_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
a.) THE EMN GIUDES!!!!!!
I wrote thems myself!!!
Final Fantasy XI Empty Notorious Monster (ENM) Guide
The ENM battles are a special type of fight that happens in battlefields, providing rewards of experience points and various items. All of these battlefields are in the Chains of Promathia expansion zones; the expansion is required to access any ENM, and some also require the completion of certain Chains of Promathia missions. In many ways the ENMs are similar to BCNM fights, but there are significant differences.
The following rules apply to all ENMs:
* There are steps that must be taken before a character can enter a battlefield to participate in an ENM. The difficulty of these steps depends on the battlefield where the fight is at; for some, it simply involves talking an NPC in a city, while others require dangerous trips or farming for an item. These prerequisite steps are outlined below, and once a character fulfills them they will recieve a key item which permits entry into an ENM battlefield.
* The key item obtained from the prerequisite steps is required to enter an ENM. Every character in a group going in must have one of their own; each character must go through the necessary prerequisite steps. The key item is used up upon entering the ENM, so that the prerequisite steps must be taken each time before the ENM can be repeated.
* A character can go into battles that require a specific key item only once every 5 Earth days; win or lose, the ENM cannot be repeated until 5 days have passed. The countdown for the next allowed entry into a battlefield starts when a character enters an ENM. Most of the battlefields only have multiple ENMs in them, which means that a character must choose between multiple ENMs when they get to the battlefield. The following NPCs provide information on when a character can enter an ENM battlefield again:
o Mortitz - Jeuno Upper (I-8)
o Gregory - Bastok Mines (J-9)
o Istvan - Windurst Woods (K-11)
o Ophelia - San d'Oria South (H-11)
* All of the battlefields are found deep within other areas. If a group of characters who each have the proper key item make their way to the battlefield, they will have the option of selecting the ENM quest. All of the ENMs technically have level limits (so that all buffs are removed when entering an ENM) although many are at level 75, the current character level limit.
* There is a recommended maximum number of characters for each particular ENM, as listed below. You can take more characters into the ENM than the recommended amount (except for the one that is already at a character limit of 18), but if you have more characters than the recommended amount in the ENM they will each get less experience when the ENM is finished. Naturally, having more characters in an ENM means that there are more people who want a split of the whatever items drop, as well.
* Winning in an ENM involves defeating a monster or set of monsters before the time limit expires. If character dies in an ENM, they will not lose any experience points from the death. If the characters are successful in the ENM, a armory crate will appear in the battlefield. When the crate is selected, the characters involved in ENM will each immediately gain experience points, (between 2500-4000 exp rewarded depending on the ENM) and a handful of items will be awarded to the party. Only characters which are alive and located near the armory crate will receive the experience; it is important to Raise anyone who may have been defeated, before opening the crate.
* Official ENM details can be found in the ENM Quest Announcement and the ENM section of the April 20, 2005 Patch Notes.
Prerequisite Steps by ENM Battlefield
There are prerequisite steps that must be taken before a character can enter an ENM battlefield. The ENMs are listed below, with the necessary steps for each one. In general, a character has to go through some of the Chains of Promathia missions in order to access the lower level capped ENMs; the ones that are level 75 can be accessed without any mission work.
Select any ENM to display complete information about the drops and strategies for that ENM.
Battlefield & ENM Battle Prerequisite Steps
Battlefield:
Spire of Holla
ENM Battle:
Simulant
1. Talk to Venessa in the Ru'Lude Gardens (H-10). If you have completed the first cut-scenes to start the Chains of Promathia missions, she will offer the first three ENMs in Promyvion.
2. Select the 'Spire of Holla' to receive the Censer of Abandonment key item.
3. Proceed through Promyvion - Holla normally to the Spire of Holla. You will have the option of entering the ENM battle at the battlefield. This is the same location as the mission battle; you can complete both the ENM and the mission battle while at the Spire of Holla, if you wish.
4. If you receive a Vision item reward, return to Venessa to exchange it for an earring as listed on the ENM Rewards Exchange chart below.
Battlefield:
Spire of Dem
ENM Battle:
You Are What You Eat
1. Talk to Venessa in the Ru'Lude Gardens (H-10). If you have completed the first cut-scenes to start the Chains of Promathia missions, she will offer the first three ENMs in Promyvion.
2. Select the 'Spire of Dem' to receive the Censer of Antipathy key item.
3. Proceed through Promyvion - Dem normally to the Spire of Dem. You will have the option of entering the ENM battle at the battlefield. This is the same location as the mission battle; you can complete both the ENM and the mission battle while at the Spire of Dem, if you wish.
4. If you receive a Vision item reward, return to Venessa to exchange it for an earring as listed on the ENM Rewards Exchange chart below.
Battlefield:
Spire of Mea
ENM Battle:
Playing Host
1. Talk to Venessa in the Ru'Lude Gardens (H-10). If you have completed the first cut-scenes to start the Chains of Promathia missions, she will offer the first three ENMs in Promyvion.
2. Select the 'Spire of Mea' to receive the Censer of Animus key item.
3. Proceed through Promyvion - Mea normally to the Spire of Mea. You will have the option of entering the ENM battle at the battlefield. This is the same location as the mission battle; you can complete both the ENM and the mission battle while at the Spire of Mea, if you wish.
4. If you receive a Vision item reward, return to Venessa to exchange it for an earring as listed on the ENM Rewards Exchange chart below.
Battlefield:
Spire of Vahzl
ENM Battle:
Pulling the Plug
1. Talk to Venessa in the Ru'Lude Gardens (H-10). If you have completed the Chains of Promathia missions and reached chapter 5 or above, she will offer the option into Promyvion - Vahzl.
2. Select the 'Spire of Vahzl' to receive the appropriate key item.
3. Proceed through Promyvion - Vahzl normally to the Spire of Vahzl. You will have the option of entering the ENM battle at the battlefield. This is the same location as the mission battle; you can complete both the ENM and the mission battle while at the Spire of Vahzl, if you wish.
4. Once you have an Exclusive item reward, return to Venessa to exchange it for the corresponding crafting material or armor item, as listed on the ENM Rewards Exchange chart below.
Battlefield:
Monarch Linn
ENM Battles:
1) Bad Seed
2) Fire in the Sky
3) Beloved of the Atlantes
4) Bugard in the Clouds
1. Talk to Morangeart in the Tavnazian Safehold (G-10 on the main floor). A character must have reached Chains of Promathia mission, chapter 2-5 or above, to receive access into Monarch Linn.
2. If you have access, Morangeart will give you the Monarch Beard key item.
3. Proceed through either Riverne - Site #A01 or Riverne - Site #B01 normally to Monarch Linn; if you have access through Riverne - Site #B01 it can be easier to go through, since only one giant scale is required to get through to the Battlefield in that zone. You will be able to choose one of the ENM battles at the battlefield. This is the same location as the mission battle; you can complete both an ENM and the mission battle while at Monarch Linn, if you wish.
Note that there are four ENMs in this battlefield; a character can enter a specific battlefield for ENMs once every 5 Earth days, so is it possible to complete only one of the four ENMs in Monarch Linn once every 5 days.
Battlefield:
The Shrouded Maw
ENM Battle:
Test Your Mite
1. Talk to Ghebi Damomohe in Jeuno Lower (Merchant for the Neptune's Spire at I-7). Along with her job as a merchant, Ghebi Damomohe handles matters dealing with Pso'Xja for the Tenshodo. A character must have reached Chains of Promathia mission, chapter 3-5 or above, to receive access into The Shrouded Maw.
2. Obtain a Florid Stone from the mobs in Pxo'Xja that drop them.
3. Trade the Florid Stone to Ghebi Dhamomohe; if you have access, she will give you the Astral Covenant key item.
4. Proceed through the level 40 capped section of Pso'Xja to The Shrouded Maw. You will have the option of entering the ENM battle at the battlefield. This is the same location as the mission battle; you can complete both the ENM and the mission battle while at The Shrouded Maw, if you wish.
Battlefield:
Mine Shaft #2716
Sylvan Stone ENM:
Bionic Bug
Gambling ENMs:
1) Automaton Assault
2) Pulling The Strings
The ENMs in Mine Shaft #2716 are unusual, in that there are two sets of prerequisite steps. They both involve Twinkbrix in Oldton Movalpolos. To get into the Automaton Assault or Pulling The Strings ENMs, you gamble gil with Twinkbrix; to get into the Bionic Bug ENM, you bring him a Sylvan Stone. Note that these prerequisite steps are mutually exclusive: when you have the key item that allows access into the Automaton Assault or Pulling The Strings ENMs, you cannot enter the Bionic Bug ENM, and vice-versa. Since these ENMs work off of different key items and prerequiste steps, they are on different timers; a character can go to Bionic Bug and then Automaton Assault or Pulling The Strings before 5 days have passed.
Prerequisite Steps for Automaton Assault and Pulling The Strings:
1. Talk to Twinkbrix in Oldton Movalpolos (E-13).
2. Give Twinkbrix between 1-10000 gil, to have a chance at getting the key item required to go into the fight. When given gil, he will roll two 50-sided dice, and you must beat him by rolling between 2 and X. X is based on how much you trade him; trading 2,000g will roll between 2 and 10; trading him 10,000g to roll between 2-50. If you do not get the key item the first time, you will have to keep paying him gil until you roll more than him.
3. Once you have the key item, you can go to Mine Shaft #2716 yourself, using the furnace hatches in Newton and the three levers in Oldton. Or you can pay him another 2000 gil for him to teleport you directly to the battlefield. You will have the option of entering Automaton Assault or Pulling The Strings at the battlefield.
Prerequisite Steps for Bionic Bug:
1. Talk to Twinkbrix in Oldton Movalpolos (E-13).
2. Obtain a Sylvan Stone from the mobs that drop it in Newton Movalpolos.
3. Trade the Sylvan Stone to Twinkbrix, for the appropriate key item.
4. Go through Oldon Movalpolos into Newton Movalpolas, and to Mine Shaft #2716. You cannot use any of the shortcuts to get into Mine Shaft #2716 for this ENM; you have to go in using the furnace hatches in Newton and the three levers in Oldton. You will have the option of entering Bionic Bug at the battlefield.
Battlefield:
Bearclaw Pinnacle
ENM Battles:
1) Brothers
2) Follow the White Rabbit
3) Holy Cow
4) When Hell Freezes Over
1. Talk to Zebada in Uleguerand Range (F-12). He will give you a Cotton Pouch item.
2. Go on the western slope and slide down at E-9. Enter the cave at F-8 to find the Chamneat Spring; trade the Cotton Pouch to the spring to receive the Chamneat Ice.
3. Return to Zebada and trade the Chamneat Ice to him for the appropriate key item.
4. Follow the directions in the specific ENM battle guide to the place to enter for the ENM battle; all of the ENM battles are in Bearclaw Pinnacle, but they each have their own entrance through Uleguerand Range.
Note that there are four ENMs in this battlefield; a character can enter a specific battlefield for ENMs once every 5 Earth days, so is it possible to complete only one of the four ENMs in Bearclaw Pinnacle once every 5 days.
Battlefield:
Boneyard Gully
ENM Battles:
1) Like the Wind
2) Sheep in Antlion's Clothing
3) Shell We Dance?
4) Totentanz
1. Talk to Jakaka in Attohwa Chasm (G-10). He will give you a Flaxen Pouch.
2. Climb the mountain of Parrademo Tor in Attohwa Chasm, and trade the pouch to the Cradle of Rebirth at the top (J-9), to receive the Parradamo Stones. Note that you can complete Chains of Promathia mission 3-3B3, which also requires reaching the Cradle of Rebirth, at the same time.
3. Return to Jakaka and trade him the Parradamo Stones to receive the Miasma Filter key item.
4. Proceed through Attohwa Chasm to Boneyard Gully. You will be able to choose one of the ENM battles at the battlefield.
Note that there are four ENMs in this battlefield; a character can enter a specific battlefield for ENMs once every 5 Earth days, so is it possible to complete only one of the four ENMs in Boneyard Gully once every 5 days.
ENM Rewards Exchange
The four ENMs within the Promyvion Spire zones provide rewards that must be exchanged, in order to obtain useful items. The charts below list to the Rare/Exclusive items that come from the ENMs, and the corresponding final armor or crafting materials that they are turned into. These are exchanged by Venessa in the Ru'Lude Gardens (H-10); just trade her one of the Exclusive items from the ENM, and she provides you with the final reward.
ENM in the Spire of Dem, Holla, Mea: The ENMs in the first three Promyvion Spires (Dem, Holla, Mea) occasionally reward Vision items that can be exchanged by Venessa for level 35 earrings, usable by all jobs. The chart below lists the final earring reward, the required Vision, and the ENM Spire that can load each Vision item.
Earring Holla Dem Mea Required Vision
Augmenting Earring
Rare
* Enhancing Magic Skill +3
O Valiant Vision
Buckler Earring
Rare
* Shield Skill +3
O Violent Vision
Dark Earring
Rare
* Dark Magic Skill +3
O Painful Vision
Divine Earring
Rare
* Divine Magic Skill +3
O Audacious Vision
Elemental Earring
Rare
* Elemental Magic Skill +3
O Pretentious Vision
Enfeebling Earring
Rare
* Enfeebling Magic Skill +3
O Timorous Vision
Evasion Earring
Rare
* Evasion Skill +3
O Vernal Vision
Guarding Earring
Rare
* Guard Skill +3
O Solemn Vision
Healing Earring
Rare
* Healing Magic Skill +3
O Vivid Vision
Ninjutsu Earring
Rare
* Ninjutsu Skill +3
O Malicious Vision
Parrying Earring
Rare
* Parrying Skill +3
O Punctilious Vision
Singing Earring
Rare
* Singing Skill +3
O Endearing Vision
String Earring
Rare
* String Instrument Skill +3
O Venerable Vision
Summoning Earring
Rare
* Summoning Magic Skill +3
O Brilliant Vision
Wind Earring
Rare
* Wind Instrument Skill +3
O Pristine Vision
Earring Holla Dem Mea Required Vision
ENM in the Spire of Vahzl: The Pulling the Plug ENM in the Spire of Vahzl rewards Exclusive items that must be exchanged by Venessa for items that can be sold or used. The Image items are turned into crafting items which can be used to synthesize high level equipment; the Vision items are turned directly into armor items.
Final Item Exclusive Item from ENM
Habu Skin Grave Image
Oversized Fang Ancient Image
Rheiyoh Leather Valorous Image
Super Cermet Virgin Image
Tiger Eye Beatific Image
Toreador's Ring Impetuous Vision
Safety Mantle Snide Vision
Astral Rope Tenuous Vision
ENM List
Name Zone Level Cap Time Limit Recommended Members
Brothers Bearclaw Pinnacle
75
30
6
Follow the White Rabbit Bearclaw Pinnacle
75
30
6
Holy Cow Bearclaw Pinnacle
75
30
6
When Hell Freezes Over Bearclaw Pinnacle
75
15
6
Like the Wind Boneyard Gully
75
15
3
Sheep in Antlion's Clothing Boneyard Gully
75
15
6
Shell We Dance? Boneyard Gully
75
30
12
Totentanz Boneyard Gully
75
30
18
Automaton Assault Mine Shaft #2716
60
15
3
Pulling The Strings Mine Shaft #2716
60
15
1
Bionic Bug Mine Shaft #2716
75
30
6
Bad Seed Monarch Linn
40
30
6
Fire in the Sky Monarch Linn
40
15
3
Beloved of the Atlantes Monarch Linn
50
30
6
Bugard in the Clouds Monarch Linn
50
15
3
You Are What You Eat Spire of Dem
30
30
6
Simulant Spire of Holla
30
30
6
Playing Host Spire of Mea
30
30
6
Pulling the Plug Spire of Vahzl
50
30
6
Test Your Mite The Shrouded Maw
40
30
6
______________________________________________________________
2.) WHITE MAGE ARMORS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
These Are GOOD I Wrote them myself
Final Fantasy XI Item List
Name Lvl Def Effects Jobs
Alchemist's Apron 1 3
* Resist vs. Fire +1
* Resist vs. Lightning +1
* Alchemy Skill +1
All
Alchemist's Belt 1 0
* Enchantment: Synthesis Image Support
<Max Charges: 25 / Equip Delay: 30s / Reuse Timer: 3m>
All
Ascetic's Ring 1 0
* Mind +1
All
Ash Clogs 1 1 BLM/BRD/DRK/MNK/RDM
RNG/SMN/THF/WHM
Ash Clogs +1 1 2 BLM/BRD/DRK/MNK/RDM
RNG/SMN/THF/WHM
Bastokan Ring 1 0
* HP +3
* Dexterity +1
* Vitality +1
All
Beast Collar 1 0 All
Blacksmith's Apron 1 4
* Resist vs. Fire +2
* Smithing Skill +1
All
Blacksmith's Belt 1 0
* Enchantment: Synthesis Image Support
<Max Charges: 25 / Equip Delay: 30s / Reuse Timer: 3m>
All
Blood Stone 1 0
* HP +5
BLM/DRK/MNK/RDM/RNG
SMN/THF/WHM
Blood Stone +1 1 0
* HP +7
BLM/DRK/MNK/RDM/RNG
SMN/THF/WHM
Boneworker's Apron 1 3
* Resist vs. Lightning +1
* Resist vs. Dark +1
* Bonecraft Skill +1
All
Boneworker's Belt 1 0
* Enchantment: Synthesis Image Support
<Max Charges: 25 / Equip Delay: 30s / Reuse Timer: 3m>
All
Bronze Moogle Belt 1 0
* HP +1%
* Resist vs. Water +1
All
Cache-nez 1 2
* Enmity +2
All
Carpenter's Apron 1 3
* Resist vs. Wind +1
* Resist vs. Earth +1
* Woodworking Skill +1
All
Carpenter's Belt 1 0
* Enchantment: Synthesis Image Support
<Max Charges: 25 / Equip Delay: 30s / Reuse Timer: 3m>
All
Carpenter's Gloves 1 2
* Resist vs. Earth +1
* Woodworking Skill +1
All
Cassie Earring 1 2
* Strength +1
* Vitality +1
* Convert MP to HP +50
All
Castor's Ring 1 0 All
Chariot Band 1 0
* Enchantment: Experience Point Bonus
<Max Charges: 7 / Equip Delay: 15s / Reuse Timer: 16h>
All
Chef's Hat 1 1
* Enhances Resist Poison Effect
* Cooking Skill +1
All
Chocobo Boots 1 1
* Chocobo Riding Time +3
All
Chocobo Gloves 1 1
* Chocobo Riding Time +3
All
Chocobo Hose 1 1
* Chocobo Riding Time +4
All
Chocobo Jack Coat 1 2
* Chocobo Riding Time +5
All
Circlet 1 1 BLM/BRD/DRK/MNK/RDM
RNG/SMN/THF/WHM
Circlet +1 1 2 BLM/BRD/DRK/MNK/RDM
RNG/SMN/THF/WHM
Copper Hairpin 1 0
* HP -2
* MP +5
All
Copper Hairpin +1 1 0
* HP -2
* MP +6
All
Copper Ring 1 0
* HP +1
* MP -1
All
Copper Ring +1 1 0
* HP +2
* MP -1
All
Cuffs 1 1 BLM/BRD/DRK/MNK/RDM
RNG/SMN/THF/WHM
Cuffs +1 1 2 BLM/BRD/DRK/MNK/RDM
RNG/SMN/THF/WHM
Culinarian's Apron 1 2
* Resist vs. Fire +1
* Resist vs. Water +1
* Cooking Skill +1
All
Culinarian's Belt 1 0
* Enchantment: Synthesis Image Support
<Max Charges: 25 / Equip Delay: 30s / Reuse Timer: 3m>
All
Dash Sash 1 1
* Enmity +2
All
Dream Hat 1 1 All
Dream Hat +1 1 1
* Dispense: Ginger Cookie
<Max Charges: 1 / Equip Delay: 30s / Reuse Timer: 1d>
All
Dream Robe 1 2 All
Dream Robe +1 1 3
* Enhances the Effect of Selbina Milk
All
Ducal Guard's Ring 1 0
* Enchantment: Ru'Lude Gardens Teleport
<Max Charges: 5 / Equip Delay: 30s / Reuse Timer: 1d>
All
Elvaan Bodice 1 2 All
Elvaan F Chausses 1 2 All
Elvaan F Ledelsens 1 1 All
Elvaan Gauntlets 1 1 All
Elvaan Gilet 1 1
* Cannot Equip Handgear
All
Elvaan Gilet +1 1 2
* Cannot Equip Handgear
* Reduces Clamming 'Incidents'
All
Elvaan Gloves 1 1 All
Elvaan Jerkin 1 2 All
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 Next Page >>
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
4.) Conquest PoinTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!11
I Wrote This Myself too!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Final Fantasy XI Conquest Points Guide
Bastok Conquest Points Items
San d'Oria Conquest Points Items
Windurst Conquest Points Items
* Conquest Points (often abbreviated as CP) are given to characters with a signet on when they kill monsters that provide experience. The more experience points a character gains when killing a monster in Vana'diel, the more Conquest Points they will receive. The base Conquest Point amount gained is one-tenth the amount of experience gained, with bonus amounts given for defeating monsters in regions controlled by other nations or the beastmen. This means that a solo character who kills an Even Match monster will gain 10-20 CP. You can see how many Conquest Points your character has by pulling up the Regional Map (either via the main menu, or with the /rmap command); the character's CP will be listed in the bottom right corner.
* A character will only recieve Conquest Points if they have a signet on when killing monsters. Signets are given out by three different types of guards:
1. National Conquest City Guards at the gates of the home city of the character.
2. National Conquest Foreign Guards located at the border and outposts in regions that a character's home nation controls, as well as embassies in foreign nations.
3. National Conquest Jeunoan Guards found in Jeuno.
Signets last for multiple hours; the duration of a signet is equal to the character's rank + the National Conquest ranking of their home nation. (The National Conquest ranking of the three main nations can also be seen on the Regional Map.) For example, a rank 3 character whose nation is in second place will have signets that last for 5 hours. Signets can be refreshed at any time by going to one of these guards and getting a new one; the new signet's duration will replace whatever time was left on the old signet. There is no penalty for wearing a signet, and no reason not to have one on as much as possible; wearing a signet when killing monsters also allows you to gain crystals, and helps your nation in the National Conquest rankings.
* Conquest Points can be spent purchasing specific items. This is done by talking to the guards who give out signets in either your character's home nation, or in Jeuno; guards in foreign lands don't have any equipment to spare! The first two items that an adventurer of any rank can purchase are a Scroll of Instant Warp and a Scroll of Instant Reraise. Conquest Point items other than scrolls are available based on the rank of the character; each rank that a character gains grants access to more CP items, so a "rank 3 CP item" is one that requires rank 3 or higher to be purchased with Conquest Points. The items that are available from guards of each nation is also dependant on the National Conquest ranking of their respective nation. Some items are only available when a nation is is first place, some can be purchased if a nation is in second place or better, and others are available at any time. To see the items available from the guards of different nations, select from the national lists above.
* Conquest Point items from higher ranks cost more Conquest Points. The price of a standard Conquest Point item climbs from 1000 CP for rank 1 items up to 56000 CP for rank 10 items. A higher ranked character can always purchase items from lower ranks; someone at rank 10 has access to all the items available from their nation's guards, when their nation is in first place. (Note that rank 10 CP items are a bit different from the rest: there is a staff available only at rank 10 that costs just 5000 CP, and rank 10 CP items can only be purchased from guards at a character's home city, not from the guards in Jeuno.) Because of the increasing price of CP items, it is a good idea to see how many Conquest Points you will want for higher level equipment, before spending it all on lower rank items or scrolls.
* It is possible to purchase some Conquest Point items from another nation's guards. Some Conquest Point items from other nations can be purchased, with certain restrictions. To do this, go to one of the National Conquest City Guards who works for the nation that has the item you wish to purchase. For example, if you're from Bastok or Windurst and you wish to purchase a Royal Archer's Sword, you would go to one of the guards in San d'Oria. If your nation is ranked higher than that guard's nation, you will be given the opportunity to purchase CP items. Since this is dependant on the National Conquest ranking, you can only purchase items that are available all the time, or when a nation is in second or third place in the rankings. Note that you will be charged an extra amount of Conquest Points when purchasing a CP item from another nation; the extra cost varies based on the rank of the item.
* Many Conquest Point items can be crafted into more powerful versions. Most of the CP equipment from rank 5 and below can be synthesized into better versions. These crafted versions of the CP equipment have additional bonuses, higher defense or smaller delay, and require a character 2-5 levels higher than the original items. The crafted upgraded items appear as HQ1 and HQ2 (white and blue backgrounds, respectively.)
* Most Conquest Point items can be sold to other players. One way of making gil is by purchasing CP items that have a high demand at the Auction House, and selling them to other players. This is especially true of items that can only be purchased with CP when the nation is in first place. Buying a first place only item when your nation hits the top spot, and then reselling it later when the item isn't as readily available, can be a useful long-term strategy to profit in gil. Some of the more powerful CP items are Exclusive, however, so they cannot be resold to other players. Whether you purchase items to use yourself or to sell to other players, the items from Conquest Points are a useful bonus garnered just from getting experience points.
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
5.) The Choboco Riding Manual!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
I Just Wroted This Won!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Chocobo Digging 101 (aka: Lots of Pebbles)
Chocobo Digging in Final Fantasy XI
Altepa Desert East
Altepa Desert West
Batallia Downs
Bibiki Bay
Buburimu Peninsula
Carpenters' Landing
Gustaberg North
Gustaberg South
Jugner Forest
Konschtat Highlands
La Theine Plateau
Meriphataud Mountains
Pashhow Marshlands
Rolanberry Fields
Ronfaure East
Ronfaure West
Sanctuary of Zi'Tah
Sarutabaruta East
Sarutabaruta West
Sauromugue Champaign
Tahrongi Canyon
Valkurm Dunes
Yhoatar Jungle
Yuhtunga Jungle
Step 1: You need a level 20 character with a Chocobo License, obtained from the Chocobo's Wounds quest. If you're just starting out, I recommend going to one of the starter cities or one of the cities from the first expansion, such as Rabao or Kazham (but keep in mind the expansion zones are usually dug up). Buy some Gysahl Greens from the merchant; if this is your first time, try taking 2-5 stacks, just to see how you like it. Rent your chocobo and head on out.
Step 2: Ride around the zone and dig, dig, dig! You cannot stay in one place and dig, as you won't get anything (or very little). Try changing zones every so often during your 30-minute chocobo ride. It will take approximately 60 seconds from the time you zone in until you can dig. (The actual time will fluctuate a bit, in my experience. Often off by 5 or even 10 seconds.) Target yourself and press Enter to bring up the menu, from there you will see "Dig". You can also type /dig as well. Every time you dig, one of your Gysahl Greens will automatically be fed to your chocobo. You can repeat the process until you run out of greens, or your chocobo riding time expires. Macros are quite useful, at least while you still have a wait time in between digging.
Level 1 Level 2 Note on Wait Time
/dig
/wait 16
/dig
/wait 16
/dig
/dig
/wait 11
/dig
/wait 11
/dig
When testing your time in between digging, don't forget that the 4 second scene where you're digging is part of that time. Count the time from the second you dig until the second you can dig again.
When you're out and about digging, check every so often to see when you chocobo level by using the second macro. (And adjust the times for your macros as you level.)
Step 3: Dig many times to continue on the grueling process of leveling your chocobo digging. To level up the hidden chocobo digging skill, you will need to repeat this process over and over and over and over for hours on end. I'm not kidding. Leveling in chocobo digging is an amazingly slow and arduous task; don't think you'll get rich quick with chocobo digging. Digging takes time, gil, and above all patience. It's rumored it takes 10,000 stacks of Gysahl Greens to hit the top digging level. (Or, in excess of 7 million gil.) Though occasionally you can hop on a chocobo and dig up something really cool your first time digging, it is not likely. Peruse the zone lists above to see what you can dig up, but be aware that the first time you go digging, you'll probably end up with an assortment of useless junk.
Chocobo Digging Rumors
There are rumors that there is a "testing system", and that in order to advance to the next level, you need to dig up a certain item. There are others who believe that all you need to do to level up is dig, dig, dig. Since we cannot prove the veracity of the alleged testing system, we have chosen not to post it here. There ARE higher digging levels, it's just unclear exactly how you move up.
No one is sure exactly how the elements in a zone affect digging. My personal preference is to dig on the days these elements are strong to. So in the Yuhtunga Jungle where there are water elementals, I dig on Firesday. In the Konschtant Highlands where there are lightning elementals, I dig on Watersday. (You can find a table of elemental strengths and weaknesses on the gardening page.) And yes, this does complicate things when you have a zone that has more than one element. Some people I know like to dig on the same day as the elementals. If there is an element out, you can dig up crystals of that element (clusters if it is a double element). Some people also think that elemental weather increases your chances of a successful dig. (Elemental weather patterns.)
Level Time Between Digs Time After Zone
Level 1 16 seconds 60 seconds
Level 2 11 seconds 60 seconds
Level 3 6 seconds 60 seconds
Level 4 0 seconds 50 seconds
Level 5 0 seconds 40 seconds
Level 6 0 seconds 30 seconds
Level 7 0 seconds 25 seconds
Level 8 0 seconds 20 seconds
Level 9 0 seconds 15 seconds
Level 10 0 seconds 10 seconds
Chocobo Digging Tips
I find a timer to be extremely useful when I'm running around in higher zones where I could potentially get my !@#$%^&* beaten when the chocobo riding time ran out and I wasn't prepared for it. If you are level 15-19, your chocobo ride will last 15 minutes. If you are level 20 or higher, your chocobo ride will last 30 minutes. Each +1 you have from Chocobo Riding gear will add 1 minute to your time. (Chocobo gear will not work if you are under level 20.)
A zone can be "all dug up". This will occasionally happen in some of the more popular zones, like Yuhtunga Jungle. If this happens, there's nothing to do but move on. Also, if you've been digging for awhile, and you start getting a lot of digs with no items in a row, try zoning.
Have you been told to follow a Goblin Digger? If you follow one around for long enough, they'll dig around, drop an item, and move on. You can then attempt to dig up their item, which can be used in the quest Orlando's Antiques in Mhaura. When you see this happen, you will get the message: You feel something close nearby. While you get this message, you will be unable to dig up "regular" items in that zone. Personally, I don't feel that it's worth it to take the time to do this. The game is very particular about where you dig; I once tried for 30 minutes to get an item after seeing the gobbie drop it, only to get frustrated and quit. You can rarely get anything good from this, and you need 8 of the items to trade in for the Orlando's Antiques quest, so that's a lot of patiently following goblin diggers (and they don't bury items very often) in order to do the quest.
Goblin Diggers can bury one of the following items: Goblin Cup, Fish Bones, Chicken Bone, Rotten Meat, Goblin Die, Fingernail Sack, Teeth Sack, Beastcoin, Silver Beastcoin, Mythril Beastcoin and Gold Beastcoin.
Last Updated: August 18, 2005
Sponsors
Number 1 in the World and Most Trusted Gil source - Live Support and Instant Delivery 24/7 - Click Here!
Order: Final Fantasy XI Chains Of Promathia - PC Release(Amazon)
Free Hit Counter
Chocobo Digging 101 (aka: Lots of Pebbles)
Chocobo Digging in Final Fantasy XI
Altepa Desert East
Altepa Desert West
Batallia Downs
Bibiki Bay
Buburimu Peninsula
Carpenters' Landing
Gustaberg North
Gustaberg South
Jugner Forest
Konschtat Highlands
La Theine Plateau
Meriphataud Mountains
Pashhow Marshlands
Rolanberry Fields
Ronfaure East
Ronfaure West
Sanctuary of Zi'Tah
Sarutabaruta East
Sarutabaruta West
Sauromugue Champaign
Tahrongi Canyon
Valkurm Dunes
Yhoatar Jungle
Yuhtunga Jungle
Step 1: You need a level 20 character with a Chocobo License, obtained from the Chocobo's Wounds quest. If you're just starting out, I recommend going to one of the starter cities or one of the cities from the first expansion, such as Rabao or Kazham (but keep in mind the expansion zones are usually dug up). Buy some Gysahl Greens from the merchant; if this is your first time, try taking 2-5 stacks, just to see how you like it. Rent your chocobo and head on out.
Step 2: Ride around the zone and dig, dig, dig! You cannot stay in one place and dig, as you won't get anything (or very little). Try changing zones every so often during your 30-minute chocobo ride. It will take approximately 60 seconds from the time you zone in until you can dig. (The actual time will fluctuate a bit, in my experience. Often off by 5 or even 10 seconds.) Target yourself and press Enter to bring up the menu, from there you will see "Dig". You can also type /dig as well. Every time you dig, one of your Gysahl Greens will automatically be fed to your chocobo. You can repeat the process until you run out of greens, or your chocobo riding time expires. Macros are quite useful, at least while you still have a wait time in between digging.
Level 1 Level 2 Note on Wait Time
/dig
/wait 16
/dig
/wait 16
/dig
/dig
/wait 11
/dig
/wait 11
/dig
When testing your time in between digging, don't forget that the 4 second scene where you're digging is part of that time. Count the time from the second you dig until the second you can dig again.
When you're out and about digging, check every so often to see when you chocobo level by using the second macro. (And adjust the times for your macros as you level.)
Step 3: Dig many times to continue on the grueling process of leveling your chocobo digging. To level up the hidden chocobo digging skill, you will need to repeat this process over and over and over and over for hours on end. I'm not kidding. Leveling in chocobo digging is an amazingly slow and arduous task; don't think you'll get rich quick with chocobo digging. Digging takes time, gil, and above all patience. It's rumored it takes 10,000 stacks of Gysahl Greens to hit the top digging level. (Or, in excess of 7 million gil.) Though occasionally you can hop on a chocobo and dig up something really cool your first time digging, it is not likely. Peruse the zone lists above to see what you can dig up, but be aware that the first time you go digging, you'll probably end up with an assortment of useless junk.
Chocobo Digging Rumors
There are rumors that there is a "testing system", and that in order to advance to the next level, you need to dig up a certain item. There are others who believe that all you need to do to level up is dig, dig, dig. Since we cannot prove the veracity of the alleged testing system, we have chosen not to post it here. There ARE higher digging levels, it's just unclear exactly how you move up.
No one is sure exactly how the elements in a zone affect digging. My personal preference is to dig on the days these elements are strong to. So in the Yuhtunga Jungle where there are water elementals, I dig on Firesday. In the Konschtant Highlands where there are lightning elementals, I dig on Watersday. (You can find a table of elemental strengths and weaknesses on the gardening page.) And yes, this does complicate things when you have a zone that has more than one element. Some people I know like to dig on the same day as the elementals. If there is an element out, you can dig up crystals of that element (clusters if it is a double element). Some people also think that elemental weather increases your chances of a successful dig. (Elemental weather patterns.)
Level Time Between Digs Time After Zone
Level 1 16 seconds 60 seconds
Level 2 11 seconds 60 seconds
Level 3 6 seconds 60 seconds
Level 4 0 seconds 50 seconds
Level 5 0 seconds 40 seconds
Level 6 0 seconds 30 seconds
Level 7 0 seconds 25 seconds
Level 8 0 seconds 20 seconds
Level 9 0 seconds 15 seconds
Level 10 0 seconds 10 seconds
Chocobo Digging Tips
I find a timer to be extremely useful when I'm running around in higher zones where I could potentially get my !@#$%^&* beaten when the chocobo riding time ran out and I wasn't prepared for it. If you are level 15-19, your chocobo ride will last 15 minutes. If you are level 20 or higher, your chocobo ride will last 30 minutes. Each +1 you have from Chocobo Riding gear will add 1 minute to your time. (Chocobo gear will not work if you are under level 20.)
A zone can be "all dug up". This will occasionally happen in some of the more popular zones, like Yuhtunga Jungle. If this happens, there's nothing to do but move on. Also, if you've been digging for awhile, and you start getting a lot of digs with no items in a row, try zoning.
Have you been told to follow a Goblin Digger? If you follow one around for long enough, they'll dig around, drop an item, and move on. You can then attempt to dig up their item, which can be used in the quest Orlando's Antiques in Mhaura. When you see this happen, you will get the message: You feel something close nearby. While you get this message, you will be unable to dig up "regular" items in that zone. Personally, I don't feel that it's worth it to take the time to do this. The game is very particular about where you dig; I once tried for 30 minutes to get an item after seeing the gobbie drop it, only to get frustrated and quit. You can rarely get anything good from this, and you need 8 of the items to trade in for the Orlando's Antiques quest, so that's a lot of patiently following goblin diggers (and they don't bury items very often) in order to do the quest.
Goblin Diggers can bury one of the following items: Goblin Cup, Fish Bones, Chicken Bone, Rotten Meat, Goblin Die, Fingernail Sack, Teeth Sack, Beastcoin, Silver Beastcoin, Mythril Beastcoin and Gold Beastcoin.
Last Updated: August 18, 2005
Sponsors
Number 1 in the World and Most Trusted Gil source - Live Support and Instant Delivery 24/7 - Click Here!
Order: Final Fantasy XI Chains Of Promathia - PC Release(Amazon)
Free Hit Counter
Please GHive The Premuim To ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|