Krypton

Community Archive

Beginner How-To Guide

This Article is a Community Guide
Guides exist as a community effort to help fellow players navigate the game. Opinions and strategies in their content may vary from editor to editor, but feel free to add new or correct out of date information. Guides are subject to the same editing standards of other FFXIclopedia articles.

Construction NOTICE: This article is currently undergoing construction by a single editor or group of editors. Please do not edit or delete this article until this banner is removed or in absence of discussion.

Warm Welcome to New Players!

"Hail, adventurer! I can tell by your wide eyes and awe-inspired expression that you're new to this part of Vana'diel. What's that? An eagerness to learn, I see! Let me answer your questions so you can get started helping the nation- nay, the world!"

Thank you for coming to check out my guide! I go by Stammer6. I've never been much of an end-game aficionado. Helping new players and experiencing the vast amounts of low- and mid-level content is more my thing. I've been playing off-and-on since the PS2 release in North America but have been active in the community almost the entire time. If you ever care to dig deeper, this entire Wiki is a fantastic resource, and I've added clickable links to many key words and phrases that lead more specialized and detailed pages. Or if you have any other questions not answered by the guide, please feel free to message me!

Our humble home continues to thrive after many years because it stands apart from other games in the genre. As a true sandbox game, decades worth of content open up to you as soon as your adventure begins. Overcoming any one challenge will give you an edge in completing others, as progress is made in many different layers. What this means is this game is uniquely about the journey even more than the destination, as the world is for more than just those at the level 99 cap. Your time is never wasted because everything you do is progress, no matter what your goals are! The game itself offers little guidance because it wants you to choose your own path.

The purpose of this guide is to help you understand your options. Rather than tell you "go here!" and "do this!", my goal is to make it easier for you to digest the overwhelming amount of content offered before you so you may make informed decisions. This way you can still play how you want and get the full Final Fantasy XI experience!

My biggest tip for new players is to never be afraid to ask questions. Final Fantasy XI's community tends to be very welcoming and understanding. Veteran players all know how overwhelming the game can be, as it was designed from top to bottom with teamwork in mind.

Level Zero

There are a few things that happen before your first steps in the world of Vana'diel. After signing up and downloading the game, one thing you might want to do right away is open up FFXI Config and adjust the settings. I strongly recommend Windowed or Borderless Window, as Fullscreen will crash if the game ever shifts into the background (such as by Alt-Tabbing).

Following that, you'll be treated to the game's introductory cinematic. You can turn this off in the config application so it won't play each time you log in. It sets the stage by showing one of the more infamous battles of the war which precedes the narrative of the game by 20 years. The bittersweet victory over the Shadow Lord and rebuilding of society forms the very foundation of the story.

  • "What am I looking at?" (Spoilers for the cinematic, not the game's story) Enemy forces had been deployed to the Tavnazian Marquisate, a nation just to the west of Bastok and San d'Oria. The four nearest nations, Bastok, San d'Oria, Windurst, and Jeuno all sent in troops to defend the capital from a massive force of Beastmen (mostly Orcs and Gigas). Tragically, Tavnazia's supposed greatest ally withheld their reinforcements and the Allied Forces were overwhelmed. The capital was lost, but the war was eventually won, and 20 years later a surge of adventurers began making their way to fight remnants of the Beastmen and solve the mysteries surrounding the war!

Races

N.B.: Please don't stress out about racial differences in attributes. The differences are extremely minor at all stages of the game, and the differences that do exist can be more than made up for with just a couple pieces of equipment. Furthermore, every job requires a variety of stats, so no race is ever better or worse than another for a job. And of course, any character may play every job! Attribute differences are more about one's preferences and play-style. Each race also has its own fun aesthetic and history within the game world, so I recommend focusing more on that.

To help understand these attributes, here's a quick run-down:

Humes

This race has the physical appearance and overall mannerism of humans. Their well-balanced array of stats makes them very adaptable. In the world of Vana'diel, Humes originate from the south region of the western Quon continent, where their ingenuity led them to develop the Republic of Bastok. The mercantile and industrial strength of this population have spread them out into more regions of the world than any other race.

Elvaan

A very proud race of warriors hailing from the northern half of Quon, where centuries of civil war eventually led to the establishment of the Kingdom of San d'Oria. These folk are quite tall, with notably long limbs, necks, and ears. Both the men and women are often more physically toned than their counterparts from other races. The Elvaan of Vana'diel have high Strength and Mind, but lower Intelligence and Agility. Most Elvaan tend towards honing their swordsmanship or devoting their lives to the Goddess Altana.

Tarutaru

Almost childlike in appearance, the Tarutaru are short and stocky with large heads. They founded what we now call the Federation of Windurst situated in the southern region of the eastern Mindartia continent around a massive well of magic. There, the Tarutaru study the magic and learn to bend it their will, compensating for their stature. As a result, they tend to have high Intelligence and a greater pool of Magic Points from which to draw. This comes at a cost to lower Hit Points and Strength.

Mithra

Mithra hail from a continent far to the south, which is currently inaccessible to us adventurers. Like cats, their large ears sit closer to the top of their heads, and they have long tails. Many also sport tribal tattoos as a cultural homage to their homeland. As they migrated north centuries ago, some settled on Elshimo Island where they established a village called Kazham. Others made contact with the Tarutaru of Windurst, with whom the Mithra now have a friendly relationship. The catlike Mithra have bonuses to Dexterity and Agility, but penalties in both Vitality and Charisma. Males are genetically rare and culturally protected. As a result, only female Mithra are seen adventuring.

Galka

Tall and muscly are the Galka. This mighty yet spiritual people were driven from their homeland on Zepwell Island by ant-like beastmen. Most sought the protection of the nearby nation of Bastok, while others wandered out in search of other ventures. Many Galka are now employed as miners, fueling Bastok's industry with their natural strength. Indomitable, they possess the highest Vitality and HP in the game, but suffer low MP and Charisma. Despite a masculine appearance, Galka actually have no gender. When one dies, they are reincarnated, or so we are told. The Galka idolize what they call the "Talekeeper", one of their own who is reborn with the memories of their past lives over and over, perpetuating their history unlike any other race.

~Teamwork and Enmity~

To help understand how each job-class works and relates to one another, it helps to understand the mechanic of enmity. Enmity (aka: "aggro", "hate") is an unseen resource within each foe that dictates which combatant it focuses on killing at any time. Performing an offensive action on the enemy will make it want to kill you, as will assisting anyone already on the enemy's kill list. As actions are performed, the foe's enmity towards a combatant climbs. Whomever has the most enmity at any time will be the foe's primary target.

Solo play is difficult in Final Fantasy XI, as every job has weaknesses that require complementary strengths from other jobs. This is solved by forming a party of up to 6 adventurers, which may consist of a combination of other player characters (PC's) and alter-ego "trust" non-player characters (NPC's) which you may summon to fill in slots. The goal of every member of every party is to try and maximize the speed at which monsters are defeated while minimizing the amount of downtime between fights. And because it's much easier to sustain a party that's taking less overall damage, a key objective in any fight is keeping the foe's attention on those who take the least amounts of damage. A squishy damage-dealer's maximum damage output therefore is more limited to how much they can do without exceeding the enmity gained by the damage-absorbing tank. The mechanic of enmity plays a huge role in how each job is played strategically, as they all have various tools to deal with it.

Enmity adds another dimension to the formation of a party. While some jobs may specialize in a role such as "tank" or "healer", it's more important to understand what each one brings to a team overall. Most jobs contribute to more than one aspect of a party, and many can change their role altogether by strategically altering their loadout (equipment, etc). For example, you could replace a dedicated tank and damage-dealer combination with a pair of beefy damage-dealers bouncing enmity back and forth, or even with just one semi-tanky character if the party has enough supporting power.

Six Starter Jobs

After choosing your physical appearance it's time to pick which job you start the game with. You may change your job at any point simply by visiting your Mog House by entering the Residential Area in any town. Your starter job determines what equipment (and spells, if any) you start with, but you can buy that stuff at shops as well. Each job is leveled independently, and you may take each one to level 99 if you wish.

  • Once you've reached level 18 as any job, you may permanently unlock the ability to set a support job (aka: "subjob"), which may also be changed at any time. You'll gain access to most of the subjob's abilities, skills, and spells up to half the level of your main job! For example, Monk learns Boost at level 5, so a Warrior/Monk at level 10 (subjob level rounds down) will have access to Boost! This is usually written as WAR10/MNK5.
  • These are not the only jobs in the game, either. At level 30 you'll gain access to quests that unlock additional jobs. The additional jobs aren't any stronger or weaker than the ones you start out with, and are in all ways treated equal. See further down in the guide for more details!

Warrior

Appropriately abbreviated "WAR", Warriors are equally capable of both dishing out damage and taking it. While not the most versatile job, its access to almost every combat skill in the game make it very flexible. The twin skills Berserk and Defender allow them to quickly and frequently adapt to a party's offensive or defensive needs. Depending on their loadout, a Warrior may be a heavy-hitter that can defend its allies in a pinch, or a tank that keeps attention with major damage. Provoke makes for one of the most reliable means of peeling enemies away from your squishier allies, and the ability to equip shields and heavy armor make it the most survivable of the six starting jobs. Starting as a Warrior will grant you an Onion Sword, but I highly recommend quickly replacing it with a one-handed Axe and a shield for your off-hand. Two-handed Great Axes are a powerful alternative for when defense is less required. Warrior relies on a healthy combination of offensive stats (like STR, DEX, Attack, and Accuracy) and defensive stats (like VIT, Defense, and HP), but you can lean towards one or the other if you know what your team needs.

Monk

Striking enemies with a ceaseless flurry of blows, Monks use their bodies as weapons. Indeed, anyone starting out as a Monk get only a White Belt and the clothes on their backs. Monks lack intricate enmity-manipulation and heavy armor, but have defensive tools such as Dodge and Counter to back them up if they pull their foe's attention, and can survive a few stray hits with their unrivaled HP. Another unique tool is their Subtle Blow trait, which reduces the rate an enemy gains Tactical Points, making it so they use fewer skills on you and your party. This trait, along with their natural survivability, makes Monk a very healer-friendly damage-dealer. Even though you may beat enemies up with your bare hands, it's a good idea to try and fill in your weapon slot with some hand-to-hand weapons when you can. They'll add some delay between attacks, but their higher damage per hit more than compensates for it. As one of the more durable damage-focused jobs, a Monk's objective is to avoid exceeding the enmity of their more defensive allies, but be ready to step in if enmity is running wild. It's still better for the Monk to take aggro for a few hits than the team's back line. Try to find that line and ride it! Focus on offensive equipment, but have some defensive gear as backup and switch into it if you think it'll help.

White Mage

The job most capable of keeping a team on their feet. Meticulously efficient with their magic, White Mages host a wide array of means to pick apart status ailments and heal allies for just the right amount of HP. They can reduce an enemy's damage output with spells like Slow and Paralyze, then cast Regen to keep their allies healthy without pulling too much aggro. And when things do go awry, White Mages possess potent Cure and party-wide Curaga spells! In even the worst-case scenarios, White Mages can resuscitate fallen allies with Raise, and may even save themselves by preemptively casting Reraise. If you begin as a White Mage, you'll have a Scroll of Cure in your inventory, which you may read to permanently learn the spell. If not, you may buy the scroll and others like it at a magic shop. Always try to focus on keeping up-to-date with your spells! You'll also start out with an Onion Rod. I recommend swapping the pitiful rod out for a staff if you plan on staying in the back line, or hammer if you want to get some good damage in. Increasing your Mind is helpful, but in early levels MP is critical. Keep your eyes peeled for rare but valuable stats on equipment that lower your enmity or increase how much MP you recover while resting.

Black Mage

Few can escape the ineffable power of a Black Mage. Utilizing the power of the elements, Black Mages combine scathing enfeebles with explosive elemental nukes. You'll start off with a Scroll of Stone and an Onion Staff. You may use the scroll to learn your first Black Magic spell. So as not to waste all of your MP, your most efficient use of magic in solo levels will be to cast it early on and maybe one additional time when the enemy nears about 25% HP. Another of Black Mage's strengths lies in its ability to control crowds of enemies, having one of the most dependable area-wide Sleep spells of any job. The two keys to Black Mage are learning elemental weaknesses of your enemies and timing your spells so that you don't become the enemy's focus. Your elemental spells will never miss, but an enemy's resistances will greatly affect their damage. At higher levels, it may be wise to focus on a few enfeebling spells early on in a fight before charging up to unleash a powerful Ancient Magic spell like Freeze or Flare. These spells can easily finish an enemy off, but hope that it does or else your frail Black Mage self may be eating dirt. If you do manage to pull hate, spells such as Bind and Sleep may save you precious seconds in a fight. Try not to fall behind learning spells, and buy equipment with MP and Intelligence when you can afford it.

Red Mage

This support-style job really levels the playing field. Red Mages focus on nullifying enemy strengths with their powerful enfeebling magic, making their allies more efficient with enhancing magic, and filling in gaps in parties with their proficiency in each healing magic, elemental magic, and melee combat. While less potent than their White and Black Mage counterparts, Red Mage's Fast Cast trait makes them extremely flexible by reducing both the casting and recast time of all spells. And to compensate for their physical damage, they may imbue their weapons with elements to add elemental damage to every attack! In a party scenario, try to enfeeble enemies to reduce their damage output and quicken fights, while backing up other healers with the occasional cure spell. Adventurers starting out as Red Mage will begin with an Onion Dagger and a scroll of Dia. Use the scroll to learn your first spell, and cast it early on in any fight to maximize the use of its damage-over-time and defense-down effects. I recommend ditching the dagger early on for a good sword. You may even want to switch to wands or staves in a party scenario where being on the front-line may be dangerous. Be sure to keep on top of your spells, but keep a healthy wardrobe to fit yourself into a party as necessary. Early on, Red Mage has an expensive palette of spells, armor, and weapons to procure.

Thief

Tools such as Steal and Treasure Hunter make Thief the best job at making a quick buck or hunting for rare loot. Much more important, however, is that Thief is one of the most effective enmity-manipulators in the game. Using Trick Attack to plant onto the tank the enmity from their own spike damage really raises the bar for the Thief and their team's other damage-dealers to go all-out. Thieves also make for excellent scouts with proficiency in several ranged weapons and contingency abilities like Flee and Hide. Sneak Attack gives Thieves massive spike damage about once per fight, and may be combined with a physical weapon skill for even more damage! Combining Sneak Attack, Trick Attack, and a weapon skill is often enough to give the tank enough hate for a whole fight. Later on, Thieves even gain the ability to lower the enmity of their more fragile allies. If you start with Thief, you'll be given an Onion Knife out the gate. Though while it's true daggers are a Thief's most proficient weapon, they offer no physical weapon skill until around level 30. Until then, it's usually better to use a sword (Fast Blade) or hand-to-hand weapons (Combo). The latter works exceptionally well if you can use Monk as a subjob. Dexterity and Agility are extremely key stats for a Thief, as those directly influence the damage of Sneak Attack and Trick Attack.

  • Keep in mind that in these early levels, optimization really isn't critical. Unless what you're doing is making the game less enjoyable for others, just play the game how you like it. Most of the time it won't even be that different, since your skills probably aren't going to be capped anyway. Want to use a spear on Warrior in preparation for when you unlock Dragoon? Go for it! Especially if you're just going it alone with a party of trusts, have fun with it.

Finishing Touches

After you choose your starting job, you move on to naming your character. This is slightly less permanent than your appearance, as you can change your name by switching servers. When choosing a name, you are limited to alphabetical characters, with the letter capitalized and the rest lower case. No numbers, dashes, spaces, or other symbols. If you can’t think of a name, there is the option to have the game choose one at random for you. These names are typical of your race and gender.

Naming conventions for each race are as follows:

  • Hume names are commonly more dated English-style names such as Brutus or Hortense.
  • Elvaan names usually have more of a flourish, taking on more of a French resemblance. Male names have combined vowels and silent letters, such as Rainemard or Charmelaut. Female names are similar, but a bit softer. Examples may include Amaura or Leaute.
  • Tarutaru names have a mild rhyming scheme, and typically go by their first and last name in combination. Male names include a hyphen, and often resemble magical spells. Noragu-Merago or Hakaru-Marikaru are a couple examples. By contrast, female names are shorter and don't include a hyphen. Some examples include Lutete or Palyalya. Due to the game's naming requirements, male names will lose their hyphens. As a result, a name such as Thnikka-Manna will appear as Thnikkamanna
  • Mithra are also commonly referred to by both first and last names, often with more guttural syllables. The first name is typically no more than two syllables, while the last can be anywhere between one and four. Some examples include Tihl Midurhi or Aurhi Rhatelo. While males are unplayable, their names follow a similar convention. Due to the game's naming requirements, both names will be combined into one. Jesi Banjyao would therefore appear as Jesibanjyao.
  • Galka have fairly simple names from their ancestry. Names such as Galdo or Oggodett are often seen outside of Bastok. However, within the stone walls of the Hume capital, many Galka have been given names that are easier for the Humes to use, such as Ominous Cloud or Invincible Shield. While the traditional names translate well into the game's naming rules, the secondary names will be combined. A name such as Ferrous Coffin would become Ferrouscoffin.

After you pick a name, you’re given the option of which world you would like to start in. The only difference between servers is the number of people on each. Geographical regions and language are not limited, nor are there any fundamental gameplay changes such as some allowing PvP while others don't. If you've been invited to play by a friend, now is the time to use your Gold World Pass. A Gold World Pass will give both you and your friend some interesting items as time progresses.

Three Starting Allied Nations

  • Finally, you choose the nation from which your adventure begins. The nations of Bastok, San d'Oria, and Windurst are mostly back on their feet from the war, and seek to employ eager adventurers. The game's narrative begins right now, with you heeding the call of a nation! The only difference between nations is the perspective of the narrative. You may also move to a different nation at any time with no progress lost, but for a small immigration fee. You may speak to and party with anyone from any nation. The only effect on gameplay is that if you match your race to your nation, you will begin the game with a ring with a small stat bonus on it. The rings from all nations will eventually become available to you regardless, so don't worry too much about it. Much like your race, pick based on personal preference!

The Kingdom of San d’Oria

  • Standing tall among the lush forests of the northern regions of Quon are the walls and turrets protecting the mighty Kingdom of San d'Oria. With a population consisting mostly of Elvaan, this land is home to the finest blacksmiths, bravest warriors, and most devoted servants of the Goddess. The history of the kingdom is long and bloody, with civil wars and territorial skirmishes with other nations, and a still-active conflict with the Orcish population from the far west. Tradition governs much of the everyday life in San d'Oria. Defending the nation and her monarch King Destin d'Oraguille are two independent factions of knights. The Royal Knights are devoted to the king, and are often sent on missions to scout or battle the encroaching Orc threat, while the Temple Knights are devoted to Altana, and function more to keep harmony within the walls of the kingdom.
  • As a citizen of San d'Oria, you will find a lot of work in assisting the soldiers and guards. You will also have access to the Blacksmiths', Carpenters', and Tanners' guilds. When roaming outdoors, be sure to bring a hatchet for logging one of the many sturdy trees, and your finest arms to deal with roaming Orcs and Goblins!

The Republic of Bastok

  • While roaming south into the rocky shield of Gustaberg, follow the sounds of steam and grinding gears to find your way to the industrious Republic of Bastok. Paving the way to the future is the home of the science-driven Humes and hard-working Galka. While the land is dry and arid, it houses significant ores and materials within. Bastok's wealth and technological leaps can be directly attributed to the region's rich resources and to the research of the genius engineer Cid, father of the miraculous airships used around the world! The Quadav, a race of turtle-like people, also call this region home. Bastok's constant search for mining prospects has disturbed their population and created an enemy as a byproduct. This, plus the growing tensions between the Hume and Galka population have made conflict a growing concern.
  • The government always has work to get new citizens of Bastok on their feet. The Metalworks is the largest Blacksmiths' Guild in the world, and Bastok also has a Goldsmithing Guild and Alchemist Guild. Don't forget a pickaxe if you happen to be wandering into one of the mines around Bastok!

The Federation of Windurst

  • Situated alone on the arid Mindartia continent is a beautiful, magical savanna upon which the Federation of Windurst was founded. The wide nation sprawls around an enormous tree with a star-shaped canopy, which is fed through a series of canals bringing groundwater from all around. Windurst was dealt the hardest blow in the war, but has since been rebuilt by its people: a population primarily consisting of the studious Tarutaru folk with a large number of their close Mithran allies. The federation is governed by the five ministries of magic tied loosely together by a leader known as the Star Sibyl.
  • Adventurers looking to make a home in Windurst can find several jobs commissioned by the ministries. Some may look to mend wounds between the once-friendly Yagudo neighbors. Most are still hostile, so watch out! Grab a sickle or two before heading into Sarutabaruta as well to harvest some of the magically-enhanced crops outside the city. Windurst is also home to the Fisherman's Guild, Cooking Guild, and Boneworkers' Guild.

Level 1 - Helpful Tips

After all that, you've finally created your character! Now you'll be treated to a brief cutscene introducing you to your new home. You'll talk to a couple of colorful characters from your upcoming story missions, and one of them will give you an Adventurer Coupon. Delivering the coupon as suggested will reward you with 50 gil, which you'll quickly realize isn't very much. The game doesn't guide you at all from here, but nor is there any real right or wrong direction to take. Before I elaborate on the things available to you, there are some things you should know about...

Controls & Settings

While far from the most exciting thing you can do after taking your first steps in Vana'diel, it's good to familiarize yourself with everything. Final Fantasy XI is old by game standards, so the default controls might not be to your liking. Doing a sweep through each of the settings will make your experience a lot smoother. It's important to understand the controls as well. Much of the game is controlled by menus. Why, the simple act of learning your first spell (if you started as White, Black, or Red Mage) or even trading that Adventurer Coupon are all done in menus. It takes some getting used-to, but it becomes second nature in no time!

Wayfinding

The game is broken up into what we call "zones". Every zone has its own map which you may access by going to the bottom of the first page of the main menu. The map will show you the zone's name, your whereabouts, and a grid system which you can use to find things, especially if you're using an online resource. City maps will show shops and other useful things such as the Residential Area and connecting zones. Tabbing left and right on the map menu itself will let you create markers and locate party members. You may also use the feature Wide Scan, which shows a small area around you and will locate NPC's (green) and enemies (red) if you already know what you're looking for. Keep your eyes peeled for the floating crystal Home Points. Simply clicking on it will open it up for you as a teleport spot from any other Home Point in the world! You may also choose one as a point to which you'll return if you're knocked unconscious or if you use a Warp spell.

The Tutorial

Each starting nation has a tutorial NPC (non-player character) to speak to in order to understand bits and pieces of the game. They aren't too long and introduce some good habits for new players. Open up your map and make sure you're in Southern San d'Oria, Bastok Markets, or Windurst Woods. If not, follow your map and make your way to one of those specific zones. Use Wide Scan to help you find the NPC if you need to! Speak with Alaune in Southern San d'Oria (G-10), Gulldago in Bastok Markets (D-11), or Selele in Windurst Woods (K-10) to get started. I won't get into specifics, but if you get lost, the tutorial quest guide may be found here.

Records of Eminence

Found under the Quest menu, Records of Eminence (RoE) is a supplementary reward system. This is another thing I highly recommend becoming familiar with. You simply set objectives and then accomplish them with rewards such as bonus experience points and a unique currency called Sparks. Sparks may be spent in lieu of money to buy all sorts of equipment and other cool stuff from level 1 all the way up to level 99. The objectives may be changed at any time, so you can tailor them to anything you're currently doing. One particularly interesting part of RoE are the Tutorial quests, which teaches you some good habits and even rewards you with some Trust Magic to make leveling up easier!

  • Pro-tip: On the third page of "Equipment (Lv.71-98)" is a gun named Ribauldequin, which sells to shopkeepers for a ton of gil! You can use this strategy to buy things that you can't buy with Sparks, such as spell scrolls or items from the Auction House.

Alter-Egos & Trust Magic

For when you don't want to (or can't) rely on having a full party to get stuff done, you may summon the alter-egos of certain NPC's to fill the gaps using Trust Magic. You gain access to a bunch right off the start by playing through the Records of Eminence tutorial, while many others become available by other means. "Trusts" aren't always the smartest, but they get the job done. Rather than waiting for hours for a player character with healing abilities to join your party, just summon an alter-ego of Mihli Aliapoh. Note that Trusts can't be summoned if you're already in combat. Trusts will always be the level of the character who summoned them, but they won't level up automatically with you, and you'll need to release them and summon them at your new level for them to match you again. (Typing "/refa all" will instantly dismiss all of your Trusts at the same time)

Inventory Management

The 30-slot inventory you're given at the start is pretty tiny, but there are a ton of ways to make it work wonders. First, there's a feature under "Gameplay" in the settings that will automatically sort your inventory whenever you get a new item, which also stacks stackable items like Crystals on your behalf. Second, is your Mog House. I go into more details about it below, but you should know that there are a ton of extra storage spots in there. You'll unlock more storage options and more slots per inventory as you play the game as well. Third, some of these Mog House options are accessible even in the middle of nowhere. Two of these are called your Mog Wardrobe, from which you may store and directly equip armor and weapons! If you play your cards right, you can store all of your equipment in the Wardrobes and leave your entire inventory for drops and consumables. Lastly, there exist Porter Moogles, who can store almost any equipment in the game. The process to store things with Porter Moogles is a little time-consuming, so it's best to only use them with stuff you rarely need.

It also helps greatly to understand what each of these drops do. If you've picked up Signet before venturing outside, you'll likely have a bunch of crystals in your inventory. These are used for synthesis, which I go into further detail below. These sell quickly on the Auction House if you don't plan on using them right away, or can be traded to the guards who cast Signet for bonus Rank Points and Conquest Points. Beastmen Seals are items that are used to access certain boss fights for super good rewards later on, so hold onto them. Both crystals and seals may later be stored with NPC's so you can free your inventory of them until you need them. Most other items are used for crafting. Many can be collected and sold in stacks on the Auction House, or to NPC's for a few quick bucks.

Finally, many items are tagged with little circles that read "Rare", "Ex", "Tmp", and "Aug". A rare item is one that you may only have one of per character. Even if you've stored it in your Mog House, you cannot collect a second one. Rare items are often used in quests, so if you see one, you should ask (or look up online) what it's used for. Exclusive items are items that cannot be traded or sold. They're often rewards from quests or missions and are challenging to obtain as a result. Temporary items will disappear from your inventory when you leave the area, and are usually a part of some event or a drop from a blue Treasure Casket. Augmented items have been given extra, usually custom bonuses by one means or another.

Source entry: Beginner How-To Guide. Cached on this server on 3 November 2026.

Map