What To Do At Level Cap in Final Fantasy XIV – A List of Activities For The New Adventurer

If you’ve come to FFXIV in the past couple of years, it’s likely you’ve heard people talk about activities in-game – things about Hunts, about Tribal quests, about the Challenge Log, and more – and you may not be familiar with these things. You might not even have them unlocked! I’ve been playing the game since 2014 and I only just started doing Hunts in Shadowbringers!

So today, with a new reset window in progress and patch 6.1 just two weeks in at this point, it felt like a good time to discuss what you can do in FFXIV on a daily and weekly basis!

Daily

Hunt Bills: One of the components of The Hunt is daily bills. These bills are offered in sets of 3 per expansion per day, with a list of targets per rank, and can be picked up at the capitol city for each expansion. Daily Hunt bills are just world mobs that are identified as targets for that day, so the fights are nothing special or spectacular, but it gets you out in the world and offers a decent reward of Gil, Hunt currency, and experience for alt jobs. The Hunt currencies are used for two expansions at a time past ARR, so Heavensward and Stormblood share the use of Centurio Seals while Shadowbringers and Endwalker reward Sacks of Nuts. These currencies can be used for materia from that expansion, a mix of collection rewards like minions, mounts, and Orchestrion Rolls (including the field combat theme for each expansion), and Centurio Seals are particularly useful as they can also be used to buy Ventures to pay Retainers with or Aetheryte Tickets to reduce the cost of travel around the world. Nuts can also be used in Endwalker for Radiant’s Twine or Radiant’s Coating, items used to upgrade your item level 590 Tomestone gear to item level 600.

Unlocking the Hunt board requires doing a series of quests, with a basic unlock in ARR and then a set of 3 unlocks for each rank per expansion past that. A full list can be found at ConsoleGamesWiki here.

Tribal Quests: Tribal Quests (formerly Beast Tribe Quests) are the equivalent of Daily Quests in WoW, with reputations spread across the game offering these daily. Each Tribe offers 3 quests per day, and if you reach a new reputation level with the tribe that day, they will offer an additional 3 quests. However, you can only complete 12 total Tribe quests in a given day, so there is a limiter in place to set you on a path of prioritization. Tribes cover both combat gameplay and crafting/gathering, and offer experience appropriate to the expansion level cap for the tribe along with Gil, some Tomestones for the combat quests (Poetics for all currently-available Tribes, with the Arkasodara in 6.15 likely to offer Astronomy tomes), and 1 of their own currency per quest. The tribe-specific currency is used to purchase a selection of collectible rewards or materia, with each tribe usually offering both a minion and mount reward. These quests are short bits of world content (around 8-10 minutes for a full set of 3 assuming you have flight in their zone) and great for getting a shot in the arm on alt job XP while working towards cosmetic rewards or Materia stockpiling.

Daily Roulettes: FFXIV’s main combat gameplay structure is daily Roulettes, a set of matchmaking queues that place you with other players in your datacenter on a specific task. There is a roulette for each type of content (Expert for current endgame dungeons, Leveling for dungeons used during non-level-capped MSQ questing, Level 50/60/70/80 for patch dungeons added at each expansion’s post-launch window, Trials for primal fights with 8 players, Main Scenario for the 2 dungeons and 1 trial at the end of ARR’s base MSQ, Guildhests for the basic 4-player group-play training instances, Alliance raids for 24-player epic raiding, Normal Raids for the 8-player standard raid content from Heavensward on, and Frontlines for a full-size 72 player PvP matchup), and once you are a Mentor who has done all required content, you can unlock Mentor Roulette, which will place you into any matchmade content in the game to help fill out groups trying to run things like queued EX trials or even to fill out standard Roulettes.

All of these have variable rewards, but most offer 1-3 different kinds of Tomestones depending on the level you do them at, a hefty chunk of experience on top of any gained inside the content, and a payout of Gil, with the Frontline Roulette also offering PvP experience and Series Experience towards the current PvP season reward track.

Each Roulette offers you the main reward only once per day, but you can continue to queue them up for the base rewards for the content you are placed in, and if your job covers a role that is currently listed as an Adventurer-In-Need, you’ll get a bonus for doing that job (usually Gil, with a couple roulettes offering Cracked Clusters, a currency used to buy combat materia).

The Gold Saucer’s Mini Cactpot Tickets: Each day, you can go to the Manderville Gold Saucer to buy 3 Mini Cactpot tickets (think scratch-off lottery tickets). Each one costs 10 MGP and has a chance to reward up to 10,000 MGP. To play, once you buy the ticket, 1 square of 9 is revealed, and you can scratch off 3 more of your choice. With your choices made, you can pick which row of 3 you want to bet on, and the sum of the numbers in that row determine your prize. It’s simple and I’d struggle to call it riveting gameplay, but there are genuinely cool mounts and collection options for MGP, so building up a stash is helpful to those ends, and Mini Cactpot just so happens to always give you more MGP than it costs (bad rows will only give a slight amount over the ticket cost but most rewards are a 10x or higher return on the MGP spent).

Weekly Content

The Current Alliance Raid: After the x.1 patch of a given expansion, there will always be a current Alliance Raid to run – FFXIV’s large-scale, 24-player raids with their own side stories (each tier launches on the odd-numbered patches, so x.1, x.3, and x.5). These raids offer a mix of rewards – gear equivalent to current high-end Tomestone item level for your main armor slots, Triple Triad cards, minions, and Orchestrion Rolls, with a couple of them offering additional bonuses (like the 2B Attire coffer from The Copied Factory in Shadowbringers). At launch of an Alliance Raid until otherwise noted by the dev team, the armor rewards are locked to once per week, as is the end-of-run reward of a Coin for that raid. The coins are used to buy tomestone armor upgrade tokens. Currently, the Alliance Raid in this role is Aglaia, the first of the Myths of the Realm series, and it rewards item level 590 armor and an Aglaia Coin to bring your Radiant’s armor or accessories to item level 600. Thus, if you want to increase your power further outside of running Savage, this is the way!

Current-Tier Normal Raid: Run via the Duty Finder, each expansion has 3 tiers of Normal raiding, with 4 bosses a piece that reward tokens which can be used to buy gear that is 10 item levels below the top-end tomestone gear. Currently, the normal-tier raid is Asphodelos, with item level 580 rewards. From the launch of each raid in the even-numbered patches of the expansion cycle (x.0, x.2, x.4) until a point decided by the developers (usually the launch of the new Alliance raid that follows in the odd-numbered patches), loot is locked to a single drop per boss per week. However, once this limit is lifted, you can farm the raid for as many tokens as you want and can roll on and receive all tokens that drop in a given run. Asphodelos is current loot-unlocked, so you can do this now. However, the fourth and final boss of the wing will reward each player with an additional item used to eventually buy a weapon, the item level of which is 10 higher than the normal version of the raid. If you do not need item level 580 loot currently, running just the fourth wing of Asphodelos once a week is advisable so you can get the Blades needed to buy a better weapon, which currently requires 4 Blade tokens and 500 Allagan Tomestones of Astronomy to receive an item level 590 weapon.

Elite Mark Hunt Bill: In addition to the daily Hunt Bills discussed above, each expansion offers a weekly Hunt target that can be pursued for a larger reward. The reward for this mark is 5,000 Gil and 100 of the Hunt currency for the expansion the target is based in. These can also be referred to as “B-rank” Hunt marks. They are out in the world, but are named unique monsters unlike the normal Hunt Bills. These targets are easily soloable and respawn quickly after defeat, so you can bag them when doing normal daily Hunts in their home zone. These targets spawn at one of a collection of spawn points unique to that target, and the game will tell you when you get close with a pop-up message “You sense your mark to the (direction)” to let you know you’re on the scent. You can use a site like FFXIVHunt.com to provide the spawn points for a leg-up, as well!

Current-Tier Savage Raid: If you’re trying to dip a toe into the high-end content scene of FFXIV, Savage is a logical step after EX trials (which we’ll discuss more later in this post). From the tier launch until near the release of the next tier of 8-player raids, Savage is on a once-per-week loot lockout, but unlike Normal raids, this means 1 chance at loot per week. Savage loot drops as coffers for a given slot, which you use in the job and role of your choice to generate the actual piece. In addition, Savage fights from the second and third bosses drop upgrade materials for Tomestone armor and weapons, and each Savage fight lets you earn a single book per week. Each floor has its own book as a reward, which can be stacked up and used to buy loot that drops from the fight as a deterministic bad luck protection mechanic.

Savage is near the pinnacle of difficulty offered by FFXIV, but that is not a discouragement, as learning the fights has a fairly satisfying flow in my opinion and if you come from a background of say, Heroic raiding in WoW, it is something that can be learned relatively straightforwardly. FFXIV’s raiding scene also has a strong soft-nerf setup, since the Savage tier lasts two patches – when the following patch comes out, item level upgrades available outside of Savage become far more plentiful, which allows you to overgear the minimum item level of the fights on offer in Savage while still keeping Savage gear as a viable reward (or sidegrade if you have Augmented Radiant gear).

Lastly, for Savage during the loot lockout period, it is worth noting that players in the group having previously cleared can negatively impact available loot. In Savage, gear drops are contained in two chests that appear when the boss goes down, but if even 1 player has already had their shot at loot that week, 1 of those chests will be withheld from the group. If 4 or more players have had their chance at loot, no chests will appear (you will still get a book if you are not loot locked yourself). If you want the best chance at loot, ensure that any group you join via the Party Finder lists themselves as a 2-chest run.

The Gold Saucer’s Jumbo Cactpot: Once a week, you can do a traditional number-pick lottery at the Gold Saucer for MGP rewards (and if your ticket fully matches the drawn numbers, a cosmetic ring). You can buy three tickets per week, with the drawing held on Saturday nights (at least here in the US, not sure if that is regionally varied or locked to a set time across the board). As with Mini Cactpot, you will always get back more MGP than spent on tickets, so it is always a worthwhile check-in with the little online casino even if you only get the consolation prize (if only real lotteries worked like that!).

The Challenge Log: Accessed via the Log menu in-game, the Challenge Log is a fixed guide to content completion that refreshes each week. Challenges are sorted into categories and each rewards some level of bonus depending on the content. There are traditional battle challenges (complete 5 dungeons, vote on player commendation 5 times, defeat 100 enemies with your Chocobo summoned, etc), crafting and gathering ones (gather 100 times at near-level nodes, craft 30 items, craft 30 HQ items, catch 30 fish), and a few oddball categories (Gold Saucer challenges that reward MGP, Eureka challenges that offer Elemental EXP for that content). There are also milestone completion challenges, which reward a decent sum of Gil (10,000-15,000) for completing a specified number of Challenge Log entries.

The Challenge Log is great for a few reasons. Firstly, when leveling a job, many of the bonuses it gives include a hefty sum of experience, given freely in addition to the experience you would gain from doing the content that counts towards the challenge. You can also do content on any job and then just ensure that you are on the job you want for the content that will complete a challenge, so you can play an Expert dungeon roulette on a level 90 job, run a few things to get closer to Tomestone weekly cap, and then roll to an alt job, do a leveling roulette and have that mark off completion on the 5 dungeon challenge, for example. This also applies to crafting and gathering jobs for their challenges, so it is very worthwhile for those roles. Secondly, the Gil rewards stack high over time – just the 5 levels of meta-completion rewards can give 65,000 per week, without accounting for the 1-2,000 Gil rewards for many of the challenges individually or the rewards received from the actual content itself. Lastly, it’s just a nice checklist of stuff you can knock out if you have spare time – you might not do FATE grinds (and in new content thus miss out on Bicolor Gemstones and the reward tier unlocks for that) but you can use the Challenge Log to supplement, get an extra reward for your first 5 and next 5 FATEs, and then stop for the week, thus putting you closer to the Shared FATE levels and giving you a decent amount of Bicolor Gemstones to spend when you get there.

Custom Deliveries: Custom Deliveries are your weekly stockpile of Scrip for gatherers and crafters, in addition to offering their own stories. Each expansion has a couple of NPCs you can turn into (Endwalker will get its first CD client in 6.15), and the turn-ins reward a fair bit of experience, both current types of Scrip for the turn-in you make, and progress towards a custom delivery story for that NPC, many of which culminate with you being able to glamour the NPC client for the deliveries (Alphinaud’s mom is about to get a glow-up!). You can find which items the client is looking for through the Timers option in the Duty menu or by talking to them. You can do 12 deliveries per week, with each client offering a maximum of 6, so two full clients. When working through the story progression, the turn in asked for will change with every 3 turn-ins, so you’ll need to craft/gather two different items 3 times each for the week, but once you reach the end of the story, they’ll offer the ability to turn-in one item 6 times instead, with one of the options being marked as a bonus for additional experience and scrip.

Wondrous Tales (Catbook!): Wondrous Tales (WT or Catbook for short) is a weekly activity log you can pick up from Khloe Aliapoh in Idyllshire. The book gives you a set of 16 activities, all of which are group content – dungeons, raids, PvP, and trials. Each of the activities you run rewards a sticker, which is randomly placed in a 4×4 grid in the book, with a limit of 9 stickers per book. Once the book is complete to your satisfaction, you can give it back to Khloe for a prize – experience, treasure dungeon maps, Gil tokens, MGP vouchers, or certificates you can use with Khloe to buy certain rewards like mounts and special gear options.

Completing the book requires either getting all 9 stickers for the week or getting the randomly placed stickers to make 1-3 lines in the 4×4 grid – 4 stickers in a row in any orientation will do. The basic completion reward is experience and a couple basic options at 9 stickers, with each line completed offering an additional (and far more interesting/substantive) reward. You can do the activities in any form – if it is old enough content, you can solo the dungeons/raids/trials, and stuff done through premade groups unsynced or through Duty Finder all count as well. The book resets with normal weekly reset on Tuesday morning, so you can get it immediately then and set out. Most of the content is older (the book only in 6.1 added non-dungeon Endwalker content by adding Asphodelos raid wings) and when a trial is listed, it is the EX version, so it is a great way to smash through old trials unsynced for chances at the mounts and weapon models that come from that content!

Capping Your High-End Tomestones: This one is sort of a “well, duh” but it still counts. Every week, you can earn 450 of the current, top-end Tomestone to spend on high-level gear rewards (currently, Astronomy is the high-end tome), and you can do this through any form of content you choose at your own pace. Wanna sprint through roulettes, the current Alliance raid, and your weekly Savage reclears on reset day and be done by the end of that same day? Sure, why not! Wanna only do Expert roulette, Trial roulette, and Normal Raid roulette daily until you cap? That’s an option! Whatever your speed, there’s a way to do it – you can do it without raiding, without running dungeons, almost solely through raiding, through PvP, or through other PvE options like Hunt trains. Choice is the name of the game here and with a small measure of effort, you can get right up to where you want to be.

More Frequent Content

To start with, I need to describe this section. What I’ve detailed to this point is stuff that has some form of daily/weekly lockout, which is a very familiar concept to WoW players and fans. A lot of FFXIV’s endgame content is doable on your own terms, which means it is rewarding as often as you want to do it. If you want to run an EX trial (even the most recent one) 100 times in a week, you’ll have a chance at loot every time, not to mention receiving totems in that case for each win. This stuff fits in that checklist category that most WoW players will be used to, but it’s more open and can be done as often as you want. So let’s dive in!

Hunt Trains: The last component of the Hunt in FFXIV is high-level Hunt marks that roam the zones in each expansion, functioning in a role similar to that of World Bosses on the WoW side. They do not drop loot, but instead drop a big pile of the Hunt currency for the expansion the zone they are located in uses and drop a ton of Tomestones, including, for those in Endwalker zones, the current top-tier Tomestones. These marks are classified as A, S, or SS rank mobs, and respawn on timers of around 6-8 hours. Because these monsters are very powerful and have lots of health, you will not be soloing these – at least not in current expansion zones, and while you could probably solo a Heavensward mark of the sort, it’s frowned upon.

Instead, the community will organize Hunt “trains” – basically, through Linkshells in-game and Discord servers outside of it, the community will pop in at a time when all marks are up, call a train, and set out as a caravan of groups, pinging between each zone to knock over the marks. Each datacenter typically has its own Discord run by players, so you might need to search or ask around for yours, but there are also often zone shouts and accompanying Party Finder groups and you can usually catch trains that way if you are out in the world, as well as being able to get the invites to Linkshells or Discords as available. Because of the respawn timers, trains typically run 1-3 times per day, with more active servers and datacenters running more regularly. A good datacenter coordination group in Discord will typically try to stagger scheduling of trains on different servers, so that if your server runs their train at 8 PM and you can’t make that, you can world-visit to hop to a different server and run their train at 10 PM.

If you are trying to get as much Hunt currency as possible for rapid rewards, this is the best way to get it!

Boss FATEs: FATEs are…eh, they’re FATEs, basic world quests, do the easy thing, get the prize, whatever. Boss FATEs are special. Most expansions have 1-2 of these and they behave uniquely. Most boss FATEs do not show up on the full map, but instead will have an arrow directing you towards them on the minimap when they spawn, which is always in a fixed area that is usually a special boss arena style place. Currently in Endwalker, the boss FATEs are Daivadipa in Thavnair (the far southwestern corner where a square island is) and Chi in Ultima Thule (at the northeastern corner on a conveniently square island). These FATEs reward special items for completion based on your FATE ranking which can be traded at the expansion-appropriate Totem and Sundry vendor for special rewards. In the case of Endwalker, Chi drops 6 Chi Bolts per Gold-rating completion and has the Level Checker mount reward when you turn in 12 bolts (so 2 gold ratings at the FATE are required), and Daivadipa drops Daivadipa Beads, which can be turned in for an elephant suit glamour and a minion. These are often difficult world boss level encounters, so a group is a must, and many servers and datacenters manage the spawns on these bosses via their Hunt Discords and Linkshells.

Extreme Trials: EX trials are 8-player content that upscale the trials you fight through the MSQ or side quests into full-fledged, entry-level high-end raid content. The fights are often not as difficult as a Savage raid fight, mostly by not requiring as stringent of a DPS check as the current tier raids. At expansion launch, you’ll be able to tackle 2 EX trials, one for each of the leveling trials offered. In the x.1 patch, an EX version of the launch story capstone trial is added, and then an expansion-wide trial series begins with x.2, continuing in x.4 and x.5 patches, with a new MSQ trial and EX version added simultaneously in x.3. At launch, the two EX trials on offer have gearing options equivalent to the Normal raid tier from launch – weapons from one trial and jewelry slots from the other. For EX trials from x.1 through the end of an expansion, the trials offer higher item level weapons as their reward.

In addition to the gear rewards, EX trials reward 1-2 totems per clear (depending on the trial), with each totem being unique to the trial it was earned from. These totems are currency, which can be used to buy the weapon drops at 10 totems (7/3 for Paladin sword and shield respectively), 3 totems cost for accessory rewards for the trials that drop those, and 99 totems for the mount which drops from the trial, in case you are unlucky. The mount does have a reasonably small chance to drop at the end of each run, but you can buy it once the purchase is unlocked (typically 1-2 patches later). You also have a small chance at seeing faded orchestrion roll pieces drop, which can be used to craft the music sheet for the fight, and a similar chance at seeing a crafting material drop, which is fight-specific and used at launch to make a barding for your Chocobo that matches the boss aesthetic. Years later, the team has gone back and used those same materials to offer craftable versions of the weapon drops from those fights, usually making versions of the weapons with glowing particle effects that you can get relatively easily at the point they are added (in 6.1, for a datapoint, they added crafted Susano weapons, a trial that was in the Stormblood launch in 2017).

As one last incentive, if you get the mounts for all trials in a given expansion, you get a quest to receive a mega-version of that mount theme at the end. In ARR, the mounts were elemental horses with the capstone being a light-infused horse. In Heavensward, the bird mounts gave way to a majestic Firebird, in Stormblood the dog mounts capped off with a nine-tailed fox, and in Shadowbringers, a series of smallish dragons capped off with a giant mecha-dragon that is obnoxiously large (you’ll know if you’ve seen it, because it’s massive). Given these rewards, EX trials from all over the current expansion and the last couple are typically easy enough to find in the Party Finder, helped by the presence of these fights in the Wondrous Tales book. The current mount theme for Endwalker is lynxes with small heads (they look a smidge weird proportionally, sorry!).

Gold Saucer Games: These aren’t endgame content per se, but once you’re done leveling jobs and gearing up, the next thing to do is play the minigames and collection games on offer at the Gold Saucer. There’s Triple Triad, which you can play in tournaments or roam around challenging NPCs, there are the myriad arcade-style minigames, there are GATEs, small-scale challenges like shooting galleries or platforming challenges, Lords of Verminion which is a weird battle arena with your minion collection, Chocobo racing, and Doman Mahjong.

The Sightseeing Log: Picked up via an unlock quest, the Sightseeing Log gives you a small bit of experience for finding Vista locations in-game and performing an emote there – usually /lookout, but there are some where you have to use different emotes. The experience is nothing to write home about, but it is a fun little puzzle to fill out and the game gives a little world-building spiel when you find each one, which has been expanded in 6.1 by popping up the lore text and showing a lovely little painting to go with it. There is a sightseeing log for each expansion, which means unlocks are required for each that need the prior steps in the chain, but the quests are short and simple and you can be on your way from there.

Old Relic Weapon Quests (or the current one when it’s added): Each chapter in the FFXIV saga has a Relic weapon, a long, grindy weapon offered to players as a stretch goal. These have unique names per expansion, in order: Zodiac, Anima, Eurekan, Resistance, and TBD for Endwalker. In the case of ARR and HW, the quest chains are long and grindy tasks through existing content. In Stormblood, the weapon requires a lot of grinding and completion of the 4 zones of Eureka, an instanced area with its own leveling progression and unique mechanics, and Shadowbringers uses two instanced areas – the Bozjan Southern Front and Zadnor – as progression areas to do these weapon grinds. These are long-term goals that take a fair amount of effort and focus, usually through use of guides or planners to keep you on point, but the rewards are cool and special weapon models with layers of particle effects and other visual flair. A given job will only have a Relic weapon in a content cycle if it existed at the time, so you can’t get a Samurai relic from prior to Stormblood or a Sage relic from prior to Endwalker, for example. The grind of these weapons is somewhat lessened in recent expansions if you have already done one – progressing your first Resistance Weapon in Shadowbringers meant doing a longer story chain in the special zones that included some unique dungeon-like content, but after that, you can grind FATEs and Alliance raids outside the zone completely if you so desire, while Eureka used a basic zone currency per each unique zone of the 4 to purchase the upgraded weapons, which you could grind through on any job and were constantly accumulating.

Deep Dungeons: Both Heavensward and Stormblood have Deep Dungeons, a series of randomized dungeon floors with a boss every 10 levels. These dungeons have 200 floors and can be done solo all the way up to a group of 4, by running them in 10 level increments. In HW, the Deep Dungeon is Palace of the Dead and in StB, it is Heaven-on-High. Both dungeons use independent leveling systems and do not make use of gear, so you can run them on any job provided you meet the minimum requirements, and they give normal experience at the conclusion of each 10-floor wing, so it is a fun way to level alt jobs. In addition, through a weapon mechanic in both, you can eventually purchase unique modeled weapons for your character to use as glamour outside of the Deep Dungeons, and there are achievements and titles for particularly difficult tasks (like doing all 200 floors solo without dying).

ERP: It’s the Real Endgame Activity, and if you look at Other groups in the Party Finder, you can find all the nightclubs and hotspots where the ERPers hang out so you can….I dunno, grab coffee or something? I’ve never tried it, so you’ll have to tell me.

So while this list is non-exhaustive, it covers a pretty good set of things that you can do with a job at level cap in Final Fantasy XIV!

2 thoughts on “What To Do At Level Cap in Final Fantasy XIV – A List of Activities For The New Adventurer

  1. Very good post, I only have one addition. The EXP rewards for all Tribal Quests besides Pixies are ‘ok’, but if you have a job you kinda want to level but are unenthusiastic about in the 70-80/81 range, just do the Pixie Quests every day for roughly 1/3 of a level, they’re literally 3-5 minutes if you have flying unlocked. Slow but steady. (Sage in my case, so far the Healer I like the least)

    Liked by 1 person

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