User:Geekgirl101/Beginners Guide 2012

Welcome to Geekgirl101's Beginner's Guide to FFXI 2012
Welcome to those who are new to FFXI and those who have come back to FFXI. For those of you who have been around before and have come back to FFXI you'll find that there's been a lot of changes over the years, mainly to do with the leveling system and endgame. Also many NMs have been altered to drop rare/ex alternatives of their once most heavily sought after items whilst their original rare versions are now BCNM/KSNM drops (with the exception of the Kraken Club which as a poor alternative that's not worth camping for.)

Picking Your Race and Job
FFXI has a choice of 5 races to begin with - Hume, Elvaan, Tarutaru, Mithra (female only), and Galka (male only). Each race has unique selection of base stats which are more tailored for certain job roles. While you're not forced to only pick certain job roles for whichever race you pick you may find that you'll struggle with certain combinations, such as a Galka's low mana pool will make them a poor choice for a mage class, while Tarutarus have a low health pool which makes them a poor choice for a tank class. There are items in the game you can get which can greatly improve discrepancies in racial stats, such as HP > MP and MP > HP items, although these come at a great cost, so ideally you'd want to select a race with base stats that are more beneficial for the job(s) you wish to take up.

Unlike most MMOs you can change job whenever you want to by visiting your Moghouse. You will need to initially level it up from level 1, but you can pick up from the level you left it at when you return to it. You may find yourself doing this frequently the deeper you go into the game for both your main job and your sub job (more on sub jobs later into the guide.)


 * Monk (MNK) - Monk is a Damage Dealer (DD) that fights using their fists. Because they use both hands they hit twice per round.  The best choice of weapons for a monk are knuckles.
 * Warrior (WAR) - Warriors can be either a tank or a DD. As a tank class you'd want to use either a sword or an axe with a shield for protection.  If playing as a DD you get far better output from using 2-handed weapons such as great axes (which are the more popular choice for DD warriors), great swords, and polearms.
 * Thief (THF) - Thieves are DDs which do very little "white damage" (damage produced from auto attacks), but their crits and speed result in hitting more frequently and doing more damage. They have job traits which improve the amount of gil dropped from beast-type mobs and can improve the amount and type of loot a mob drops.  They can sometimes steal items from mobs, and when they get the abilities Sneak Attack and Trick Attack they can do a guaranteed crit from behind the mob or behind a party member.  Thieves are best using a dagger, although in Gusgen Mines vs skeletons you may find using knuckles does far better damage against them as they are weak to blunt weapons.
 * Black Mage (BLM) - These are the masters of black magic. They can do huge amounts of damage, and as such they need to carefully time when to cast the next spell while in a party to avoid generating too much enmity and causing the tank to lose hate of the mob.  Black mages also get some useful enfeebles to do damage over time and sleep adds.  Staffs are the best choice for black mages, however most early level staffs only give MP so black mages will benefit far better with a club that has INT on it.
 * White Mage (WHM) - These are the masters of white magic. Their roles in a party are to keep players buffed, healed, and to remove debuffs.  They also have some enfeebling spells which debuff a mob and can do damage over time, and they can raise players who have fallen in combat.  For soloing a club and shield is best, however in parties either a club or a staff is best depending on the stats.  If the staff has cure potency or fast cast on it then you'd want to go with a staff, otherwise go for a club that has MND on it.
 * Red Mage (RDM) - These are fighter mages and are the masters of enfeebling and enhancing magic. They also have access to a number of black magic and white magic spells, although they do not learn these at the same level as black mages and white mages and are unable to use certain spells that are unique to black mages and white mages.  Their melee output is also low, although it can be improved using melee gear and enspells which add extra elemental damage to their melee but they still won't do nearly as much damage as a proper DD class.  Since red mages can perform a variety of different roles they carry multiple sets for each role which can get a bit costly and takes up a lot of bag space.  Red mages start with a dagger, and while they can use daggers most red mages tend to use swords for meleeing.  In parties red mages that just stick to casting usually use staffs or clubs.  Due to their multiple range of spells and use of melee combat red mages can survive extremely well soloing.

Where to Start
Choosing a nation is an important decision. There are 3 nations to choose from. Each nation offers a low level rare/ex ring to races native to their nation. Bastok offers a ring with HP, DEX and VIT to Humes and Galka, San d'Oria offers a ring with STR and MND to Elvaan, and Windurst offers a ring with MP, AGI and INT to Mithra and Tarutaru. Also each nation offers a different storyline to them. You can switch nations at a cost depending on their current conquest rank, however you will not automatically obtain a ring when changing to a different nation so pick carefully where to start.

Once you have picked a nation to begin with you'll be given an Adventurer's Coupon. This when traded in to the NPC you're directed to in the cutscene will reward you with a whopping 50 gil! (actually it's not a huge amount and won't really buy you very much, if anything at all.) The NPC will then direct you to the gate guards which you should immediately head to. You'll be given a bunch of tasks to do which at the end will reward you with some Meat Jerky, a Reraise Earring, 3 Chocobo Passes, and a choice of 3 rings that give experience bonuses.

Leveling Up
Leveling up is mostly done via killing mobs outside the cities. You can either do this alone or with others. When you team with others you will receive an experience point (xp) penalty depending on the size of the group and the level difference, but you will kill mobs faster.

There are also books scattered throughout Vana'diel which offer training schemes for earning more experience points, tabs and gil. You can only receive tabs and gil once per game day but you will still receive experience points every time you complete the page. Pages can also be set to automatically repeat until you change job or cancel the training scheme manually at the book. Field of Valor books are scattered in outdoor areas while Grounds of Valor books are scattered inside dungeon areas. The difference between the two books is that every time you complete a Grounds of Valor page you get a buff called Prowess. This buff gives you special bonuses such as Treasure Hunter, Increased Cure Potency, HP and MP Increase, and each time the page is completed you'll earn more experience points, tabs and gil until it reaches a cap. Prowess is lost if you leave the dungeon, however it is not lost if you log out whilst still inside the dungeon.

Grounds of Valor pages are extremely popular in the game as a means of leveling. Once you reach level 10 you can start leveling with an alliance of players inside Gusgen Mines. At level 10 the mobs here will check Incredibly Tough, and you can stay here until level 28 when they become Too Weak. Despite earning mediocre amounts of experience points from the mobs themselves you will make plenty of experience points by completing the pages, so even though you are gaining 8-90 experience points per mob you are gaining 1320 experience points each time the page is complete, and being in an alliance means you are killing mobs very quickly and can very quickly level up.

In order to continue gaining experience points from pages once the mobs start to become too weak your party will need to adopt a Level Sync. This is a party member who is at a reasonable level for the party to survive being beat up and everybody in that party restricts their level to that party member. If the party leader or the level sync dies or is too far away from the rest of the party then no experience points are earned for the party. Also if the level sync leaves the zone or leaves the party then the level restriction will be removed after 30 seconds.

Abyssea and Fel Cleaves
When you reach Jeuno you may hear overwhelming amounts of shouts for FC parties. Fel Cleaves (FC) are high level warriors who run around in Abyssea zones gathering up trains of mobs and then uses an aoe ability called Fel Cleave to kill them all. These mobs give huge amounts of xp providing that you have lots of golden lights.

Abyssea is a high level alternate dimension which can be accessed at level 30 whilst holding a Traverser Stone which is given to you by the NPC Joachim in Port Jeuno. Unlike the normal world Abyssea has a time limit for how long you can stay there and almost everything such as item drops, the amount of time you can stay, and xp earned is dependant on raising lights, procs, and opening chests.

When first entering Abyssea you must request visitation status by one of the representatives inside Abyssea. Your first traverser stone grants you 30 mins time inside Abyssea. You can obtain more Traverser Stones every 20 hours from Joachim and can hold a maximum of 3 to start with. Certain abyssites which are bought using cruor (Abyssea's own currency) or which are gained from defeating NMs after a red proc will increase how many stones you can carry, the amount of extra time given from a stone, and decreases the amount of time you have to wait before Joachim will offer you a new stone.

Mobs killed in a certain manner will grant you with a coloured light. You originally start out with 0 golden, silvery, ruby, ebony, azure, pearl, and amber lights. As these lights increase you'll notice mobs start giving xp and chests start to drop more frequently. Some chests contain lights, some contain items, some contain xp, some contain cruor, and some contain time extensions. Time extensions are very important for staying in Abyssea and are produced more often when azure lights are capped. Experience points are only earned from mobs when you have golden lights. Golden lights are found inside red chests which are produced more when ruby lights are capped.

If you leave Abyssea you will lose all your lights. When returning to Abyssea you will have the same amount of time as when you left up to a maximum of 120 minutes. If you have 90 minutes or left time remaining you can set your time to 90 mins and then extend it to 120 with a single traverser stone. You should only really extend your time to maximum if you know you won't be earning very much time whilst in Abyssea.

If this is your first job in Abyssea then be careful when joining a paid for FC group. You will level very quickly in a very short space of time, and when you hit level 50 you will reach your first limit break which prevents you from getting any higher, and every 5 levels you'll face another level limit break. In order to start gaining more levels you must complete a quest given to you by Maat in Ru'lude Gardens. Do not accept an FC group which is charging if you have never completed limit break quests, otherwise you could end up hitting your level limit long before the FC is over and wasting gil.

Another means of leveling in Abyssea is Dominion Operations (Dom Ops). This is similar to Field of Valor pages where you do a repeatable quest to earn xp, dominion notes and cruor. You will need to manually hand it in and pick up a new one each time you complete it, and lower levels will not receive as much as higher levels but you'll still earn a lot of xp especially if golden lights are capped and chests are frequently giving out 1500 xp.

TP and Skillchaining
Every time you successfully hit a mob or a mob successfully hits you you'll gain a certain amount of TP. Once your TP hits 100 you are capable of performing a weapon skill. These are hard-hitting abilities which can do either physical damage or elemental damage. In order to get access to weapon skills you need to have a combat skill above level 5. The higher your combat skill the more weapon skills you get access to.

Weapon skills can be chained with others to create a skillchain effect, which is a bonus elemental damage. Not all weapon skills are compatible with each other. To create a skillchain a player needs to perform their weapon skill 3-5 seconds after the last person performed theirs. If the weapon skill is compatable you will see a dramatic effect.

Mages can also take advantage of weapon skills with their spells, creating what is called a Magic Burst. Magic bursting is done by landing a spell that is compatable with the skillchain 3-5 seconds after the skillchain effect. Summoner avatars can also perform magic bursts by using elemental-type bloodpacts.

Summoner avatars, physical blue mage spells, adventuring fellows, and automatons are also capable of taking part in skillchains, although adventuring fellows and automatons are unpredictable when they use their weapon skill and their choice of weapon skill can be random.

Death and Resurrection
Death comes with some great penalties in FFXI. You lose a certain amount of experience points for dying and any buffs including food buffs will be lost. If you only just leveled up you can level down when killed. If you use reraise items or there is a mage nearby you will suffer a weakened state for 5 minutes. This weakened state reduces your stats and max HP/MP to their base stats. Higher level raise/reraise will also affect how many experience points you recover. If you have no reraise or there is nobody around to raise you then you have 1 hour to wait for someone to come raise you or you can release back to your home point. Releasing will not return any experience points and you'll have to travel all the way back to where you was again to continue what you were doing, however you will not be afflicted with weakened status and your HP/MP will be full. Pixies and Sprites will also raise you if you die on their travel path. Knowing their paths is a good plan, not just for being raised when dead but they will also heal you if your HP is low providing you do not have anywhere in your possession the rare item you get after killing one.

Gearing Up
Gear can be obtained in a variety of ways. Some of it can be earned from completing quests or special missions, some can be crafted but this takes a lot of time and gil, some can be bought from NPC vendors, some dropped by defeating mobs or doing BCNMs, and some bought with conquest points which are earned by defeating Decent Challenge or stronger mobs while equipped with a Signet buff. The tougher the mob the higher the conquest points you earn per kill. You will also need to increase your rank to obtain higher level gear from conquest vendors by taking on national missions. These can be lengthy and dangerous missions, although you can skip some of them by trading crystals and clusters to the gate guards in your nations' city or at the consulates in other cities. Your best bet is to try and reach rank 2 and obtain gear from drops, conquest points and from NPC vendors for levels 10-20 since you're going to be mostly wearing these if you do most of your leveling in Gusgen Mines, and any much higher level gear will not give you the bonus stats it provides that you're not much better off fighting naked.

When you hit around 27+ you can begin collecting your Race Specific Equipment (RSE). This is very decent gear which for most jobs can be worn all the way up to your first Artifact gear (AF1). This takes a lot of time farming keys in specific dungeons and opening chests for a pattern which is then crafted by an NPC goblin in Jeuno into one of 4 items of RSE clothing and can only be done during your RSE week which lasts up to 7 hours 45 mins from the time it starts.

At level 30 you will want to visit the green Magian Moogle in Ru'lude Gardens. You can tell what colour it is by looking at the colour of the bauble dangling above its head. Magian moogles give you trials for obtaining augmented items. The green magian moogle will offer you trials for all of your level 30 or higher jobs which reward you with a free level 30 neck item and a job specific emote. These neck items are definitely worth investing the time in getting.

Gear which has a Rare marker means that you can only hold one of its kind unless you mail it to yourself or put it on the auction house. Gear which has an Ex marker means that only you can hold it. Some Ex gear can be mailed to yourself or any alt characters you may have created providing they're on the same PlayOnline ID. Gear which has an Aug marker will usually also come with both a Rare and Ex marker too. These are items which have some extra stats on them. You cannot sell back Rare/Ex, Ex, or Aug/Rare/Ex items to vendor NPCs.

Buying and Selling to Other Players
You can buy or sell items to other players in one of 4 different ways:


 * Auctioning - Auction houses charge a deposit for putting up items for sale, you can only auction up to 7 items at a time, you can only auction either single items or full stacks, and the cheapest item will always sell first. There is also a limited time in which auctioned items will say on the auction house.  If nobody buys your item after a few days it will be returned to you via the delivery box, you will not get your deposit refunded either.  You cannot see the name of the seller or how much they set the auction at, however you can examine the history to see who sold to who and for how much to get an idea of how much it generally sells for and how often.
 * Bazaar - These are a more secure method of trading. You set the price you want for the item (for stacked items only put in the value for a single item or you could end up charging someone 36,000 gil for a stack of 12 crystals instead of 3,000 gil for the stack) and a person who inspects your bazaar buys it without needing to do any other interactions.  The gil will go automatically to you, so you could leave your character afk in Jeuno and come back to find your bazaar has been bought out.  There is no fee for selling via bazaars unless you buy/sell in Aht Urghan.
 * Manual Trading - This isn't a very secure method of trading as mistakes or trickery can be made. You open up a trade window with the other player and place the item/gil in the trade window.  Only when both characters have clicked OK and not added or removed any other items or gil from the trade window will the transaction complete.  This is to prevent defrauding other players who may place the gil or item in the trade window and then cancel it in the last second, however if you're too quick to click OK you might end up getting sniped, and it is always advised before completing the transaction to mouse-over the item to check it is the correct one as some items have the same looks as others and you could end up paying 300,000 gil for an insect wing instead of an emperor hairpin.
 * Delivery Box - This is a very insecure method of trading and is not recommended. Basically you send someone the item via the delivery guy and they send the gil in the same method.  You cannot tell if they have sent you the gil until you visit your delivery box.  If they are waiting inside their moghouse for you to deliver first they could quickly take the item and not pay you for it.

It is also worth checking the value of items on FFXIAH.com and by visiting a vendor NPC. You may find in some cases that items sell for more to a vendor NPC than they do via an auction house.

Sub Jobs
As well as your main job there is also a secondary job called a sub job which benefits your main job. The sub job is half the level of your main job, so if you have 2 level 50 jobs and you choose one of them as your sub job then your sub job will be restricted to level 25. If however you have a job that is level 50 and a job that is level 10 and you pick the job that is level 10 as your sub job then it will remain level 10, and the only way to level a sub job is to level it as a main job. You cannot level sub jobs and main jobs at the same time.

Having a sub job is very important and you should aim to unlock the quest for it as soon as possible which happens once you hit level 18. Since most low level parties are done in Gusgen Mines you are better off picking up the sub job quest from Selbina rather than the one in Mhuara. The Selbina sub job quest requires you to find a Magicked Skull, Crab Apron and Damselfly Worm. The skull is frequently dropped from ghouls inside Gusgen Mines while the apron and worm are obtained from killing crabs and damselflys in Valkurm Dunes. Providing your party/alliance is over level 17 you should be quite capable of killing ghouls. The apron and worm can be gained solo at level 20 without too much effort, depending on your job, you may need help in getting these.

Advanced Jobs
As later expansions were added new jobs were added into the game. These advanced jobs can only be activated at level 30 or higher and by completing a lengthy quest. These quests can be exceptionally difficult or even expensive for a level 30 to complete and you may have to get help in completing them.

After being unlocked you can use advanced jobs as main jobs or sub jobs. Some advanced jobs have special traits to them that can improve main jobs and alter their playstyle, such as ninja and dancer's dual wield trait which allows warriors to equip 2 1-handed axes for better damage and can turn almost any job into a tank.

A lot of advanced jobs can be expensive to level or require a lot of time away from leveling to obtain certain spells or abilities. Ninjas for example will need to do specific quests and fighting certain mobs to get ninjutsu magic scrolls and will also need to invest in either buying or crafting tools used in casting spells, summoners will need to battle against avatar primes and forge a pact with them after successfully defeating them in order to summon them, and blue mages will need to regularly break away from leveling in order to learn spells from fighting specific mobs.

Chocobo Riding
The chocobo passes you get from completing the introduction missions will allow you to ride a chocobo from a stable for a limited time and will only take you as far as the next zone. These are useful for low level jobs that are just trying to reach the other end of a zone faster.

In order to hire a chocobo you will need to be level 20 or above and have completed a very lengthy quest in Jeuno. You will need 4 peices of Gausebit Grass which you can either farm from Wadi Hares in Dangruff Wadi or from Crane Flys in Meriphataud Mountains. This quest will take you over 6 hours to complete. You are to feed the sick chocobo the Gausebit Grass. It will only accept 1 Gausebit Grass per game day (approximately 1 hour real time) and the first 2 attempts to feed it it will refuse to eat. After you have completed the mission you'll be given a Chocobo License. You can only ride a chocobo on a job that is level 20 or above and you can only rent a chocobo from either a chocobo renter at a crag or at a chocobo stable in any city. You also have a limited amount of time in which you can stay on a rented chocobo, but the duration is much longer than the ones hired via a chocobo pass and they can take you through multiple zones.

You can also raise your own chocobo after completing the quest Chocobo on the Loose. You will receive this quest before you receive the quest for the licence, and you'll be given a free chocobo egg on completion. Raised chocobos can be called almost anywhere and are free to ride, however they require a lot of care and meal plans to determine their performance, and they also age until retirement. You can breed chocobos with other peoples' chocobos, or you can buy eggs from Jeuno to raise.

Teleport Crystals
Teleport Crystals are a useful means of getting around the game faster. In order to get teleported to one you will need to have visited one by foot and inspected it to receive a key item (KI). This key item is permanent once you obtain it and allows white mages to teleport you to the crystal.

There are currently 9 teleport crystals in the game:


 * Holla (crag in La Theine Plateau)
 * Mea (crag in Tahrongi Canyon)
 * Dem (crag in Konschtat Highlands)
 * Vahzl (crystal in Xarcabard)
 * Yhoat (crystal in Yhoator Jungle)
 * Altep (crystal in Eastern Altepa Desert)
 * Pashhow (crystal in Pashhow Marshlands [S])
 * Meriphataud (crystal in Meriphataud Mountains [S])
 * Jugner (crystal in Jugner Forest [S])

Reaching these at low levels can be dangerous and takes a lot of running around. Having a form of sneak and invisible is essential.

Missions, Quests and Fame
Completing missions allows you access to higher ranking items from conquest vendors. They are also necessary to access other areas in the game such as Dynamis and Sky and also for access to the Adventuring Fellow quest. As well as nation missions there are missions for other expansions that are just as important to complete for special rewards and access to certain areas.

Completing quests increases your fame with the affiliated city. Some quests can only be obtained by having higher fame with that city. People only tend to bother with raising fame for activating certain quests such as magic scroll quests, Avatar battle quests, and Gobbiebag quests.

BCNMS
Burning Circle Notorious Monsters are mini dungeons where players trade Beastmen Seals for a one time use orb and enter the dungeon through a burning circle in one of the beastmen strongholds outside the starter cities. Some can be a bit tough depending on the level and player setup, and the rewards vary from being utter junk to highly valuable items. Try to avoid having a full inventory when fighting mobs that give experience points so that you don't end up losing beastmen seals in the treasure pool, they are highly invaluable.

Adventuring Fellow
When you are level 30 and rank 4 with your nation you'll be able to start the quest for an Adventuring Fellow. The adventuring fellow is an NPC companion which after completing the quest can be summoned after equipping and activating a Signal Pearl. The signal pearl has a 20 hour cooldown starting from when you use it. If you or your adventuring fellow dies you won't be able to call them back again until the cooldown on the signal pearl resets. Your adventuring fellow will also leave if you mount a chocobo or enter a city or any other areas that are restricted to adventuring fellows.

The adventuring fellow starts out as level 30 and earns xp fighting mobs within the adventuring fellow's level, so even if you are level 90 and your adventuring fellow is level 30 and you fight mobs that are only level 30, while they check too weak for you the adventuring fellow will still earn xp from them as a level 30 would. Your adventuring fellow will also sync to your level if you start to level a new job and earn xp at the same rate as you, however you cannot have an adventuring fellow if you use a level sync and an adventuring fellow counts as a party member and will leave if you have more than 5 people in your party or if your party leader uses level sync.

The adventuring fellow will fight with you only while you are engaged in combat and will only stay around for a certain amount of time or after you have killed a certain number of mobs. This will increase as your fame with your companion increases. For casting classes you will have to engage the mob and hit it in order for your adventuring fellow to engage also. If you disengage your companion will also disengage.

As you summon your adventuring fellow or chat with them at the rendevous point you will gain fame with them (you can only get fame by chatting to them once per real day.) Adventuring fellow fame gives you access to specific quests relating to the adventuring fellow, access to better looking equipment on your companion, and increases the duration you have with your companion after summoning it.

Crafting
Crafting in FFXI has a fair amount of limitations. In order to craft items you will need crystals and materials. You can level any craft you want, however with the exception of fishing and synthesis you can only level 1 craft to level 110 while all other crafts can be leveled to level 70. Some crafted items will require multiple craft skills of different levels to make them, so it's worth capping your crafts and picking the one you want to really focus on to 110. If you try and increase a 2nd craft over level 70 then the 1st craft will begin to decrease in levels. Also every 10 crafting levels you will need to return to the guild and take a test where you're to make and donate a specific item.

Fishing and synthesis however can be increased to their max level without affecting any other craft, but unlike the other crafts these carry different rules. Fishing requires having a specific rod and bait and area for fishing up certain types of fish and junk. You also get to play a minigame of fighting the fish before pulling it up. As the fish tires out you can pull it out of the water, but be careful as you may end up with junk or even a monster. Different hints will indicate to you whether you're pulling up junk or a monster. If you try pulling up too soon while the fish still has stamina you have a chance of breaking your line and losing the bait or breaking the rod.

Synthesis requires other crafts to make augmented gear. Again you play a minigame to determine the success and the type of augment on your gear. Some of them require other players to help you out, and the penalties for failure could even be fatal.

Crafting takes a huge amount of time, gil, materials and crystals. It is most likely you will reach level 99 and still be at a very low crafting level. There is also a chance of success/failure depending on your crafting level vs the required crafting level of the item you're trying to craft. The lower your crafting the level the higher the chance of failing the craft and losing materials. Even if your craft level matches or escalates the required crafting level of the item you're crafting you only have something like a 99% chance of success, so you could be a level 80 clothcrafter making an item that requires a level 10 clothcrafter and you could still fail.

Crafting an item that is of a lower required crafting level than your skill also has a chance in producing a high quality version (HQ). For items such as clothing and weapons the HQ will either have a +1 next to its name or have a different name to it. HQ items have slightly improved stats than normal (NQ) items and as such are more valuable. For things like food and alchemy a HQ will result in either greater quantity produced or an improved version. Desynthesising an item using lightning crystals can also result in a HQ where more materials are returned.

Bags and Storage NPCs
You initially begin with 50 slots in your Moghouse and 30 slots in your Inventory. You also have access to a Storage which initially has 0 slots and is expanded by adding furnishings to your moghouse. You can gain up to 80 storage slots through furnishings, but each item of furniture takes up a slot in your moghouse so it's wise to pick furnishings that have high storage points assigned to them unless you are aiming for certain Mogenhancements or elemental strengths. You also cannot store furnishings in your storage.

There are also other bags you can get access to:


 * Having a security key gives you a free 30 slot Mogsack.
 * Giving an Artisan Moogle in one of the 3 starter cities 9,800 gil will get you a 30 slot Mogsatchel.
 * Completing some of the Aht Urghan missions will eventually give you access to a Locker.

Your Moghouse, Inventory, Mogsack and Mogsatchel can be expanded by completing the Gobbiebag quests in Jeuno. These are expensive quests that require you to have high fame with Jeuno. You will also need to revisit an Artisan Moogle to apply the increases to the Mogsack and Mogsatchel.

The Locker can be expanded once per conquest tally at the cost of Imperial currency up to a maxium of 80 slots and can only be accessed after trading Imperial Bronze Pieces to your moghouse moogle or the NPC in Aht Urghan Whitegate. Each bronze piece allows you rental access for 7 realtime days. You can trade multiple bronze pieces to keep the locker accessible for longer periods of time. If you don't keep up with the rent then you will not be able to access the locker again until you trade a bronze piece. Any items in the locker will be inaccessible until you pay up.

The moghouse and locker can only be accessed while you're inside your moghouse. The Storage is only accessible while inside your moghouse in your home town. The other bags can be accessed anywhere in the game.

Even with so many slots you may find yourself running out of bag space especially if you have any event gear or more than 1 job over level 60. Porter Moogles, storage NPCs and event NPCs can store items for you at a small price. Any items with a cooldown will have their cooldown reset to their maximum delay when removed from storage, and any items that have stages to them will lose their progress. Storage NPCs will only accept sets of items while Porter Moogles will accept partial sets in exchange for a slip. You can store as many items as you want per slip but each slip will only accept certain types of items. These are only worth purchasing if you have more than 1 type of item you want to store away for later use.