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Traveling in Vana'diel  

Contents [hide]

Introduction

Vana'diel covers an immensely huge surface of Mainlands, Islands, Deserts, Jungles, Mountains, Dungeons, Icelands, Oceans, Seas and Lakes. Travelling from one side to the other can be a very time consuming proces, especially for any player not fully aware of the many available possibilities offered to travellers.

This guide intends to give a complete overview of available means to travel from one point to another in Vana'diel and gives the requirements and limitations (if any) of each option.

By Demetress from Hades (October 2007)

By Ground

On Foot


Available:All jobs, all levels
Requirements: none
Limitations: none

This is the standard way of moving from one point to another available to every player at all times (except when KO-ed, Petrified or Bound). A character can either walk or run. Under normal circumstances all characters (regardless of race, gender, job or level) move at the same speed. Also, most mobs move at the same speed as a running character (exceptions are faster moving Tigers, Raptors, Wyvern and Sabotenders and slower moving Marids and Wamouracampa).

The normal movement speed of a character can be enhanced by various Movement Speed Modifications.

Chocobo


Available: All jobs, level 20+ (level 15 from town)
Requirements: Chocobo License obtained (Quest: Chocobo's Wounds)
Limitations: Reduced availability/riding time/riding distance for jobs between level 15-20, or when using a Chocopass, only available in certain areas

Riding a Chocobo is a positive status effect that allows a character to travel faster until the effect wears off or is removed. Characters riding a chocobo move much faster than normal (+100% movement speed), are immune to aggro, gain access to the "Dig" ability, and are unable to cast spells or attack, however they are still prone to any sort of cure, buff or AoE damage and can be KO'd while riding a Chocobo. This effect will also prevent characters from entering dungeons, cities or towns.

The Chocobo status effect can be removed by:

  • Selecting the attack option from the menu will force you to dismount
  • Selecting the dismount option from the menu (or typing /dismount)
  • Some forms of the monster ability Draw In

In order to be able to ride a Chocobo, you need first to obtain your Chocobo License. This can be done by finishing the quest Chocobo's Wounds in Jeuno. You need to be at least level 20 to activate this quest.

Once you have obtained your Chocobo License, there are two options to use Chocobo's.

  1. You can raise your own chocobo and register it with the VCS NPC. After registration, you can call your personal Chocobo in the field (using your Chocobo Whistle). Movement speed will depend on your personal Chocobo's capabilities.
  2. You can rent a chocobo from one of the many Chocobo Renters. These NPCs will offer you the option to ride a chocobo for varying amounts of gil. All NPCs will allow you to trade a Chocobo Ticket to ride a Chocobo. However, only the NPCs in the San d'Oria, Bastok, and Windurst will allow you to trade a Chocopass. In order to rent a chocobo from the Chocobo Renters you need to be level 20 or above. Exception are the Chocobo Renters in San d'Oria, Bastok and Windurst where you can rent a chocobo at level 15 or above. However riding time will be limited.

Normal riding time of a chocobo is 30 minutes. After this time you will automatically be dismounted and the chocobo will disappear. Using a Chocopass or riding a town rented Chocobo while on a job at level 15-20 will result in decreased riding time or limited riding distance (one zone only). You can extend the riding time (up to +15 minutes) by using the special Chocobo gear.

By Water

Ferry


Available: All jobs, all levels
Requirements: none for Mhaura- Selbina, Boarding Permit for Mhaura- Aht Urhgan Whitegate
Limitations: Departure schedule

Currently there are three lines of transportation made available by ferry boats. All ferry boats are on a strict time schedule and only depart at set hours of the day. Characters need to buy a ticket (100 gil) to be allowed access to the ferry docks, after which they are free to use the ferry for as long as they wish (provided they do not leave the docks and enter town).

Mhaura ~ Selbina


This ferry is actually a cargo ship that carries adventurers across the Bastore Sea from Selbina (on the continent of Quon) to Mhaura (on the continent of Mindartia). The ferry runs three times a day. Though these ferry ships once relied on the ever changing winds to power their sails, the three-vessel fleet now moves with the speed of internal combustion engines, thanks to the technology of Bastok. The Selbina- Mhaura Ferry's main purpose is to transport goods, so the boats are not exactly equipped for moving passengers. However, the ferry features a small shop to provide the bare bones essentials for those who are making the journey.

Mhaura ~ Aht Urhgan Whitegate (Port Al Zahbi)


Set sail for the Far East aboard this ocean-going vessel. The trip across the ocean is long and can be dangerous, but fishermen who thrive on the big catch welcome the new seas and all that comes with it. This area is only accessible if the Treasures of Aht Urhgan expansion is installed and The Road to Aht Urhgan quest is completed.

In order to be allowed to use this ferry, you need to obtain your Boarding Permit first by completing the quest The Road to Aht Urhgan.

Aht Urhgan Whitegate (Port Ephramad) ~ Nashmau


North of Al Zahbi lies the trecherous Arrapago Islands. Needing to wind its way around the various islands and outcroppings, the ferry ride is long, but Nashmau provides a resting place for those adventurers looking for fame and fortune in the Arrapago Islands. This area is only accessible if the Treasures of Aht Urhgan expansion is installed and The Road to Aht Urhgan quest is completed

Barge


Available: All jobs, all levels
Requirements: Chains of Promathia expansion installed
Limitations: Departure schedule

The Carpenters' Landing Barge allows players to travel around this zone for a small fee. The full route of the Carpenters' Landing Barge is: South Landing to Central Landing via Emfea Waterway > Central Landing to South Landing via Newtpool > South Landing to North Landing > North Landing to Central Landing > Central Landing to South Landing via Newtpool

You can buy a single Barge Boarding Pass for 80 gil (1 ride) or a Barge Multi-ticket for 500 gil (10 rides) from the NPCs standing at the beginning of the dock, leading to the barge.

Manaclipper


Available: All jobs, all levels
Requirements: Chains of Promathia expansion installed
Limitations: Departure schedule

This large fishing barge takes a variety of routes through Bibiki Bay. In addition to taking passengers back and forth between Bibiki Bay and Purgonorgo Isle, there are two sightseeing tours, one to Dhalmel Rock and one to the Maliyakaleya Reef, both of which depart/arrive from Bibiki Bay.

The full route of the Manaclipper is: Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Maliyakaleya Reef Tour > Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Dhalmel Rock Tour

Tswe Panipah ( Bibiki Bay (H-7) - Sunset Docks) sells a Manaclipper Ticket for 80 gil (1 ride) or a Manaclipper Multi-ticket (10 rides) for 500 gil.

Palborough Mines Boat


Available: All jobs, all levels
Requirements: none
Limitations: one way only ( Palborough Mines => Zeruhn Mines)

There is a boat on the 3th floor of the Palborough Mines (H-8) any player can use for free to exit back to Zeruhn Mines. This boat is one way only (you can only go from Palborough Mines to Zeruhn Mines). Use it by simply entering it and activating the lever.

By Air

Currently there are four lines of transportation made available by airships. All airships are on a strict time schedule and only depart at set hours of the day. Characters need to buy a ticket (200 gil) to be allowed access to the Airship departure docks, after which they are free to use the Airship for as long as they wish (provided they do not leave the docks and enter town).

Jeuno ~ Kazham Airship


Available: All jobs, all levels
Requirements: Rise of the Zilart expansion installed and Kazham Airship Pass obtained
Limitations: Departure Schedule

Providing access from Kazham to The Grand Duchy of Jeuno (Port Jeuno), the airships provide a fast, reliable mode of transport for both travelers and cargo. The reopened route to Kazham has recently seen an explosive increase in the number of passengers.

In order to be allowed to use this Airship, you must first obtain your Kazham Airship Pass by trading a Giddeus Chest Key, a Palborough Chest Key, and a Ghelsba Chest Key] to [[Guddal in Port Jeuno, or pay him 148,000g.

Jeuno ~ Intercity Airship


Available: All jobs, all levels
Requirements: Airship Pass obtained (rank 4)
Limitations: Departure Schedule

There are three different airship lines connecting Jeuno (Port Jeuno) with the ports of Bastok, San d'Oria and Windurst respectively. In order to be allowed to use any of these airship lines, you must have obtained your Airship Pass, either by completing the Rank 4 mission in your home nation, or by buying it from Derrick in Lower Jeuno for 500,000g.

Jeuno ~ Bastok


Providing access from The Republic of Bastok to The Grand Duchy of Jeuno, the airships provide a fast, reliable mode of transport for both travelers and cargo. This route was the first regular route established, in 875 CE.

Jeuno ~ San d'Oria


Providing access from The Kingdom of San d'Oria to The Grand Duchy of Jeuno, the airships provide a fast, reliable mode of transport for both travelers and cargo. This route was established shortly after the Bastok route.

Jeuno ~ Windurst


Providing access from The Federation of Windurst to The Grand Duchy of Jeuno, the airships provide a fast, reliable mode of transport for both travelers and cargo. This route was established shortly after the Bastok route.

Teleporting

Magic


Available: WHM, level 36+
Requirements: Having learned the spell
Limitations: WHM only, or party members

Teleporting Magic can be learned and used only by WHM starting at level 36. Using a Teleport spell will teleport the WHM and any party members who are within range and have the required Gate Crystal to the Teleport Crag or location corresponding with the spell. To be able to teleport to one of these locations, you must first travel there on foot (or Chocobo), and check the Gate Crystal's respective Telepoint to obtain the Gate Crystal itself. After obtaining a Gate Crystal, you will only have to be in a party with a White Mage that is casting the spell to be teleported. You have to be in the range of the spell (centered immediately around the White Mage) when the spell is being cast, or otherwise you'll be left behind!

Currently there are six different teleport spells:

Teleport Spells
WHM LevelSpellDestination AreaPositionRequirement
Level 36Scroll: Teleport-Holla La Theine Plateau(J-8)requires the Holla Gate Crystal
Level 36Scroll: Teleport-Dem Konschtat Highlands(I-7)requires the Dem Gate Crystal
Level 36Scroll: Teleport-Mea Tahrongi Canyon(I-6)requires the Mea Gate Crystal
Level 38Scroll: Teleport-Altep Eastern Altepa DesertG-6)requires the Altepa Gate Crystal
Level 38Scroll: Teleport-Yhoat Yhoator Jungle(F-9)requires the Yhoator Gate Crystal
Level 42Scroll: Teleport-Vahzl Xarcabard(H-8)requires the Vahzl Gate Crystal
Level 53Scroll: Recall-Jugner Jugner Forest(S)(G-9)requires the Jugner Forest(S) Gate Crystal
Level 53Scroll: Recall-Pashh Pashhow Marshlands(S)(J-9)requires the Pashhow Marshlands(S) Gate Crystal
Level 53Scroll: Recall-Meriph Meriphataud Mountains(S)(I-8)requires the Meriphataud Mountains(S) Gate Crystal

Teleport Gear


Available: All jobs
Requirements: Have obtained the item and have it equipped
Limitations: level restrictions and/or cool down times and/or number of charges may apply

There exists a ring for each of the known Teleport locations attainable by WHM (FFXI) magic: Mea, Dem, Holla, Altep, Vahzl, and Yhoat. All rings are level 65 (all jobs) rings. All have 10 charges. All have a 24 hour cool down time. All can be obtained by specific, level 60 capped, BCNM fights.

The Level 1 Ducal Guard's Ring allows any job (at any level) to be teleported to Ru'Lude Gardens. This ring has 5 charges, a 24 hour cool down timer and is obtained after completing Promathia Mission 6-4.

The level 70 Maat's Cap allows any job at level 70+ to be teleported to Ru'Lude Gardens. This headwear has unlimited charges, a 24 hour cool down timer and is obtained after defeating Maat with all of the 18 jobs available (with exception to the jobs from the Treasures of Aht Urhgan and Wings of the Goddess expansions) and completing the quest Beyond the Sun.

The level 60 Tavnazian Ring allows any job at level 60+ to be teleported to Tavnazian Safehold. This ring has unlimited charges, but a cool down timer of 24 hours. This ring is obtained by completing Promathia Mission 8-1: The garden of Antiquity.

The level 60 Olduum Ring allows any job at level 60+ to be teleported to Wajaom Woodlands. This ring has unlimited charges and a cool down timer of 20 hours. The ring is obtained after completing the quest Olduum.

The level 1 Laurel Crown and Stars Cap were used in a special Ballista event (Royal Ballista) and allowed the player equipping it to be teleported at the cost of some Ballista points. Only a limited number of Ballista finalists obtained this item.

Gate Glyphs can be used to be teleported to Bastok Mines, the Eastgate in Southern San d'Oria, Ranperre Gate in Northern San d'Oria, and Windurst Woods. All Gate Glyphs are single use items and can be obtained as reward for The Chocobo Riding Game or participation in Expeditionary Force.

The level 15 neck items for Windurst ( Federation Stables Scarf), San d'Oria ( Kingdom Stables Collar) and Bastok ( Republik Stables Medal) can teleport the player to the Chocobo Stables of the corresponding city. All neck pieces have 10 charges and a 24 hour cool down timer. The can be obtained as a special reward from seasonal events like Feast of Swords (2006) , The Adventuror Appreciation Campaign (2006 and 2007).

Outpost Warp

Available: All jobs, level 10+
Requirements: depends on zone you want to warp to
Limitations: level, occupancy of zone you want to warp to/from

Outpost Warping is a form of transportation which allows you to teleport to and from your Allegiance (Nation) city directly to and from any outpost for which you have completed the necessary requirements and do not fall under a specific restriction.

To be able to use Outpost Warping, you must have completed the Supply Run Mission to the region the desired Outpost is located in. Supply Run Missions are available from any City Conquest Overseer belonging to your current nation. The quest itself has no level restrictions, however you can only get Supply Run Missions for those regions your Nation has gained control over. Simply talk to the Conquest Overseer and select the option 'I want to go on a Supplies Quest', then select the region you desire. You will only be offered the regions that are currently under your Nation's control.

After accepting the mission, you will get a key item called Supplies. This will stay in your temporary Key Items inventory and can be used until the next Conquest Tally. You then have to go to the Outpost in the region you picked and received the Supplies for and talk to the NPC standing in front of the Outpost. You will then gain some Conquest Points (amount depends on the level restriction to use that particular Outpost) and the right to use this Outpost to warp to and from.

If you change your Allegiance, all Supply Runs that you have completed are lost, even if you later change back to that nation. You will have to redo the Supply Runs in order to unlock Outpost Teleports again.

Warping from home Nation to Outpost


In order to warp from your home nation to any of the Outpost you have unlocked, just talk to your Outpost Warp NPC:

Outpost Warp NPC
AllegianceNPCAreaPosition
Bastok Conrad Bastok Metalworks(F-8)
San d'Oria Jeanvirgaud San d'Oria North(D-9)
Windurst Rottata Windurst Port(D-5)

Select the Region you want to warp to and agree to pay the fee (fee depends on who controls the region at that moment). Availability of outposts to warp to depends on your current level.

Availability of Outpost depending on level
Minimum LevelAreaRegionOwn Nation ControlledOther Nation Controlled or Beastmen Controlled
10 Buburimu Peninsula Kolshushu100 gil300 gil
10 North Gustaberg Gustaberg100 gil300 gil
10 West Ronfaure Ronfaure100 gil300 gil
10 West Sarutabaruta Sarutabaruta100 gil300 gil
10 Valkurm Dunes Zulkheim100 gil300 gil
15 Jugner Forest Norvallen150 gil450 gil
15 Meriphataud Mountains Aragoneu150 gil450 gil
15 Pashhow Marshlands Derfland150 gil450 gil
15 Qufim Island Qufim150 gil450 gil
25 The Sanctuary of Zi'Tah Li'Telor250 gil750 gil
25 Yuhtunga Jungle Elshimo Lowlands250 gil750 gil
30 Eastern Altepa Desert Kuzotz300 gil900 gil
30 Lufaise Meadows Tavnazian Archipelago300 gil900 gil
35 Beaucedine Glacier Fauregandi350 gil1050 gil
35 Yhoator Jungle Elshimo Uplands350 gil1050 gil
40 Xarcabard Valdeaunia400 gil1200 gil
50 Cape Teriggan Vollbow500 gil1500 gil

Warping from Outpost to home Nation


In order to warp from an Outpost back to your Home Nation, just talk to the NPC standing in front of the Outpost (see table). Outpost to Home Nation teleportation is not available in regions which are under Beastman control (as there is no Outpost Vendor to teleport you). However, in such cases, you can still Teleport from your Home Nation to the Outpost, and you will end up in front of the Beastman flag -- where the Outpost Vendor would have been.

Outpost Teleport NPCs
RegionAreaNPCPosition
Aragoneu Meriphataud Mountains Mushosho(E-5)
Derfland Pashhow Marshlands Tahmasp(K-6 )
Elshimo Lowlands Yuhtunga Jungle Robino-Mobino(G-11)
Elshimo Uplands Yhoator Jungle Mugha Dovajaiho(I-8)
Fauregandi Beaucedine Glacier Gueriette(H-9)
Gustaberg North Gustaberg Kuleo(D-10)
Kolshushu Buburimu Peninsula Lobho Ukipturi(E-7)
Kuzotz Eastern Altepa Desert Sowande(F-10)
Li'Telor The Sanctuary of Zi'Tah Kasim(H-9)
Movalpolos (*) Oldton Movalpolos Bartabaq(F-10)
Norvallen Jugner Forest Mionie(I-8)
Qufim Qufim Island Jiwon(F-6)
Ronfaure West Ronfaure Harvetour(G-9)
Tavnazian Archipelago Lufaise Meadows Jersey(E-8]
Sarutabaruta West Sarutabaruta Mahien-Uhien(H-6)
Valdeaunia Xarcabard Pelogrant(H-8)
Vollbow Cape Teriggan Bright Moon(G-8)
Zulkheim Valkurm Dunes Medicine Axe(H-7)
(*)The Goblin Outpost Vendor Bartabaq at Oldton Movalpolos offers a teleportation service for all characters to your Allegiance Outpost Teleport NPC without any supplies quest. There is no known way to teleport from a city to Movalpolos. Because regional Conquest-control of the Movalpolos region is extremely rare on all worlds (servers), the NPC is virtually non-existent and level requirements are unknown (should be either 35-40 or without any level requirements, according to mob level of the area).

Outpost Rings


Available: All jobs
Requirements: region control, sufficient level, Supply Run done
Limitations: none

Currently there are two Rings allowing to be warped to the Outpost of the region you are in: the Homing Ring and the Return Ring.

Homing Ring

When used, this warps the user to the Outpost in the region the user is currently in, but only if the user's nation controls the region and the user has done the Supply Run Mission to that region. The user must also be of a high enough level to be outpost warped there normally. A Homing Ring can be bought from any Conquest Overseer for 9000 Conquest Points whenever your nation is in 3th position or better and you have Rank 1. The Homing Ring has a 30 second delay before use, a 30 second casting time and a 24 hour cool down timer. A Homing Ring contains 30 charges.

Return Ring

When used, this warps the user to the Outpost in the region the user is currently in, but only if the user's nation controls the region and the user has done the Supply Run Mission to that region. The user must also be of a high enough level to be outpost warped there normally. A Return Ring can be bought from any Conquest Overseer for 2500 Conquest Points whenever your nation is in 3th position or better and you have Rank 1. The Homing Ring has a 30 second delay before use, a 30 second casting time and a 24 hour cool down timer. A Return Ring contains 10 charges.

Warping

This form of transportation allows players to get from their current location back to their Home Point.

Warp


Available: BLM or /BLM only, level 17+
Requirements: Having learned the spell (see Quest Mean Machine)
Limitations: single player (self) only

Using this spell causes the caster to be transported back to his Home Point. Warp takes 100 MP to cast, has a 4 second casting time and a 10 second recast time.

Warp II


Available: BLM only, level 40+
Requirements: Having learned the spell (see Quest Curses, Foiled A-Golem!?)
Limitations: self or single player in party

Using this spell causes the target of the caster (either himself or somebody in his party) to be transported back to his Home Point. Warp II takes 150 MP to cast, has a 5 second casting time and a 10 second recast time.

Warp Cudgel


Available: All jobs, level 36+
Requirements: Having the Warp Cudgel equipped as main weapon
Limitations: none

This item offers the equivalent to a BLM's Warp spell, however it can be used by any player (regardles of job) starting at level 36 and up. The Warp Cudgel can be bought from AH or crafted (Woodworking level 44). Using the Warp Cudgel causes the user to be teleported back to his Home Point. The Warp Cudgel has a 30 second delay before use, a 30 second casting time and a 24 hour cool down timer. A Warp Cudgel contains 30 charges.

Scroll of Instant Warp


Available: All jobs, all levels
Requirements: 750 conquest points to buy
Limitations: none

This scroll offers the equivalent to a BLM's Warp spell, however it can be used by any player (regardles of job and level). The scroll can be bought from all Conquest or Imperial Overseers for 750 Conquest Points or Imperial Standing Points. The scroll is Rare/Ex (so you can only have one). Using this scroll causes the user to be teleported back to his Home Point.

Blood Warp


Available: All jobs, all levels
Requirements: Being dead (KO-ed)
Limitations: none

Blood Warping (also known as Ghetto Warp, D3, Death Warp or Lvl. 1 Express) is the proces of getting yourself killed by a mob and then selecting the option 'Home Point' from the menu to be teleported back to your Home Point. A common tactic to do this is to switch to a low level job first (often a level 1 job). The logic behind this is that by using a very low level job, there is little to no EXP loss and you are killed fast. Ninja often use their 2 Hour ability Mijin Gakure for this purpose.

Warp/Teleport NPC's

Available: All jobs
Requirements: various (see table)
Limitations: various (see table)

A form of transportation which allows you to be transported from one location to another by talking to an NPC. In certain situations, an NPC may not transport you or may require a trade. This list excludes NPCs involved in Outpost Teleporting.

Outpost Teleporting NPCs
NPCPositionStarting LocationDestination(s)CostAvailability
Kaduru-Haiduru(G-10) Aht Urhgan Whitegate Ru'Lude Gardens - After you use his services more than three times, you may instead choose: Your Nation's Outpost Teleporting NPC Imperial Silver PieceWill refuse service for one in-game day after being teleported by Shihu-Danhu.
Shihu-Danhu(J-10) Al ZahbiRandomly, one of: If the Astral Candescence is lost, it could instead be one of: FreeCan be kidnapped during Besieged.
Komulili(J-11) Windurst Walls Port Windurst (E-7)Free
Machu-Kuchu(E-7) Port Windurst Windurst Walls (J-11)Free
Pattsu-Yabittsu(K-12) Windurst Woods Windurst Waters (North G-8)Free
TonanaNorth (G-8) Windurst Waters Windurst Woods (K-12)Free
Tarnotik(K-10) Oldton Movalpolos Mine Shaft #2716 Ahriman TearsMust have completed or be flagged for the BCNM for Return to the Depths.
Twinkbrix(F-13) Oldton Movalpolos Mine Shaft #2716Choose one of: Gambling + 2000 gil, Sylvan Stone + 2000 gil, Snow Lily
Sleakachiq(J-7) Newton Movalpolos Mine Shaft #2716 entrance North Gustaberg (K-6)800 gilOnly accessible out of the exit from Mine Shaft #2716
Alib-Mufalib(K-7) Port Bastok Aht Urhgan Whitegate (I-12)300 gilMust have completed Lure of the Wildcat
Ibwam(G-11) Windurst Woods Aht Urhgan Whitegate (I-12)300 gilMust have completed Lure of the Wildcat
Amutiyaal(L-6) Southern San d'Oria Aht Urhgan Whitegate (I-12)300 gilMust have completed Lure of the Wildcat

Runic Portals

Available: All jobs
Requirements: Previously have attuned the Runic Portal to yourself
Limitations: Astral Candescence must be in town

The Runic Portals make up a system of Transportation that allows players to teleport between the Chamber of Passage in Aht Urhgan Whitegate (L-7) and the existing six Assault Staging Points. These Staging Points are mob-free areas in which final preparations are made for Assaults. Each Staging Point contains a Runic Portal that can be used free of charge for teleportation to the Chamber of Passage in Aht Urhgan Whitegate.

To be able to teleport from the Chamber of Passage to a Staging Point, the player must have previously "attuned" himself to that Runic Portal by making his way to the Runic Portal (on foot most likely) and then teleporting from it to the Chamber of Passage. From that moment on, the player is allowed to use the Runic Portal.

Available Staging Points
Staging PointDestination AreaPosition
Azouph Isle Staging Point Caedarva Mire(K-9 )
Dvucca Isle Staging Point Caedarva Mire(I-9)
Halvung Staging Point Mount Zhayolm(K-6)
Ilrusi Atoll Staging Point Arrapago Reef(G-5)
Mamool Ja Staging Point Bhaflau Thickets(H-11)
Nyzul Isle Staging Point Alzadaal Undersea Ruins(J-9)/(J-8)
In general:

  • It is always free and possible to teleport from any of the Staging Points back to the Chamber of Passage.
  • It is free to teleport from the Chamber of Passage to a Staging Point for which you have an Assault Order. Note that having an Assault Order for a Staging Point means that you cannot leave the Staging Point area through the gates. Once you're in that Staging Point, you can only do the Assault or travel to the Chamber of Passage. However, you can cast Escape from the Ilrusi Atoll Staging Point to get to Caedarva Mire even if you have an Assault Order for this Staging Point, which is useful if you've lost the Astral Candescence.
  • It costs 200 Imperial Standing to travel from the Chamber of Passage to a Staging Point for which you do not have an Assault Order. To do this, talk to Sharin-Garin at (L-8) and choose "Using Runic Portals." then "Yes (200 points)." to buy the single-use Key Item: Runic Portal Use Permit.
  • When the Astral Candescence has been lost, Sharin-Garin will refuse to sell Runic Portal Use Permits, though permits bought before the Astral Candescence was taken will still allow a single use of the Runic Portal. Both types of free travel (see above) are unaffected by the status of the Astral Candescence.

Escape

Available: BLM, level 29+
Requirements: Having learned the spell
Limitations: self or players in party, works only in dungeons

Using Escape causes the caster and all members of his party to be teleported to the entrance of the dungeon they were in. Escape takes 125 MP to cast, has a 15 second casting time and a 60 second recast time.

Homepoint

Available: All jobs, all levels
Requirements: none (besides having set the desired Home Point)
Limitations: one way only (to Home Point), and only by using some form of Warp

These large, glowing Crystals positioned at strategic places throughout Vana'diel can be used to set the place where a character returns to upon death or after warping. These Home Point (HP) Crystals do not move. You can set your HP by simply clicking on the crystal and confirming that you want your Homepoint set at the Crystal's location.

Additionally, you can set your Home Point by:

  1. Talking to military commanders at outposts
  2. Changing your job in your Mog House and then confirming to set the Home Point, when you exit.

You can return to your set Home Point by choosing to go there, after death, or by using some form of Warp.

Draw in

Available:All jobs, all levels
Requirements:/
Limitations:/

Special ability used by various monsters.

There are two forms of the Draw In ability.

  1. The most common form is the ability to pull a single player in a fight directly in front of the monster, regardless of where that player may have been on the battlefield.
  2. A new form of the ability will pull in an entire party or alliance as soon as one member of that party/alliance aggros the monster. Every member of the party/alliance is warped into the battlefield regardless of the location in the zone. They must, however, be in the zone to be drawn in.
Draw In radius: Entire Zone. Known Monsters using this form of Draw in: Minotaur, Diabolos; King Vinegarroon.

Categories: Areas | Final Fantasy XI
This page last modified 2008-04-01 12:21:30.