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Un-Official Open Beta* Game Manual

FINAL FANTASY XIV is a cross-nation, cross-platform massively multi-player online role-playing game
(MMORPG) that brings together people from all across the world to compete, cooperate, and communicate
within the virtual fantasy realm known as Eorzea. While solo adventuring is always an option, most will agree
that joining forces with their fellow gamers not only makes the game that much easier, but that much more fun
as well!

The information compiled in this manual is derived from multiple sources, the bulk of which comes from the
FINAL FANTASY XIV beta test forums. I lay no claim to the originality or validity of the information herein,
this is merely a compilation designed to present the information in an easy to reference location. I have edited
and corrected some sections as well as added some of my own information.

* Beta version contains only a fraction of what is planned in the full version. This includes playable Races and
Clans, character customization options, selectable Disciplines, and available areas, to name a few.

“FINAL FANTASY XIV ©2010 Square Enix Co., Ltd. FINAL FANTASY is a registered trademark of Square
Enix Holdings Co., Ltd. All material used under license.”
Table of Contents
Pg 3 - Character Creation

Pg 4 - Beginning the Game

Pg 5 - The Game Screen

Pg 7 - Battle and Combat

Pg 9 - Aetheryte

Pg 9 - Returning and Teleporting

Pg 10 - Communicating

Pg 11 - Parties

Pg 11 - Trading with Other Players

Pg 12 - Guildleves

Pg 14 - Synthesis

Pg 15 - Quarrying and Mining

Pg 15 - Logging and Harvesting

Pg 16 - Fishing and Spearfishing

Pg 17 - Retainers

Pg 17 – Market Wards

Pg 18 - Condition and Repair Equipment

Pg 19 - Macros

Pg 19 - Text Commands

Pg 18 - Linkshells

Pg 25 - FAQ

Pg 26 - Xionanx's Open Beta Tips


Character Creation
1. Upon logging into the game for the first time you will be presented with the character selection screen.
Select "New" to begin creating your character.

2. You will be able to choose your characters Race, Clan, and Gender. If at any point in time you change your
mind you can undo your selection by choosing "Previous".

3. You will then be presented with a selection of preset appearances for your character, these function as a
starting point for the rest of the customization process.

4. Continue to cuustomize the various aspects of your character's appearance via the available menus, there are
hundreds of possible combinations available, allowing you to make a character unique to you.

5. Next you will select your character's starting Discipline1. You can choose from any of the Disciplines
available, but do not worry if you later your mind. You can easily change you Discipline once you are playing
FFXIV by simply changing weapons.

6. You can now choose your character's Nameday (birthday) and Guardian (patron deity).

7. Select the World2 (game server) that your character will inhabit. This selection is permanet so be sure to pick
the same server that your friends are playing on!

8. You can then input your character's first and last name. You must choose both a first and last name.

9. You will then choose the City-State in which you wish to begin your adventure. Again it is important to
choose the same City-State as your friends if you want to adventure with them as soon as possible.

10. Finally, confirm all your choices by selecting "Yes" to create your character and begin the game. If you
were unhappy with any of your choices you can go back at any time by selecting "Previous" from the menu.

NOTE - In the Beta version, a character's Race, Clan, gender, nameday, and Guardian do not affect his/her
attributes.A maximum of three characters can be created per account.

XIONANX ADDITION: It can be implied from the note that there are plans of making Race, Clan, Gender,
Nameday, and Guardian effect your stats; however at this time it does not! This may change during open beta!

1 Disciplines - In FINAL FANTASY XIV, a player's Discipline is determined by the arm or tool in his/her hand.
The Discipline chosen during character creation simply determines the items a player begins the game with.
Players can change their Discipline at any time by simply equipping different items they purchase, find, or
create.
2 Game Worlds - The World that your character will inhabit can be chosen during the character creation
process. Once selected, your World cannot be changed. To confirm which World you belong to, simply refer to
the "Welcome to [World name]" message that is displayed upon logging into the game.
Beginning the Game
XIONANX ADDITION: The following information applies only if you chose Limsa Lominsa as your starting
City-State, different starting areas will be available however we do not have information regarding those at this
time.

At the onset of the game, you will find yourself on a boat, though at this point your character is already within
what is called an instanced3 area, meaning it will not be occupied by any other players. Instances will only be
used for special events, such as the game's opening sequence. For the most part, gameplay will take place within
public areas occupied by any of a number of players.

XIONANX ADDITION: There are a few instances in FFXIV, some of which are "Shared Public Instances"
(most notable of which is Sisipu's emote tutorial); however it is correct that the majority of the game will not
take place in instances.

As you progress through the opening event, the ship will eventually make port. After arriving, speak to the NPC
Hob, who will be located directly ahead of you. At certain points in the game, Hob will present you with a list
of options in accordance with your progress. For now, select the option presented to continue through the
current event.

After speaking with NPC Hob and proceeding to the location to which you have been directed, there will be
another NPC named Baderon who will present you with another set of options. After speaking to Baderon, you
will automatically be transported to a public area.

In public areas you will come across many other players. As fellow adventurers, it is up to you to make the most
of your time in Eorzea together!

Logging Out - To log out of FINAL FANTASY XIV and exit the game, select Logout from the main menu. The
logout process can be cancelled at any time by inputting another command. Please note, players cannot log out
while in active mode.

Journal - Players can keep track of the quests they have accepted or completed by viewing the Journal found in
the main menu. Clicking on the header will bring up the following options: Levequests (Regional and Local)
and Quests (Discipline Quests). Select the corresponding category to view all related journal entries. Clicking
the Map button found with each active quest entry will bring up a map indicating your destination and the NPC
you should seek out next.

Configuration - Various game settings can be changed by accessing the Configuration sub-menu. There,
players can view the game log and optimize their play environment by adjusting graphics, sound, camera, and
user macro settings.

3 Instanced areas, or instances, are areas in which only players directly related to or involved in what happens
within may enter. The initial stages of gameplay in the Beta Test will take place in instanced areas which only
single players may occupy.
The Game Screen

While in both Active and Passive Mode

1. Display Name - The color of a display name reveals important information:


• White – Other Pcs
• Blue – Party members
• Green – NPCs
• Yellow – Enemies
• Red – Engaged enemies
• Semi-Transparent Display Names - When the display name of a PC is semi-transparent, it indicates
that player is currently in a different area than you. These PCs are still displayed on-screen to help
contribute to the seamless transitioning between areas. However, players should note that party
invites cannot be extended across areas.
2. Icon - The icons beside a display name indicate what linkshell crest the character has equipped and the
player’s online status, such as “away” or “busy.”
3. System Icon - These icons let you know that you are in a situation where you can perform a specific
action. Open the system menu while a system icon is displayed to access the related action.
4. Minimap - The minimap displays the immediate vicinity around you, the direction you are facing, the
direction the camera is facing, and the position of various NPCs.
5. Log - This display contains all of the various logs used to display text within the game, such as the
system log, combat log, and chat log. Players may input text by selecting the chat prompt area.
6. Unit Frame - The unit frame displays various aspects of your character’s status, such as HP, MP, and TP.
7. Connection Status - Displays your network connection status alongside the current date and time in
Eorzea.
While in Active Mode

1. Action Bar - This bar displays the various commands available for use in relation to the PC or NPC you
are currently targeting.
2. Stamina Gauge - This gauge tells how much time is left before the next action may be executed. Though
there are a few exceptions, for the most part all attacks, abilities, weapon skills, and spells require that
the stamina gauge be filled to a certain amount. It is possible to execute multiple actions in succession
by allowing the stamina gauge to accumulate. Actions performed with the off hand require that the
stamina gauge be filled to higher levels. For certain Disciplines, a secondary stamina gauge will appear
when a shield is equipped in the off hand. All shield-related commands will make use of this gauge.
The stamina gauges of the main hand and off hand are entirely independent of one another. Should a
character have a shield equipped in their off hand, two stamina gauges will be displayed simultaneously.

Passive Mode and Active Mode

“Passive Mode” is the designation given to the state in which a player’s arm or tool is not drawn. In this mode,
hit points regenerate automatically.

“Active Mode” refers to the state in which a player’s arm or tool is drawn. In this mode, various battle
commands are available, but movement speed is reduced in comparison to passive mode.

• Performing an action on a viable target while in passive mode will automatically switch the character to
active mode.
• Speaking to an NPC while in active mode will automatically switch the character to passive mode and
start a conversation with the NPC.
The Map

1. Area - The name of the area currently being displayed within the above-mentioned
region.
2. Camp - The name of the aetheryte camp presiding over the current area.
3. Aetheryte camp location.
4. Player's current position and directional bearing.
5. Aetherial gate location.
6. Map Menu Button: Select Change Map to view other acquired maps.

Battle and Combat


The Flow of Battle
1. Ready your equipped weapon or tool, changing from passive mode to active mode.
2. Target an enemy.
3. Select a command from the action bar, and make use of the action and effect gauges to execute it
effectively.
4. Strategize with other party members, deciding upon an appropriate Battle Regimen*.
5. Gain victory in battle to be rewarded with experience and skill points.
6. Obtain and distribute any loot dropped by the enemy.

Battle Regimen - Battle Regimens are combat tactics which party members may employ against a single
enemy. By coordinating and executing battle commands in a precise order, players may cause certain additional
beneficial effects to occur.

A Battle Regimen begins with the stacking of battle commands. All party members who wish to take part in the
Battle Regimen must stack their actions in the correct order against the desired target. One of the members then
initiates the Battle Regimen, and the stacked actions will be executed automatically.
Step 1: Consult with other party members to determine the best Battle Regimen to use against a specific target.
The battle commands and the order in which they are to be executed should all be decided.

Step 2: Wait until your position in the queue comes around to switch to Battle Regimen mode and select the
battle command you wish to stack.

Step 3: After all participating party members have stacked their battle commands, one of the party members
selects to initiate the Battle Regimen.

Step 4: Once the Battle Regimen is initiated, the stacked battle commands will all be executed automatically,
chaining together to create additional effects.

Please note that factors such as distance from the enemy may prevent stacked battle commands from being
executed once the Battle Regimen is initiated. In these cases, the Battle Regimen will not end, but will instead
proceed on to the next command in the queue.

Enemy Toughness - An enemy’s degree of difficulty is represented by the color of the circle located in the
extreme left portion of the unit frame. This display takes into account whether the player is solo or a member of
a party.
• Red – Incredibly Tough
• Orange – Very Tough
• Yellow – Tough
• Green – Decent Challenge
• Blue – Easy Prey

Physical Levels and Discipline Ranks - In FINAL FANTASY XIV, a character’s progress is measured in two
ways. Physical levels represent one’s actual physical development, while Discipline ranks measure how adept
one is with various arms and tools.

• Physical Levels - Characters gain physical levels by accumulating a certain amount of experience
points, at which time they will be awarded attribute and elemental resistance points that can be allotted
as desired, the former to increase statistics such as Strength and Dexterity, and the latter to increase
resistance to fire, ice, and other elements. Any points allocated in such a manner may be redistributed
after a certain amount of time has elapsed.
• Discipline Ranks - Discipline ranks are gained by accumulating skill points from various endeavors,
such as combat or crafting. As a character’s Discipline ranks increases, they will learn new actions, such
as abilities and weapon skills.

*Physical level and Discipline ranks caps were set at 30 for earlier Beta Test Phases, however it may be raised
during open beta.

Being Knocked Out - If a character’s HP is reduced to 0, he/she will be “knocked out” and no longer able to
move or act. A character can be revived by selecting “Return” from the main menu, which will warp the
character to the last aetheryte camp or aetherial gate selected from the Interactions menu.

Setting Actions for Use - Actions and traits that a character has acquired can be set for use in the Actions &
Traits menu. During the Beta Test phase, up to 30 battle actions, 10 traits, and 10 gathering and synthesis
actions can be assigned.

Barring a few Discipline-specific exceptions, actions will be available for use even when using a Discipline
different from the one on which the action learned. However, the power and efficacy of each action is
determined by its affinity with the character’s active skill.

The Spoils of War - Any items received after a battle will be placed in a player’s loot list. During party play,
items are distributed randomly to the lists of each member.

After a certain period of time, items on a loot list will be automatically moved to a player’s inventory. Should
the player’s inventory be full, the items will be lost.

Items on a loot list are not considered in a player’s possession until they are added to his/her inventory. Until
then, any items, including those which are rare (untradeable) and unique (players can possess no more than
one), can be transferred to another party member’s list.

*Items obtained from treasure chests may also first find their way to the loot list.

Aetheryte

Rifts along the surface of Hydaelyn can cause “leaks” from which the planet’s lifeblood, aether, can escape. By
harnessing the power from concentrated deposits known as “aetheryte,” the residents of Eorzea have seen a
marked improvement in everyday life. Below is a list of the three most common types of aetheryte, and their
benefits.

Aetheryte Crystals - Located in towns and camps, these giant crystalline objects are most often used as the
starting places of levequests, due to their accessibility. Upon approaching an aetheryte crystal, an Aetheryte
option will appear in the system menu. Selecting this will automatically do four things:
1. Restore all HP and MP (as long as you are not fighting a monster or bound by duty).
2. Set the aetheryte as your home point (to where you will return when warping).
3. Register the location to your teleport list (first visit only), thereby allowing you to teleport to that
aetheryte whenever you choose.
4. Give you the option to begin any levequests in your possession originating from that location.

In addition to the above, playing tips can be browsed at an aetheryte crystal.

Aetherial Gates - Aetherial gates are permanent discharges of aether located in various places around Eorzea.
While not as concentrated as aetheryte crystals, the gates can still be used to instantly restore HP and MP (as
long as you are not fighting a monster or bound by duty), and set your home point.

Aetherial Nodes - Aetherial nodes are temporary phenomena which usually appear only after completing a
levequest and can be selected from the Interactions menu. They can be used to teleport instantly back to the
aetheryte crystal at which a player began that quest. Only players who took part in the levequest can access the
nodes, which will fade if not used promptly.

Returning and Teleporting

Players can expend anima—their character's spiritual energy—to instantaneously travel to aetheryte crystals and
aetherial gates. Anima recovers gradually over time up to a maximum of 100 points. Both the Return and
Teleport options can only be used when in passive mode.
Return - At the cost of two anima points, players can return to their previously set home points at any time by
selecting the Return option from the main menu. However, if a player is participating in a levequest, selecting
this option at that time will result in teleportation back to the aetheryte crystal or aetherial gate used to activate
the quest. The Return command can also be used at no cost while KO’d to revive your character.

Teleport - By selecting Teleport from the main menu, a player can teleport their entire party to any aetheryte
crystal location they have already visited. When one party member uses the Teleport option, a confirmation
button will be sent to all other members, allowing them to decide whether or not they also wish to be teleported.
The amount of anima required for teleportation will vary based on the distance to your destination.

Communicating

Please observe general online manners and etiquette when communicating with others. Be respectful of your
fellow players so that they can respect you!

Chat Modes - Final Fantasy XIV has several different chat modes:
• Say - Any message input in the say chat mode can be seen by any and all players in the immediate
vicinity. It is the default chat mode, and messages displayed in this manner will appear in white. This
chat mode is activated by prefacing a message with either /say or simply /s. In addition, the active chat
mode may be set to say mode by entering the command /chatmode say or /chatmode s without a
message following.
• Party - Any message input in the party chat mode can be seen by any and all party members. Messages
displayed in this manner appear in blue. This chat mode is activated by prefacing a message with /party
or simply /p. In addition, the active chat mode may be set to party mode by entering the command
/chatmode party or /chatmode p without a following message.
• Linkshell - Any message input in the linkshell chat mode can be seen by any and all players in the
equipped linkshell. Messages displayed in this manner appear in green. This chat mode is activated by
prefacing a message with either /linkshell or simply /l. In addition, the active chat mode can be set to
linkshell mode by entering the command /chatmode linkshell or /chatmode l without a following
message.
• Tell - Any message input in the tell chat mode can be seen only by a single designated player. Messages
displayed in this manner appear in pink. This chat mode is activated by prefacing a message with /tell or
simply /t and the name of the PC. The active chat mode can be set to tell mode by entering the command
/chatmode tell or /chatmode t followed by the name of the PC with whom you would like to chat. During
the Beta Test phase, PC names must be entered in their entirety (first and last names).
• Shout - Shout chat mode is much like say chat mode, with the sole difference being that messages can
be seen by players in a much wider area. Messages displayed in this manner appear in light pink. This
chat mode is activated by prefacing a message with either /shout or simply /sh. The active chat mode
cannot be set to shout mode.

English/Japanese Dictionary - Open the dictionary by pressing the Tab key while entering a message. In
addition to completing the word or phrase you were entering, the completed text will be intelligently displayed
to players in the language they are using. There are two ways to use the dictionary:

1. Searching for text based on what you’ve entered, suggestions will be displayed based on the entered
text.
2. Searching by Category, you can display various categories to search by opening the dictionary without
having entered anything into the chat field.
Parties
By forming a party with others, players will be able to defeat monsters and complete guildleves of a difficulty
unthinkable to the solo adventurer. A single party may contain up to 15 characters.

Forming a Party - To form a party, simply target and select the player that you wish to invite, and then select
the Invite option that appears. If your invitation is accepted, the party will be formed automatically, with the
person who sent the initial invitation becoming the party leader. The leader is the only member of the party who
can invite additional members. Players who are already in a party cannot be invited.

Accepting a Party Invite - If another player invites you to a party, a Join party? button will appear on your
screen. Select this to bring up a prompt displaying the options of Yes, No, and Cancel. Choose Yes to accept the
invitation.

Party Commands – There are several commands available to party leaders and members.

• Promote - The Promote command allows players to change the party leader. It may only be carried out
by the current party leader.
• Oust - The Oust command allows players to remove members from a party. It may only be carried out
by the current party leader.
• Leave - The Leave command allows players to disband from a party.

Once a Party is Formed - Following the formation of a party, the unit frames of all party members will be
displayed together in the lower right portion of the screen. The party leader will be designated by the presence
of a yellow diamond to the immediate left of the leader's name.

Recruiting Party Members - It is possible to recruit adventurers whose skills and objectives are compatible
with your own to join your party.
1. From the main menu, select Party and then Recruit.
2. Set your recruitment details and conditions including purpose, location, Discipline, and duration.

Seeking a Party - Individual players can also perform a search for a party that suits their needs and objectives.
1. From the main menu, select Party and then Search.
2. Review the recruitment details and conditions of parties currently recruiting members and select the one
you wish to join.

Trading with Other Players


Trade - The trade command allows you to exchange items and gil with other players. It is important to
remember that you cannot trade damaged items. Items must be fully repaired before being traded to another
player or attempting to sell them in a Bazaar. To perform a trade:

1. Target and select a player, and then select the Trade option that appears. The recipient of a trade request
will recieve an "Accept Trade?" button. Selecting this will present the player with the options of Yes,
No, and Cancel. Choose Yes to accept the request.
2. Accepting a trade request will automatically open the trade window.
3. Both players set the items and/or gil they wish to exchange in the trade slots provided.
4. Select Accept to complete the trade process. Selecting Cancel will abort the trade entirely.
Bazaar - Bazaars afford players the ability to sell and purchase items to and from one another. A player who has
a bazaar set up will have the bazaar icon displayed next to that player's name. A player's bazaar can be set up to
contain the items that player wishes to sell to others. You are limited to 10 items in your Bazzar, this limit
includes repair requests, buy listings ans sell listings. Just like with trading your can not place damaged items
for sale into a Bazaar, all items must be fully repaired before you can sell them.

Setting up a Bazaar:
1. From the main menu, open the Item List and then select the Bazaar option. Highlight the item that you
wish to sell, and then press Bazaar again.
2. In the window that follows, set the unit price at which you wish to sell your item(s).
* Note that 5% of the designated unit price will be taken as tax when the item sells. For example, an
item being sold in a bazaar for 100 gil will require the purchasing player to pay 100 gil, but the player
selling the item will receive only 95 gil from the transaction.
3. Having items in your bazaar purchased by other players will result in the gil being automatically added
to your inventory.

Browsing the bazaars of others:


1. Target and select a player with a bazaar and press the Browse button that appears. Then select the
Selling option to view the items that player has up for sale.
2. Select the item you wish to purchase to complete the transaction.

Guildleve's
Guildleves are special passes that allow their bearers to participate in a plethora of different tasks known as
levequests. They are issued by the Adventurers’ Guild in each City-State, and can be obtained at the Drowning
Wench in Limsa Lominsa.

In general, there are two different types of guildleves: regional and local. Regional levequests most often
involve tasks that take place outside the protective walls of the City-State, such as felling fearsome beasts or
locating mineral veins. Local levequests, on the other hand, usually involve some sort of synthesis, and can
sometimes be completed without even venturing out into the perilous wilds.

There are countless variations of guildleves and the quests that they represent-each with different objectives and
rewards. Players can possess up to eight Regional leves and eight Local leves at any one time. Players may not
accept the same levequest twice, nor may they return and incomplete levequest after having accepted it.

Regional Guildleves - Speak with Piralnaut in the Drowning Wench to browse the various regional guildleves
available in Limsa Lominsa. After selecting a guildleve, travel to the aetheryte indicated in the levequest
objectives to start the quest. Any players in your party at this time will also be able to participate in the
levequest. Party members who possess the same guildleve will not only be able to participate, but also receive
any rewards indicated in the levequest objectives. Regional Guildleves consist of both combat oriented leves,
and fieldcraft oriented leves.

The objectives for completing a levequest will be readily visible in a window throughout the quest’s duration.
Main map and minimap markers will also appear, and can be used to help navigate. Targets will also always
have a special icon next to their names, making them easy to recognize.

Finally, levequest targets can only be seen by members participating in the quest, so players will never have to
worry about their quarry being snatched up by the occasional passerby.
At the successful completion of a regional levequest, an aetherial node will appear. Players can (but are not
required to) use this temporary portal to return to the aetheryte where they triggered the quest. It is at this time
that they will receive any rewards specified on the guildleve. If a levequest is failed, a node will not appear.

Players who are KO’d during a levequest can continue participating in the quest upon returning to their home
point.

Some points to keep in mind:


• Moving to a different area or logging out during a levequest will result in quest failure for that
participant. All other party members can continue with the quest.
• Levequest participants include all party members (who are not already participating in another
levequest) at the time the guildleve is activated. Changing party makeup after activating a guildleve will
not affect a player’s participation status.
• Only those participating in a levequest can attack the targets indicated in the quest objectives.
• Players may participate in their party leader’s levequest by seeking the quest-triggering aetheryte.
• Successful completion of a regional levequest will earn you an amount of faction credits based on your
performance, as well as contribute to factional influence over a region. Players can possess a maximum
of 200 faction credits which can be exchanged for access to an additional type of levequest known as
faction leves.
• You will gradually earn “favor” with your Guardian (10 every twelve Eorzea hours up to a maximum of
200). When this has reached a certain amount, you can petition the god or goddess to bless you with a
temporary boost to the development rate of various skills.

Local Guildleves - Local guildleves are available from T’mokkri, stationed next to Piralnaut in the Drowning
Wench. Unlike regional levequests, local ones do not need to be activated at an aetheryte crystal and do not
have any time limits. A local levequest is started by pressing the Synthesize button located near the action menu.
From the new window, select Requested Items to bring up a list of available quests. While normal synthesis
involves procuring the proper items and crystals to craft an item, the clients of local levequests will usually
provide those they hire with the necessary materials; however, this involves finding the client and speaking with
him or her.
• The materials provided for local levequests are not added to a player’s regular inventory, and are only
available for use in completing the requested items indicated on the guildleve.
• After speaking with the client and receiving the materials, the items will appear automatically in the
synthesis window after selecting a levequest from the Requested Items menu (see above). Proceed with
synthesis (as described in the Synthesis section below) to craft the items.
• Completed items will not be placed in a player’s inventory. Levequest progress can be followed by
viewing the guildleve.
• Items made with materials provided by a levequest client cannot be used, sold, or traded.
• Speak with the client after using up all the materials to receive payment. Payment will vary based on
overall performance.
• During the Beta Test, levequests for carpenters, blacksmiths, weavers, tanners, armorers, goldsmiths,
alchemists, and culinarians will be available.

Guild Marks - Guild marks can be acquired by completing levequests, and then traded with specific NPCs for
various rewards. There are guild marks specific to each guild.

Behests - Behests are quests to vanquish monsters, occasionally occurring near certain aetheryte and aetherial
gates. Players can receive rewards such as items for successfully completing them. The Flow of a Behest:
1. Should a behest be issued, speak to the battlewarden appearing near the aetheryte or aetherial gate to
accept it. Should you desire, you can cancel a behest by speaking with the battlewarden once again.
2. When it is time to start, the number and names of the monsters to defeat will appear in a window, much
like in a levequest.
3. Once all of the monsters have been vanquished, speak with the battlewarden to receive your reward

Synthesis
The Synthesis Process:
1. Having equipped the proper tool,choose the Synthesize option from the system menu.
2. Select from among the available slots and set the desired ingredients from your inventory to be used in
the synthesis.
3. Choose the Begin command corresponding to the tool you wish to use-either main hand or off hand-to
commence crafting.
4. Observe the status of your crafting and select commands as it progresses until it reaches completion.
5. Obtain the item you crafted, together with an award of skill points.

Synthesis Properties - Each synthesis attempt is governed by three distinct factors. These are listed below with
a brief description of each.

• Progress - Progress, which begins at 0% and ends at 100%, denotes how close the current synthesis is to
completion.
• Durability - Durability will diminish each time a command is executed during the crafting process.
Should the durability reach zero, the synthesis will fail and the ingredients will be lost.
• Quality - Higher degrees of quality allow for a greater chance of creating high-quality items, while at the
same time increasing difficulty. Such crafting results will yield higher rewards from synthesis-oriented
local levequests.

Viewing the graphic results of a command can help to determine whether the command produced positive or
negative results. Through such careful observation, players can increase not only their overall chances of
success, but the likelihood of high-quality yields as well.

Basic Commands - The four commands listed below make up the basic commands of synthesis.

• Standard Synthesis - Executing this command will lower durability to a certain extent, but at the same
time increase the overall likelihood of success while reducing any negative impact on synthesis
ingredients.
• Rapid Synthesis - This command is capable of yielding dramatic results. With luck, it will advance
progress with little impact on durability. However, it does place significant strain on synthesis materials.
It is perhaps best employed to attempt to turn a failing synthesis into a surprising success.
• Bold Synthesis - This command increases a player's emphasis on quality with the specific intent of
creating a high-quality item. Due to the fact that it greatly reduces durability, it is essential that it be used
in conjunction with certain synthesis-related abilities, as described below.
• Wait - Waiting means that a player simply stands by and waits for the synthesis to perhaps stabilize or
take a turn for the better. Observing to excess, however, will result in a decline in durability.

Using Abilities During Synthesis - In addition to the basic commands outlined above, there are also a number
of abilities which can only be used during synthesis. These are learned by characters as their crafting skill
increases.

There are, however, some important differences. First, synthesis abilities cannot be used twice in succession,
meaning that the most frequently they may be executed is every other command. Second, there are no ability
costs for using synthesis abilities, such as MP or TP consumption, and no recast timers. The probability of such
abilities becoming available for use during synthesis instead depends upon factors such as Discipline rank and
player attributes.

Differences Among Tools - Tools employed by the Disciples of the Hand are split into two categories: primary
tools (main hand) and secondary tools (off hand). When beginning a synthesis, players must choose the tool
with which they wish to craft. Though the synthesis may be conducted with either, the results may differ based
on the nature of the recipe or pattern being followed.

Quarrying and Mining


Members of the Miners' Guild will find that they are able to engage in either of two activities-mining, made
possible through use of a miner's primary tools, and quarrying, made possible by secondary tools. Please be
aware that even with miner as the active Discipline, a player will not be able to quarry without the proper
secondary tool equipped.

How to Mine
1. Use the Lay of the Land ability to search for nearby mineral deposits.
2. Follow the Lay of the Land results to approach a mineral deposit, and select the Mine option when it
appears in the system menu.
3. The mining process will now begin
4. Excessive mining will result in a player becoming temporarily unable to mine the same point.
5. Once a mineral deposit is exhausted, another must be found before mining can continue.

How to Quarry - In many ways, quarrying is much like mining, although somewhat simpler.
1. Approach a rocky outcrop to bring up the Quarry option in the system menu. Select it to begin the
quarrying process.
2. The rocky outcrop will collapse should an item be extracted from it. Be sure to search again, as there is
very likely to be another rocky outcrop nearby. If a player is unable to procure an item, the outcrop will
remain and may be quarried again.
3. Excessive quarrying will result in a player becoming temporarily unable to quarry in the immediate
vicinity.
4. Once a outcrop is exhausted, another must be found before quarrying can continue.

Guildleves
• There are several types of regional guildleves available to miners. Select Fieldcraft Leves when
speaking with Piralnaut to bring up a list of guildleves specially tailored for Disciples of the Land.
• While participating in a mining levequest, the Lay of the Land command will only produce results for
locations related to the quest. However, players who happen to find regular mineral deposits and rocky
outcrops can access them if they please (though the results will not count toward the levequest).

Logging and Harvesting

Members of the Botanists' Guild will find that they are able to engage in either of two activities-logging, made
possible through use of a botanist's primary tools, and harvesting, made possible by secondary tools. Please be
aware that even with botanist as the active Discipline, a player will not be able to harvest without the proper
secondary tool equipped.

How to Log
1. Use the Arbor Call ability to search for nearby mature trees.
2. Follow the Arbor Call results to approach a mature tree, and select the Log option when it appears in the
system menu.
3. The logging process will now begin.
4. Excessive logging will result in a player becoming temporarily unable to log the same point.

How to Harvest
1. Approach a spot of lush vegetation to bring up the Harvest option in the system menu. Select it to begin
the harvesting process.
2. Should an item be extracted from the lush vegetation, be sure to search again, as there is very likely to
be another harvestable spot nearby. If a player is unable to procure an item, the point will remain and
may be harvested again.
3. Excessive harvesting will result in a player becoming temporarily unable to harvest in the immediate
vicinity.

Guildleves
• There are several types of regional guildleves available to botanists. Select Fieldcraft Leves when
speaking with Piralnaut to bring up a list of guildleves specially tailored for Disciples of the Land.
• While participating in a logging levequest, the Arbor Call command will only produce results for
locations related to the quest. However, players who happen to find regular mature trees and lush
vegetation can access them if they please (though the results will not count toward the levequest).

Fishing and Spearfishing


Members of the Fishermen’s Guild will find that they are able to engage in either of two activities-fishing, made
possible through use of a fisher’s primary tools, and spearfishing, made possible by secondary tools. Please be
aware that even with fisher as the active Discipline, a player will not be able to engage in spearfishing without
the proper secondary tool equipped.

How to Fish
1. Approach a waterside where fishing is possible and select Fish from the Interactions menu.
2. The fishing process will begin. In some cases, you may be unable to fish even though the Fish command
has appeared.
3. There are schools of fish from which you will be unable to fish after fishing several times. This
restriction only applies to schools of fish.
4. If you do not have bait or lures on hand, the chances of catching any fish will be greatly reduced.

Bait and Lures - There are many different kinds of baits and lures. By using the right bait or lure, you can
significantly increase your chances of catching certain fish.
• Lugworm - A hairy marine worm that lives under beach sand. Live bait for ocean fishing.
• Floating Minnow - A light lure made to resemble a minnow. Ideal for ocean fishing.
• Goby Ball - A ball of goby and rye flour paste. Processed bait for ocean fishing.
• Moth Pupa - A moth in the third stage of its development into an adult. Live bait for freshwater fishing.
• Chocobo Fly - A fishing lure made from a chocobo feather. Ideal for ocean fishing.
• Crayfish Ball - A ball of crayfish and rye flour paste. Processed bait for river fishing.
• Bloodworm - A common earthworm that earns its name from the blood-red tint of its body. All-purpose
live bait.

How to Spearfish
1. Approach shallow waters and select Spearfish from the Interactions menu.
2. You will make a single attempt at spearfishing. If you pull something from the waters, you can find
another place to spearfish nearby. If you don’t find anything in the waters, you can try spearfishing again
in the same place.
3. After spearfishing in the same place several times, you will no longer be able to spearfish there for a
while.
4. Find another place to spearfish!

Retainers
Retainers are useful NPCs who provide invaluable support in your adventuring endeavors. They can be
employed on an extendable contract basis to perform myriad tasks such as minding your items and money or
operating bazaars, just to name a few. Players may hire the services of a retainer at the Drowning Wench-the
Adventurers’ Guild’s base of operations-in Limsa Lominsa.

Retainers have 80 inventory slots just like your character, and are limited to the same conditions for running a
Bazaar that you are. Limit 10 items. See Bazaar section for more details.

To call upon a retainer, take your character near to one of several summoning bells located in each City-State.
Once there, select the Retainer command from the system menu.

*During the Beta Test, employing a retainer will not incur a fee. It is not known if this lack of fees will carry
over to open beta.

Retainer Commands - You can perform the following commands with a retainer you have summoned.
• Exchanging Items - Entrust your retainer with items or gil for safe-keeping or take back items or gil you
had given to your retainer. You can entrust your retainer with up to eighty items.
• Dealing in Bazaars - Task your retainer with selling items entrusted or buying more of the same item.
You can set the sales prices however you like, but the prices cannot exceed the amount of gil with which
your retainer has been entrusted. Even if you have set up a bazaar, unless you conclude your orders, the
retainer will not set up the bazaar for operation.
• Releasing a Retainer - Release the retainer from your service. The moment your retainer has been
released, all items and gil with which the retainer had been entrusted will be lost.
• Dismissing a Retainer - The retainer will cease all tasks and leave the area.
• Concluding Orders - After you have concluded your orders, the retainer will stay in place until told
otherwise. This command only appears when you have summoned your retainer in a market ward.
You will not be able to summon a retainer who has been ordered to stay in place until that retainer has
been dismissed.

Market Wards
Market wards are dedicated districts where adventurers can meet to buy and sell goods, or even summon a
retainer to operate a bazaar in their stead. Each City-State has a markets ward composed of twenty identical
areas that players may enter and leave at their leisure. Even if you exit the ward or log out of the game
completely, your retainer will staunchly continue to peddle your wares.

Stands - Upon approaching a stand in a market ward, a Stand option will appear in the Interactions menu. By
paying a fee out of pocket, players can summon a retainer to operate a bazaar. Retainers who have been tasked
with operating bazaars cannot be summoned from the Interactions menu. Speak with one of your retainers
operating a bazaar to exchange items or manage your bazaar.

Managing a Stand - You can perform the following actions by approaching a stand you are leasing and
accessing the Interactions menu.
• Ending a Stand Lease - The stand’s lease will end and your retainer will leave the area. None of the
money you paid will be refunded, regardless of how much time was left on your lease.
• Changing a Stand’s Appearance - Change the appearance of your leased stand.
• Renewing a Stand Lease - Renew your stand lease by paying an additional fee. You can not lease a
stand for more then 24hrs at a time, so even though the game will let you keep renewing your lease
when you still have 24hr's remaining, it will not increase your lease time.

Condition and Repair Equipment


Through the natural course of use, all equipment-weapons, armor, and tools alike-will suffer from deterioration
and a decline in effectiveness. At the hands of a skilled crafter, however, such equipment can be restored to
prime condition. To repair equipment, you will need to have the necessary materials for the item to be repaired.
By using appropriate, high quality materials, you may be able to cut down on the materials used.
• Do-It-Yourself Repairs - First, ensure that the proper tool is equipped. From the main menu, access the
Item List and then Inventory. Choose the item you wish to restore, then click the Repair button to initiate
the process.
• Enlisting the Aid of Other Adventurers - From the main menu, access the Item List and then Inventory.
Choose the item you wish to restore, then click the Seek Repair button to initiate the process. You may
choose to offer a certain amount of gil or an item as payment for the repair.
• Emergency Repairs - Certain NPCs located in City-State s can perform emergency equipment repairs
upon request. Be warned, however, that the subsequent quality of equipment repaired in this manner will
fall short of those worked upon by honest-to-goodness crafters.

Linkshells

Linkshells are community groups that can be created by any player using an item also known as a linkshell,
which can be purchased from various NPCs. To join a linkshell, you must first be invited to it. While your
linkshell is equipped, you will be able to converse with other members of your linkshell over the “Linkshell”
chat mode, regardless of where you are. When you have equipped a linkshell, that linkshell’s crest will be
displayed beside your display name.
• A single character can join up to eight linkshells.
• A single linkshell can have a maximum of 128 members.
• A linkshell’s name can be up to 31 alphanumeric characters long.
• A linkshell’s name can be anywhere from 3 to 31 alphanumeric characters long. Spaces cannot be used
at the beginning or end of the name, or in succession.

Chatting - Even if a linkshell is not equipped, text sent over the chat channels will be displayed for all
linkshells you are carrying.

*During the Beta Test, the chat display for the linkshells you are carrying cannot be turned off. If you would
like to turn off the chat display for one of your linkshells, you will need to throw that linkshell away.

Linkshell Administration - Linkshells are made up of masters, leaders, and members. Linkshell administration
is only handled by masters and leaders.

Powers allotted to masters:


• Disbanding the linkshell
• Altering the linkshell’s crest
• Inviting new members
• Promoting members to leaders, demoting leaders to members
• Exiling members and leaders from the linkshell
Powers allotted to leaders:
• Inviting new members
• Exiling members from the linkshell

Macros
User-defined macros are automated commands that allow you to record multiple actions and trigger them with a
single button or key stroke.

Creating Macros
1. Select Config from the main menu, and then Macros.
2. Move the cursor to one of the slots and push enter to go to the macro entry field.
3. Enter the title and text command, then register your macro.

Triggering Macros
1. Display macro palettes with the Ctrl or Alt key.
2. Select the macro you would like to trigger.

Text Commands
Text Commands - Entering a text command starting with the “/” key allows players to change equipment, use
abilities, perform emotes and various other actions.

*During the Beta Test, the following text commands can be used.
Gives a detailed explanation of specified command. Abbreviations can be
used.
If a command name is incomplete or does not exist, similar commands
/? /[command_name]
will be listed.
* All names used with these commands must be one word, or in quotation
marks.
Sends a message to all PCs within a small radius.
/say(/s) [mes.] The message will not be displayed if a PC has their [Say] chat filter
turned on.
Sends a message to all PCs within a large radius.
/shout(/sh) [mes.]
The message will not be displayed if a PC has their [Shout] chat filter
turned on.
Sends a message to a specific PC within the same World.
/tell(/t) [PC_name] [mes.]
This message cannot be seen by any other players.
Sends a message to all members of your current party, regardless of their
/party(/p) [mes.]
location.
Sends a message to all members of your active linkshell, regardless of
/linkshell(/l) [mes.]
their location.
/echo(/e) [mes.] Displays a message that only you can see.
/chatmode [chat mode] Set the default chat mode.

>>Example:
/chatmode party
(Changes default chat mode to party chat.)
The default mode will be deactivated after a single message if it is set to
Shout.
When setting the default mode to Tell, you are still required to enter the
recipient PC's name.
If no chat mode is specified, the current default setting will be displayed.
Uses an action on a specified target.
This cannot be used with actions you have not yet learned, or when
restricted by other factors.
/action(/ac) [subcommand]
[action name] [target]
>>Subcommands:
main Use main hand action.
off Use off hand action.
Toggle between area of effect and single target cast modes.

>>Subcommands:
/areaofeffect(/aoe) [subcommand] on Enable areas of effect, disabling single target casting.
off Disable areas of effect, enabling single target casting.
Toggle between area of effect and single target cast modes when no
subcommand is specified.
Toggles between active and passive mode.

>>Subcommands:
/battlemode(/bm) [subcommand] on Switch to active mode.
off Switch to passive mode.
Toggle between active and passive mode when no subcommand is
specified.
Toggles between Battle Regimen and active mode.

>>Subcommands:
/battleregimen(/br)
on Switch to Battle Regimen mode.
[subcommand]
off Switch to active mode.
Toggle between Battle Regimen and active mode when no subcommand is
specified.
Set an enemy sign on the specified target. Select the type of sign using a
number from 1 to 8.
/marking(/enemysign) [number
(1-8)] [target] >>Example:
/enemysign 1
(Set sign type 1 on target.)
/targetpc Targets the closest PC within a certain radius.
/targetnpc Targets the closest NPC or monster within a certain radius.
Locks on to a target.
/lockon
Reenter the command to toggle the lock off.
Continues walking/running in the current direction you are moving.
/automove
Move in the opposite direction to cancel.
/wait [wait time] A macro command for adjusting the pause between commands.
A wait time amount of 1 equals one second.
The maximum wait time allowed is 60.
If the wait time amount is over 60, it will be counted as 0.
/recast [action name] Displays time remaining until the specified action can be used again.
/item [item name] [target name] Displays time remaining until the specified action can be used again.
Equips an action to a specified slot.
If an action name is omitted, the action currently equipped to that slot will
be removed. Basic class actions cannot be removed. Slots are designated
by the numbers 1-30.

>>Subcommds:
/equipaction(/eaction) [slot]
main Set to main hand.
[action name] [subcommand]
off Set to off hand. If a subcommand is omitted, the action will be
equipped to the appropriate hand.
Actions usable in either hand will be equipped to the main hand.
>>Example:
/equipaction 10 Provoke
(Equips Provoke to action slot 10.)
Equips an item to a specified slot.
If an item name is omitted, the item currently equipped to that slot will be
unequipped.
/equip [slot] [item name]
>>Gear Slots: main, off, thrown, bag, pouch, head, neck, l.ear, r.ear, body,
shirt, hands, l.index, r.index, l.ring, r.ring, l.wrist r.wrist, waist, legs,
garment, feet
Executes various party commands.

>>Subcommands:
/partycmd(/pcmd) [subcommand] add Invite targeted PC to your party.
leave Leave your current party.
oust [name] Oust a PC from your party.
disband Dissolve your current party.
/join Accepts a party invite.
/decline Declines a party invite.
Turns all name displays on/off.

>>Subcommands:
/names [subcommand]
on Turn names on.
off Turn names off.
Toggle on and off when no subcommand is specified.
Changes your online status to Away.
/away
Your status icon will change.
/logout Begins the logout process.t
/clock Displays the current time.
/check [target name] Checks the specified target.
/loot Opens your Loot List.
/friendlist(/flist) Opens your Friend List.
/blacklist(/blist) Displays your blacklist.
/map Opens the current area map.
/supportdesk(/helpdesk) Opens the Help Desk menu.
Toggle the display of character shadows.

>>Subcommands:
/shadow [subcommand] on Enable character shadows.
off Disable character shadows.
Toggle between enabled and disabled modes when no subcommand is
specified.
Toggle the display of graphic effects left by characters feet.

>>Subcommands:
/dusteffect(/dust) [subcommand] on Enable effects made by feet.
off Disable effects made by feet.
Toggle between enabled and disabled modes when no subcommand is
specified.
Toggle realistic physics effects.

>>Subcommands:
/physics [subcommand] on Enable realistic physics effects.
off Disable realistic physics effects.
Toggle between enabled and disabled modes when no subcommand is
specified.
Toggle the profane language filter.

>>Subcommands:
/profanity [subcommand] on Enable the language filter.
off Disable the language filter.
Toggle between enabling and disabling modes when no subcommand is
specified.
Toggle the display of damage and other combat information.

>>Subcommands:
/scrollingbatttletext(/sbt)
on Enable graphic combat text.
[subcommand]
off Disable graphic combat text.
Toggle between enabled and disabled modes when no subcommand is
specified.
Extend the range at which graphics are drawn.

>>Subcommands:
/extendeddraw(/edraw)
on Enable extended drawing.
[subcommand]
off Disable extended drawing.
Toggle between enabled and disabled modes when no subcommand is
specified.

Emotes
Sends your PC name and message as an emote within a [Say] radius.
/emote(/em) [mes.]
This message will not be displayed if a PC has their [Emotes] chat filter turned on.
/sit [subcommand]
Certain emotes have special sitting equivalents.
Also sits your character in a chair if the chair is nearby.
>>Subcommands:
on Switch to a sitting position.
off Switch to standing position.
Toggle between sitting and standing when no subcommand is specified.
/surprised Act surprised.
/angry Be angry.
/furious Be furious.
/blush/td> Blush with embarrassment.
/bow Perform a bow
/cheer Cheer enthusiastically.
/clap Applaud.
/beckon Make a beckoning motion.
/comfort Make a consoling gesture.
/cry Break into tears.
/dance Start dancing.
/doubt Appear doubtful.
/doze Start dozing off.
/fume Express disappointment./td>
/goodbye Bid farewell.
/wave Wave your hand.
/meh Act disinterested.
/joy Express joy.
/kneel Kneel in respect.
/chuckle Chuckle in amusement.
/laugh Burst out laughing.
/lookout Scan the area.
/me Motion to yourself.
/no Disagree.
/deny Strongly disagree.
/panic Start to panic.
/point Point at something.
/poke Make a poking gesture.
/congratulation Offer congratulations.
/psych Psych yourself up.
/salute Perform a salute.
/shocked Act shocked.
/shrug Shrug.
/rally Give encouragement.
/soothe Make a comforting gesture.
/stagger Stagger for a moment.
/stretch Stretch.
/sulk Wallow in self-pity.
/think Become lost in thought.
/upset Express disgust.
/welcome Make a welcoming gesture.
/yes Nod in approval.
/thumbsup Strongly agree.
/examineself Admire yourself.

Placeholders
The following placeholder commands are also available.
The only commands that can be used to designate targets are <t>, <me>, and <st>.
<r>, <p0> through <p14>, and <lastst> will display the respective name in the chat log, but cannot be used to
designate targets.
Displays current HP and maximum HP.
<hp>
Example: 150/200/td>
Displays current HP as a percentage.
<hpp>
Example: 75%
Displays current MP and maximum MP.
<mp>
Example: 75/100
Displays current MP as a percentage.
<mpp>
Example: 75%
Displays current TP.
<tp>
Example: 3000
<t> Displays current target name.
<me> Displays your character's name.
<r> Displays name of most recent /tell sender.
<p0> Party Member 0. Displays your character's name
<p1> Party Member 1. Displays name of first party member in list
<p2> Party Member 2. Displays name of second party member in list.
<p3> Party Member 3. Displays name of third party member in list.
<p4> Party Member 4. Displays name of fourth party member in list.
<p5> Party Member 5. Displays name of fifth party member in list.
<p6> Party Member 6. Displays name of sixth party member in list.
<p7> Party Member 7. Displays name of seventh party member in list.
<p8> Party Member 8. Displays name of eighth party member in list.
<p9> Party Member 9. Displays name of ninth party member in list.
<p10> Party Member 10. Displays name of tenth party member in list.
<p11> Party Member 11. Displays name of eleventh party member in list.
<p12> Party Member 12. Displays name of twelfth party member in list.
<p13> Party Member 13. Displays name of thirteenth party member in list.
<p14> Party Member 14. Displays name of fourteenth party member in list.
<st> Subtarget
<lastst> Displays name of last subtarget.
<sign0> Signal 0
<sign1> Signal 1
<sign2> Signal 2
<sign3> Signal 3
<sign4> Signal 4
<sign5> Signal 5
<sign6> Signal 6
<sign7> Signal 7

FAQ
UI
Q: I’ve arrived in Limsa Lominsa and watched the event scene with Baderon, the potty-mouthed proprietor of
the Drowning Wench. What do I do next?
A: Speak with Baderon again to further your progress in the quest “Treasures of the Main.” This can be
considered a training quest of sorts that arms adventurers with basic knowledge of the game.

Q: I’ve been offered a quest, but I don’t know what to do next.


A: Access your Journal from the main menu. Select Discipline Quests to view a log of all that has transpired, as
well as what lies immediately ahead on your path to adventure.

Q: How do I chat?
A: Press the space bar to enter chat mode. From there, simply input the message you wish to communicate.

Q: Can I undo attribute points already allocated?


A: With great power comes great responsibility. The Twelve have deemed you worthy of that responsibility.

Battle
Q: My weapon is drawn, why isn’t that plague rat DEAD!?
A: Just as Van Ghoh could have never painted a single sunflower without clicking the Paint button in his action
menu, an adventurer cannot thrust, swing, or throw her weapon until the corresponding button is clicked.
Naturally, you must also be within striking range of the enemy and facing the right direction.

Q: Do Disciples of the Land and Disciples of the Hand have any battle options other than throwing stones?
A: Not during the Beta tests. Though perhaps through prayer will the Twelve one day grant the Disciples of the
Land and the Hand new ways to fell Eorzea's nasty beasties.

Items
Q: Why can’t I fight barehanded?
A: Because the Twelve do not wish it. Eorzean adventurers must have a weapon or tool equipped at all times.

Q: Where can I learn synthesis recipes? I tried copying the recipes introduced in certain levequests, but was told
I do not have the crystal required for starting the synthesis.
A: Synthesis recipes are as elusive as the answers to questions such as the meaning of life and our purpose here
on Hydaelyn. They must be sought for, and only the diligent shall be rewarded.

While normal synthesis requires the correct combination of crystal type and amount, levequest synthesis is often
simplified, with the quest clients providing adventurers with crystals, thus their absence from the levequest
recipes.

Q: How do I obtain crystals?


A: Crystalline manifestations of the planet’s aether are rare, but under special circumstances will form within
the bodies of certain creatures. It is up to you to get those crystals out...

Other
Q: Where can I synthesize items?
A: If your current Discipline is one of the Disciples of the Hand, you can perform synthesis anywhere your
heart desires.

Q: Where can I mine/quarry?


A: When out in the field, keep an eye out for peculiar shining spots on rocky surfaces. Should a suitable
location elude you still, the miner ability Lay of the Land will allow you to uncover the rough locations of
mineral deposits and rocky outcrops.

Q: Where can I log/harvest?


A: When out in the field, keep an eye out for peculiar shining spots on tussocky areas. Should a suitable
location elude you still, the botanist ability Arbor Call will allow you to uncover the rough locations of mature
trees and lush vegetation.

Q: I’ve found a rocky outcrop, but I can’t quarry!


A: Ah, but do you have a knapping hammer equipped as a secondary arm?

Q: I cannot synthesize with my secondary tool!


A: Ah, but do you have an appropriate tool equipped as a secondary arm?

Q: I’ve fallen into a rift in the planet’s surface and cannot escape! Whatever should I do?
A: The Land is a treacherous place, littered hither and yon with crevices, chasms, and bottomless pits, all
waiting to consume the unsuspecting passerby. If you find yourself stuck in one of these not-so-proverbial ruts,
simply open up your main menu and select Return to warp back to your home point.

Xionanx's Open Beta Tips


• Make your first character a Gladiator! Switching Jobs is incredibly easy, its just a matter of equipping a
new weapon for the class you want to be, as such it is in your best interest to start the game with the best
overall gear. So even though you do not want to be a Gladiator, start as one anyway and then buy the
weapon for the class you do want to be. Credit for this discovery goes to KrAxDHeretic and his helpful
post located here.
• Start as a Disciple of War or Magic! If you followed my first suggestion then your already there, but it
not here's another reason to do this. You are limited to 8 leve's per 48hrs, however if you start the game
as a DoW/DoM you are given a free leve: "My First Adventure". This allows you to do 9 leve's your first
day in the game, rather then the 8 you would be limited to as a Disciple of the Land or Hand. How? DO
NOT PICK UP ANY LEVE QUESTS BEFORE YOU VISIT THE FIRST CRYSTAL! That is extremely
important because if you visit the Leve counter and pick some up, you will not get the free one. Be sure
to do this free leve as well before you head back to town to continue.
• Complete the entire starting quest "Treasures of the Main" to get a total of 3100 Gil, then use this Gil to
buy the weapons for the class you did want to play. If you choose to start somewhere other then Limsa
Lominsa I can only assume there will be an equivalent starter quest for each city. "Treasures of the Main
doesn't require you to level up at all to do it, and is extremely easy to complete.
• So you started as a Gladiator, got "My First Adventure" and completed it, then finished "Treasures of the
Main" story quest. Its time to go shopping! Take your Gil, which should be around 3200 at this point,
and buy weapons, lots of weapons. Personally I recommend picking up a set for every class so you can
change classes freely whenever you choose.
• Set up class changing macros! To make your life easier and your adventures smoother, class changing
macros will be your best friend. At the most basic level you want to do the following: /equip main
"Name of Weapon" for each class's weapon. For your Disciples of the Land/Hand which have secondary
weapons, you want to add this: /equip sub "Name of Weapon" for the secondary weapon (or a shield
when you get one in the case of the Gladiator). Later as you learn more about the macro system and
learn more skills for each class, you can start using macro's to equip your abilities as well.
• Go get your leve's! Now that your all set up, its time to get cracking on your first days leve's. The ones
you pick are up to you, and they will be randomly generated so I cant say for sure which will be
available to you. Keep in mind you can get 8 Battle Craft/Field Craft leves, and 8 "local" leve's for the
Disciples of the Hand, for a total of 16.

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