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About Titan

A Modern Take on Level 75 FFXI

Titan XI is a modern take on level 75 Final Fantasy XI, built on Phoenix’s fork of LandSandBoat. Custom job traits, intelligent Recruits and quality-of-life improvements shape adventures for solo players, duos, small groups and returning adventurers.

Server Infrastructure

More Than a Game Server

Titan runs as a connected stack of game services, website tools, launcher delivery, account security, client patching, Ashita support, email verification, admin controls, database systems, backups, and deployment automation. The goal is to make the world feel simple to play while a lot of quiet machinery keeps it stable, patched, protected, and easier to support.

Core Game
Map, connect, world, and search services
Data Layer
MariaDB accounts, characters, sessions, logs, and world state
Player Tools
Account portal, character pages, Discord support, launcher, and patcher
Operations
Admin dashboard, email PINs, backups, monitoring, and safe deployments

The Story Behind Titan

Our Story

My wife and I have been playing Final Fantasy XI since 2003, and the game has been part of our lives for a very long time. We played on Titan before the official server shut down and merged with Phoenix, and now we're bringing Titan back to life in our own way.

Together at the Joystick

We also run a YouTube channel called Together at the Joystick, where we played through the full FFXI story from start to finish on retail. After that journey, we started setting our sights on something much bigger: our own personalized dream server.

Why Titan Exists

Titan is built around the parts of FFXI we love most: slower progression, meaningful gear, dangerous zones, real travel, and the feeling that accomplishments actually matter.

At the same time, life is different now. Many players have full-time jobs, families, kids, and far less time to sit around waiting for the perfect party.

Titan brings the world and progression we love into a custom experience built around how we play today.

Familiar World, Titan Balance

Titan builds on level-75 FFXI with custom job bonuses, intelligent Recruits and selected reward changes. These changes support distinct job identities and small-group adventures while keeping equipment, progression and challenging encounters meaningful.

Progress Should Matter

The gear you work hard to earn on Titan should continue to matter. The progress you make should feel safe, and major rewards should not be made pointless by sudden design changes.

Consistency Matters

Our goal is for Titan's major design decisions to be in place before launch. Bugs will happen and fixes will be needed, but we do not plan to constantly reinvent the server after players have invested their time.

Titan is Vana'diel reimagined for solo, duo and small-group adventures.

Quick Glance

A shared level-75 foundation, with different ways to adventure. Phoenix prioritizes era accuracy with selected quality-of-life features; Titan adds Recruits, main-job bonuses, adventuring rewards and everyday conveniences.

Phoenix and Titan feature comparison
FeaturePhoenix · Era FocusTitan · Adventure Focus
FoundationLevel 75; ToAU-era focus; 1.0x EXP, crafting and skill rates.Level 75, built on Phoenix’s fork of LandSandBoat, with custom job bonuses, party systems and adventuring rewards.
Party companionsTraditional player-led parties.Job-selectable Recruits, unchanged world anchors and separate 30-minute manual job cooldowns; supported TAB requests and contextual replies. Dancer recruitment remains disabled.
Group EXPTraditional party and alliance EXP sharing.Party and alliance-size penalties removed; up to 18 humans and Recruits. Normal level and monster rules apply.
Level SyncEnabled, with a population-sensitive penalty beyond a 10-level gap.Party Level Sync disabled; original CoP area and battlefield caps retained.
TravelEra Home Point menus and travel requirements.Discover Home Points, Teleport Crystals and Survival Guides. White/Crimson retain travel QoL without EXP or skill bonuses.
Storage and stacksFour progression Wardrobes plus a cosmetic fifth; era unstacked materials.Eight Wardrobes; 12 managed bags with up to 960 slots. Expanded stacks, !sort and job-balanced !optimize.
Combat assistanceTraditional combat, macros and player coordination.TitanHub brings optional player Gambits, Recruit controls, inventory, missions, services, chat and client settings together. Recruit combat tactics run on the server; active play is required.
Adventuring rewardsEra quests, monster drops and events.FoV/GoV repeat-EXP bonuses, enhanced chains in bookless areas, Brown gear and Blue crafting-supply Caskets.
Auction HouseFully player-driven economy.Unlimited player listings with no listing tax or automatic returns for unsold items; Mercantile Guild wares acquired from real shop sales, shared with the website market.
Daily rewardsTraditional era reward systems.100 account-wide Titan Tokens per Japanese day; website Shop delivers rewards to your main character.

Phoenix: published launch settings, Level Sync policy and era travel rules. Titan has additional custom rules, including the Job Changes and Dynamis updates below.

Server Settings

Current Level CapLoading
Code FoundationPhoenix fork of LandSandBoat (LSB)
Experience1.0x base EXP, plus repeat-page rewards and zone-specific chain bonuses
Crafting1.0x
Skill Gains1.0x
Level SyncParty sync off; original CoP area caps on
Auction HouseUnlimited player listings; unsold items stay listed until sold or cancelled; no automatic returns or listing tax; shop-fed Mercantile Guild stock
Movement SpeedCurrent retail value: 50
Teleport CrystalsEnabled and unlockable through normal discovery
Fields & Grounds of ValorBoth use repeating page EXP that grows by 4% per clear, up to twice the base reward
Bookless EXP CampsExtended chain bonuses through Chain 10, capped at 2.8x; book zones retain their normal Chain 5 bonus cap
Survival GuidesEnabled and unlockable through normal discovery
HostingDedicated Linux virtual private server hosted in the cloud
HNMsWorld encounters, with Zilart Kings handled through Titan's pop system
NMsMost lottery placeholders replaced by timed spawns; existing NM loot tables retained. Special encounter conditions still apply.
Item StackingSupported modern stack sizes, including 99 pickaxes and 12 ores or Yagudo Necklaces

Recruits

Build a party of companions for your adventures through Vana’diel.

Find Your Crew

Meet Recruits at world anchors, or use !recruit or TitanHub’ RECRUIT button to fill open party places in eligible areas. Manual calls have no shared lockout; each recruited job has a saved 30-minute cooldown for non-GMs. Your party must be safe and out of combat.

Choose Your Party

Choose a job from the color-coded Tank, Healer, Support and DPS groups in Recruitment. Each button shows that job’s timer. Auto-recruit balances missing core roles before filling remaining room with available jobs; world anchors offer their own independent selection.

Adventure Together

Recruits use job-specific combat behavior and level-scaled equipment. Ask for help through supported auto-translate requests in party chat, such as Sneak. MP, recasts and targeting rules still matter.

Explore Recruits

Mercantile Guild

A fellowship of traders and artisans keeping Vana’diel’s markets moving.

A Second Life for Supplies

The Guild acquires eligible items adventurers sell to shops, offers acquired goods at the Auction House and crafts from its accounted supplies. Follow its latest crafts and meet the merchants on the Guild page.

Craft with Your Materials

The Guild Crafting Service uses materials and crystals owned by your Main character across inventory and Mog storage. Browse available recipes, review item details and the fee, then place an order with a flat 5% HQ chance when the recipe has a valid HQ result.

Delivered to You

The crafting fee is the full output’s vendor sell value plus 20%. Materials and gil are checked and consumed together, and the finished craft arrives in your delivery box. Equipped and bazaar-listed items are excluded.

Visit the Mercantile Guild

Titan Shop

Turn your daily visits into rewards with account-wide Titan Tokens.

Daily Titan Tokens

Earn 100 Titan Tokens on your first in-game login each day. The daily reward resets at midnight in Japan; if you are already online, zone to claim the new day’s reward.

Browse the Shop

Spend Titan Tokens on the website’s selection of equipment, costumes, consumables, furnishings and craftables. Sign in to view your balance and shop for your selected Main character.

Mog House Delivery

Purchases arrive in your selected Main character’s Mog House delivery box. Consumables are delivered as the full-stack bundle listed in the Shop.

Visit Titan Shop

Titan Sparks · Elemental Hunts

Complete daily Elemental Hunts, then spend Titan Sparks on equipment at Titan’s returning merchants.

Ten Kills, One Reward

Participation is automatic. Defeat ten EXP-yielding enemies from the current day’s ecosystems to earn Titan Sparks. Any combination of families within those ecosystems counts. Each eligible human receives personal kill credit; Recruits do not earn a separate balance. The counter immediately repeats after the tenth kill.

Rewards Follow Monster Level

Each completed set awards double the previous payout: add the ten monsters’ levels, divide by five and round down, then double the result. Ten level 10 enemies award 40 Sparks; level 50 awards 200; level 75 awards 300. EXP multipliers and chains do not multiply the payout.

Keep Track

Chat reports remaining kills and the Sparks actually received. Use !hunt to see today’s ecosystems and your progress. Progress survives zoning and relogging within the same Vana’diel day; a new day starts a new counter. The balance cap is 99,999 Sparks.

Spend Your Titan Sparks

Visit Titan in Southern San d’Oria, Bastok Markets or Windurst Woods. The original Titan avatar shops retain their custom speech, equipment menus and prices, offering weapons and armor through level 75. Modern item-level equipment, skill-up tomes, Trust ciphers and voucher exchanges remain unavailable.

The Daily Hunt

Targets use broad FFXI ecosystems, including all monster families classified within each listed group. These are Titan’s daily groupings; all elemental types qualify on the Elementals day. Only EXP-yielding kills with kill credit count.

Firesday

Lizards, Dragons, Beastmen

Earthsday

Beasts, Plantoids, Archaic Machines

Watersday

Aquans, Amorphs

Windsday

Birds, Vermin

Iceday

Beasts, Arcana, Luminians

Lightningday

Lizards, Vermin, Elementals

Lightsday

Plantoids, Arcana, Luminions

Darksday

Undead, Demons, Empty

A fresh start: existing Sparks balances are reset once when this system launches. Elemental Hunts replace Titan’s previous per-EXP Sparks income. Ordinary equipment prices and the existing weekly exchange limit remain in place.

Venture Moogles

Put your Moogles to work, kupo! Open /titan and select Venture Moogles to send one on an expedition. One assignment can be active per account, and each trip brings back a small, varied haul. Quantities below mean individual items across the whole haul, not stacks or amounts per type.

Standard

30 minutes · 50 Sparks · 100 EXP · 1–4 items · 1–2 types

A short trip for frequent gathering, with at least one reward from your latest unlocked ordinary band. The price stays at 50 Sparks at every Moogle level.

Extended

2 hours · 200 Sparks · 500 EXP · 3–8 items · 1–3 types

More training EXP and improved discovery odds, limited to rewards already unlocked by your Moogle.

Grand Expedition

4 hours · 400 Sparks · 1,100 EXP · 6–14 items · 2–4 types

A larger mixed haul and faster training for fewer check-ins. Includes one reward from the latest unlocked Rare band, if this specialty has unlocked one.

Epic Expedition

8 hours · 800 Sparks · 2,300 EXP · 10–24 items · 2–5 types

The longest assignment offers the highest training EXP and largest haul, including one reward from the latest unlocked Rare band where available. Exceptional discoveries remain random.

Choose a Specialty

Train Moogles in Mining, Logging, Excavation, Fishing, Woodworking, Smithing, Goldsmithing, Clothcraft, Leathercraft, Bonecraft, Alchemy, Cooking and Synergy.

Each levels independently from 1 to 75, separate from your character’s crafting, gathering and Recruit progress. Cooking returns finished foods, including sushi, pies, Coeurl Subs and Tavnazian Tacos as it levels. Alchemy brings back Antidotes, Echo Drops, Silent Oil, Prism Powder and Holy Water. Synergy progresses from crystals into useful refined components; Synergy crafting remains disabled.

Training and Rewards

Rewards use the Moogle’s level when dispatched. Common, Uncommon, Rare and Exceptional reward tiers improve with training. Ordinary rewards come from the latest two unlocked ordinary bands, so starter supplies leave the pool as better choices become available. Every trip includes a latest-band ordinary reward. Four- and eight-hour trips also include a latest-band Rare reward when one is unlocked; level requirements still apply.

EXP carries over between levels, including multiple level-ups from one trip. Frequent Standard trips favor gathering volume. Longer trips offer convenience and faster training. Rare rewards are limited to three of each per haul, and Exceptional rewards to one of each. Quest, BCNM and NM-exclusive rewards are excluded.

Delivery and Progress

Your Moogle keeps working while you are offline. Supplies go to the dispatching character’s delivery box; if the complete haul cannot fit, all of it waits and delivery retries automatically. The return message appears only after delivery succeeds.

Recent Ventures lists your latest 20 assignments, rewards and delivery states. Your character profile also shows each specialty’s level and EXP.

Open Moogle Ventures

Quality of Life Updates

Titan's custom quality-of-life updates are built to reduce unnecessary friction while keeping level 75 progression, travel, combat, equipment and rewards meaningful.

Equipment & Recruits

  • Equipment such as Dusk armor no longer slows players or Recruits. Positive equipment movement bonuses remain.
  • Gravity, Bind, Curse and other non-equipment restrictions still apply, as do Flee and the normal movement limits and stacking rules.
  • Recruits (Trusts) remain after being KO'd and can be raised, just like players.
  • Your Recruits also remain when your character is KO'd.
  • Charm does not make your Recruits vanish.

Notorious Monsters

  • Most open-world lottery NMs on Titan use timed spawns instead of placeholder kills. These NMs appear in the world automatically when their spawn window is due.
  • Respawn windows vary by NM. Killing ordinary monsters does not speed up the timers for these converted encounters.
  • Some encounters retain special requirements or placeholder mechanics. Time-of-day, weather and event conditions can still apply.

Custom Fieldcraft

  • Titan's custom fieldcraft progression tracks your gathering skills. Use !fieldcraft to view them.
  • Mining, Logging and Excavation can gain 0.1 skill after a successful yield, up to 100.0 each.
  • Higher skill lowers your tool-break chance, reaching a 10% relative reduction at maximum skill.
  • All crafts can be leveled to 100. You are not limited to a single master craft.

Travel & World Flow

  • Home Point crystals, Teleport Crystals and Survival Guides are available through normal discovery.
  • Every character keeps Rhapsody in White and Rhapsody in Crimson for affordable transportation, with their EXP and combat and magic skill-gain bonuses disabled.
  • Eligible encounters can fill open party places with Recruits while keeping their normal entry and party limits.
  • Ordinary monsters respawn after three minutes. Notorious Monsters and special spawns follow their own rules.

Recruits & Party Support

  • Three Recruits appear at each active anchor. Every spot independently draws from the enabled jobs, with SCH as healer and SMN as support, so jobs may repeat; fresh identities arrive each Vana'diel day.
  • The 22-job lineup includes jobs introduced after ToAU, including Rune Fencer and Geomancer; each Recruit uses server-run job AI.
  • Use in-game TAB phrases or typed action names in party or alliance chat to ask eligible Recruits for supported actions, or greet them and get an answer back.
  • A defeated or dismissed Recruit returns after three minutes if their original spot is available.

Party & Alliances

  • Party-size EXP penalties were removed for real players and Recruit-supported groups, so inviting people never puts the group behind.
  • Parties with Recruits can form alliances without dismissing their companions first.
  • Alliance EXP penalties are removed as well, opening room for larger, more interesting EXP gatherings when players want to team up.

Custom Commands

  • !titanalliance <party leader> sends an alliance invite to another party leader while both groups keep their Recruits.
  • !ta <party leader> is the short version of the same alliance command.
  • !join accepts a pending Titan alliance invite; !recruit calls available jobs in eligible areas without a shared timer; individual manual jobs have 30-minute cooldowns for non-GMs.

Progression Comfort

  • Managed storage covers Inventory, eight Wardrobes, Satchel, Sack and Case: 960 slots at full capacity. !sort routes equipment to Wardrobes, crystals and clusters to Case, and ordinary materials such as wild onions to Sack.
  • The Chocobo License quest keeps its normal feeding progression, but Gausebit Grass trades are spaced one real-world minute apart.
  • Equipment and supplies come from adventurers, era-appropriate sources and the Mercantile Guild.

Combat Flow

  • Player spell casts can continue while moving, while normal spell failure and status interruption rules still apply.
  • Player ranged attacks can continue while moving; movement itself does not alter shot timing, damage, TP, accuracy, ammo use or animations.
  • Equipment and magic haste also speed up ranged and throwing attacks for adventurers and Recruits. Their capped haste percentages add together: 25% gear haste plus 25% magic haste shortens the weapon-delay portion of a shot by 50%. Snapshot, Velocity Shot and Rapid Shot still apply.
  • Treasure Hunter applies the attacker's current TH value on the first qualifying action, without later upgrade-proc buildup.

Dynamis

  • Enemies use normal sight and hearing instead of True Sight. They can still detect and aggro adventurers, but do not link to nearby fights.
  • The Prismatic Hourglass key item costs 50,000 gil, with no re-entry lockout.
  • Every Dynamis run lasts 120 real minutes, including Tavnazia. Kills and objectives cannot extend the timer. Monsters use the highest normal red-proc currency drop rates from the start of each run.

Player Gambits and Recruit AI

  • Player Gambits are entirely optional and can be toggled in game with /gambits on or /gambits off.
  • Build up to 14 ordered rows for your own character, with searchable menus and helpful hints.
  • Recruits follow server-run job tactics. TitanHub provides recruitment, owned-party controls and combat-mode choices alongside your character’s optional Gambit sheet.

Client & Account Tools

  • The launcher checks and repairs game files and delivers Titan-supported addons. Launcher executable upgrades use the website installer.
  • TitanHub and launcher display scaling are supported. TitanHub includes saved graphics, camera, audio and Gamepad Setup controls; the launcher preserves existing controller settings.
  • If a login comes from a new IP address, Titan emails a PIN to help protect the account from unauthorized access.

Titan’s Favor

Find a little help with mission and quest supplies when a small adventuring population makes them difficult to obtain. Open TitanHub with /titan and choose Titan’s Favor.

Crystal Bass ×1

San d’Oria 3-2 · The Crystal Spring. One purchase costs 100 Sparks.

Adaman Ore ×1

Bastok 6-2 · The Pirates’ Cove. One purchase costs 100 Sparks.

Rusty Dagger ×3

Windurst 3-2 · special repeat/skip path. One purchase costs 100 Sparks.

Yagudo Drink ×1

Monk Artifact · True Strength. One purchase costs 100 Sparks.

Every item has its own 24-hour real-time cooldown per character. The timer continues while you are offline or the server is down, and the shop refreshes when opened. Purchasing one item does not lock the others.

Purchases go to the buying character’s Mog House delivery box. Rusty Dagger provides three separate daggers for a total of 100 Sparks. If the box cannot hold the entire purchase, no Sparks are spent and no cooldown begins. A Window 2 Emote confirms delivery only after the purchase succeeds.

These supplies help you take the next step; normal mission, quest and battle requirements still apply.

Job Changes

Titan gives all 22 main jobs an innate, level-scaled specialty. These passives apply equally to adventurers and generated Recruits, require no equipment or setting, and are not granted by subjobs. Bonuses grow gradually from +1 at level 1 to each specialty's listed maximum at level 75, using the current effective main-job level. Different specialties have different ceilings. The cards below show level-75 values; normal combat rules and caps still apply.

Warrior (WAR)

  • +5% Double Attack. Adds to native traits, equipment and buffs; normal multi-attack rules apply.
  • Tank Enmity Mastery: +25 Enmity at level 75, growing gradually from +1 at level 1. Main job only; stacks through normal Enmity calculations.

Monk (MNK)

  • +20% Kick Attack rate. Uses normal hand-to-hand kick mechanics.

White Mage (WHM)

  • +30% direct Cure healing. Does not increase Regen, status removal or item healing.

Black Mage (BLM)

  • +20% damaging Elemental Magic and +30 Elemental Magic accuracy. Normal resistance and Magic Burst rules apply.

Red Mage (RDM)

  • +30 Fast Cast. Stacks with normal sources and respects casting-time and recast caps.

Thief (THF)

  • +15% Triple Attack. Adds to normal traits and equipment without changing multi-attack priority.

Paladin (PLD)

  • +40% normal melee damage, including multi-attack swings. Does not increase weapon skills, spells or Shield Bash.
  • Tank Enmity Mastery: +40 Enmity at level 75, growing gradually from +1 at level 1. Main job only; stacks through normal Enmity calculations.

Dark Knight (DRK)

  • +20% melee physical damage, including physical weapon skills, and +30 Dark Magic accuracy. The physical bonus does not affect ranged attacks, pets or spell damage.

Beastmaster (BST)

  • +5% damage from the master’s melee attacks and physical weapon skills. Pet bonuses are separate.

Bard (BRD)

  • +30% song duration and +30 offensive song accuracy. Recruit Bards wait for 30 continuous seconds of party peace before Raptor Mazurka from level 37 or Chocobo Mazurka from level 73. New combat or enemy hate restarts the wait.

Ranger (RNG)

  • +20% ranged physical damage and +30 ranged accuracy. Includes physical ranged weapon skills; normal accuracy rules remain.

Samurai (SAM)

  • +30 Store TP. Stacks with native traits, equipment, food and buffs through normal TP calculations.

Ninja (NIN)

  • +20% critical-hit rate and +20 Magic Attack Bonus. Critical chance adds to existing sources for attacks that can normally critical hit; +20 MAB is a stat bonus, not a flat 20% spell-damage multiplier.
  • Tank Enmity Mastery: +30 Enmity at level 75, growing gradually from +1 at level 1. Main job only; stacks through normal Enmity calculations.

Dragoon (DRG)

  • +20% Jump-family damage. Normal TP, enmity and secondary effects remain; wyvern bonuses are separate.

Summoner (SMN)

  • +30% damaging Staff and Club weapon skill damage for the master. Support and DPS Recruits share this trait; avatar bonuses are separate.

Blue Mage (BLU)

  • +30% damaging Blue Magic and +30 Blue Magic accuracy through the applicable physical and magical checks. Healing, buffs and MP recovery receive no damage bonus. Head Butt rolls a 2–8-second base stun before resistance.

Corsair (COR)

  • +30% roll duration and +30% damaging Quick Draw power. Light Shot and Dark Shot do not gain damage.

Puppetmaster (PUP)

  • +10 Martial Arts for the master’s hand-to-hand delay. This is a delay stat, not 10% damage; automaton bonuses are separate.

Dancer (DNC)

  • +30% healing Waltz potency. Recruit Dancers prioritize Waltzes and Healing Waltz in combat, reserve TP for healing, and maintain Sambas and Steps when resources allow. Their /WHM utility is idle-only.

Scholar (SCH)

  • +30% HP-restoring Healing Magic under Light Arts or Addendum: White, or +30% damaging Elemental Magic under Dark Arts or Addendum: Black. The two branches do not apply together.

Geomancer (GEO)

  • +30 Geomancy skill and +30 Handbell skill. Normal equipment requirements and spell potency limits still apply.

Rune Fencer (RUN)

  • +30% damaging weapon skill damage. Normal melee attacks, spells and rune potency do not gain this bonus.
  • Tank Enmity Mastery: +35 Enmity at level 75, growing gradually from +1 at level 1. Main job only; stacks through normal Enmity calculations.

Pet Mastery — BST, DRG, PUP & SMN

  • Appropriate pets gain level-scaled bonuses from +1 at level 1 to +40 melee, ranged and magic accuracy; +10 melee and ranged attack for BST/PUP pets, +40 for DRG wyverns and +60 for SMN avatars; +20 Magic Attack Bonus; and +10% maximum HP at owner level 75.
  • Human Summoners and DPS Summoner Recruits also provide up to +20% offensive Blood Pact damage. Support Summoner Recruits receive the shared pet stats without that Blood Pact damage bonus. Main-job pet ownership is required.

Provoke & Tank Coordination

  • Adventurers and Recruits use the same Provoke: normal +1 cumulative and +1,800 volatile enmity, plus a bounded, level-scaled volatile catch-up against the highest eligible enmity holder. Range, recast and normal enmity caps remain.
  • Tank Recruits coordinate a main tank and help control separate adds, rather than repeatedly taking the main target from one another. Their offensive job passives remain active in either tank assignment. An off-tank Recruit receives no additional Titan Enmity Mastery against the elected main tank’s target, while retaining normal equipment bonuses and full Mastery against separate adds.

Tidbits

Classic FFXI Foundation

Titan preserves the core feel and progression of classic level 75-era FFXI. Combat balance, equipment hierarchy, job identity, dangerous enemies, meaningful travel, and earned rewards remain central to the game.

Base EXP, crafting, skill-gain and ordinary drop multipliers are 1.0x. Titan also has custom main-job passives, party EXP rules, reward systems and full red-proc currency rates in Dynamis. Custom Brown and Blue Caskets, Recruits and the Mercantile Guild are Titan additions; post-75 equipment and item-level gear are excluded from Titan’s approved rewards and Auction House. Titan's quality-of-life changes are designed to support the original adventure, not replace it.

Meet Recruits in the World

At active recruitment anchors, three adventurers are looking for a party. Each is drawn independently from all 24 profiles across 22 jobs, so an anchor can offer duplicate jobs or roles. Each brings a name, playable-race appearance, and classic job look of their own.

Everyone sees the same available Recruits. When one joins your party, that spot is open for someone new. A new Vana'diel day brings a fresh cast of adventurers, even while earlier Recruits remain with their parties.

After death or dismissal, a Recruit has a three-minute real-time return delay and waits for their original spot to be free.

A Party That Travels With You

Recruits fill open places in your six-member party. You can join an alliance and keep them with you, while party and alliance size do not reduce EXP.

Eligible battlefields, instances, and Dynamis encounters can fill open places with freshly generated Recruits. Fills look for missing tank and support roles before adding damage dealers. Encounter and party limits still apply.

They also listen when you use FFXI's TAB phrases in party or alliance chat. Ask for a Cure, Sneak, or Raise, name the person who needs it, or simply greet the crew. A Recruit answers in chat and can tell you when a spell is still recharging, MP is low, or the effect is already active.

Teleport Crystals

Teleport Crystals are enabled throughout the world, but they must first be unlocked normally by discovering and touching them.

Once unlocked, they provide faster travel using gil. This makes movement across Vana'diel more reasonable without removing the need to explore first.

Survival Guides

Survival Guides are enabled throughout the world and must first be unlocked by discovering and interacting with them.

Once unlocked, they can be used for fast travel with Tabs, the same currency earned through Fields of Valor and Grounds of Valor. Travel becomes more convenient, but discovery still matters.

Fields & Grounds of Valor Camps

Field Manuals and Grounds Tomes give adventurers repeatable page objectives alongside normal monster EXP. Each repeat raises the page EXP by 4%, up to twice its original reward. Partial page progress and accumulated repeats survive logout and server restarts when you return to the same zone. Changing zones resets that progress; changing jobs resets the repeat EXP bonus. Monster EXP chains still follow the familiar rewards through Chain 5, which pays 1.50x; longer chains in book zones do not raise that bonus further.

FoV and GoV keep their own page objectives and rewards. Neither grants Prowess. Choose a book camp when you want steady page completions as well as the hunt itself.

EXP Chains Beyond the Books

Areas without a Field Manual or Grounds Tome reward parties that can keep a long EXP chain alive. Chain 6 pays 1.60x monster EXP, climbing through Chain 7 at 1.80x, Chain 8 at 2.10x and Chain 9 at 2.45x. Chain 10 and every later chain pay the 2.80x maximum, while the displayed chain count keeps rising.

These camps offer no page rewards or flat EXP bonus. Caedarva Mire is one example; bookless camps in CoP, ToAU and WotG follow the same rule. A practiced party can make a familiar merit camp rewarding by sustaining its chain.

Blue and Brown Treasure Caskets

Each eligible EXP-yielding monster in a casket-enabled area has a flat 10% total chance to leave a Treasure Casket, split equally between Blue and Brown (5% each). Enemy level does not scale this drop chance. Books, chains and Prowess add no bonus. Monster level still shapes the contents.

Brown Caskets offer each eligible human party or alliance member a separate roll for unaugmented, Auction House eligible equipment suited to the monster's level, including +1 gear. Blue Caskets give each eligible human one to three independent crafting supplies plus the full gil reward based on the source monster: 250 gil at level 1 and 12,000 at level 75. Gil is not divided among the group, and companions receive none.

The Mercantile Guild at Work

When adventurers sell eligible finds to shopkeepers, the Mercantile Guild takes those goods into its care and offers them on the Auction House. The merchants can gather loose materials into stacks or turn accounted supplies into equipment, food and other useful wares. They may also buy needed ingredients from adventurers' Auction House listings at fair asking prices, or find ordinary supplies at shops when a craft calls for them.

What the Guild paid for each ingredient follows it into the finished item, with the Guild's usual twenty-percent margin added when it reaches the market. Mogabelle also watches for player listings priced below what ordinary shops would pay. The Guild's shelves grow from what players find, sell and trade; meet the merchants to see who tends each trade.

Party Level Sync and Area Caps

Party Level Sync is disabled on Titan. Original CoP area and battlefield level caps still apply where appropriate.

Titan keeps party sync disabled to encourage movement between camps as characters level, with more reasons to explore the world.

Players are encouraged to explore different zones, move through natural level ranges, discover travel routes, and use the many available camp options across Vana'diel.

Two Characters Per Account

Each account is limited to two characters. This keeps progression focused, encourages meaningful job development, and prevents players from bypassing progression or resource limitations through excessive alternate characters.

No Dual Boxing

Titan is designed around one actively controlled character per player. Dual boxing is not permitted.

Only one character may be connected per IP address at a time by default. Legitimate households may request an exception for multiple real players sharing the same internet connection.

Level 75 Progression, Titan EXP Rules

Titan uses level 75 progression with custom EXP rules. Party and alliance-size EXP penalties are removed, while level differences and monster difficulty still affect rewards. Valor pages and extended chains in bookless camps provide additional ways to progress.

EXP and skill gains use 1.0x base rates. Every character keeps Rhapsody in White and Rhapsody in Crimson for more affordable travel. Their EXP and combat and magic skill-gain bonuses are disabled; normal EXP rings, chains and other eligible modifiers still apply.

Solo-Friendly Battlefields

Mission, quest, BCNM, and other eligible instanced battlefields may be entered without traditional minimum party-size requirements.

Where ally support is allowed, use the manual Recruit call while your party is safe. Eligibility, encounter mechanics and progression requirements still apply, alongside Titan's custom combat and reward rules.

More Time Adventuring

Titan may reduce excessive time gates, unnecessary waiting, and mechanics whose primary purpose is making players stand around instead of playing.

Recruits, job bonuses and custom rewards change how encounters play. Titan aims to keep preparation, equipment and progression meaningful while giving players more time to adventure.

Level 75 Equipment & Progression

Titan builds its equipment progression around the level 75 cap. Post-75 and item-level gear are unavailable; custom job traits, rewards and conveniences support Titan's own progression rules.

Equipment still has to be earned. Exploration, encounters, crafting and trading remain part of building your character.

Job-Friendly Storage

Expanded storage options are available to support players leveling multiple jobs on one character.

The TitanHub inventory meter counts occupied slots across Inventory, eight Wardrobes, Satchel, Sack and Case, excluding Safe, Safe 2, Storage and Locker. !sort organizes those managed bags, merges stacks and restores equipped gear. !optimize searches Wardrobes for a balanced usable set for your current main job.