Strategies and information in guides may not work for everyone.
So, Bahamut burned down your house, Garleans killed your family and left you a refugee... Isn't that special? Join the club and take a number. Adventuring ain't easy in the seventh umbral era, so I'm going to walk you through some of the basics. Listen close and maybe you'll graduate from Peiste chow to sending those whoresons from Garlemald scurrying back to the empire's shores.
- 1 Choosing Your Race
- 2 The Twelve
- 3 Classes
- 4 Jobs
- 5 Starting City
- 6 Leveling Up
- 7 Learning a New Class
- 8 Combat
- 9 Party Play
- 10 Level Ten and Beyond
- 11 Closing Statements
Choosing Your Race
What in the seven hells do you mean you don't know what race you are? Look in a gods damned mirror! But I'll humor you and give you the basics. Not much of a difference when you really break it down between the five races anyways. I've seen a Lalafell withstand blows from a Vanguard and a Roegadyn cast the magicks that finished it off. So if you're afraid that your scrawny midlander arse won't be able to heft your axe, you just ain't trained well enough yet - and don't go letting a highlander lass hear you sayin' that the womenfolk aren't as tough as men, or you'll learn just how tough they can really be.
- Each race has two clans with only minor differences in stats between them. There is no difference in stats between male and female characters.
First you got your standard Hyurs. Normal, average humans. Two arms, two legs, a body, and a head. They got two clans: Midlanders and Highlanders. Midlanders are good at stuff all around. Not the steadiest with a bow or the wisest of the bunch, but not so inept that they're liable to shoot their own foot, but they ain't the cream of the crop neither. Ain't nothing a midlander can do that someone else can't do better. Then ya got Highlanders. Used to be seein' one of their ladies was rare as a storm cloud over Thanalan. But of course, the Calamity screwed that right up too. Highlanders' strength is legendary. Get into a fistfight with one of them and say goodbye to your teeth. And they're damn tough to boot too. Raubahn himself is a Highlander, but don't go lettin' the General hear that he's unpious or dim or you'll find yourself on the front lines dulling Garlean steel.
- Midlanders have starting attributes of: Strength: 21, Dexterity: 19, Vitality: 20, Intelligence: 21, Mind: 18
- Highlanders have starting attributes of: Strength: 23, Dexterity: 20, Vitality: 22, Intelligence: 18, Mind: 20
Next up you got your Elezen. You've all heard about them. Tall, long ears, longer necks. They come in two kinds - Wildwood and Duskwight. Now don't go badtalkin' Elezen, you hear? Not after what that old man did for us in the Battle of Cartenau. Alright, so first the Wildwoods. They're scary with a bow. They could pick off a gnat at a hundred yalms - and not one of those mutant black shroud gnats either. They're smart too, just, not the sharpest. Guess that's what they get for letting those horned kids do all their philosophizing for them, and they're damn frail to boot - course, not as frail looking as that little girl leading the Adders. Next ya got the Duskwights. Now me, I don't trust them much. Folks that spend that much time living in shadow ain't to be trusted in my book, but gods damn they're smart. You need a brilliant plan? Go find a duskwight and pay him good. Not the most faithful lot though, and a bit more frail than the average hyur, but when you're on the back lines making all the plans, don't matter much how deep that blade would cut, now does it?
- Wildwood Elezen have starting attributes of: Strength: 19, Dexterity: 23, Vitality: 18, Intelligence: 22, Mind: 17
- Duskwight Elezen have starting attributes of: Strength: 20, Dexterity: 20, Vitality: 19, Intelligence: 23, Mind: 20
You see that short little fellow over there? I once saw him rip an imperial war hound in half with his bare hands. You don't screw with Lalafell. You got two main types of them just like everyone else. Dunesfolk and Plainsfolk. Dunesfolk mainly call Thanalan their home. Used to be a tribe of roving nomads and all that. Guess they decided to settle down eventually because Ul'dah is ruled over by Sultana Nanamo Ul Namo. They're not the strongest, but by the twelve there's none more faithful in all the land. They're pretty smart all around too, come to think of it. Makes up for being so frail I guess. Next you got the Plainsfolk. They're tricky little scamps, I'll give them that. Able to tie your laces together in an instant. Not nearly as clever as Dunesfolk though, but not as frail either.
- Dunesfolk have starting attributes of: Strength: 17, Dexterity: 20, Vitality: 17, Intelligence: 21, Mind: 22
- Plainsfolk have starting attributes of: Strength: 18, Dexterity: 22, Vitality: 18, Intelligence: 21, Mind: 20
That fine lass over there caught your eye? Yeah, she did the same for a Garlean centurion the other day too - course, she did that one with an arrow. Miqo'te's her race. Fierce as fire they are, course they can be gentle as a breeze if you get on their good side. Guess that's why the Lominsans associate them with the seas. Hear tell they have a rare beauty over there that could be The Navigator herself. Their menfolk have surfaced since the Calamity too. What they'd been doing prior, I'll leave you to guess. Anyhow, their two clans are the Seekers of the Sun and the Keepers of the Moon. Seekers of the Sun are swift and agile, and fairly strong despite their looks. Not the smartest or wisest, but they know how to use their skills well enough. Keepers of the moon on the other hand, they've got the swiftness, but none of the strength, but they make up for that with their faith and having the most sense out of anyone around. What is it with staying in the dark and being so smart all the time? You get a Duskwight to make a plan and have him run it by a Keeper? Well, let's just be glad the Imperials haven't figured out to do that yet.
- Seekers of the Sun have starting attributes of: Strength: 21, Dexterity: 22, Vitality: 20, Intelligence: 18, Mind: 19
- Keepers of the Moon have starting attributes of: Strength: 18, Dexterity: 21, Vitality: 17, Intelligence: 19, Mind: 23
Last we've got the big ol' brute over there. He's a Roegadyn. They're strong, fierce and tough. There's a reason their two clans are called Sea Wolves and Hellsguard. The Sea Wolves, as their name implies, love nothing more than being on the open ocean. The Maelstrom's Admiral is a Sea Wolf herself. They're strong and tough, but none too smart or elegant. Course, how elegant do you need to be when you can swing an axe that good? Hellsguard on the other hand, ya see, they come out from deep inside the mountains. Not quite as tough as a sea wolf, but they'll still take you down in a drinking contest. They're smart too. Remember that thing I said about dark dwellers? Great planners them.
- Sea Wolves have starting attributes of: Strength: 22, Dexterity: 19, Vitality: 23, Intelligence: 18, Mind: 21
- Hellsguard have starting attributes of: Strength: 20, Dexterity: 18, Vitality: 23, Intelligence: 20, Mind: 22
Some say these weird scaly folk are descendants of dragons, of all things. They only recently started to come to our lands here in greater numbers, used to be quite a rare sight. They got horns and scales, and even a tail that one could mistake for a small dragon tail in the dark. Their women are just like the Hyur lookin' at size only, but their male counterparts are taller, rivaling even the tallest of the Elezen! The Raen clan has been trading and conversin' with the other races for a while now, open for new things and living somewhat close-by. Unlike their other prominent clan, the Xaela. Distrustful folk they are, never left their far away homelands. No one really knows much about them - they don't really have an interest in us outlanders, and that's met with a mirrored attitude if they do show up in our lands. Don't let that bring ya down if you have an interest in them though, I'm sure there's exceptions!
- Raen have starting attributes of: Strength: 19, Dexterity: 22, Vitality: 19, Intelligence: 20, Mind: 23
- Xaela have starting attributes of: Strength: 23, Dexterity: 20, Vitality: 22, Intelligence: 20, Mind: 18
Ever thought the Mi'qote had long ears? Heh, you ain't seen nothin' yet in that case! These interesting fellas have ears thrice as long, and may well be thrice as tall too. Bloody astounding, but a new arrival too in these lands. You'll never see any male Viera, those do not leave their woods.. Matriarchies, eh? The Rava clan keep to their jungle, the paler-skinned Veena to their mountainous forests, wood-dwellers they are alrite. Never figured out why they seem to prefer to be scantily clad sometimes.. But they're a sight to behold no matter their garments.
- Rava have starting attributes of: Strength: 20, Dexterity: 23, Vitality: 18, Intelligence: 21, Mind: 21
- Veena have starting attributes of: Strength: 19, Dexterity: 20, Vitality: 19, Intelligence: 23, Mind: 20
If he has fur, big teeth, and looks like a lion walking on two legs - he's probably a Hrothgar. Caused a buncha commotion when they first arrived here. Happens if you can't speak the common language, who would've thought! Thank the Twelve those problems are a problem of the past, eh? After learning to communicate, these imposing people hailing from the shores of Ilsabard - wherever that may be, bugger if I know - were welcomed in all corners of Eorzea. Havin' a real problem with female population tho last I heard, so don't expect to see any lion lasses strollin' around. Helions flock to their queen, fiercely loyal, while The Lost live nomadic lifes, takin' the odd job here and there.
- Helions have starting attributes of: Strength: 23, Dexterity: 17, Vitality: 23, Intelligence: 17, Mind: 23
- The Lost have starting attributes of: Strength: 23, Dexterity: 17, Vitality: 23, Intelligence: 17, Mind: 23
Your faith matters only little. As long as you are true of heart and intent, no one will look twice at what, or rather whom, you believe in most. The Twelve are Halone - The Fury, Menphina - the Lover, Thaliak - the Scholar, Nymeia - the Spinner, Llymlaen - the Navigator, Oschon - the Wanderer, Byregot - the Builder, Rhalgr - the Destroyer, Azeyma - the Warden, Nald'thal - the Traders, Nophica - the Matron, and Althyk - the Keeper.
- The god you worship will not influence your characters stats
Of course, WHAT you are matters little, what matters is WHO you are. Are you the proud gladiator standing between your comrades and the slavering hordes? Are you the mighty pugilist, beating your foes to a pulp? Are you the cunning arcanist crippling your foes with eldritch magicks? Are you the noble conjurer, keeping your allies alive so they may fight another day? Your class determines all of these things and more.
- Upon unlocking the Armory System at level 10, you will be able to change classes freely while out of combat.
- Some expansion jobs are only unlockable a lot later into the game: Dark Knight, Astrologian, Machinist, Samurai, Red Mage and Blue Mage.
Ah, the disciple of war, truly the most honorable of callings. Disciples of War are tasked with the front lines of combat. The cold bite of steel, the sounds of arrows speeding through the air - if you can hold what is making the enemy dead in your hand, you're probably a disciple of war.
You are all that stands between your allies and certain death. That archer has a glass jaw, and the thaumaturge will go down if the beast even looks at him too hard! Gladiators and Marauders are the two tanks of Eorzea, the former wielding swords and shields, the latter wielding axes of savage strength.
- Gladiator and Marauder fill the role of "Tank" and are expected to hold "enmity" from enemies, allowing the other classes to do their job without threat of damage from monsters.
- Gladiators focus on holding enmity by use of non-damaging abilities, that allow for a superior level of combat control, as well as having a number of defense enhancing buffs to survive encounters with stronger foes.
- Marauders focus on holding enmity by dealing damage with abilities that generate increased enmity, and provide defense for themselves in the form of HP enhancing abilities and self healing abilities.
Sure the conjurer is weaving his spells keeping the tank alive, who is doing a noble job of holding the foe's attention, but the damned thing just isn't going down. That's where you come in. Pugilists with their mighty knuckles, Archers with their bows and arrows, and lancers with their spears - you will fell the mighty beasts of Eorzea.
- Pugilist, Lancer, and Archer fill the role of Damage Dealer (DD), also known as Damage Per Second (DPS), and are expected to deal large amounts of damage and apply detrimental status effects to the enemies, ensuring that they die quickly so the party does not become overrun.
- Pugilist primarily deals damage by stringing together combos, shifting between Raptor, Coeurl, and Opo-opo form.
- Lancer focuses on big hits, using combos to increase its attack, or decrease the monster's resistance to piercing damage.
- Archer primarily focuses on doing ranged damage while enfeebling the monster with special abilities.
Then there's also the Rogues out there, but the bunch of them is nitpicky about their members, and ya need a bit of combat experience to join their ranks. If you can find them that is, stealthy buggers they are.
- Rogue can be unlocked after completing any Level 10 class quest and unlocking the Armory system. The quest My First Daggers can then be picked up at Limsa Lominsa Lower Decks.
Are the front lines too scary? Do you prefer the safety of a woman's skirts to the glory of frontline combat? Pah. I suppose that you mages are needed as much as steel, but that does not mean I must care for your ilk.
- Conjurers are healers. Their job is to keep people alive and provide medium damage as support when their cures are not needed.
Much as damage dealt by steel, damage from magicks are quite potent. As a thaumaturge, you wield the elemental forces of ice, fire, and lightning to strike down foes. As an Arcanist, you are capable of calling forth elemental spirits to support your party with a variety of enhancing and enfeebling effects, as well as damage.
- Thaumaturge is primarily a damage dealing class, with minor combat control abilities.
- Arcanist provides damage predominantly through the use of damage over time (DoT) spells, as well as providing additional damage through the actions of their summoned pet.
Oh great, we've got ourselves a non-com over here. Fine, I suppose you're needed. Someone has to keep the swords sharp and the supplies coming, but when things get rough, don't come crying to me.
- Disciples of the Hand do not engage in combat effectively. They are crafting classes.
There are eight disciples of the hand. Armorer, Blacksmith, Carpenter, Weaver, Leatherworker, Goldsmith, Culinarian, and Alchemist. Each makes and repairs its own variety of items. Ingredients and crystals are required to make an item, and these strange little crystals known as dark matter are used to mend broken equipment. Used to be every damn thing on the planet bled crystals. Behead an Amalj'aa? Crystals. Murder a marmot? Crystals. Stub your toe? Crystals. But Aether's so scarce since the Calamity that it takes a direct connection to Hydaelyn to get them; so unless you're choppin' down trees and whatnot or killin' some of those Sprites, you're not going to see them much anymore. There's also some strange gems called "Materia" what can be slapped on gear by a sufficiently skilled crafter, making even a dull knife cut as deep as a master's sword.
- Armorers focus on creating, repairing, and melding mainly suits of metal armor such as plate mail.
- Blacksmiths focus on creating, repairing, and melding metal weapons such as axes.
- Carpenters focus on creating, repairing, and melding primarily wooden items such as Bows, Lances, and some shoes
- Weavers focus on creating, repairing, and melding cloth items such as hats.
- Leatherworkers focus on creating, repairing, and melding leather items such as hide gloves.
- Goldsmiths focus on creating, repairing, and melding jewelery such as rings and chokers.
- Culinarians focus on crafting food that grants a beneficial buff to the one who consumes it.
- Alchemists focus on creating, repairing, and melding of Arcanist grimoires, as well as the creation of potions and ethers.
- Crystals can be obtained either from defeating Elementals or through Gathering.
- Disciples of the Land are gathering classes and are not effective in combat.
The only one I should really need to explain is Botanist, because they don't so much study plants as chop them down and slice them up. Of course, when half of the plant life is fruiting bushes, and the other half are lumbering beasts with millions of teeth, it can be a hazardous job.
- You don't actually have to worry about the logging point eating you. A treant or wandering forest bears on the other hand...
- Miner predominantly gathers ore, raw gemstones, and mineral sands.
- Botanist predominantly gathers raw wood, plant fibers, and ingredients
- Fisher fishes. It gathers fish.
Bloody hells, you haven't even started learning the basics of one thing and you already want to know what comes AFTER that? Talk about impatience that'll get you killed rather sooner than later. But alas, I might as well explain the more advanced developments in case you fancy some of them more than others. Ya see, once you've been with your chosen tool of adventuring for long enough, there's a lot more to it than you might think at first. Drawin' on the experience of the ones who came before you and channeling that through a Job Stone will give you powers you can barely imagine right now. Might even rival some of the legends eventually.
- After reaching Level 30 on a class and completing the respective Class Quests, you will get a Job Stone for your respective Job. Jobs are a direct upgrade of your class and give you additional skills, while also changing the name of your class.
- All expansion jobs start at 30 or higher and do not have classes before that.
Disciples of War
If you're a Gladiator, then yer callin' is to become a Paladin, lad. Noble protectors of the royal Ul'dahn line they are, using their unshakeable faith and holy conviction to shield those in need. Damn fine tanks, and I've seen more than one lay down their life for the greater good.
- Upon reaching Level 30 Gladiator and completing Paladin's Pledge you can equip their Job Stone and become a Paladin.
If you chose to be a Marauder, you'll learn to control and unleash your inner beast and become a fearsome Warrior! Scary beasts on the front lines, bashing skulls left and right with their gigantic axe and powering through hits with brunt force.
- Upon reaching Level 30 Marauder and completing Pride and Duty (Will Take You from the Mountain) you can equip their Job Stone and become a Warrior.
That said.. there be rumors of another type of tank out there. They're said to use dark magics and the blackest things inside of them, to protect the weak and helpless abused by authorities. Greatsword-wielding and dressed in pure black, those Dark Knights strike fear into the hearts of their enemies - and even I wouldn't dare to cross them.
- Upon reaching Ishgard and having any class/job at Level 50, you can pick up and complete the quest Our End, unlocking Dark Knight.
- As a Heavensward expansion job it starts at Level 30 and requires the Heavensward expansion.
And last but certainly not least, I heard of a fellow over in Gridania who's wielding a rather unusual weapon. You'll have plenty of opportunities to be on the receiving end of a Garlean gunblade, but ever wanted to fire a non-Garlean one, and play around with enhanced aetheric cartridges? I'd reckon that maybe he will consider ya worthy of teaching in the ways of the Gunbreakers, if ya ask nicely, after you got a bit more experienced at hopefully not being hit by them filthy Garleans!
- Upon having any class/job at Level 60, you can pick up and complete the quest The Makings of a Gunbreaker in New Gridania, unlocking Gunbreaker.
- As a Shadowbringers expansion job it starts at Level 60 and requires the Shadowbringers expansion.
So, you like bashin' folks with your bare hands, huh? Well, being a Pugilist will see you grow into a Monk before long. You'll still be hitting people a lot, but now ya got some chakra balancing and you'll learn to draw strength from that to enhance your punching powers. Beats me how they do it, but it seems bloody effective.
- Upon reaching Level 30 Pugilist and completing Brother from Another Mother you can equip their Job Stone and become a Monk.
If ya'd rather poke and pierce your foes with a lance, as the name Lancer implies.. then you're in for a treat. Dragoons master aerial combat and draconic energies, jumping around the battlefield and channeling the power of dragons. Dragons! Can ya believe that?!
- Upon reaching Level 30 Lancer and completing Eye of the Dragon you can equip their Job Stone and become a Dragoon.
Have you ever seen someone.. just vanish? Or mayhaps you were locking eyes with a formidable enemy, just for them to suddenly drop dead with naught but a single dagger lodged in their back? Well, then you probably witnessed what becomes of the Rogues... Ninjas, to name 'em. They embrace the shadows and weave their mysterious signs, dispatching foe after foe with their acrobatics and razor sharp daggers.
- Upon reaching Level 30 Rogue and completing Peasants by Day, Ninjas by Night you can equip their Job Stone and become a Ninja.
And last but definitely not least there's the noble Samurai. Keepers of peace in their distant origin nation of Hingashi after they've got done warring, the art of the katana has reached our lands after all. They're faster with their blades than I am with spotting new adventurers out there in the wild, heh.
- Upon reaching Level 50 on any class/job, you can complete the quest The Way of the Samurai in Ul'dah and become a Samurai.
- As a Stormblood expansion job it starts at Level 50 and requires the Stormblood expansion.
If you always kept a safe distance between you 'n' your foes, I'd reckon you noticed that simply shooting arrows as an Archer gets a bit boring after a while? Worry not, there's more to learn. You'll become a Bard and... huh, what's that? You don't wanna sing in a tavern? As I expected you don't know the true origins at all. Bards used to sing in the heat of battle, inspiring their allies and terrifying their enemies alike. Of course the whole shooting arrows thing won't stop even then, so you'd better learn how to keep your aim steady while giving it your all, ya hear?
- Upon reaching Level 30 Archer and completing A Song of Bards and Bowmen you can equip their Job Stone and become a Bard.
And for all the not-so-nature-and-singing inclined folk there's an alternative as well. Quite the alternative I might say. You'll rely on iron and steel, bullets and gyros. Heard there's some fire in there too. I'm talking about the Machinists of course! Hailing from the far city of Ishgard, they require prior combat experience before trusting you with an instrument of ranged death, so don't go running off just yet.
- Upon reaching Ishgard and having any class/job at Level 50, you can pick up and complete the quest Savior of Skysteel, unlocking Machinist.
- As a Heavensward expansion job it starts at Level 30 and requires the Heavensward expansion.
Not one for singing nor tinkering? Well, there's one more option I heard about. And boy I hope you like dancing then. Throwing weapons with the same deadly accuracy as their graceful footsteps, the art of the Dancers is a twofold one for sure. Beautiful and deadly all the same, slicing apart their enemies while inspiring their allies. Some say they could dance you into a trance even, but they're a sight to behold.
- Upon reaching Level 60 on any class/job, you can complete the quest Shall We Dance in Limsa Lominsa and become a Dancer.
- As a Shadowbringers expansion job it starts at Level 60 and requires the Shadowbringers expansion.
Disciples of Magic
So, you've refined your magics as a Conjurer, cured hundreds of wounds and found your interest unwavering still? Good. Being a White Mage comes with great responsibility and great power. Although what you'll be doing stays mostly the same - healing the poor fellas who took the hits so you don't have to - there's a lot more intricacy and nuance in those magics than you might think.
- Upon reaching Level 30 Conjurer and completing Seer Folly you can equip their Job Stone and become a White Mage.
Not all healers start out as healers. Some find their way to the less violent of magicks after they killed hundreds. Arcanists tend to split up at some point, with many of them pursuing the violent paths - but some find themselves wanting to hurt less and heal more. These become Scholars, relying on shields and cunning knowledge to help others survive. Of course they keep their pets still, ancient fairies instead of carbuncles, supporting their healing capacity even further.
- Upon reaching Level 30 Arcanist and completing Forgotten but Not Gone you can equip their Job Stone and become a Scholar.
And then, of course, we have the weirdest of the bunch if ya ask me. Astrologians use the power of the damned stars and some kinda constellation-based magicks to infuse cards with that and .. somehow heal people with doing these things. Don't ask me how that works, I haven't the slightest. Some of them are rumored to have a bit of control over time and fate itself.. Madness, I say. They're a reclusive bunch and unlikely to accept just anyone, so you'll need some experience first.
- Upon reaching Ishgard and having any class/job at Level 50, you can pick up and complete the quest Stairway to the Heavens, unlocking Astrologian.
- As a Heavensward expansion job it starts at Level 30 and requires the Heavensward expansion.
After all the talk about white magick and how great it is at healing, maybe it's time we look the opposite way now. In the case of you being a Thaumaturge, you may one day not be satisfied with your small fires and blizzards anymore.. But whatever you do, friend, DO NOT be swayed by the dark side easily! Black Mages are an occult phenomenon with unparalleled destructive power, rarely seen these days, and generally looked down upon for the sheer apocalyptic scale of damage they can cause. Alas, my warnings may be for naught once you reach that point, but at least I tried..
- After reaching Level 30 Thaumaturge and completing Taking the Black you can equip their Job Stone and become a Black Mage.
In any case, going back to the familiar Arcanist, I mentioned that most of them stay on their chosen path of using magicks to bind and drain their foes of their life. The most adept of them used to become Summoners, and the name's not just for show. These fearsome geniuses bound the demonic primals to their will and summoned them forth to do their bidding, but their knowledge has been lost to the ages. Who knows, maybe one day someone will rediscover it and use their powers for good. Would be a nice change for once.
- After reaching Level 30 Arcanist and completing Austerities of Flame you can equip their Job Stone and become a Summoner.
Moving on to the more absurd schools of magic, not that I think much of them to begin with. But the so-called Red Mages are a curious sort. Remnants of White and Black, refugees cast away from the respective castes. Combining both their abilities and mindsets, they picked up rapiers and foci to fight for what they believed to be right, weaving in and out of close combat and balancing both sides of magic. When you see a figure all dressed in red, you'll know what to expect. But don't come cryin' back to me if they find you wanting in your current state.
- Upon reaching Level 50 on any class/job, you can complete the quest Taking the Red in Ul'dah and become a Red Mage.
- As a Stormblood expansion job it starts at Level 50 and requires the Stormblood expansion.
And last and also least, there's been a weird guy showing up in Limsa Lominsa recently. All dressed in blue, he claims to have mastered some exotic form of spellcasting mostly relying on stealing. Bullocks, in my opinion. But if ya ever feel up for it, feel free to pay this self-proclaimed Blue Mage a visit and see for yourself.
- Blue Mage is a special job with special restrictions and NOT a job you should play as a beginner.
- The quest Out of the Blue unlocks the job, and you need to have finished the A Realm Reborn storyline.
So now that I've played your little game, I suppose you'll be wanting to know about the city-states too? Well, where you'll be deployed to is based on what skills you have. No good shunting a lancer out to sea when their guild's in the damned forest.
- While your starting city will play a major role on your first fifteen levels, afterwards you will obtain an Airship Pass and be able to travel between cities freely.
First, you've got Ul'dah, the jewel of the desert. Here you've got the Gladiators', Pugilists', and Thaumaturges' guilds on top of the Weavers', Goldsmiths', and Alchemists' guilds. Got the Miners' guild here too. The city's Grand Company are The Immortal Flames.
- Starting as a Gladiator, Pugilist, or Thaumaturge will start you in Ul'dah.
- There is easy access to the Goldsmith, Alchemist, Weaver, and Miner guilds.
Next you've got Gridania, the only safe haven in the gods forsaken Twelveswood. Over there they practice more natural arts. They're home to the Lancers', Archers', and Conjurers' guilds, as well as the Carpenters' and Leatherworkers' guilds. Being surrounded by trees and all that, where else would you expect the Botanist's guild to be, either? Their Grand Company is The Order of the Twin Adder.
- Starting as a Lancer, Archer, or Conjurer will start you in Gridania.
- There is easy access to the Carpenter, Leatherworker, and Botanist guilds.
Lastly, you've got Limsa Lominsa. You know, for a seaside town founded by a bunch of pirates, you'd think they'd have more guilds dedicated to making things dead. They've got the Marauder's and Arcanists' guilds. They've also got the Armorers', Blacksmith's, and Culinarians' guilds. Being on the sea, wouldn't you know it, they're home to the Fishermans' guild too. Their Grand Company is The Maelstrom.
- Starting as a Marauder or Arcanist will start you in Limsa Lominsa.
- There is easy access to the Armorer, Blacksmith, Culinarian, and Fisher guilds.
So ya picked up a sword, and want to figure out which end's the pointy one, eh? As you get better at your craft, you'll learn a bunch of new tricks, but I'll cover them later. What ya need to know right now is there are plenty of ways to get stronger. Hells, even runnin' odd jobs for the locals can get ya stronger. Of course, ya got your standard "Find somethin' nasty and ram your sword through its skull" method too if that's what you're good at. Beain' a coblyn to death with your pickaxe may be amusing, but that is NOT how you mine and won't do ya any good. Your guild and your company's got a good regimen of things to kill, gather, or make. There are also Levequests. Ya see, there are these little crystal plates called Guildleves, you take them out into the world and smash em, and you find yourself doin' a task someone needs. Got those for all the disciplines. Hells, even the companies have some for ya, if you want to help out your country. Then there's dungeons; grab yourself some brothers in arms and go down into the dark depths of the void, kill some fiends, get some treasure, and get some nice experience along the way. There's Guildhests, they're like Guildleves for parties. Then there's all the shite that happens out in the world. Qiqirn raiding a hamlet, some big nasty rearing its head. Those are great ways to get stronger. If ya find yourself sitting around town waitin' on someone to ask if ya want to go kill some beasties together, you're doin' it all wrong.
- There are plenty of ways to level up, such as killing monsters, doing quests, Guildleves, Guildhests, FATEs, and dungeons, and Hunting Logs. One of the best ways is doing the daily leveling roulette which gives you a random dungeon out of the ones you have unlocked. This roulette unlocks after you completed two different dungeons.
There's plenty of stuff you're not going to be authorized to do till you're strong and reliable enough. If ya find yourself wondering why he's got a bunch of servants just waiting to sell his gear on the market board for him, and why you're barred from gettin' on the damned airship, try findin' someone important and askin' if they've got a job for you.
- Many systems, such as retainers, the armory system, and airships are not available until unlocked through a quest. Look out for blue quests with a + next to them, those unlock things.
Learning a New Class
What's that? You think you've got what it takes to master not just one, but all the classes? Don't make me laugh. You haven't even mastered the armory system yet! What? You don't even know what the armory system is?! Alright, for some reason I like you, so I'll tell you what. Get your arse to level ten, and report to your guild. They'll send you out to do whatever it is you do. Punch stuff, burn stuff to the ground, chop stuff up with an axe, whatever. Once you've done that, you'll be granted access to the armory system and gearsets. Once you've got that, get down to whatever guild you want to join and tell them that a Paragon sent you to talk to them. Or don't. Ya could just ask to join them. Then they'll tell you to speak to the guildmaster, and he or she will no doubt give you a weapon that's held together with a little bit of prayer and a whole lot of rust, and wouldn't you know it, you get to learn the ropes of the new class just the same as ya did for your first one, but putting on that weapon and killin' the local wildlife with it.
- Upon unlocking the armory system, speak with a guild receptionist to join a new guild. By equipping the weapon, you will become the class that can use it.
First of all, you'd be surprised how any green recruits I've met over the years that don't know which end of a sword goes in the enemy. Before you weigh someone else down, learn what it is you're doin', you hear me?
- Many skills have additional or positional effects. Read your skills and learn what they do and how they synergize.
There are four main bits to fighting. First, you've got straight up hitting the damn thing. Not the best, but it gets the job done, and ya can do it as often as need be till it dies.
- Your basic attack is the auto attack, activated by right clicking on the monster, or by accessing auto attack from your hotbar.
Next you've got magic and weapon skills. Magic uses the aether in your body to do all sorts of stuff - mend wounds, light fires, blind enemies, raise barriers, you name it. Course, mostly it's disciples of magic who learn spells. Weapon skills, however, are fancy little tricks you can do with your weapon. Most of them involve hitting them hard, or crippling them in some way. A lot of them also flow into another one. Say you smack him over the head with your fist, it's only natural to knee the bastard as he's getting up. But, whether you use magic or might to get the job done, remember that it takes a toll on ya, and you need to recuperate.
- Spells cost MP and weapon skills cost TP, both of which restore over time.
- Many weapon skills can combo. String together combos to make your attacks more effective.
- Spells and Weapon Skills are affected by the global cooldown, short GCD. When you use one, you will not be able to use another for 2.5 seconds.
- There are, however, skills who are "off GCD", meaning you can activate them while the GCD is ongoing.
Oh, before I forget, one last thing. Your damned feet aren't glued to the ground. You see that nasty son of a bitch drake readyin' to breath fire all over you? MOVE! If it takes time to do, it's going to hurt, and you can generally do something about it if you've got your wits about you.
- Many attacks can be avoided. If you can escape the red targeting area, you can usually escape damage.
- HOWEVER, animations don't mean anything. If you are in the marked area when the cast of the enemy finishes, you WILL be hit once the animation is done, even if that happens a second later and you're way further away by then.
You know what those thrice damned imperials have over us? Teamwork. They work like a machine, every gear meshing well with another. You want to stand up to the big threats? You gotta do the same. Sure you can take a hit. Doesn't mean you can dish one out. Sure you can aim a bow or sling a spell - hard to do that when some big sonovabitch beating your skull in. You know how you stop that? You don't. Your brother in arms does. Teamwork is important. Use the right abilities in the right way, and your teamwork will really shine through. Feel the power of teamwork surge through you and unleash it at your foes or use it to bolster your defenses!
- "Fine Combat" - using abilities from the correct position, silencing a monster as its readying a spell, stunning it as it's using a spell or ability, contributes more to your party's limit break bar than using an ability alone.
- The Limit Gauge is locked at 2 bars for 4-man-parties, and 3 bars for 8-man-parties.
- Every filled bar fuels a stronger limit break, with Level 3 having an job-unique animation and the most powerful effect.
- Each role has its own limit break type. But be warned, you're using the PARTY'S bar, not a personal skill.
- Melee damage dealers are able to unleash a high powered single target attack.
- Ranged physical damage dealers are able to unleash a slightly weaker, but still powerful line-shaped area of effect attack.
- Ranged magic damage dealers are able to unleash a massive round area of effect attack that trades the higher damage of single target LBs for more area.
- Healers are able to use a heal that hits the entire party
- With three filled limit break bars, a healer LB will raise everyone in your party to full health and remove all resurrection penalties.
- Tanks are able to boost the party's defense for a short time.
Level Ten and Beyond
Alright, so you've gotten the armory system. Good to hear. You've been following the adventurer's guild postings, right? If you haven't, you're missing out. Fame and fortune are sure to follow if you listen to their advice. At the very least you'll earn yourself a stay in the inn free of charge.
- Many systems such as Guildleves, Guildhests, Retainers, Inn Rooms, and Airship Access come from following the main storyline quests. These are indicated by a meteor icon above the NPC involved in the quest.
Once ya make a name for yourself, you'll be able to get a nice plot of land and settle down and build a house. Doesn't that sound lovely? Even lovelier is carving out chunks of your defeated foes and displaying them as trophies over your mantle. Gwa ha!
- Purchasing your own house is a very expensive undertaking. A cheaper alternative is getting a quarter in a Free Company or an apartment.
Eventually, if you prove your worth, you might even get invited to join a Grand Company. As a private, of course. Can't have you jumping into the middle of the ranks, after all.
- After completing the level 20 main scenario quest Lord of the Inferno you will be invited to join a Grand Company. Through the Grand Company you can unlock your personal chocobo, and begin receiving Grand Company Seals from participating in FATEs, the Duty Roulette or other things.
If ya got the balls, you can even join an unaffiliated company called a Free Company to tackle some of the toughest beasties out there. Hells, you and some of your buddies can even start your own, if ya so feel like it. They got their own set of tricks to help ya out in the field and even have their own command centers.
- Free Companies are much like traditional guilds in most MMOs. Through a Free Company you can gain boons from Free Company abilities and benefits from your Free Company's guild house.
You should also keep up with your guild duties. They often have special training for those who remain in their service.
- Every 5 Levels you get a new Class/Job quest that unlocks either a new skill or something else.
If you truly become a master of your craft, you can gain a special stone that grants you even more power.
- At level 30, you can undergo the quests mentioned earlier to unlock the Job associated with your class.
And what's bein' strong without bein' able to rub someone's nose in it? Those Lominsans have gone and built themselves a coliseum where adventurers can duke it out in team bouts. Go over there and give it a shot, get some real combat practice in.
- The Player Versus Player coliseum The Wolves' Den features 4v4 and 8v8 matches, and some other gamemodes.
That's basically it for the basics. The rest you can only learn by doing. But allow me to give you a few friendly words of advice.
- You can find Hi-Potions from most merchants. Look around for an Armorer & Mender.
- There is a handy little medicine designed to cure poison called "Antidote." If you're getting killed by poison, try using one.
- Orange Juice or comparable nourishments can be purchased in any of the three cities. They give a small XP buff.
- Don't be afraid to ask questions if you're confused about something - chances are someone will help you.
- If you join any instance or dungeon you have not done before, saying so at the beginning usually leads to people explaining important mechanics and generally being more understanding if you happen to make a mistake.
- Use the wiki and other ressources you can find, they're invaluable for reading up about things!