FFXI: Battles
"0","Battles"
"2","Battle Mode"
"6","Status Effects"
"10","EXP and Gil"
"13","Treasure"
"15","Distributing Treasure "
"18","Lottery Mode"
"21","Falling in Battle"
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FINAL FANTASY XI utilizes a
real-time system for battles.
There is no need to wait for other
PCs (player characters) and
monsters to take "turns" before
taking action.
&pre=01; There are two types of battles in FINAL FANTASY XI.
One involves selecting "Attack" from the action command
menu to enter battle mode or using your equipped weapon
to attack a monster. The other involves selecting "Magic"
or "Abilities" from the action command menu to launch a
magic or ranged-weapon attack without being in battle
mode. There is no need to be in battle mode to launch an
attack when fighting with magic or ranged weapons.
However, both can be used in battle mode as well.
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&style=Ty15_2;*For more information on the action command menu, please
refer to the "Action Commands" section.&style;
&pre=01;&style=Tk15w_3;&image=ng01;Battle Mode&style;
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When you are within a certain range of a monster, you can
target the monster by pressing the Confirm button or
Enter key.
Pressing the Confirm button or Enter key again while the
monster is targeted opens the action command menu on
the left side of the screen.
This allows you to prepare for battle. Select "Attack" from
the action command menu to enter battle mode and launch
an auto-attack on the monster.
&pre=01; In battle mode, your character will
automatically target the monster that
you are fighting.
The frame of the target window on the
lower right of the screen will turn red, and the word
"Locked" will appear.
&pre=01; You can disengage the
auto-targeting system by
pressing the Left control stick
or * on the numeric pad.
You can also manually toggle
the auto-targeting system on or
off ("Config" from the main menu > "Gameplay" >
"Auto-target during battle" setting).
&pre=01;&style=Ty15; *If your character moves a certain distance away from the
monster, you may leave battle mode.
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*Once your character or a member of your party begins
fighting a monster, selecting "Disengage" from the
action command menu will not necessarily stop the
monster's attacks.
&pre=01;&style=Tk15w_3;&image=ng01;Status Effects&style;
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If your character's status changes,
such as being poisoned in an
enemy attack or using an ability to
increase your attack power, it will
be reported in your log window
and an icon will appear at the top
center of the screen.
There are various icons used to indicate the different
types of status changes.
&pre=01; To view the meaning of a given
icon, press the top button
(twice) on the right side of your
analog controller, or the + key
(twice) on the numeric keypad,
then position the cursor over
the icon. An explanation of the
icon will appear in the upper window.
If the effect of a changed status ends, it will be reported
in your log window, and the icon will disappear from the
top of the screen.
&pre=1; Status Icons&style;
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&image=st01; … Weak
&image=st02; … Sleep
&image=st03; … Poison
&image=st04; … Bio
&image=st05; … Paralysis
&image=st06; … Blind
&image=st07; … Silence
&image=st08; … Petrification
&image=st09; … Disease
&pre=1; &image=st10; … Curse
&image=st11; … Bind/Stun
&image=st12; … Slow
&image=st13; … Haste
&image=st14; … Attack Up
&image=st15; … Protect
&image=st16; … Shell
&image=st17; … Attack Down
&image=st18; … Defense Down
&pre=1; Status Icons&style;
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&image=st19; … Dia
&image=st20; … ReRaise
&image=st21; … Blink
&image=st22; … Stoneskin
&image=st23; … Aquaveil
&image=st24; … Song
&image=st25; … Special Job Ability
&image=st26; … HP Regen
&image=st27; … MP Regen
&pre=1; &image=st28; … Level Restriction
&image=st29; … Image Support
&image=st30; … Chocobo
&image=st31; … Signet
&pre=01;&style=Tk15w_3;&image=ng01;EXP and Gil&style;
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When you defeat a monster in
battle, your character will receive
experience points.
You may also receive gil or other
treasures.
If you are under the effect of Signet, you may obtain
crystals as well.
&pre=01; If you are playing solo, you will receive all experience, gil,
and treasure obtained in battle.
If you are playing as part of a party, however, experience
will be distributed according to the job level of each
party member, and gil will be distributed equally to each
party member.
For example, if you are part of an alliance consisting of 15
players, and your alliance obtains 10 gil from defeating a
monster, no gil will be distributed, as the breakdown
comes to less than 1 gil per player.
&pre=01; When fighting as part of a party, you must be within
range of the monster to receive experience points from
the battle.
Delivering the final blow to a monster, or causing more or
less damage than other members during battle, does not
affect the distribution of experience points or gil.
Details about the amount of experience points and gil
distributed will appear in the log window after the battle.
In comparison to playing solo, you will find that it is far
easier to gain experience in a party of PCs (player
characters) who are roughly at your level.
&pre=01;&style=Tk15w_3;&image=ng01;Treasure&style;
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You can obtain items such as
weapons and armor by defeating
monsters in battle.
These items are called "treasure."
When you play solo, all treasure
is transferred directly to your item box.
When you play as a part of a party, however, treasure is
distributed among the party members.
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&style=Ty15_2;*Even when you are playing solo, items will be placed in
a Treasure Pool once your item list becomes full.
&pre=01; There are two methods for distribution of treasure:
"Lottery Mode" and "Quartermaster Mode."
Only the party leader can decide the distribution method.
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&style=Ty15_2;*For more information on selecting and changing the
distribution method, please refer to page 10 in the Party
topic of the Main Menu section.
&pre=1;&style=Tk15w_3;&image=ng01;Distributing Treasure&style;
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&style=Tk15w_3; Lottery Mode&style;
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In Lottery Mode, all treasure is placed in a Treasure Pool,
and members cast lots to determine who gets individual
pieces of treasure. The Treasure Pool can only hold up to
10 pieces of treasure.
Lottery mode is the default treasure distribution setting
when a party is formed.
You can select the "Treasure" option from the action
command menu to view the contents of the Treasure Pool.
&pre=1;&style=Tk15w_3; Quartermaster Mode&style;
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In the Quartermaster mode, all treasure is placed on the
Quartermaster's item list, but only if there is space on the
list.
If there is no space, treasure will appear in the Treasure
Pool instead.
&pre=1; In this mode, the recipient of a given piece of treasure is
decided via discussion and negotiation.
Once decided, the item is then given to the member using
the Trade command or the delivery system.
The only exception is for Rare and Exclusive items.
If they cannot be handled by the Quartermaster, they may
appear in the Treasure Pool instead. In this case, the
recipient is decided just as in Lottery Mode.
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&style=Ty15;RARE: Only one of these may be held at a time.
EXCLUSIVE: Items that cannot be sold or traded.
&pre=01;&style=Tk15w_3;&image=ng01;Lottery Mode&style;
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The Lottery Mode, and a portion of the items in
Quartermaster Mode, are distributed by a system called
"Casting Lots."
If there is treasure in the Treasure Pool, first, select
"Treasure" from the action command menu to display the
list of contents.
Select the treasure you wish to receive and press the
Confirm button or Enter key. You will then be assigned
a random number between 2 and 998.
&pre=01; Note that you cannot cast lots for items that you are
restricted from obtaining.
If the number you were assigned is the highest in your
party or alliance, you will be given a conditional claim on
the item.
The information about which player has a claim on an
item will appear in the log windows of all party or alliance
members.
&pre=01; If there are items remaining in the Treasure Pool, members
who join the party later on will also receive the right to
cast lots for them. Furthermore, you can only cast lots for
an item in the same area where it was obtained.
Even if a member is a conditional winner of an item, they
will lose any claim on the item if they leave the area.
(However, once a player returns to the area, they will be
allowed to cast lots for the item once again.)
Please be aware that if all members with the authority to
cast lots leave an area, the contents of the Treasure Pool
will disappear.
&pre=01;&style=Tk15w_3;&image=ng01;Falling In Battle (K.O.)&style;
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In FINAL FANTASY XI, falling in battle does
not mean that your game is over.
If your character's HP is reduced to zero, you will fall in
battle on the spot.
The time period in which you can be revived by another
PC (player character) and the "Back to Home Point"
command will appear on your screen during this time.
&pre=01; When you have fallen in battle,
you will be unable to move, access
the main menu, or enter any action
commands.
However, you can still move your
field of view and use selected
chat commands (Tell, Party, and
Linkshell).
You can only use the Linkshell mode if you equipped the
linkshell or linkpearl before you fell in battle, however.
&pre=01; Selecting "Return to Home Point" will allow you to resume
play from your home point with fully-recovered HP and MP.
However, you will lose a certain number of experience
points. If you fall in battle just after gaining a level, you
may lose a level. If you have not chosen the "Return to
Home Point" command and you are still within the time
limit displayed on screen, you can be revived by a party
member (if you are part of a party) or another PC (player
character).
&pre=01; If you receive a Raise spell from another PC, or you were
under the effect of Reraise when KO'd (knocked out), an
option window to confirm whether or not you wish to be
revived will be displayed. Choosing "Yes" will allow you to
revive on the spot.
You will be revived with a portion of your HP, the amount
depending on the item or spell used.
&pre=01; Experience points will still be lost, but the amount lost will
be less than if you chose to return to your home point.
Characters that have just been revived will be afflicted with
weakness, a status that temporarily lowers maximum HP
and MP.
Furthermore, if a character is KO’d in a weakened state and
once again revived, that character's magic and ranged
attacks will suffer a penalty in accuracy and power.