items, you have to enter the amount you want to sell it for. The game will then inform you of the Listing Fee (commonly a very small amount of Gil) and you must confirm that you wish to list the item. Always make sure to check the going price for the item your selling before you list it to make sure you aren't getting ripped off, or listing it in a manner that will slow/stop it from selling.
  • Crystals: You obtain these when you fight monsters while having Signet on. Signet (your Nations support) is found and obtained at the Gate Guards in Cities, commonly NPC's right next to the Gates that you Enter/Exit through. The Starter Cities have a specific Suffix to their name (San d'Oria is R.K. for Royal Knight, etc). They allow you the option to obtain Signet when you click on them and activate their text. Signet only lasts for a certain amount of time. Signet also gets you Conquest Points, which are used at those very same Gate Guards to obtain very useful items, weapons, armor, and more! Make sure you never leave without Signet whenever you're fighting!
  • Selling Crystals: Selling them in stacks of 12 is the most efficient way to move them. Crafters buy these Crystals to perform Synthesis to make items when skilling up or simply making items with Crafting. Fire, Wind, Earth, Water, Lightning, Ice, Dark, and Light are the elements of FFXI. Some Crystals are worth more than others, so check prices on your server, and try to target the Crystals that make the most!
  • Crafting: In your first few levels, you may find a few synthesis processes you can do from the get-go that can make you some money! For instance, a Wind Crystal and a Yagudo Necklace can make Grass Threads, or a Lightning Crystal and a Yagudo Necklace can make a Copper Ingot! Try researching the items you obtain while fighting to make sure it's not waste before discarding it in another manner.
  • Everything's Worth Something: Never discard items unless you must due to inventory restrictment. Everything, even if it doesn't sell well or at all on the AH, can be sold to a NPC for more Gil. Items = Gil, while sometimes extremely marginal amounts, it's more than what you would get if you throw it away.


  • Advanced Jobs

    Once you get to level 30, you get some options about which jobs you can get! I'm sure up until now, you've read about Dark Knight, Paladin, Summoner, and other Advanced Jobs. These jobs are obtained by completing "Flag Quests". To find out more information, visit the Quests information section of this site to find specific details for each Advanced Job and how to unlock them.

    Getting Help - Tips for Communicating

    You'll notice players around you more and more as you explore more of the game. Here's some helpful tips to help you communicate with other players:

    -Shouts: These are done by typing /shout before you say something. Be advised that anything you type when you do this is readable by the entire zone you're in. Try to stay away from being rude, vulgar, or demanding in this form of communication...it will attract ill-attention to you. Most commonly used for getting attention of other players that may be interested in doing the same thing as you (missions/quests) or trying to sell/buy an item you're having a hard time looking for.
    -Tells: This is a private form of communication done by typing /tell <name> before you say something. You can reply to /tells you receive by simply hitting Ctrl+R on your Keyboard.
    -Say: These are the default chat area. It reaches a Radius around you, but not the whole zone like Shouts do.

    Try to stay away from Cap Locks, it implies yelling or demanding when used in a communication sense. People may feel it's unwarranted or even rude. Try not to demand things, people willing to help do so from the kindness of their hearts, so do not be ungrateful or rude in return. Asking for items or Gil from strangers is not appreciated, and can be met with resistance, or even returned harrassment from those you're asking. Try to "not" do this. Don't be afraid to ask questions, but always be polite when communicating in-game. Most people will notice your attempt to be polite and civil, and will return the favor. ^^

    You will also notice through your time playing that occassionally (or often depending on where you are) you will see people use a string of text surrounded in {Something} that looks like this. This is called the Auto-Translator function. FFXI caters to multiple languages, and so Square-Enix has implimented a text Translator to help break the language barrier in-game. To use, simply hit the "Tab" button while entering text into the text field of the Chat window. You will get a list of scrollable Categories in which each list terms common throughout the game that can be used to paraphrase or make full sentence strings. Additionally, you can also type the first 2-3 letters of a word and hit "Tab" to auto-find the word you're looking for (ie. Type H-E-L and hit Tab, and you will find a list showing Hello, Hellfire, and maybe a few other things in the option window). Use this maturely, though. And remember that something you see may not be what it looks like to you to other languages (ie. Back in Auto-Translator may mean "Behind" to a Japanese player, or Pull Back in Auto-Translator may mean "Move back slightly" in Japanese).

    Party Dynamics past Level 10

    There's a few things about Experience Points Parties you should know before going into them. Typically, between levels 10-12, most players head to the Valkurm Dunes area to begin their trek to level 20. With Parties, a group of 6 People work toward a common goal of bringing in the most efficient amount of Experience in per hour through fighting VT to IT monsters.

    Partying is a combination of multiple skills. While most will argue there are Cookie-Cutter (common) setups to which a party should be designed, rest assured that in some cases, multiple options are available and effective if need be. Typical roles in parties are:

    Tank: Paladin, Warrior, Ninja This is the job that primarily takes the brunt of attention from the mob. Their main focus is to use their abilities to keep the mobs attention on them because they have the highest Defense or highest means of survivability.
    Healer: White Mage, Summoner, Red Mage This is the job that primarily keeps the party cured and in good condition. While White Mage is more typical, Summoner can also heal with it's large MP pool and Red Mage can support heal or in some cases, main heal.
    Magic Damage: Black Mage, Red Mage, Summoner This is the job that's primary focus is dealing damage through magic. Black Mage is the most common and typical for this role, while Summoner can use Blood Pacts to dispearse Damage. Red Mage can also deal Damage with magic, but on a much lesser scale than Black Mage or Summoner.
    DD/Damage Dealer: Warrior, Monk, Thief, Samurai, Dragoon, Dark Knight, Ranger, Ninja, Beastmaster These are jobs that focus or can focus on Melee Damage over time, and use of Weapon Skills to create Spike Damage or help create Skillchains. Some are more effective than others with different mobs, and in different situations. Combinations with Subjobs make for added effectiveness or use.
    Support: White Mage, Black Mage, Red Mage, Summoner, Bard, Dragoon These are jobs that are typically placed within a "Mage" role in a group to help support the party and make life a little easier. Most commonly a Red Mage, Bard, or Summoner...these jobs can do multiple tasks to increase the effectiveness of a party through means of player support, monster enfeebling, and curing all together in one package. Dragoon is added because with the right subjob, it's Wyvern can provide party support.
    Crowd Control: Black Mage, Red Mage, Ranger, Bard, Dark Knight, Beastmaster These jobs have something in common that help them become useful when needing to calm or stop incoming or additional monsters that threaten a Party. Black Mage, Red Mage, Bard, and Dark Knight have the Sleep spell that helps with Crowd Control, and Black Mage, Red Mage, and Ranger have abilities that Bind a mob in place for a specific amount of time. Beastmasters can Charm non-Beastmen monsters and move them out of the vacinity of the party or even use them against the monster the party is targeting. Bard also has a Charm ability that quickly and temporarily takes a monster out of a problematic situation, however a Bards charm creates a large degree of Enmity on the Bard and the monster must still be delt with after it returns to it's normal agressive state.

    Parties usually find a safe area to "Camp", in which they will pull surrounding monsters to this Camp to fight. Pulling is usually the job of a Thief, Ranger, or other Damage Dealer that can use a ranged weapon.

    The general Goal for a party is to produce the best degree of Experience points per hour. Almost always, a party can perform better targeting Very Tough (VT) mobs that are weaker than Incredibly Tough (IT) mobs for a better and faster kill ratio. However, most parties typically target lower IT mobs (which con low Evasion and/or low Defense) or higher. It's up to the Party which is going to produce a better end result for the group.

    Subjobs - Info, Insight, and Tips

    During your initial time partying in the Dunes, or wherever you decide to start/continue your trek to level 20, you will find out that at level 18 you can activate a quest to get your Subjob. A Subjob, by definition, is a job you use in addition to your main job to help you better your effectiveness. Your Subjob, at any given time, is always Half or Less the Level of you Main Job. Your Subjob does not gain experience when you level with your main job, you must level it seperately as a main job to raise it's level.

    Re: Quests Page for Level 18 Quests Available in Mhaura or Selbina

    Typically, a job will Sub a job that helps increase the effectiveness of the main job. Therefore, a Mage would instinctively sub a Mage Job, and a Melee Job would instinctively sub a Melee Job. However, there are specific situations where certain jobs can find effective means of subbing opposing job structures to create a unique, effective combination. Beastmaster, while constituted as a Damage job, will sub White Mage for Survivability while playing Solo. Dragoon will sub a variety of different jobs to change the active use of it's Wyvern. To gain in-depth understanding of subjobs best suited for Main Jobs, read in the Job Forums here on Allakhazam for player discussion and helpful tips.

    Tips that you might want to know!

    Beastmen Seals: You're going to see these drop from monsters while you're fighting. DO NOT discard these!!! Save these, all of them, at all costs. Store them in your Mog House when you're there to save your main inventory space. These are used later in the game to do what is called BCNM's (Burning Circle Notorious Monsters) which allow you to partake in fun, exciting battles with amazing rewards!

    Stacking Items: Items in your inventory that you notice with a number after them (ie. Earth Crystal 1 can be stacked to a specific number (some 12, some 99). To Stack them, you can "Auto Sort" your inventory. To do this, while your inventory is open, hit the "+" button on your Keyboard to open a small menu in the upper right portion of the screen with the options of "Auto" and "Manual". Select "Auto", choose "Yes", and it will auto-stack anything stackable in your inventory.

    Conquest Points: Mentioned above pertaining to Crystal's, Signet will also earn you Conquest Points. These are points you obtain while having Signet active that accumulate (checkable by viewing Region Info in your Main Menu). Conquest Points (or CP) can be used to purchase helpful items and even really good Equipment. Some of the most helpful items, listed under "Common Items" at the Gate Guard, are the following:

  • Scroll of Instant Reraise: This item, when used, puts a "Reraise" effect on your character for a specific period of time (noticed by the Halo image in your Status area). This effect will allow you to immediately Revive your character upon death in the field without having to Home Point (return to home point area) or wait for a Raise. The Scroll only has one use per purchase.
  • Scroll of Instant Warp: This item, when used, immediately transports you to your Home Point. Useful for returning to your Home Point (or HP) after a long trek or to avoid a long journey home. The Scroll only has one use per purchase.
  • Chariot Band (Ring): This item, when equiped & used, provides a small boost to the amount of Experience points you receive when fighting/partying. Equipable at level 1, the effect of this item lasts for a maximum of 90 minutes or 500 Experience Points, whichever comes first. It has 7 charges, and can be replenished by trading it to the gate guard once a real life week (after Conquest Tally on Sundays). It can be used once every 16 hour period
  • Empress Band (Ring): This item, when equiped & used, provides a small boost to the amount of Experience points you receive when fighting/partying. Equipable at level 1, the effect of this item lasts for a maximum of 180 minutes or 1000 Experience Points, whichever comes first. It has 7 charges, and can be replenished by trading it to the gate guard once a real life week (after Conquest Tally on Sundays). It can be used once every 16 hour period.


  • Helpful Common Terminology (Non-alphabetical)

    JSE: Job Specific Equipment or equipment that specifically is made for one job, and one job only. Only able to be worn by that job.
    RSE: Race Specific Equipment or equipment that specifically is made for one Race/Gender, and one Race/Gender only. Only able to be worn by that Race/Gender.
    AH: Auction House. The AH is a free-trade, player controlled economic tool that allows players to list sellable items for sale, and players to buy said items.
    BBL/bbl: Be Back Later
    WTF/wtf: What the @$!%
    LOL/lol: Laugh out loud
    Crit: Critical Damage/hit
    Proc: Term defining a Processing action, such as an added affect on a weapon. (ie. The Lightning Dmg added effect on my Great Sword proc's often)
    Dmg: Damage
    NM: Notorious Monster
    BCNM: Burning Circle Notorious Monster
    KSNM: Kindred Seal Notorious Monster
    LS: Linkshell
    LMAO/lmao: Laugh my *** off
    ROFL/rofl: Roll on floor laughing
    ACC/acc: Accuracy
    TW: Too Weak to be Worthwhile (Monster Strength)
    EP: Easy Prey (Monster Strength)
    DC: Decent Challenge (Monster Strength)
    EM: Even Match (Monster Strength)
    T: Tough (Monster Strength)
    VT: Very Tough (Monster Strength)
    IT: Incredibly Tough (Monster Strength)
    DD: Damage Dealer (Melee or Magic)
    Camp: Safe area used by Parties to pull monsters to.
    Pull: The action of bringing a monster back to Camp.
    Train: The action of bringing one or multiple monsters through the act of getting aggro.
    Aggro: The action that describes how a monster will attack on it's own will.
    Enmity: A term that describes "Hate" or "Attention" focused from a monster to a player.
    Con: A term that describes when a Player "Check's" a Monsters strength.
    Mob: A term describing a Monster/Beast/Beastmen.
    MPK: Mob-Player-Kill: A term describing when a player uses a Mob to effectively kill another player or group of players. A griefing tactic.
    KS: Kill-Steal: A term describing when a player uses a grief tactic to gain claim on another player or group of players monster. Common with NM's, typically refer's to a player outside the group Curing a tank until the monsters attention is focused on that outside player and the claim goes unbound to a group. Also describes when a player waits for the active group to lose claim due to any means and immediately stealing claim for an outside player/group against the wishes of the active party.

    Edited, Thu Apr 6 09:19:27 2006 by Ryneguy - Added Subjob section

    Edited, Thu Apr 6 10:41:25 2006 by Ryneguy - Added Conquest Point Items & Stacking Information

    Edited, Thu Apr 6 12:35:55 2006 by Ryneguy
    #2 Apr 06 2006 at 7:45 AM Rating: Decent
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    892 posts
    /clap

    /vote sticky

    I've made such a thing for the linkshell I'm in. Your post covers alot of the basics =]
    #3 Apr 06 2006 at 7:48 AM Rating: Decent
    a very well laid out guide for the new comer to the game,oh and congrats taffu on your new link shell have gone to your web site and it looks fantasic, you get a rate up for a great guide and new linkshell.:)
    #4 Apr 06 2006 at 7:48 AM Rating: Decent
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    Something else you can add for RDM:

    Once you hit level 14ish, if you can afford, buy a HQ wand for partying, as you'll more then likely be a healer or backup healer and it would work best then having a sword or dagger, now, you don't have to melee with the wand, as your damage will suck, but it's just for that extra edge on your debuffs and cures. Yeah you can learn more in the RDM forum, but since this is a guide for starting out, it's best to also add the fact they should also experiment with wands also when they hit the party stage ^^

    Also, you should mention the Conquest Points, when they get to 1000, they can get the empress band, or the chariot band, and that instant warp scrolls will be a god send if they want to get back home quicker.

    (unless you mentioned that then sorry :()
    ____________________________

    #5 Apr 06 2006 at 8:09 AM Rating: Decent
    good guide dude, wish it would have been up when i first started lol

    only thing id add (it might be in there but i missed it) there nothing about "Sub Jobs"...just my 2 cents =)
    #6 Apr 06 2006 at 8:52 AM Rating: Decent
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    568 posts
    I would suggest a note about the existence of Japanese players, and a brief description of how to use the Auto-Translate function.

    FFXI is unique in supporting people of several languages in a single server, so this will be something new players might not expect.

    Otherwise, very nice overview. :)
    #7 Apr 06 2006 at 8:53 AM Rating: Good
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    329 posts
    Quote:
    Bard also has a Charm ability that quickly and temporarily takes a monster out of a problematic situation, however a Bards charm creates a large degree of Enmity on the Bard and the monster must still be delt with after it returns to it's normal agressive state.


    This is true, but not until level 75. I don't think that it is necessary to have it in your guide. A level 1-30 person does not need to know about a level 75 song. By the time someone hits 75, they will probably learn about it on their own. I think mentioning Foe and Horde Lullaby would be much more beneficial.

    But other than that, excellent job! Rate up ^^

    EDIT: Oh wait, you did mention Bard's sleep ability. But I still think that you may want to leave out Maiden's Virelai. Or at least mention that it isn't obtained until a very high level. The way you have it, it almost seems that it's an ability you see all the time. Truth is you don't ever see it until end-game.

    Edited, Thu Apr 6 10:04:39 2006 by HaggaiRemora
    #8 Apr 06 2006 at 9:06 AM Rating: Good
    HaggaiRemora wrote:
    This is true, but not until level 75. I don't think that it is necessary to have it in your guide. A level 1-30 person does not need to know about a level 75 song. By the time someone hits 75, they will probably learn about it on their own. I think mentioning Foe and Horde Lullaby would be much more beneficial.

    But other than that, excellent job! Rate up ^^

    EDIT: Oh wait, you did mention Bard's sleep ability. But I still think that you may want to leave out Maiden's Virelai. Or at least mention that it isn't obtained until a very high level. The way you have it, it almost seems that it's an ability you see all the time. Truth is you don't ever see it until end-game.


    True, but I wanted to at least describe it in the Crowd Control area to better exemplify what the job is capable of from a Job perspective...to maybe better help people pick their job in a long-term perspective. Very true with it being a lvl 75 song, but it went along with the perspective I was pinching, so I tossed it in there. ^^

    Theonehio wrote:
    Something else you can add for RDM:

    Once you hit level 14ish, if you can afford, buy a HQ wand for partying, as you'll more then likely be a healer or backup healer and it would work best then having a sword or dagger, now, you don't have to melee with the wand, as your damage will suck, but it's just for that extra edge on your debuffs and cures. Yeah you can learn more in the RDM forum, but since this is a guide for starting out, it's best to also add the fact they should also experiment with wands also when they hit the party stage ^^

    Also, you should mention the Conquest Points, when they get to 1000, they can get the empress band, or the chariot band, and that instant warp scrolls will be a god send if they want to get back home quicker.


    I'll add the Conquest Point section shortly. As for the Rdm elaboration, I wanted to describe the basic for the job starting out. The role they take after level 10 is their's to choose, and they can get a more in-depth analysis of equipment choices and more in the Job Forums. As a mage they should always option wands. ^^
    #9 Apr 06 2006 at 9:11 AM Rating: Decent
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    98 posts
    I think it's a reasonable guide, there could be more put in though.

    For instance, you mention that Monk's get a White Belt, and to "Make sure you equip this before you go out fighting!" yet you don't say the others should equip their weapon ^^ Even though I started 1 1/2 years ago, I still remember leaving windy trying to fight things bare-knuckled as I didn't realise my Onion Sword wasn't equipped.

    Might also be useful to mention that the 3 mage jobs start off with a scroll in their inventory too that should be used before they go out fighting.

    You say to get Signet for crystal drops, and then to sell the crystals in stacks of 12 on the AH. It might be useful to tell people how to stack things.

    Also, like SynthiaOfLeviathan suggested, mention the auto-translate function.

    I also remember seeing all those fancy phrases with the green and red borders around them, and trying to type them putting ( or [ or { at the start - and wondering why my brackets didn't change colour.

    /sigh

    What a noob I was ^^
    #10 Apr 06 2006 at 9:17 AM Rating: Decent
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    2,447 posts
    I haven't read it in full yet, just caught the part about WAR's weapons. If they're brand new, they may not have gil to purchase anything, but maybe suggest as a better alternative to sword, using an Axe? You can get one at lvl 1 from shops depending on who's in first :)
    #11 Apr 06 2006 at 9:38 AM Rating: Decent
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    997 posts
    Don't forget, all newbies on Valefor have to give me all their silk and 30% of their crystals. I know, it sucks and all, but it's a rule, and we can't go around breaking rules just because they suck. :oP

    Great post btw. I wish I had of looked for a similar guide when I first started. It would have saved me a lot of headaches, and Doh!s.
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