Vana'diel covers an immensely huge surface of Mainlands, Islands, Deserts, Jungles, Mountains, Dungeons, Icelands, Oceans, Seas and Lakes. Travelling from one side to the other can be a very time consuming proces, especially for any player not fully aware of the many available possibilities offered to travellers.
This guide intends to give a complete overview of available means to travel from one point to another in Vana'diel and gives the requirements and limitations (if any) of each option.
By Demetress from Hades (October 2007)
Available: | All jobs, all levels |
Requirements: | none |
Limitations: | none |
This is the standard way of moving from one point to another available to every player at all times (except when KO-ed, Petrified or Bound). A character can either walk or run. Under normal circumstances all characters (regardless of race, gender, job or level) move at the same speed. Also, most mobs move at the same speed as a running character (exceptions are faster moving Tigers, Raptors, Wyvern and Sabotenders and slower moving Marids and Wamouracampa).
The normal movement speed of a character can be enhanced by various Movement Speed Modifications.
Available: | All jobs, level 20+ (level 15 from town) |
Requirements: | Chocobo License obtained (Quest: Chocobo's Wounds) |
Limitations: | Reduced availability/riding time/riding distance for jobs between level 15-20, or when using a Chocopass, only available in certain areas |
Riding a Chocobo is a positive status effect that allows a character to travel faster until the effect wears off or is removed. Characters riding a chocobo move much faster than normal (+100% movement speed), are immune to aggro, gain access to the "Dig" ability, and are unable to cast spells or attack, however they are still prone to any sort of cure, buff or AoE damage and can be KO'd while riding a Chocobo. This effect will also prevent characters from entering dungeons, cities or towns.
The Chocobo status effect can be removed by:
In order to be able to ride a Chocobo, you need first to obtain your Chocobo License. This can be done by finishing the quest Chocobo's Wounds in Jeuno. You need to be at least level 20 to activate this quest.
Once you have obtained your Chocobo License, there are two options to use Chocobo's.
Normal riding time of a chocobo is 30 minutes. After this time you will automatically be dismounted and the chocobo will disappear. Using a Chocopass or riding a town rented Chocobo while on a job at level 15-20 will result in decreased riding time or limited riding distance (one zone only). You can extend the riding time (up to +15 minutes) by using the special Chocobo gear.
Available: | All jobs, all levels |
Requirements: | none for Mhaura- Selbina, Boarding Permit for Mhaura- Aht Urhgan Whitegate |
Limitations: | Departure schedule |
Currently there are three lines of transportation made available by ferry boats. All ferry boats are on a strict time schedule and only depart at set hours of the day. Characters need to buy a ticket (100 gil) to be allowed access to the ferry docks, after which they are free to use the ferry for as long as they wish (provided they do not leave the docks and enter town).
In order to be allowed to use this ferry, you need to obtain your Boarding Permit first by completing the quest The Road to Aht Urhgan.
Available: | All jobs, all levels |
Requirements: | Chains of Promathia expansion installed |
Limitations: | Departure schedule |
The Carpenters' Landing Barge allows players to travel around this zone for a small fee. The full route of the Carpenters' Landing Barge is: South Landing to Central Landing via Emfea Waterway > Central Landing to South Landing via Newtpool > South Landing to North Landing > North Landing to Central Landing > Central Landing to South Landing via Newtpool
You can buy a single Barge Boarding Pass for 80 gil (1 ride) or a Barge Multi-ticket for 500 gil (10 rides) from the NPCs standing at the beginning of the dock, leading to the barge.
Available: | All jobs, all levels |
Requirements: | Chains of Promathia expansion installed |
Limitations: | Departure schedule |
This large fishing barge takes a variety of routes through Bibiki Bay. In addition to taking passengers back and forth between Bibiki Bay and Purgonorgo Isle, there are two sightseeing tours, one to Dhalmel Rock and one to the Maliyakaleya Reef, both of which depart/arrive from Bibiki Bay.
The full route of the Manaclipper is: Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Maliyakaleya Reef Tour > Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Dhalmel Rock Tour
Tswe Panipah ( Bibiki Bay (H-7) - Sunset Docks) sells a Manaclipper Ticket for 80 gil (1 ride) or a Manaclipper Multi-ticket (10 rides) for 500 gil.
Available: | All jobs, all levels |
Requirements: | none |
Limitations: | one way only ( Palborough Mines => Zeruhn Mines) |
There is a boat on the 3th floor of the Palborough Mines (H-8) any player can use for free to exit back to Zeruhn Mines. This boat is one way only (you can only go from Palborough Mines to Zeruhn Mines). Use it by simply entering it and activating the lever.
Currently there are four lines of transportation made available by airships. All airships are on a strict time schedule and only depart at set hours of the day. Characters need to buy a ticket (200 gil) to be allowed access to the Airship departure docks, after which they are free to use the Airship for as long as they wish (provided they do not leave the docks and enter town).
Available: | All jobs, all levels |
Requirements: | Rise of the Zilart expansion installed and Kazham Airship Pass obtained |
Limitations: | Departure Schedule |
Providing access from Kazham to The Grand Duchy of Jeuno (Port Jeuno), the airships provide a fast, reliable mode of transport for both travelers and cargo. The reopened route to Kazham has recently seen an explosive increase in the number of passengers.
In order to be allowed to use this Airship, you must first obtain your Kazham Airship Pass by trading a Giddeus Chest Key, a Palborough Chest Key, and a Ghelsba Chest Key] to [[Guddal in Port Jeuno, or pay him 148,000g.
Available: | All jobs, all levels |
Requirements: | Airship Pass obtained (rank 4) |
Limitations: | Departure Schedule |
There are three different airship lines connecting Jeuno (Port Jeuno) with the ports of Bastok, San d'Oria and Windurst respectively. In order to be allowed to use any of these airship lines, you must have obtained your Airship Pass, either by completing the Rank 4 mission in your home nation, or by buying it from Derrick in Lower Jeuno for 500,000g.
Available: | WHM, level 36+ |
Requirements: | Having learned the spell |
Limitations: | WHM only, or party members |
Teleporting Magic can be learned and used only by WHM starting at level 36. Using a Teleport spell will teleport the WHM and any party members who are within range and have the required Gate Crystal to the Teleport Crag or location corresponding with the spell. To be able to teleport to one of these locations, you must first travel there on foot (or Chocobo), and check the Gate Crystal's respective Telepoint to obtain the Gate Crystal itself. After obtaining a Gate Crystal, you will only have to be in a party with a White Mage that is casting the spell to be teleported. You have to be in the range of the spell (centered immediately around the White Mage) when the spell is being cast, or otherwise you'll be left behind!
Currently there are six different teleport spells:
WHM Level | Spell | Destination Area | Position | Requirement |
---|---|---|---|---|
Level 36 | Scroll: Teleport-Holla | La Theine Plateau | (J-8) | requires the Holla Gate Crystal |
Level 36 | Scroll: Teleport-Dem | Konschtat Highlands | (I-7) | requires the Dem Gate Crystal |
Level 36 | Scroll: Teleport-Mea | Tahrongi Canyon | (I-6) | requires the Mea Gate Crystal |
Level 38 | Scroll: Teleport-Altep | Eastern Altepa Desert | G-6) | requires the Altepa Gate Crystal |
Level 38 | Scroll: Teleport-Yhoat | Yhoator Jungle | (F-9) | requires the Yhoator Gate Crystal |
Level 42 | Scroll: Teleport-Vahzl | Xarcabard | (H-8) | requires the Vahzl Gate Crystal |
Level 53 | Scroll: Recall-Jugner | Jugner Forest(S) | (G-9) | requires the Jugner Forest(S) Gate Crystal |
Level 53 | Scroll: Recall-Pashh | Pashhow Marshlands(S) | (J-9) | requires the Pashhow Marshlands(S) Gate Crystal |
Level 53 | Scroll: Recall-Meriph | Meriphataud Mountains(S) | (I-8) | requires the Meriphataud Mountains(S) Gate Crystal |
Available: | All jobs |
Requirements: | Have obtained the item and have it equipped |
Limitations: | level restrictions and/or cool down times and/or number of charges may apply |
There exists a ring for each of the known Teleport locations attainable by WHM (FFXI) magic: Mea, Dem, Holla, Altep, Vahzl, and Yhoat. All rings are level 65 (all jobs) rings. All have 10 charges. All have a 24 hour cool down time. All can be obtained by specific, level 60 capped, BCNM fights.
The Level 1 Ducal Guard's Ring allows any job (at any level) to be teleported to Ru'Lude Gardens. This ring has 5 charges, a 24 hour cool down timer and is obtained after completing Promathia Mission 6-4.
The level 70 Maat's Cap allows any job at level 70+ to be teleported to Ru'Lude Gardens. This headwear has unlimited charges, a 24 hour cool down timer and is obtained after defeating Maat with all of the 18 jobs available (with exception to the jobs from the Treasures of Aht Urhgan and Wings of the Goddess expansions) and completing the quest Beyond the Sun.
The level 60 Tavnazian Ring allows any job at level 60+ to be teleported to Tavnazian Safehold. This ring has unlimited charges, but a cool down timer of 24 hours. This ring is obtained by completing Promathia Mission 8-1: The garden of Antiquity.
The level 60 Olduum Ring allows any job at level 60+ to be teleported to Wajaom Woodlands. This ring has unlimited charges and a cool down timer of 20 hours. The ring is obtained after completing the quest Olduum.
The level 1 Laurel Crown and Stars Cap were used in a special Ballista event (Royal Ballista) and allowed the player equipping it to be teleported at the cost of some Ballista points. Only a limited number of Ballista finalists obtained this item.
Gate Glyphs can be used to be teleported to Bastok Mines, the Eastgate in Southern San d'Oria, Ranperre Gate in Northern San d'Oria, and Windurst Woods. All Gate Glyphs are single use items and can be obtained as reward for The Chocobo Riding Game or participation in Expeditionary Force.
The level 15 neck items for Windurst ( Federation Stables Scarf), San d'Oria ( Kingdom Stables Collar) and Bastok ( Republik Stables Medal) can teleport the player to the Chocobo Stables of the corresponding city. All neck pieces have 10 charges and a 24 hour cool down timer. The can be obtained as a special reward from seasonal events like Feast of Swords (2006) , The Adventuror Appreciation Campaign (2006 and 2007).
Available: | All jobs, level 10+ |
Requirements: | depends on zone you want to warp to |
Limitations: | level, occupancy of zone you want to warp to/from |
Outpost Warping is a form of transportation which allows you to teleport to and from your Allegiance (Nation) city directly to and from any outpost for which you have completed the necessary requirements and do not fall under a specific restriction.
To be able to use Outpost Warping, you must have completed the Supply Run Mission to the region the desired Outpost is located in. Supply Run Missions are available from any City Conquest Overseer belonging to your current nation. The quest itself has no level restrictions, however you can only get Supply Run Missions for those regions your Nation has gained control over. Simply talk to the Conquest Overseer and select the option 'I want to go on a Supplies Quest', then select the region you desire. You will only be offered the regions that are currently under your Nation's control.
After accepting the mission, you will get a key item called Supplies. This will stay in your temporary Key Items inventory and can be used until the next Conquest Tally. You then have to go to the Outpost in the region you picked and received the Supplies for and talk to the NPC standing in front of the Outpost. You will then gain some Conquest Points (amount depends on the level restriction to use that particular Outpost) and the right to use this Outpost to warp to and from.
If you change your Allegiance, all Supply Runs that you have completed are lost, even if you later change back to that nation. You will have to redo the Supply Runs in order to unlock Outpost Teleports again.
Allegiance | NPC | Area | Position |
---|---|---|---|
Bastok | Conrad | Bastok Metalworks | (F-8) |
San d'Oria | Jeanvirgaud | San d'Oria North | (D-9) |
Windurst | Rottata | Windurst Port | (D-5) |
Select the Region you want to warp to and agree to pay the fee (fee depends on who controls the region at that moment). Availability of outposts to warp to depends on your current level.
Minimum Level | Area | Region | Own Nation Controlled | Other Nation Controlled or Beastmen Controlled |
---|---|---|---|---|
10 | Buburimu Peninsula | Kolshushu | 100 gil | 300 gil |
10 | North Gustaberg | Gustaberg | 100 gil | 300 gil |
10 | West Ronfaure | Ronfaure | 100 gil | 300 gil |
10 | West Sarutabaruta | Sarutabaruta | 100 gil | 300 gil |
10 | Valkurm Dunes | Zulkheim | 100 gil | 300 gil |
15 | Jugner Forest | Norvallen | 150 gil | 450 gil |
15 | Meriphataud Mountains | Aragoneu | 150 gil | 450 gil |
15 | Pashhow Marshlands | Derfland | 150 gil | 450 gil |
15 | Qufim Island | Qufim | 150 gil | 450 gil |
25 | The Sanctuary of Zi'Tah | Li'Telor | 250 gil | 750 gil |
25 | Yuhtunga Jungle | Elshimo Lowlands | 250 gil | 750 gil |
30 | Eastern Altepa Desert | Kuzotz | 300 gil | 900 gil |
30 | Lufaise Meadows | Tavnazian Archipelago | 300 gil | 900 gil |
35 | Beaucedine Glacier | Fauregandi | 350 gil | 1050 gil |
35 | Yhoator Jungle | Elshimo Uplands | 350 gil | 1050 gil |
40 | Xarcabard | Valdeaunia | 400 gil | 1200 gil |
50 | Cape Teriggan | Vollbow | 500 gil | 1500 gil |
Region | Area | NPC | Position |
---|---|---|---|
Aragoneu | Meriphataud Mountains | Mushosho | (E-5) |
Derfland | Pashhow Marshlands | Tahmasp | (K-6 ) |
Elshimo Lowlands | Yuhtunga Jungle | Robino-Mobino | (G-11) |
Elshimo Uplands | Yhoator Jungle | Mugha Dovajaiho | (I-8) |
Fauregandi | Beaucedine Glacier | Gueriette | (H-9) |
Gustaberg | North Gustaberg | Kuleo | (D-10) |
Kolshushu | Buburimu Peninsula | Lobho Ukipturi | (E-7) |
Kuzotz | Eastern Altepa Desert | Sowande | (F-10) |
Li'Telor | The Sanctuary of Zi'Tah | Kasim | (H-9) |
Movalpolos (*) | Oldton Movalpolos | Bartabaq | (F-10) |
Norvallen | Jugner Forest | Mionie | (I-8) |
Qufim | Qufim Island | Jiwon | (F-6) |
Ronfaure | West Ronfaure | Harvetour | (G-9) |
Tavnazian Archipelago | Lufaise Meadows | Jersey | (E-8] |
Sarutabaruta | West Sarutabaruta | Mahien-Uhien | (H-6) |
Valdeaunia | Xarcabard | Pelogrant | (H-8) |
Vollbow | Cape Teriggan | Bright Moon | (G-8) |
Zulkheim | Valkurm Dunes | Medicine Axe | (H-7) |
Available: | All jobs |
Requirements: | region control, sufficient level, Supply Run done |
Limitations: | none |
Currently there are two Rings allowing to be warped to the Outpost of the region you are in: the Homing Ring and the Return Ring.
When used, this warps the user to the Outpost in the region the user is currently in, but only if the user's nation controls the region and the user has done the Supply Run Mission to that region. The user must also be of a high enough level to be outpost warped there normally. A Homing Ring can be bought from any Conquest Overseer for 9000 Conquest Points whenever your nation is in 3th position or better and you have Rank 1. The Homing Ring has a 30 second delay before use, a 30 second casting time and a 24 hour cool down timer. A Homing Ring contains 30 charges.
When used, this warps the user to the Outpost in the region the user is currently in, but only if the user's nation controls the region and the user has done the Supply Run Mission to that region. The user must also be of a high enough level to be outpost warped there normally. A Return Ring can be bought from any Conquest Overseer for 2500 Conquest Points whenever your nation is in 3th position or better and you have Rank 1. The Homing Ring has a 30 second delay before use, a 30 second casting time and a 24 hour cool down timer. A Return Ring contains 10 charges.
This form of transportation allows players to get from their current location back to their Home Point.
Available: | BLM or /BLM only, level 17+ |
Requirements: | Having learned the spell (see Quest Mean Machine) |
Limitations: | single player (self) only |
Using this spell causes the caster to be transported back to his Home Point. Warp takes 100 MP to cast, has a 4 second casting time and a 10 second recast time.
Available: | BLM only, level 40+ |
Requirements: | Having learned the spell (see Quest Curses, Foiled A-Golem!?) |
Limitations: | self or single player in party |
Using this spell causes the target of the caster (either himself or somebody in his party) to be transported back to his Home Point. Warp II takes 150 MP to cast, has a 5 second casting time and a 10 second recast time.
Available: | All jobs, level 36+ |
Requirements: | Having the Warp Cudgel equipped as main weapon |
Limitations: | none |
This item offers the equivalent to a BLM's Warp spell, however it can be used by any player (regardles of job) starting at level 36 and up. The Warp Cudgel can be bought from AH or crafted (Woodworking level 44). Using the Warp Cudgel causes the user to be teleported back to his Home Point. The Warp Cudgel has a 30 second delay before use, a 30 second casting time and a 24 hour cool down timer. A Warp Cudgel contains 30 charges.
Available: | All jobs, all levels |
Requirements: | 750 conquest points to buy |
Limitations: | none |
This scroll offers the equivalent to a BLM's Warp spell, however it can be used by any player (regardles of job and level). The scroll can be bought from all Conquest or Imperial Overseers for 750 Conquest Points or Imperial Standing Points. The scroll is Rare/Ex (so you can only have one). Using this scroll causes the user to be teleported back to his Home Point.
Available: | All jobs, all levels |
Requirements: | Being dead (KO-ed) |
Limitations: | none |
Blood Warping (also known as Ghetto Warp, D3, Death Warp or Lvl. 1 Express) is the proces of getting yourself killed by a mob and then selecting the option 'Home Point' from the menu to be teleported back to your Home Point. A common tactic to do this is to switch to a low level job first (often a level 1 job). The logic behind this is that by using a very low level job, there is little to no EXP loss and you are killed fast. Ninja often use their 2 Hour ability Mijin Gakure for this purpose.
Available: | All jobs |
Requirements: | various (see table) |
Limitations: | various (see table) |
A form of transportation which allows you to be transported from one location to another by talking to an NPC. In certain situations, an NPC may not transport you or may require a trade. This list excludes NPCs involved in Outpost Teleporting.
NPC | Position | Starting Location | Destination(s) | Cost | Availability |
---|---|---|---|---|---|
Kaduru-Haiduru | (G-10) | Aht Urhgan Whitegate | Ru'Lude Gardens - After you use his services more than three times, you may instead choose: Your Nation's Outpost Teleporting NPC | Imperial Silver Piece | Will refuse service for one in-game day after being teleported by Shihu-Danhu. |
Shihu-Danhu | (J-10) | Al Zahbi | Randomly, one of:
| Free | Can be kidnapped during Besieged. |
Komulili | (J-11) | Windurst Walls | Port Windurst (E-7) | Free | |
Machu-Kuchu | (E-7) | Port Windurst | Windurst Walls (J-11) | Free | |
Pattsu-Yabittsu | (K-12) | Windurst Woods | Windurst Waters (North G-8) | Free | |
Tonana | North (G-8) | Windurst Waters | Windurst Woods (K-12) | Free | |
Tarnotik | (K-10) | Oldton Movalpolos | Mine Shaft #2716 | Ahriman Tears | Must have completed or be flagged for the BCNM for Return to the Depths. |
Twinkbrix | (F-13) | Oldton Movalpolos | Mine Shaft #2716 | Choose one of: Gambling + 2000 gil, Sylvan Stone + 2000 gil, Snow Lily | |
Sleakachiq | (J-7) | Newton Movalpolos | Mine Shaft #2716 entrance North Gustaberg (K-6) | 800 gil | Only accessible out of the exit from Mine Shaft #2716 |
Alib-Mufalib | (K-7) | Port Bastok | Aht Urhgan Whitegate (I-12) | 300 gil | Must have completed Lure of the Wildcat |
Ibwam | (G-11) | Windurst Woods | Aht Urhgan Whitegate (I-12) | 300 gil | Must have completed Lure of the Wildcat |
Amutiyaal | (L-6) | Southern San d'Oria | Aht Urhgan Whitegate (I-12) | 300 gil | Must have completed Lure of the Wildcat |
Available: | All jobs |
Requirements: | Previously have attuned the Runic Portal to yourself |
Limitations: | Astral Candescence must be in town |
The Runic Portals make up a system of Transportation that allows players to teleport between the Chamber of Passage in Aht Urhgan Whitegate (L-7) and the existing six Assault Staging Points. These Staging Points are mob-free areas in which final preparations are made for Assaults. Each Staging Point contains a Runic Portal that can be used free of charge for teleportation to the Chamber of Passage in Aht Urhgan Whitegate.
To be able to teleport from the Chamber of Passage to a Staging Point, the player must have previously "attuned" himself to that Runic Portal by making his way to the Runic Portal (on foot most likely) and then teleporting from it to the Chamber of Passage. From that moment on, the player is allowed to use the Runic Portal.
Staging Point | Destination Area | Position |
---|---|---|
Azouph Isle Staging Point | Caedarva Mire | (K-9 ) |
Dvucca Isle Staging Point | Caedarva Mire | (I-9) |
Halvung Staging Point | Mount Zhayolm | (K-6) |
Ilrusi Atoll Staging Point | Arrapago Reef | (G-5) |
Mamool Ja Staging Point | Bhaflau Thickets | (H-11) |
Nyzul Isle Staging Point | Alzadaal Undersea Ruins | (J-9)/(J-8) |
Available: | BLM, level 29+ |
Requirements: | Having learned the spell |
Limitations: | self or players in party, works only in dungeons |
Using Escape causes the caster and all members of his party to be teleported to the entrance of the dungeon they were in. Escape takes 125 MP to cast, has a 15 second casting time and a 60 second recast time.
Available: | All jobs, all levels |
Requirements: | none (besides having set the desired Home Point) |
Limitations: | one way only (to Home Point), and only by using some form of Warp |
These large, glowing Crystals positioned at strategic places throughout Vana'diel can be used to set the place where a character returns to upon death or after warping. These Home Point (HP) Crystals do not move. You can set your HP by simply clicking on the crystal and confirming that you want your Homepoint set at the Crystal's location.
Additionally, you can set your Home Point by:
You can return to your set Home Point by choosing to go there, after death, or by using some form of Warp.
Available: | All jobs, all levels |
Requirements: | / |
Limitations: | / |
Special ability used by various monsters.
There are two forms of the Draw In ability.