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ffxiv-datamining/csv/DescriptionString.csv
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3329Doman Mahjong for Beginners
34301. Introduction
3531Doman mahjong is a game for four players. The following guide covers the basic rules.
36322. What is Doman Mahjong?
3733In Doman mahjong, players <UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>race to complete a winning hand of 14 tiles, with points awarded for speed and difficulty of the hand<UIGlow>01</UIGlow><UIForeground>01</UIForeground>. Players begin with 13 tiles and draw a new tile each turn. They must then choose a tile to discard: either the new tile or one of the tiles in their hand. The player to the right then takes a turn, and the process is repeated until the end of the hand. The first player to complete a winning hand is awarded points. A total of eight hands are played, and the player who finishes with the most points is declared the winner. Here is an example of a winning hand:
3834The 14 tiles form <UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>four groups of three tiles and one pair of matching tiles<UIGlow>01</UIGlow><UIForeground>01</UIForeground>. A group of tiles is known as a “meld,” and the various types are explained in this guide. The combination of melds determines the difficulty of the hand and the points awarded when winning.
39353. The Tiles
4036Mahjong tiles are divided into “number tiles” and “honor tiles.” ■ Number Tiles There are three suits of number tiles, each ranging from 1 to 9.
4137■ Honor Tiles There are two suits of honor tiles: the four wind tiles and the three dragon tiles. Unlike number tiles, they appear in no particular sequence, and therefore cannot be used to form straights. They can only form melds with identical tiles.
4238There are 34 varieties of tile, with four of each for a total of 136. <UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>Players aim to form a winning hand of 14 tiles before the other players and earn as many points as possible.<UIGlow>01</UIGlow><UIForeground>01</UIForeground>
43394. Forming Melds
4440■ Straights Number tiles may form straights such as 2, 3, 4 or 4, 5, 6, provided the tiles are all in the same suit. However, sequences such as 8, 9, 1 or 9, 1, 2 are not permitted.
4541■ Triplets Number tiles and honor tiles can also form matching triplets with identical tiles.
4642A winning hand consists of 14 tiles and requires four melds and one matching pair. ※There are special combinations that ignore this particular rule, but beginners should focus on learning the basic hands first.
47435. Order of Play
4844Each of the four players begins with 13 tiles, and the dealer─who is chosen automatically─plays first. That player draws one new tile and chooses one tile to discard. This may either be the new tile or one from their hand. Once that player has discarded a tile, the player to the right takes a turn. This process is repeated until the end of the hand.
4945The hand ends when a player calls a winning hand. The hand also ends if all of the tiles are drawn with no player calling a winning hand.
5046At the start of a new hand, the role of dealer passes to the player on the right. A round consists of eight hands, during which time the role of dealer passes around the board twice. The player with the highest score at the end of the round is declared the winner.
51476. Points for a Winning Hand
5248Each player begins the game with 25,000 points, which increase when calling a winning hand. However, points may be deducted when another player calls a winning hand. A winning hand can be formed in one of two ways:
53491. Tsumo: When a tile is drawn When a winning hand is formed with a tile drawn by the player, the point value is calculated, and each of the other three players pays this point cost. If the dealer calls a winning hand, the point value is increased by 50%. If the dealer has to pay another player, they must pay double.
54502. Ron: When another player discards a tile If a player discards a tile that allows another player to form a winning hand, only the player that discarded the tile must pay. When the dealer forms a winning hand in this manner, the point value is increased by 50%. However, if the dealer is the player who discarded the tile, only the standard amount is paid.
5551The dealer has the advantage of earning 50% more points from a winning hand. In addition, when a dealer calls the winning hand, the <UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>role of dealer does not pass to the next player<UIGlow>01</UIGlow><UIForeground>01</UIForeground>, thus giving the dealer an opportunity to score even more points.
56527. Yaku, Required for a Winning Hand
5753As mahjong revolves around scoring as many points as possible, it is important to know the difference between low-scoring and high-scoring hands.
5854The value of a hand is determined by “yaku”─specific combinations of melds. The value of each yaku is measured in “han,” with 6 han being the highest and 1 han the lowest. The harder the yaku is to form, the more han it is worth.
5955The han value of the hand is used to calculate the number of points awarded. Points are awarded as follows:
6056 1 Han 1,000 Points  2 Han 2,000 Points  3 Han 3,900 Points  4 Han 8,000 Points  5 Han 8,000 Points  6 Han 12,000 Points  7 Han 12,000 Points  8 Han  16,000 Points  9 Han  16,000 Points  10 Han 16,000 Points  11 Han 24,000 Points  12 Han 24,000 Points  13 Han and higher 32,000 Points
6157In certain situations, further calculations are involved which may lead to point increases.
6258As yaku are used to calculate the points earned, <UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>a winning hand must contain at least one yaku<UIGlow>01</UIGlow><UIForeground>01</UIForeground>. Although a winning hand normally requires four melds and a matching pair, this alone does not constitute a winning hand.
63598. Basic Yaku
6460There are many types of yaku, but we recommend learning these basic yaku first:
6561■ Tanyao Only number tiles from 2 to 8 are used. The hand cannot contain any honor tiles or tiles numbered 1 or 9.
6662■ All Pon Four matching triplets and a matching double.
6763■ Pure Straight Contains numbers 1 to 9 of the same suit. Presented as three triplets of 1, 2, 3, then 4, 5, 6, and 7, 8, 9.
6864■ Mixed Triple Chi The same straight, for example, 1, 2, 3, in each suit.
6965■ Half Flush Number tiles from a single suit plus honor tiles.
7066■ Full Flush Only number tiles from one suit.
7167Please refer to the Lodestone for a full list of yaku and other useful information.
72689. Riichi Yaku
7369A special condition known as “riichi” makes it easier to form a yaku.
7470The hand in the diagram only requires a 3 or a 6 of Dots to form a winning hand. When a player is one tile away from a winning hand, riichi may be declared.
7571When the hand is ready for declaring riichi, the player will have the option to do so before discarding a tile. In the case shown in the diagram, if the declaring player receives a 3 or a 6 of Dots, whether the tile is drawn by the player or discarded by another player, a winning hand can be called. After declaring riichi, that player can no longer put drawn tiles into their hand. Any tiles drawn will automatically be discarded until a tile that completes the winning hand is obtained. However, a winning hand achieved through riichi is a yaku in itself. Therefore, the player does not need to have formed any other yaku to complete a winning hand.
7672■ Properties of Riichi  1. The player's hand automatically becomes a yaku, regardless of whether it contains any other yaku.  2. The other players know that the one declaring riichi is one tile away from a winning hand.  3. The declaring player cannot replace any of the tiles in their hand.  4. The declaring player must pay 1,000 points─indicated with a point stick placed in the center of the table─which go to the winner of the hand.
777310. Yaku Tiles
7874The honor tiles offer another method for forming a yaku.
7975A triplet of any of these three tiles forms a yaku.
8076The wind tiles can be used to form a yaku in a similar fashion, although certain conditions apply.
8177■ Round-specific Conditions A game of Doman mahjong is divided into eight hands. The first round, in which the role of dealer passes to each player once, is called “East.” A triplet of east wind tiles forms a yaku in this round. The second round, “South,” allows a yaku to be formed with a triplet of south wind tiles.
8278■ Seat-specific Conditions Each player is assigned a “seat wind” according to their seating position in relation to the dealer.  Dealer = East  Dealer's right = South  Opposite the dealer = West  Dealer's left = North The seat wind for each player changes counterclockwise in this order: East, South, West, North. (This layout differs from the standard compass directions.) A triplet of wind tiles with the current seat wind forms a yaku. The seat wind rotates together with the role of dealer, and players have a chance to easily form a yaku by paying attention to their seat wind marker.
837911. Pon and Chi
8480It is difficult to form a winning hand relying solely on drawn tiles. However, tiles discarded by other players can be claimed by using “pon” and “chi.”
8581■ Pon If you have a pair of matching tiles, when another player discards a tile that can be used to form a triplet, you may call pon to claim the tile.
8682■ Chi Calling chi allows you to claim a number tile discarded by another player and complete a straight. However, it can only be called for the player whose turn comes before yours.
8783Although pon and chi allow you to form a winning hand more quickly, there are some drawbacks.
8884■ Drawback 1: Revealing Your Hand Using pon or chi to form a triplet or straight will cause it to be revealed to the other players. In addition, you can no longer use those tiles for any other melds. This can lead to missing opportunities to form better hands as a result of having those tiles locked into a triplet or straight.
8985■ Drawback 2: Preventing Riichi It is not possible to declare riichi after using pon or chi. Due to being unable to form a riichi yaku, you must find a way to form a different yaku. There are also certain yaku that can only be formed on the condition that you have not used pon or chi, so these will also become unavailable. In some cases, pon and chi will limit your ability to score points.
908612. Dora Bonuses
9187In each hand, certain tiles are selected as “dora” and will grant bonus han simply for being included in a winning hand. While dora apply han bonuses, they are not in themselves yaku, so a yaku must be formed in order to take advantage of dora.
9288■ Dora A dora tile is randomly selected at the start of each hand and is displayed throughout.
9389■ Aka Dora Each suit contains four number 5 tiles. One of these four is colored red, and is known as the “aka dora.” Simply including an aka dora adds one bonus han to a winning hand. There are three aka dora in total, one for each suit.
9490■ Ura Dora When calling a winning hand after declaring riichi, the “ura dora” is revealed. This is only shown after the winning hand has been called and is nothing more than a surprise bonus, although it provides added incentive to try declaring riichi.
959113. Kan
9692Since there are four of each tile, it is possible to collect all four. This is known as “kan.”
9793Although kan is not in itself a yaku, it awards additional bonuses when calculating the points earned by a winning hand. Kan also increases the number of dora, which may offer further advantages. Similarly to pon and chi, calling kan locks those tiles, preventing them from being replaced or used in other melds.
989414. Learn by Playing
9995Doman mahjong is a complex game even once you have learned all of the rules. However, many of the actions normally carried out by players themselves are performed automatically, so feel free to head to the tables and try your luck without worrying about the less important details. Why not start at the novices' table? Once you have a grasp of the basics, you may wish to challenge other adventurers via the Duty Finder. For details on the more advanced rules, please refer to the guide on the Lodestone.
10096Playing Mahjong
10197NPC Matches
10298The Gold Saucer offers games against novice, intermediate, and advanced opponents.
10399It is also possible to challenge these opponents while waiting for a party in the Duty Finder. However, the game will be abandoned if the Duty Finder matches you with a party and you choose to enter the duty.
104100Player Matches
105101You may challenge other players to matches via the Gold Saucer tab in the Duty Finder. ■ Novice Mahjong (Ranked) This match type is immediately available. After registering as a solo player, you will be matched against other players. Your performance will affect your rating.  1st: +30 points 2nd: +15 points 3rd: No change  4th: 2nd kyu or higher, -10 points The higher your rank, the more points are lost when finishing 4th. ■ Advanced Mahjong (Ranked) Only players ranked 1st dan or higher can register. After registering as a solo player, you will be matched against other players. Ratings are affected as follows:  1st: +60 points 2nd: +15 points 3rd: No change  4th: -30 points The higher your rank, the more points are lost when finishing 4th. ■ Four-player Mahjong (Kuitan enabled) You must form a party of four players to begin the match. Ratings and ranks are not affected. ※<UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>The kuitan rule allows tanyao yaku to be used after calling pon or chi.<UIGlow>01</UIGlow><UIForeground>01</UIForeground> ■ Four-player Mahjong (Kuitan disabled) You must form a party of four players to begin the match. Ratings and ranks are not affected. ※<UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>Playing with kuitan disabled prevents tanyao yaku from being used after calling pon or chi.<UIGlow>01</UIGlow><UIForeground>01</UIForeground>
106102■ Rules ・Each player has a certain amount of time to take their turn. A tile will be discarded automatically if that player fails to act within the time limit. This time limit does not apply to four-player mahjong (kuitan enabled/disabled). ・A time limit applies to the period between hands. In addition, if a single hand lasts more than 80 minutes, the following hand will be the last one played. Once that hand ends, the game ends, final placements are decided, and the results are recorded. ・Each game has a time limit of 120 minutes, after which the game will end automatically. Results will not be recorded.
107103■ Chat ・During a four-player mahjong game, you may chat to the other players. ・Chat can be toggled on and off using the button in the lower right of the screen. Turning chat off will prevent you from sending and receiving messages. On-screen icons indicate whether the other players are participating in the chat.
108104■ Rating and Rank ・Matches played in “Novice Mahjong (Ranked)” and “Advanced Mahjong (Ranked)” will affect your rating and rank. ・Your rating starts at 1,500, and will increase or decrease according to your finishing position in each match. ・Although you cannot be demoted while in the lower ranks, progressing to the higher ranks puts you at risk of demotion should you perform poorly. ・Ratings and ranks are calculated only according to the rating of your opponents and your finishing position in the game. (The number of points with which you end a game is not taken into consideration.) ・Your mahjong rating and rank can be viewed in the Gold Saucer menu, under Mahjong.
109105■ Abandoning a Match ・If players log out during a mahjong match, tiles will be discarded automatically when their turn comes around. When players log back in, they will regain control from the next hand onwards. ・If players abandon a match, it will continue without them and their tiles will be discarded automatically. They will also incur the standard penalties for abandoning a duty and will be unable to register for another mahjong match until the previous match ends. ・If players do not enter any commands for a certain amount of time, they will be automatically removed from the match.
110106Navigating the Screen
111107Understanding the UI
1121081. Shows the 13 tiles in your hand. When you draw a tile, it is shown as the 14th tile, to the right of your hand. When your turn comes, select a tile to discard it.
1131092. When you are in a position to call riichi, tsumo, ron, pon, chi, or kan, a prompt will appear. In the case of pon, chi, and kan, this prompt can be hidden. To hide these prompts, set Display Calls to Off. However, this option defaults to On at the start of a new hand. If you turn on “Auto-declare winning hand,” you will automatically declare a winning hand as soon as tsumo or ron become available. This option defaults to Off at the start of a new hand.
1141103. The star icon indicates which player is the dealer. It is also displayed in the center of the table. The compass direction shown below each player's name is their current seat wind. Players can form a yaku by collecting three wind tiles that match their seat wind. The role of dealer rotates counterclockwise, from east, to south, to west, to north.
1151114. A game of Doman mahjong is played over eight hands. The first four are the “East” round and the last four are the “South” round. Collecting three wind tiles that match the current round forms a yaku.
1161125. These sticks indicate any points carried over in the event of a draw. If a player declares riichi, the 1,000 points they pay are also shown here. When a player wins a hand, these points are added to their score. A stick with several black dots is worth 100 points and a stick with a single red dot is worth 1,000 points. Every time a hand is replayed, a special bonus known as “honba” increases by one, also indicated here. When a player produces a winning hand, they will receive an additional 300 points for each honba.
1171136. Indicates the dora for the current hand. If a player includes a tile identical to the dora in a winning hand, they will receive bonus han, which increases points earned.
1181147. Buttons for toggling the various settings. For more information, see Support Features in the Playing Mahjong section.
119115Support Features
120116■ Dangerous Tile Marker When discarding a tile, there is always a risk that an opponent may claim that tile to strengthen their position or even win the hand. These markers indicate which tiles carry a high risk of being claimed by an opponent. Remember, even the tiles without markers are not entirely without risk, but enabling this feature may help you to avoid defeat.
121117The most dangerous tiles will have this kind of marker.
122118You should also be wary of tiles with these markers.
123119■ Hints Enable this feature for recommendations on which tiles to discard, whether to call pon or chi, and so on. While following this advice will not always lead to victory, you may find it useful.
124120
125121Rival Wings
126122Overview
127123Rival Wings is a large-scale PvP battle involving up to 48 combatants. Participants are divided into two teams, the Falcons and the Ravens. Each team may pilot powerful machina as they attempt to destroy the opponent's core, which is defended by mammets.
128124■Basic Rules A Rival Wings team consists of 6 light parties, for a total of 24 participants. A match lasts for 20 minutes. ■Retaliation Incapacitated players will be returned to their landing point, where they will be allowed to rejoin combat after a short delay. Furthermore, players will be invulnerable so long as they remain at their landing point. This effect will be lost upon returning to the battlefield. ■Mounts Players are free to use mounts during Rival Wings campaigns. However, players taking damage while mounted will be afflicted with the Limp status effect. ■Return Using Return will teleport players back to their landing point. Moreover, this action has no recast time during Rival Wings campaigns. Please note, however, casting will be interrupted by attacks. ■Rewards When a match has ended, players will receive PvP EXP, PvE EXP, Wolf Marks, and Allagan tomestones. By continually winning Rival Wings matches, players will receive achievements that reward special mounts and gear.
129125Cores and Towers
130126The first team to destroy the core located on the opponent's base will be declared the winner. In the event neither team destroys a core, the team that deals the most damage to the opponent's core wins. If both teams have dealt the same amount of damage to each other's cores, the number of remaining towers─which protect the core─determines victory. Should the number of remaining towers be the same for both teams, the amount of damage dealt to the towers determines the winners.
131127■Cores Each team has a core located at its base, and the chief objective is to destroy the enemy's core. The core is protected by a magitek field emanating from two towers, so before you can strike at the core, you must first destroy at least one of the towers.
132128■Towers Each team has two towers that serve to protect their core. Each tower is also enveloped in a defensive field that mitigates damage taken by team members and restores their HP, which players can take advantage of as protection when hard-pressed by the opposing team. If you succeed in destroying the enemy team's towers, the magitek fields around both teams' bases will dissipate, and your team will earn Soaring stacks.
133129■Magitek Fields Each team has two towers which project a magitek field to guard the core. While both towers are present, the core cannot be damaged, and the field deals severe damage over time to any enemies that enter. If one of the towers is destroyed, the defensive effect of the magitek field is weakened, allowing damage to be dealt to the core. In addition, the magitek field will no longer deal damage to enemies. When both towers are destroyed, the magitek field disappears and the core will receive full damage from enemy attacks.
134130Machina
135131Players can deploy three types of powerful machina in battle.
136132■Cruise Chaser A next-generation machina ideal for combat against enemy players and machina. While it possesses a high degree of mobility, it lacks in durability.
137133■Oppressor A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures. However, it is slow and poorly suited to combating enemy players and machina.
138134■Brute Justice Boasting unrivaled power, Brute Justice dominates opposing players and machina on the battlefield, while also laying waste to structures with its lethal armaments. Although it can easily turn the tide of battle, there are strict conditions governing its deployment.
139135■Machina Restrictions Only one machina may be operated per party at any given time, regardless of type. In the case of the Oppressor, however, the limit is two per team. Two Brute Justices can be deployed by each team per match, one becoming available for each tower you lose. ■Riding Machina When deploying a machina, its HP will be displayed in place of the player. Its HP cannot be restored by curative actions of teammates, nor will it restore automatically when out of combat. Machina actions will expend EP, a resource that can only be restored by using the Ceruleum Refill action. Be advised that use of this action will deplete your party's ceruleum stores. ■Ceruleum Ceruleum is required to operate machina. A maximum of 100 units of ceruleum can be stored by each party. You can build up your ceruleum stores by collecting tanks in the field, controlling the power generator, or defeating enemy team members and mammets. As ceruleum is a party resource, it is recommended that you confer with your comrades prior to activating a machina.
140136■Hangar Terminals Once your team has sufficient ceruleum, you can choose a machina to deploy at the hangar terminal, located near the starting area. You may also view information relating to the various types of machina.
141137Mammets
142138Mammets are clockwork soldiers programmed to seek out and destroy towers and cores. They emerge from their own core at regular intervals before striking out on a set route, and will remain in battle for a set duration. Upon detecting an enemy mammet, they will engage and attack until either side is destroyed. Mammets that arrive at an enemy tower or core will perform a powerful self-sacrificing attack. That is the extent of their programming; mammets will not harm adventurers.
143139■Wind-up Viking These mammets specialize in fighting at close quarters.
144140■Wind-up Magus These mammets specialize in magic-based attacks.
145141■Fighting Alongside Mammets Mammets are governed by the Clockwork status which counts down to zero, after which they are removed from battle. Although it is possible to use healing actions on mammets, the amount of HP restored is reduced. ■Gaining Ceruleum from Mammets Parties gain units of ceruleum upon defeating an enemy mammet. These units will be distributed to all parties that engage with the mammet based on the amount of damage inflicted. Ceruleum cannot be gained from damage inflicted by other mammets.
146142Steam Cannons
147143Two steam cannons have been erected near each team's core. While they cannot be moved, they are powerful weapons which may prove useful in deterring enemy forces.
148144Soaring
149145When you defeat an enemy team member, your party receives the Soaring enhancing effect. This effect can stack up to twenty times, increasing all party members' damage dealt and HP restored via healing actions, while also reducing damage taken. At twenty stacks, Soaring will be replaced with the Flying High effect, which confers even greater benefits.
150146■Soaring Stacks The number of Soaring stacks an enemy has when defeated affects how many stacks your party gains. Defeat an enemy with 0 to 9 stacks: gain 1 stack Defeat an enemy with 10 to 19 stacks: gain 2 stacks Defeat an enemy with 20 stacks (Flying High): gain 3 stacks
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156152Hidden Gorge
157153Map Overview
158154Developed by Amajina & Sons Mineral Concern at great cost, the mine at Hidden Gorge proved to be a flash in the pan, its veins running dry within a matter of years. For a time afterwards, the site in Thanalan lay abandoned, but now it has been revived as a training ground for adventurers. On tracks of steel the goblin-made ceruleum engines arrive, laden with supplies that combatants should seize if they hope to claim victory.
159155Ceruleum Engines
160156Ceruleum engines move across the map on rails at high speed, stopping at the loading stations in the center of the map. By taking control of the loading stations, teams can claim the supplies delivered by the ceruleum engines. ■Ceruleum Engines in Motion If you come into contact with a ceruleum engine while it is moving, you will incur potentially lethal damage. A warning will sound to indicate the approach of a ceruleum engine.
161157■Loading Stations Ceruleum engines deliver supplies to loading stations. Players cannot enter a loading station while riding machina. Each team may occupy or control a loading station. ■Occupying a Loading Station When a ceruleum engine arrives at a station, standing in the area next to the engine will cause a gauge to fill. Once it is full, your team will occupy that station. The gauge fills more quickly when you have a higher number of team members near the engine than the opponent. The greater the difference in players, the quicker the gauge fills. However, only the first four players from each team are counted. Those standing near the engine will also gain the Sheer Will status, which greatly increases damage dealt. Making use of this status will help to reduce the number of enemies and occupy the station more quickly. ■Controlling a Loading Station Once a loading station has been occupied, a new gauge will appear indicating your control over the station. When filled, the station will be under your team's control, allowing you to claim its supplies. This gauge will only fill when your team has a number of members equal to or higher than the opponent in that area. When the supplies have been claimed, the ceruleum engine will leave the station and the gauges will be reset.
162158■Supplies There are four types of supplies. For the first half of the match, the ceruleum engine will deliver main ceruleum tanks, gobbiejuice, and gobtank keys at random. In the second half of the match, they will only deliver gobcrates. Each type grants its own benefits and increases the Soaring stacks of the whole team. Main Ceruleum Tanks Each party on the team gains 50 ceruleum. Gobbiejuice Fills the adrenaline gauge of every team member. Gobtanks Two gobtanks will appear at the core and will travel down the north and south routes to the enemy base. They are considerably more powerful than regular mammets and can deal severe damage to towers and the core. Gobcrates Grant all of the effects of main ceruleum tanks, gobbiejuice, and gobtanks.
163159Goblin Mercenaries
164160After a certain amount of time has passed, goblin mercenaries will randomly appear from the north and south mercenary bases. Initially, they will not side with either team, and will attack any player that approaches. However, it is possible to have them ally with your team.
165161■Allied Mercenaries If the damage your team deals to a goblin mercenary surpasses that of the opposing team by a certain amount, it will join your side. If the mercenary's HP reaches zero before this condition has been fulfilled, it will form an alliance with whichever team dealt the most damage to it. ■Mercenary Deployment Once you have formed an alliance with a mercenary, it will appear at your team's core and will attempt to destroy the enemy's towers and core, much like a mammet would. Forming an alliance with a mercenary that appeared from the north mercenary base will cause it to travel along the northern route, with the same being true of the south mercenary base and southern route. Mercenaries are also governed by the Contractual Obligation status, and they will leave the field of battle once the status counts down to zero. After a certain amount of time passes, they will reappear from their respective base and will no longer be allied with either team.
166162Housing
1671631. Residential Districts
168164In residential districts, adventurers may purchase plots of land, estates, and apartments. The properties available to you are not affected by your choice of Grand Company. ■Residential Districts by City-state  ・Limsa Lominsa: Mist  ・Gridania: The Lavender Beds  ・Ul'dah: The Goblet  ・Kugane: Shirogane
1691652. Plots of Land
170166A plot of land is required to build an estate. In addition, the size of the estate must match the size of the plot on which it is built. ■Estate Size and Maximum Number of Furnishings  ・Small: 200 indoor, 20 outdoor  ・Medium: 300 indoor, 30 outdoor  ・Large: 400 indoor, 40 outdoor
1711673. Purchasing and Relinquishing Land
172168■Purchasing Land To purchase an unowned plot, select the placard located at its entrance and select “Purchase Land.” The listed price will be automatically reduced every six hours until it reaches a predetermined minimum. The requirements for purchasing land vary depending on whether you are a private buyer, or a representative of your free company. Purchasing as a Private Buyer  1. You must have at least one class at level 50.  2. You must hold a rank of second lieutenant or above in one of the Grand Companies. Purchasing as a Free Company Representative  1. You must have at least one class at level 50.  2. You must be authorized to acquire land. <UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>To purchase land in Shirogane, you must first complete the main scenario quest “Not without Incident, ” whether you are a private buyer or free company representative.<UIGlow>01</UIGlow><UIForeground>01</UIForeground> ■Relinquishing Land If you no longer wish to own a particular plot of land, select “Relinquish Land” from the Housing menu. Please note that the purchasing price will not be refunded. Before land can be relinquished, the following conditions must be fulfilled:  1. All furnishings must be removed from the property.  2. All furnishings must be removed from storage.  3. The estate must be removed from the plot of land.
1731694. Auto-demolition
174170Plots of land which have been left abandoned for an extended period of time will be cleared to make way for new owners. ■The Auto-demolition Process  1. Estate halls which have not been entered by their owner for thirty days (Earth time) will be designated abandoned and scheduled for auto-demolition.  2. Once the estate hall has not been entered for a total of forty-five days (Earth time), it will be demolished, and the plot will be put up for sale. While any member of a free company may enter a company estate hall to prevent auto-demolition, only the owner can prevent the auto-demolition of a private estate. ■Reclaiming Funds and Furnishings Following Auto-demolition In the event your estate is demolished and your plot is sold, you will be able to claim indemnification for 80% of the plot's value. Furthermore, furnishings which can be safely removed will be stored for safekeeping by the resident caretaker. However, you must speak with the resident caretaker within thirty-five days (Earth time) of auto-demolition to reclaim funds and furnishings. In the case of free company estates, this can only be performed by members with authority to purchase and relinquish land.
1751715. Building an Estate Hall
176172A construction permit is required to build an estate hall. While there are several types of construction permit available, the estate size must match the size of the plot on which it will be built. From the Social menu, select “Housing,” then “Estate Hall,” followed by “Build Estate Hall” to use the construction permit.
1771736. Furnishings
178174Furnishings come in two varieties: indoor and outdoor. To place indoor furnishings, open the Housing menu while inside your estate hall, and select “Indoor Furnishings.” Similarly, to place outdoor furnishings, open the Housing menu while on your property but outside your estate hall, and select “Outdoor Furnishings.” Placing a furnishing will bind it to you, preventing future trade or sale to other players. Moreover, certain furnishings cannot be retrieved once placed, and will be permanently discarded upon removal.
1791757. Fixtures
180176You can change various elements of your estate, by opening the Housing menu while inside your estate hall, and selecting “Remodel Interior” or “Remodel Exterior.” The following fixtures can be customized: ■Interior Fixtures  ・Interior walls  ・Flooring  ・Ceiling lights ■Exterior Fixtures  ・Rooves  ・Exterior walls  ・Windows  ・Doors  ・Placards  ・Fences  ・Roof Decorations  ・Exterior Wall Decorations Placed fixtures will be returned to your inventory when they are replaced by another fixture. Placing a fixture will bind it to you, preventing future trade or sale to other players.
1811778. Company Workshops
182178Owners of a free company estate can purchase a company workshop.
183179In a company workshop, you may craft company projects and build airships and submersibles to embark on exploratory voyages. Once gil has been paid for the construction of the company workshop, it can be accessed via the door inside the estate hall. ■Demolishing a Company Workshop If a company workshop is no longer needed, it can be demolished. Please note that doing so will delete all records of the activities performed there, including progress made on exploratory voyages. In addition, the gil spent on purchasing the facility will not be refunded. Before a company workshop can be demolished, any airships and submersibles currently in service must be dismantled.
1841809. Private Chambers
185181Private chambers may be added to free company estates, and can be accessed from inside the property. To add a private chamber, you must fulfill the following conditions  1. You must have at least one class at level 50.  2. You must hold a rank of second lieutenant or above in one of the Grand Companies. ■Demolishing Private Chambers If you no longer require a private chamber, it can be demolished, providing that all furnishings have been removed from the chamber and its storage. ■Auto-demolition of Private Chambers If you are dismissed from your free company, your private chambers will be demolished, and furnishings placed in your private chambers will be given into the care of the resident caretaker. Furnishings will be held by the resident caretaker for 35 days (Earth time), after which they will be permanently discarded. Only the former owner of the private chamber can claim these furnishings, not other members of the free company to whom the estate belongs.
18618210. Apartments
187183Apartments are available for purchase in each of the residential districts. The buildings are named as follows:  ・Mist: The Topmast  ・The Lavender Beds: Lily Hills  ・The Goblet: The Sultana's Breath  ・Shirogane: Kobai Goten ■Purchasing an Apartment You must fulfill the following conditions to purchase an apartment:  1. You must have at least one class at level 50.  2. You must hold a rank of second lieutenant or above in one of the Grand Companies. Upon purchasing an apartment, you will gain access to the building's chocobo stable. Furthermore, you will gain the option to teleport directly to the entrance of your apartment building. <UIForeground>F201FA</UIForeground><UIGlow>F201FB</UIGlow>To purchase an apartment in Kobai Goten, you must first complete the main scenario quest “Not without Incident.”<UIGlow>01</UIGlow><UIForeground>01</UIForeground> ■Vacating an Apartment In order to vacate your apartment, you must first remove all furnishings, including those in storage.
18818411. Estate Sharing
189185If you are the owner of a private estate, you may choose to share it with up to three friends, regardless of plot size. You may then grant these friends─or tenants─access to certain estate features, such as gardening, stable tending, and estate customization. To welcome friends as tenants, open the Housing menu, select “Private Estate,” then select “Shared Estate Settings,” followed by “New Tenant.” Furthermore, you may evict tenants at any time by selecting their name, followed by “Evict”.
19018612. Relocation
191187It is possible to relocate your estate hall to a new plot. Private estates may be relocated by their owners at will, while free company estates require those with authority to purchase and relinquish land. When making the purchase, 30% of the minimum value of the old plot will be applied towards the price of the new. Upon relocation, placed furnishings will be put in the storeroom at the destination plot, save for the chocobo stables and the miniature aetheryte, which will be placed in the garden. In the event that there are too many furnishings to fit in the storeroom, the estate cannot be relocated until they have been removed. Private chambers and company workshops will be moved in their entirety and retain their state. Interior fixtures, meanwhile, will remain intact, unless the relocation results in an estate hall with fewer floors. In this case, the fixtures will be lost alongside the floor. Estate halls which have not been entered by their owner for thirty days (Earth time) cannot be relocated. Furthermore, initiating a relocation has the same effect as the owner entering his or her estate hall, and resets the period until auto-demolition.
19218813. Storerooms
193189All types of housing come with a storeroom for keeping one's furnishings. The larger the residence, the bigger the storeroom. The maximum number of furnishings that can be stored is as follows:  ・Private chamber: 100 indoor  ・Apartment: 100 indoor  ・Small: 200 indoor, 20 outdoor  ・Medium: 300 indoor, 30 outdoor  ・Large: 400 indoor, 40 outdoor Chocobo stables and miniature aetherytes cannot be placed in the storeroom. Certain items, meanwhile, are stored in stasis. For instance, plants will cease to grow and wheel stands will cease to charge. An estate hall cannot be removed while items are in storage. In the event that your estate hall is demolished, you may reclaim stored items by speaking with the resident caretaker within 35 days of repossession.
19419014. Navigating Residential Districts
195191The icons below are used to display various locations in residential districts. ■Land available for purchase
196192■Land that has been purchased and is awaiting construction of an estate hall
197193■Free company estate Blue: Access permitted Yellow: Access denied Star: Owned by your free company
198194■Private estate Blue: Access permitted Yellow: Access denied Star: Owned by your character
199195■Estate that you are sharing Blue: Access permitted Yellow: Access denied
20019615. Lighting
201197The brightness of lighting in free company estates, private estates, and private chambers can be adjusted. Use the “Adjust Lighting” option in the Housing menu to choose from one of five levels of brightness.
20219816. Estate Tags
203199Estate tags tell potential visitors what they can expect to find on your property. From the Housing menu, select “Estate Tag Settings” to set up to three tags. Tags will be displayed when selecting a residential ward, on estate profiles, and when viewing a list of private chambers.
204200Interactive Furnishings
205201Crafting Facilities
206202Crafting facilities can be placed on your property and offer temporary boosts while crafting. ■Number Permitted The number of crafting facilities allowed varies according to the estate type.  ・Private chamber: 2  ・Apartment: 2  ・Small estate hall (cottage): 4  ・Medium estate hall (house): 6  ・Large estate hall (mansion): 8 ■Types of Crafting Facility There are eight varieties in total, one for each Disciple of the Hand class.  ・Carpenter: Woodworking bench  ・Blacksmith: Smithing bench  ・Armorer: Armorcraft forge  ・Goldsmith: Goldsmithing bench  ・Leatherworker: Leatherworking bench  ・Weaver: Clothcraft loom  ・Alchemist: Alchemy furnace  ・Culinarian: Cooking stove
207203Gardens
208204Gardens allow you to grow and harvest crops on your land. ■Number Permitted The number of garden patches allowed varies according to the estate type.  ・Small estate hall (cottage): 1  ・Medium estate hall (house): 2  ・Large estate hall (mansion): 3 ■Number of Ridges There are three sizes of garden patch, each with a different number of ridges on which to grow crops.  ・Round garden patch: 4  ・Oblong garden patch: 6  ・Deluxe garden patch: 8
209205Growing and Harvesting Crops ■Planting Seeds Seeds require soil to grow, which comes in various types and affects the quality and number of crops. The speed at which they grow depends on the seeds used. ■Fertilizing Crops Fertilizer can be used to enrich the soil and accelerate growth. ■Removing Crops If crops are not harvested, they will eventually die. If this occurs, or if you no longer need a certain crop, you have the option to remove it. ■Harvesting Crops Once crops are fully grown, you can harvest them. ■Intercrossing When different crops are grown in adjacent ridges, you may occasionally receive new types of seeds when harvesting.
210206Flowerpots
211207Flowerpots are indoor furnishings that allow you to grow crops in a similar fashion to gardens. There are also certain types of flower that can only be grown in pots, and these plants may even be used as materials when crafting equipment. ■Number Permitted The number of flowerpots allowed varies according to the estate type.  ・Private chamber: 2  ・Apartment: 2  ・Small estate hall (cottage): 2  ・Medium estate hall (house): 3  ・Large estate hall (mansion): 4 Growing and Harvesting with Flowerpots ■Planting Seeds Seeds require soil to grow, which comes in various types and affects the quality and number of crops. The speed at which they grow depends on the seeds used. ■Fertilizing Plants Fertilizer can be used to enrich the soil and accelerate growth. ■Removing Plants If plants are not harvested, they will eventually die. If this occurs, or if you no longer need a certain plant, you have the option to remove it. ■Harvesting Plants Once plants are fully grown, you can harvest them. Growing Flowers The use of <UIForeground>F201F4</UIForeground><UIGlow>F201F5</UIGlow>pomace<UIGlow>01</UIGlow><UIForeground>01</UIForeground> when tending to potted plants can affect their color when they bloom. Fully grown plants can then be plucked and placed in a flower vase to decorate your estate, or used as materials when crafting items.  ・Red pomace: Red blooms  ・Blue pomace: Blue blooms  ・Mountain pomace: Yellow blooms
212208Orchestrions
213209Orchestrions can be used to change the music in your estate or inn room, but only if you have first obtained song rolls. Free company estates, private estates, private chambers, and apartments may only have one orchestrion. ■The Orchestrion List After obtaining a roll, use it to add the track to your orchestrion list. ■Playlist Up to eight songs can be registered to a playlist. Playback options for the playlist can be accessed via subcommands or the buttons found at the bottom of the playlist interface.
214210 1. Play All: Plays each track in order.  2. Shuffle: Plays each track in the playlist in a random order. The same track will not be chosen twice until every track has been played.  3. Repeat: Only the currently selected track will be played. Tracks not listed in the playlist can also be set as estate background music by using the Select Track option at the bottom of the interface.
215211Aetherial Wheels
216212Aetherial wheels can be used to acquire company actions without the use of company credits. The aetherial wheel stands required to do so can be obtained from housing merchants in any residential district. To charge an aetherial wheel, simply place it in a stand, and it will gradually accumulate aether over a period of time. Once primed, you may remove the aetherial wheel and use the stand to convert it into a company action, or you may choose to store it until a later date.
217213Aquariums
218214Aquariums are indoor furnishings that are used to display fish. They must be filled with either freshwater or saltwater and only fish suited to the chosen water type can be placed inside. In addition, the tank can also be decorated with a range of trimmings. ※A fish will be destroyed if it is placed in an aquarium and then removed. ■Number Permitted The number of aquariums allowed varies according to the estate type.  ・Private chamber: 4  ・Apartment: 4  ・Small estate hall (cottage): 6  ・Medium estate hall (house): 8  ・Large estate hall (mansion): 10
219215■Fish Sizes Fish have been categorized into four sizes─small (one unit), medium (two units), large (four units), and extra large (seven units). It is worth noting that larger fish will occupy more space in an aquarium, leaving less room for other fish. ■Number of Fish per Aquarium Aquariums are available in four sizes, the smallest holding only a single small fish, and the largest holding up to four. Because larger fish take up more room in the aquarium, one must choose carefully which fish they will put on display.  ・Tier 1: One unit, maximum of one fish  ・Tier 2: Two units, maximum of two fish  ・Tier 3: Four units, maximum of three fish  ・Tier 4: Seven units, maximum of four fish
220216Chocobo Stables
221217Your chocobo, as well as those of your free company members, can be trained once per hour while stabled to earn experience points.
222218■Chocobo Level Cap For chocobos that have already attained the maximum rank, rewarding them with a Thavnairian onion following training will increase this upper limit by one. ※Chocobo companions cannot exceed rank 20. ■Stable Cleanliness As you and your free company members continue to use the chocobo stable, it will begin to accumulate dirt and grime. Stable cleanliness is reflected by one of three conditions─good, fair, or poor─which can be confirmed by accessing the stable. Keep your stable clean to ensure that chocobo training is effective, yielding the most experience.
223219Message Books
224220A message book can be placed in a free company estate, private estate, or an apartment. In the case of estates, there are two versions of the message book─one for indoor and one for outdoor use. Please note you may only set one of each at any given time.
225221While the message book is primarily for visitors to leave messages, the estate owner can also set a greeting message for visitors. ■Message Privacy Settings Entries left in the message book are set to public by default, allowing anyone to view them. However, they can be set to private at the owner's discretion. ■Writing in the Message Book Players may leave one message in an estate's book per day per character. ※Permission to leave messages will reset every day at <ResetTime>01</ResetTime><If(TopLevelParameter(218))><Switch(TopLevelParameter(218))><Case(1)>1</Case><Case(2)>2</Case><Case(3)>3</Case><Case(4)>4</Case><Case(5)>5</Case><Case(6)>6</Case><Case(7)>7</Case><Case(8)>8</Case><Case(9)>9</Case><Case(10)>10</Case><Case(11)>11</Case><Case(12)>12</Case><Case(13)>1</Case><Case(14)>2</Case><Case(15)>3</Case><Case(16)>4</Case><Case(17)>5</Case><Case(18)>6</Case><Case(19)>7</Case><Case(20)>8</Case><Case(21)>9</Case><Case(22)>10</Case><Case(23)>11</Case></Switch><Else/>12</If> <If(GreaterThanOrEqualTo(TopLevelParameter(218),12))>p.m.<Else/>a.m.</If> (Earth time). ■Deleting a Message Messages can also be deleted by the player who penned them, as well as by the estate owner and those with authorization. ■Liking a Message Book Before leaving an estate, visitors can show their love of the house and its décor by leaving a “like” in the message book. Characters are granted ten likes to distribute upon first viewing a message book, and accumulate an additional five likes per day at <ResetTime>01</ResetTime><If(TopLevelParameter(218))><Switch(TopLevelParameter(218))><Case(1)>1</Case><Case(2)>2</Case><Case(3)>3</Case><Case(4)>4</Case><Case(5)>5</Case><Case(6)>6</Case><Case(7)>7</Case><Case(8)>8</Case><Case(9)>9</Case><Case(10)>10</Case><Case(11)>11</Case><Case(12)>12</Case><Case(13)>1</Case><Case(14)>2</Case><Case(15)>3</Case><Case(16)>4</Case><Case(17)>5</Case><Case(18)>6</Case><Case(19)>7</Case><Case(20)>8</Case><Case(21)>9</Case><Case(22)>10</Case><Case(23)>11</Case></Switch><Else/>12</If> <If(GreaterThanOrEqualTo(TopLevelParameter(218),12))>p.m.<Else/>a.m.</If> (Earth time) up to a maximum of fifty. ※You cannot “like” your own estate.
226222Mannequins
227223Mannequins are interior furnishings that you can equip with clothing items. You may select their class or job, as well as gender. Various poses are also available. The mannequin can be used either to display an outfit for sale, or simply as decoration.
228224■Retainer Serving as Merchant You must also select a retainer to serve as merchant before you can place the mannequin. One retainer may serve as merchant for multiple mannequins. Gil earned from the sale of items equipped to the mannequin will be entrusted to the corresponding retainer. ■Number Permitted The number of mannequins allowed varies according to the estate type.  ・Private chamber: 4  ・Apartment: 4  ・Small estate hall (cottage): 6  ・Medium estate hall (house): 8  ・Large estate hall (mansion): 10 ■Selling Items Equipped to Mannequins Access the mannequin and choose “Select gear to sell” to open the Mannequin Shop Settings window. Only sellable items in your inventory, Armoury Chest, or retainer inventory may be selected. Any items equipped on a mannequin that are listed for sale still occupy slots in the retainer's list. For that reason, a mannequin cannot be equipped with items that would cause the retainer to exceed the 20 item limit. ■Selling as a Set By checking “Sell Only as Set,” you can sell all items equipped to the mannequin together. While the items may be viewed on the market board, a player must access the mannequin directly if they wish to purchase the set. When viewing items listed on the market board as part of a set, it is possible to send a tell to the seller to ascertain the location of their estate. ※Please be aware that it is possible to view the name of a character selling a set through the market board. ■Displaying Gear You may also display items on a mannequin without listing the gear for sale. It is also possible to select unsellable items for display. ※The mannequin cannot be used to display glamoured items. However, gear that is displayed also occupies slots in the retainer's list of items for sale on the market, despite not being available for purchase.