The Mog Log: Starting new in Vana'diel
Filed under: Fantasy, Final Fantasy XI, Game mechanics, Guides, Leveling, Opinion, The Mog Log
Getting started with Final Fantasy XI can be rather daunting the first time. You might be lucky to have a friend right there holding your hand through the starting areas... or you might accidentally wind up vendoring several thousand gil worth of items because you didn't properly grasp how the auction house works. Or you might throw away a bunch of zinc ore because it's taking up too much space. Or you might put yourself on everyone's blacklist by accidentally locking your chat mode in /yell.
You can draw whatever conclusions you want about my early memories of the game. They're not pretty.
Assuming you've mastered moving, the basics of looking around in your inventory and interacting with NPCs, and so forth, it's not always immediately evident what you're supposed to do, what the best job for a starter character is supposed to be, and so on. Thus, for those of you newly interested in the game, we have a small guide on some of the less immediately transparent elements of the game. (For those of you who already know Sky and Sea inside and out, you can skip ahead to the end. I can promise there's something there.)
The new adventure begins with hand-holding
Back in the days of yore, we started in Vana'diel with an Adventurer Coupon that was good for 50 gil and a pat on the back. Considering how much 50 gil was worth even then, perhaps a kick in the seat of the pants and a summary point-and-laugh session would have been more appropriate. Now, however, the Coupon kicks off a nice little series of mini-quests to help get you up to speed on playing Final Fantasy XI in the most painless fashion possible.
The quests will vary slightly depending on what nation you start with, but they cover all of the basics: fighting, crafting, searching, and running into something you can't possibly kill by mistake followed by running like a maniac toward the zone line. The first several parts of the quest line are fairly self-explanatory, but you'll hit a bit of a snag when you reach the part soon thereafter when the questgiver asks you to head to Konstacht Highlands, Tahronghi Canyon, or La Theine Plateau and kill something there.
Why is that a problem? Because if you go off to kill those enemies when you're at the most recent level you've reached (4-5), you'll be massacred by anything out in those areas. It's best to stay in your starter area and level (with liberal use of Fields of Valor, as noted below) up to 10-11, then head to the area indicated by the quest. (That's Konstacht for Bastokers, Tahronghi for Windurstians, and La Theine for San d'Orians.) At that point, you'll be able to kill an enemy without too much trouble, as well as having the chance to sneak up to the Crag that's noted on your map and touch one of the crystals on the platforms surrounding it.
Following those steps, while it creates a fairly long gap in the process, will let you finish up the remainder of the mini-quest in one fell swoop, which nets you a solid 1000 experience for the process. (Quests in FFXI do not, as a rule, reward experience, which makes this even more beneficial.) You also receive three chocopasses, good for a quick jaunt on a Chocobo to get from place to place before you get your license.
Fields of Valor and how it will save your life
As mentioned above, you're not going to be earning levels via quests. Leveling is only possible by killing the many inhabitants of Vana'diel's wilderness areas, which can sometimes make the process a bit obtuse -- there's no clear rhyme or reason for moving to more dangerous areas, nor any immediate indicator of what level a particular zone is tuned for. The Fields of Valor service, however, both makes leveling a more straightforward experience and removes several of the roadblocks in leveling alone.
Fields of Valor handbooks can be found in most of the larger zones of the game, including starting areas and all of the paths to Jeuno. Each handbook contains several training regimes, which function in a very straightforward "kill ten rats" method; you'll be asked to kill a certain number of enemies, usually between six to ten in total and almost always consisting of just one or two enemy types. Once you've completed the regime, you receive three benefits: experience, gil, and tabs.
Tabs can be exchanged at the handbooks for certain buffs, including food effects and the very-desirable Regen and Refresh. For a player working solo, those two buffs are all but mandatory. Regen allows for passive health regeneration, while Refresh allows passive mana regeneration, both of which vastly increase your active time and make fights much, much easier. A new regime can be taken each Vana'diel day, assuming you've finished the prior one -- which means each day, not each 24-game-hour period. If you take a new regime at 23:00 one day and finish it at 1:00 the next day, you can take a new regime immediately.
There's also the prospect of enhancing your equipment via the Fields of Valor system... but that's a bit outside of the scope of a beginner's guide. Suffice it to say that it involves a battle that becomes fairly simple with a handful of allies for mixed benefits. Below level 20 or so, it's likely not worth it.
Vendors, the auction house, and the virtue of checking carefully
One of the elements of FFXI that might surprise veteran players -- especially veteran players of a certain game -- is that gear isn't necessarily laden with stat boosts, nor is it a continual march upward. You can frequently be wearing items from Level 1 well into Level 25, by way of example. Of course, when you start you have almost nothing, and your first order of business is probably going to be to pick up something shiny and new.
Experienced players will tell you to check the auction house, which is a bit different from normal auctions. Items are listed at a certain minimum price by the seller, and you enter a bid which sells you the lowest-priced item with a matched or lower listing. It's easier to explain with an example, as follows: if you bid 1000 gil for a Friar's Rope, you'll purchase the lowest-priced Friar's Rope with a minimum bid equal to or less than 1000 gil. The price bit is important to note once you start selling things, as selling items for slightly less than the expected bid can net a quicker turnaround.
However, for a new player, there's a far better source of many pieces of equipment, not to mention spells and crafting ingredients: the vendors. Your map helpfully points out several of the vendors throughout the city, and more often than not, they'll sell what you're looking for at a fraction of the auction house prices. Before you buy anything, make sure that you've checked at both the shops and the auction house to ensure that you're not getting ripped off.
Do not, however, try to use this as a quick cash infusion. Much of the low-level armor on the auction house is being sold back and forth between experienced players leveling their lower jobs. Sanitary issues aside, there's not a market for most of these pieces aside from players not wanting to just throw it away or vendor it. You might even want to hang on to out-leveled armor for a while, as many jobs use the same starter pieces and it saves the expense of re-purchasing them.
A loose picture of the early levels
This, obviously, will just get you through the beginning of the game. You don't need to know much more than this to raise your first job to 18 or so, at which point you can undertake the subjob quest and start really getting into the meat of the game. Unfortunately, that quest is a bit beyond the scope of a solo player, and most likely you'll get high-level help to take care of it. With a little luck, we'll address the flow and events past that point in a future article on the topic.
For the players who know Sky and Sea inside and out
Or people who just aren't done reading, whichever.
First of all, I'd like to thank everyone for the positive reception to the column and the large number of links and enthusiasm I've received. FFXI has always had a strong community, and I'm very glad to see both new players interested in the game and old players glad to see Massively focusing upon it. So this is a thank you, and a promise to do the best I can for a game that I've long held close in my mind.
Over the next few columns, I'd like to start making a practice of both spotlighting excellent parts of the community and answering questions, whether they be about the game or the column. While I do my best to keep up with the community, there are doubtlessly going to be things that you see that I miss -- and of course, I can't answer questions that aren't asked. So send in questions, interesting message threads, blog links, and so forth to Eliot at massively dot com, and I'll be keeping my ear to the ground.
You can draw whatever conclusions you want about my early memories of the game. They're not pretty.
Assuming you've mastered moving, the basics of looking around in your inventory and interacting with NPCs, and so forth, it's not always immediately evident what you're supposed to do, what the best job for a starter character is supposed to be, and so on. Thus, for those of you newly interested in the game, we have a small guide on some of the less immediately transparent elements of the game. (For those of you who already know Sky and Sea inside and out, you can skip ahead to the end. I can promise there's something there.)
The new adventure begins with hand-holdingBack in the days of yore, we started in Vana'diel with an Adventurer Coupon that was good for 50 gil and a pat on the back. Considering how much 50 gil was worth even then, perhaps a kick in the seat of the pants and a summary point-and-laugh session would have been more appropriate. Now, however, the Coupon kicks off a nice little series of mini-quests to help get you up to speed on playing Final Fantasy XI in the most painless fashion possible.
The quests will vary slightly depending on what nation you start with, but they cover all of the basics: fighting, crafting, searching, and running into something you can't possibly kill by mistake followed by running like a maniac toward the zone line. The first several parts of the quest line are fairly self-explanatory, but you'll hit a bit of a snag when you reach the part soon thereafter when the questgiver asks you to head to Konstacht Highlands, Tahronghi Canyon, or La Theine Plateau and kill something there.
Why is that a problem? Because if you go off to kill those enemies when you're at the most recent level you've reached (4-5), you'll be massacred by anything out in those areas. It's best to stay in your starter area and level (with liberal use of Fields of Valor, as noted below) up to 10-11, then head to the area indicated by the quest. (That's Konstacht for Bastokers, Tahronghi for Windurstians, and La Theine for San d'Orians.) At that point, you'll be able to kill an enemy without too much trouble, as well as having the chance to sneak up to the Crag that's noted on your map and touch one of the crystals on the platforms surrounding it.
Following those steps, while it creates a fairly long gap in the process, will let you finish up the remainder of the mini-quest in one fell swoop, which nets you a solid 1000 experience for the process. (Quests in FFXI do not, as a rule, reward experience, which makes this even more beneficial.) You also receive three chocopasses, good for a quick jaunt on a Chocobo to get from place to place before you get your license.
Fields of Valor and how it will save your lifeAs mentioned above, you're not going to be earning levels via quests. Leveling is only possible by killing the many inhabitants of Vana'diel's wilderness areas, which can sometimes make the process a bit obtuse -- there's no clear rhyme or reason for moving to more dangerous areas, nor any immediate indicator of what level a particular zone is tuned for. The Fields of Valor service, however, both makes leveling a more straightforward experience and removes several of the roadblocks in leveling alone.
Fields of Valor handbooks can be found in most of the larger zones of the game, including starting areas and all of the paths to Jeuno. Each handbook contains several training regimes, which function in a very straightforward "kill ten rats" method; you'll be asked to kill a certain number of enemies, usually between six to ten in total and almost always consisting of just one or two enemy types. Once you've completed the regime, you receive three benefits: experience, gil, and tabs.
Tabs can be exchanged at the handbooks for certain buffs, including food effects and the very-desirable Regen and Refresh. For a player working solo, those two buffs are all but mandatory. Regen allows for passive health regeneration, while Refresh allows passive mana regeneration, both of which vastly increase your active time and make fights much, much easier. A new regime can be taken each Vana'diel day, assuming you've finished the prior one -- which means each day, not each 24-game-hour period. If you take a new regime at 23:00 one day and finish it at 1:00 the next day, you can take a new regime immediately.
There's also the prospect of enhancing your equipment via the Fields of Valor system... but that's a bit outside of the scope of a beginner's guide. Suffice it to say that it involves a battle that becomes fairly simple with a handful of allies for mixed benefits. Below level 20 or so, it's likely not worth it.
Vendors, the auction house, and the virtue of checking carefullyOne of the elements of FFXI that might surprise veteran players -- especially veteran players of a certain game -- is that gear isn't necessarily laden with stat boosts, nor is it a continual march upward. You can frequently be wearing items from Level 1 well into Level 25, by way of example. Of course, when you start you have almost nothing, and your first order of business is probably going to be to pick up something shiny and new.
Experienced players will tell you to check the auction house, which is a bit different from normal auctions. Items are listed at a certain minimum price by the seller, and you enter a bid which sells you the lowest-priced item with a matched or lower listing. It's easier to explain with an example, as follows: if you bid 1000 gil for a Friar's Rope, you'll purchase the lowest-priced Friar's Rope with a minimum bid equal to or less than 1000 gil. The price bit is important to note once you start selling things, as selling items for slightly less than the expected bid can net a quicker turnaround.
However, for a new player, there's a far better source of many pieces of equipment, not to mention spells and crafting ingredients: the vendors. Your map helpfully points out several of the vendors throughout the city, and more often than not, they'll sell what you're looking for at a fraction of the auction house prices. Before you buy anything, make sure that you've checked at both the shops and the auction house to ensure that you're not getting ripped off.
Do not, however, try to use this as a quick cash infusion. Much of the low-level armor on the auction house is being sold back and forth between experienced players leveling their lower jobs. Sanitary issues aside, there's not a market for most of these pieces aside from players not wanting to just throw it away or vendor it. You might even want to hang on to out-leveled armor for a while, as many jobs use the same starter pieces and it saves the expense of re-purchasing them.
A loose picture of the early levels
This, obviously, will just get you through the beginning of the game. You don't need to know much more than this to raise your first job to 18 or so, at which point you can undertake the subjob quest and start really getting into the meat of the game. Unfortunately, that quest is a bit beyond the scope of a solo player, and most likely you'll get high-level help to take care of it. With a little luck, we'll address the flow and events past that point in a future article on the topic.
For the players who know Sky and Sea inside and out
Or people who just aren't done reading, whichever.
First of all, I'd like to thank everyone for the positive reception to the column and the large number of links and enthusiasm I've received. FFXI has always had a strong community, and I'm very glad to see both new players interested in the game and old players glad to see Massively focusing upon it. So this is a thank you, and a promise to do the best I can for a game that I've long held close in my mind.
Over the next few columns, I'd like to start making a practice of both spotlighting excellent parts of the community and answering questions, whether they be about the game or the column. While I do my best to keep up with the community, there are doubtlessly going to be things that you see that I miss -- and of course, I can't answer questions that aren't asked. So send in questions, interesting message threads, blog links, and so forth to Eliot at massively dot com, and I'll be keeping my ear to the ground.
















Reader Comments (Page 1 of 1)
charles.tersteeg said on 12:42PM 2-06-2010
"FFXI has always had a strong community."
I've found both wow and ffxi to hold this comment. I left ffxi and wow because the community was very elitist.
if you need access to sea, you need to lvl this job. i never found a linkshell to fit into. people were more concerned with themselves and equipment and only stepping on someone else to get one more step ahead.
i currently play lotro. they have a good community. if you want, pvp, cool. if you want to raid endgame, cool. if you want to quest and explore cool.
and guess what, if you need help, i've found perfect strangers willing to help each other out and not be a total donkey about it. i can't say i've found a more friendly community anywhere. i'm very content in lotro and will never go back to ffxi or wow because of their strong community.
Reply
Superbeef said on 12:57PM 2-06-2010
"what the best job for a starter character is supposed to be"
you never actually spoke to this point in the article....so...
The obvious and most commonly agreed upon answer answer is Monk. While the least sought job of the starting 6 jobs for parties (with the exception of a thf pre-lvl 15), monk is easily the most well rounded job to start with. It has the strongest weapon skill, most rounded stats, and is in general an excellent solo job. Not to mention the arguably strongest two hour of the starting 6.
While the job you should take really depends on the role you want to take later, i.e. if you want to tank start a war, DD mnk/thf/blm, heal whm/rdm, the early levels aren't always the best indication of the role jobs play later in the game, but they are a nice indication of the different roles you'll play as the game progresses.
Reply
breezer said on 3:02PM 2-06-2010
Seeing a column on FFXI fills my heart with nostalgic joy. I just resubbed (for the 100th time) last week, and it's really nice to see FFXI getting some attention here ^^
Anyway:
I tell more magically inclined people to start RDM.
RDM18
BLM and WHM37
RDM75
RDMs godly even at low levels. It's one of the most sought after classes (after level 41, and even before to a lesser degree), you can level it extremely fast and if you stick it out to 75, you'll have not only the best solo job (arguably) in the game, you'll have a job that's useful for pretty much any and everything in end game.
Dalrint said on 1:35PM 2-06-2010
Okay, so, honest question.
Is this any less grindy than it was before? I played, I got to level...11? With my Red mage.
And then...I couldn't do anything except desperately try adn find a group, or kill mobs that gave barely any experience...
Reply
Superbeef said on 1:43PM 2-06-2010
Less grindy? No, not really. Easier and more enjoyable to grind? Yes.
Depending on when you played last (sounds a while), they raised the amount of XP that EP and DC mobs give you, and the new Fields of Valor allow you to gain a set amount of 'bonus' XP based on killing a certain set of mobs. The amount of XP given for completing an FoV is pretty substantial. Law of averages, probably a little less than ~10% of your experience to next level.
Of course, group play is still much faster for XP.
Less grindy it's not, but it's a lot more enjoyable of a solo experience than it was before.
nerglz said on 5:18PM 2-06-2010
I remember another writer on this site tried to do a beginners guide to FFXI. Good luck because that game's economy is wretched for a new player with no money or experience. It's got a lot of fun elements to it but I don't think it's the kind of get to get your feet wet in at this point. Wait for FFXIV or something when everyone is on an equal playing field.
Reply
Michael said on 5:33PM 2-06-2010
I would agree with nerglz, even though I play FFXI (but only to spite the cheating portion of the player-base).
Take two numbers, if you're on XI:
Do a /sea all (/search all).
Then do a /sea all 1-74 (levels 1-74).
All you need to know that nerglz's statement is correct is to know that the latter number will be 1/3 (or less) of the former.
Reply
x(wai)x said on 6:07PM 2-06-2010
I played FFXI briefly and wanted to continue, but it was a bit TOO hardcore for my taste. I finally decided to wait for FFXIV since it sounds like it's going to be more my speed.
Reply
drossrocket said on 4:03AM 2-07-2010
It's hard to start new in any MMO. FFXI especially. It's not an easy mode game. It's a game based on community and teamwork. If you aren't starting with dedicated friends or willing to wait out the tough spots looking for grps to level this game isn't for you/ FFXIV is on the horizon but I have a feeling it wouldn't stray far from the predecessor. Look forward to FFXIV to focus on grp play & team work. With the character advancement being more solo friendly.
Reply
Stupidrak said on 8:41AM 3-01-2010
I feel the most important thing to let people know when they are trying to start from scratch on FFXI is keep a cool head. Too often I have spoken with people whom become so easily agitated with this or that. Whether it's being killed by a monster of even level or simply losing EXP for dying. Every game has detrimental consequences for various actions and if you take the time to compare how each game handles these consequence it can help keep things in perspective while maybe allowing you stick with it for the long run.
Another thing that I hear a lot of people up in arms about is FFXI's reliance on group play and lack of solo friendly content. I always respond to those people with a gentle reminder that it is in fact a massive multi-player online game. If you were just soloing all the time why not play one of the other 20+ offline FF games. That being said keeping a positive attitude will go a very long way in making those friends that you'll need to truly experience not just the content of FFXI but the fun that only MMOs can offer.
Reply