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CLOSED BETA

Titan XI: Closed Beta Notice

During live beta testing, several serious exploits were discovered that may have compromised server integrity and gameplay fairness. As a precaution, Titan XI has temporarily transitioned to a closed beta while we investigate the extent of these issues, address vulnerabilities, and restore a fair and stable experience for everyone.

Server reopening is currently TBA. We appreciate your patience and understanding as we work toward welcoming adventurers back to Vana’diel.

Titan Recruits

Your next ally is out there.

Meet adventurers with their own names, appearances and jobs. Recruit them in the world, build your crew, and bring friends into the adventure.

Titan’s generated Recruits are server-controlled Trust companions with one recruitment profile per job across 22 jobs. Their decisions consider level, resources, enemies and party needs. TitanRecruitment manages recruitment and TitanGambits provides party action controls; the server handles their combat actions, spell costs and recasts.

Find Your Crew

Recruit in the Field

Discover available Recruits at field recruitment anchors and invite them into vacant party spaces. Anchor offerings refresh on a new Vana’diel day, not once per real-life day. Released or defeated Recruits can return to an available anchor after a three-minute recovery period.

Fill Your Party

Use !recruit or the Recruit button in TitanRecruitment to fill available spaces, up to six members including humans and Recruits. Each manually recruited job has its own saved 30-minute cooldown for non-GMs; GMs are exempt. !recruit itself has no shared lockout. !recruit status refreshes the individual timers. A full party is never replaced.

Prepare Before Battle

Manual recruitment requires an eligible adventuring zone and a party clear of combat and enemy hate. It works in the field and supported dungeons, Dynamis and battlefields, rather than towns. Recruitment remains a manual choice.

A Party of Your Choosing

The TitanRecruitment window groups clickable job buttons into Tanks, Healers, Support and DPS, with each job’s remaining timer. Type a job command such as !war or click its button. Auto-recruit first fills missing Tank, Healer and Support roles, then available DPS. Unavailable pools are skipped; other ready jobs can fill remaining spaces if DPS is exhausted. Dancer is available; generated Dancers exclude female Humes because of an animation issue.

Tank

WAR · NIN · PLD · RUN

Healer

WHM · RDM · SCH · DNC

Support

SMN · BRD · COR · GEO

DPS

THF · MNK · DRK · SAM · RNG · BLM · BLU · BST · DRG · PUP

World anchor spawns remain unchanged: each anchor independently draws uniformly from the currently enabled jobs, and neighboring anchors can offer the same job. Dancer anchors are enabled, excluding female Humes; hired Dancers retain their identity and change from Artifact presentation to level-appropriate equipment. SCH is recruited only as a Light Arts healer. Support SMN uses /WHM through level 37 for backup healing and puts avatar support first. SMN is recruited only for support; SCH and SMN are no longer offered by the DPS pool.

!recruit Job Pools

!recruit fills open party slots by looking for a missing Tank, Healer and Support, then filling the remaining slots with DPS. If a role has no available jobs, it skips that role; if DPS is exhausted, it can use another available job. Each ready job in the selected role pool has an equal chance of being chosen. Jobs on cooldown and disabled jobs are excluded.

Each successfully summoned job starts its own 30-minute cooldown for non-GMs, saved per character through logout. You can recruit the same job again after that timer expires, even while your earlier recruit is still present. GMs bypass the timers. Use !war, !whm or a job button in TitanRecruitment to choose a ready job directly, or !recruit status to check your timers. Failed summons do not consume a job timer.

Tank

  • PLD
  • WAR
  • NIN
  • RUN

Healer

  • WHM
  • RDM
  • SCH
  • DNC

Support

  • BRD
  • COR
  • SMN
  • GEO

DPS

  • THF
  • MNK
  • DRK
  • SAM
  • RNG
  • DRG
  • BLM
  • BLU
  • BST
  • PUP

Field recruitment anchors are unchanged. These job pools apply to manual !recruit draws, including the Recruit button in TitanRecruitment. They do not change anchor offerings or refresh timers.

Equipment for Your Level

Hired Recruits use actual equipment from Titan's item catalog across all 16 equipment slots: weapons, offhand weapons or shields and grips, ranged weapons, ammunition, armor, neck, waist, back, earrings and rings. Selection considers their effective level from 1 to 75, job, race restrictions, weapon family and compatible combinations. Rare and Exclusive equipment can be selected without taking anything from your inventory or the Auction House. A slot can remain empty when there is no eligible compatible item.

Gear That Counts

Equipped items supply their implemented native stats and effects. Their names are not a promise that every retail conditional effect is implemented. Set bonuses and supported item effects follow Titan's native rules; this is a bounded selection system, not a guarantee of the single best outfit for every fight.

Job Comes First

Tank choices value defense and survivability, healers value MP and healing, and damage and support jobs consider their useful offensive and support stats. Job-specific preferences remain: WAR favors attack, NIN favors evasion and haste, and COR favors ranged attack with accuracy. Weapon and ammunition choices must fit the job's combat rules. A choice can trade one useful stat for another.

A Natural Fit

Race affects native base stats. When suitable armor is available, selection can favor useful HP for a naturally lower-HP Recruit or useful MP for a caster with a smaller MP pool, while preserving key job priorities. It does not grant free stats or make a job that cannot use MP spend equipment choices on it. Sex changes appearance and equipment eligibility, not racial base stats.

Field Recruits wear their original Artifact armor while waiting at anchors. Once hired, they equip their selected level-appropriate gear without changing their race, face, hair, size or name. Equipment is refreshed on summoning, effective-level changes and accepted safe-idle Tactics changes; Recruits do not automatically swap armor for individual actions. Ammunition, tools and supported pet supplies remain unlimited. Base stats, skill ranks, traits and action eligibility follow normal main/subjob rules. At level 75, Recruits have every available merit at its maximum individual rank, including passive merits. They use normal level and main-job requirements; general merits follow effective-level caps. This profile exceeds a player’s total merit category limits. Combat calculations use the same rules as players with the corresponding gear, skills and merit values. Existing Recruit spell-interruption protection is preserved; it does not remove ordinary silence, stun, death or cancellation rules.

Default main/subjob pairs are WAR/SAM, MNK/WAR, WHM/BLM, BLM/WHM, RDM/WHM, THF/NIN, PLD/WAR, DRK/SAM, BST/NIN, BRD/WHM, RNG/NIN, SAM/WAR, NIN/WAR, DRG/SAM, SMN/WHM, BLU/NIN, COR/RNG, PUP/MNK, DNC/NIN, SCH/WHM, GEO/BLM and RUN/WAR. Subjobs obey the normal half-level cap, up to 37 at main level 75; catalog entries alone do not unlock higher-level actions.

Tactics lists players before their owned Recruits. Recruit controls include supported tank roles, Aggressive or Passive behavior, area-effect weapon-skill permission, skillchain or Freewill choices and legal subjob changes. Changes that require rebuilding a Recruit wait for a safe idle state; player jobs and equipment remain manual. Passive contact uses confirmed melee, ranged or weapon-skill contact.

Auto-Pull is no longer available in TitanGambits. Use Tactics to choose when your Recruits join combat, and lead the opening yourself. Aggressive behavior responds to active threats; Passive behavior waits for your engagement and confirmed contact.

The Parser counts received alliance damage across all three parties and different monsters, including ranged attacks. It attributes supported pet and Recruit damage without depending on your selected target. It cannot reconstruct actions the client never receives, including damage beyond the server's normal visibility and spawn-list limits; existing damage-over-time, skillchain and reflection attribution limits remain.

The Recruitment inspector reports the selected Recruit's actual current equipment and calculated stats. Additive item modifiers are distinguished from other combined effects; the display does not infer unimplemented or inactive effects from an item name.

Tactics

Build your crew, then give it a plan. Open Tactics from TitanHub to bring your character and Recruits together in one party command window. Choose who holds the front line, when your companions join the fight and how their weaponskills work together.

Lead the Front Line

Main Tank gives an eligible tank job the leading defensive role, with one effective Main Tank chosen for the party.

Off Tank assigns backup tank duties. DPS lets a tank-capable job take an offensive role instead. Shape the front line around the crew you bring.

Set the Tempo

Aggressive lets automated combat respond to active threats without waiting for your first contact.

Passive holds offensive actions until you engage and make contact with that enemy. Necessary healing and support stay available, so you can lead the opening without putting your crew's care on hold.

Choose Your Reach

AoE WS: Allowed opens area-effect weaponskills to automation when you want to take on a group.

AoE WS: Disabled keeps automated weaponskill choices away from area attacks when a more focused approach suits the fight. Your manually used player weaponskills remain your choice.

Make Every Weaponskill Count

Skillchain Focus favors coordinated weaponskill choices that can build skillchains with your party.

Freewill lets each member favor its own damage-focused weaponskill choices as TP becomes available. Switch between a shared chain and individual offense to suit your next encounter.

Find Your Combination

Subjob lets you choose a legal secondary job for each recruited main job, adding another layer to your party plan. Subjobs follow normal half-level limits, up to level 37 at main level 75.

Recruit changes that need a rebuild take effect when the companion is safely idle. Your own character's job and equipment changes stay in your hands.

Your Party at a Glance

Color-coded job cards put your character first, followed by your Recruits, with familiar job head icons and clearly highlighted choices.

Expand All lays out the whole party's controls. Collapse All brings you back to a compact roster. Open one card whenever you want to adjust that member's plan.

Your player and Recruit tactics are remembered separately by character and main job. Recruits of the same job share one saved profile, making a favorite party setup easy to bring along again. Tactics works with Gambits automation while normal action, resource and target rules stay in place.

Talk to Your Recruits

Use an FFXI auto-translate phrase or type an action name in party chat or nearby /say. Names are case insensitive: Sneak, sneak and SNEAK are the same request. Numbered spells, songs, geomancy, rolls and job abilities use Titan's loaded action catalogs. An unaddressed request lets one eligible Recruit answer; name a Recruit to ask that companion directly. Name a player before or after a targeted action to request help for them.

Ask for Help

Sneak or its real TAB phrase asks for Sneak on you. Servo Sneak Luna asks Servo to help Luna. Cure III, Victory March, Indi-Fury and Chaos Roll use their exact action names. Braces in examples of TAB phrases represent the in-game auto-translate token, not characters to type.

A Real Response

Recruits reply in short, varied normal chat. They can explain an active effect, insufficient MP, an unavailable spell, recast delay or an invalid target. Busy requests can be queued ahead of normal AI when valid; accepted requests still need legal range and target conditions to execute.

Party First

Human party and alliance members can issue supported requests. Healing prioritizes the party, then alliance, then eligible nearby adventurers. Native targeting rules remain: a party-only action does not become an alliance or world spell. Greetings and social TAB phrases also receive contextual replies.

Recognizing an action does not grant it. The Recruit needs the action at its current job and level, enough resources, a ready recast, and a legal target. Pet abilities also require the appropriate active pet. Personality changes wording, never combat power or access.

Built for Titan

Recruits keep their main-job identity. BRD and Support SMN use legitimate /WHM spells through level 37 for backup healing; COR uses /RNG and GEO uses /BLM. SCH uses its healer profile and SMN uses its support profile. Normal MP, recast and target rules still apply.

Applicable Recruit tanks receive native Provoke access. The elected main tank uses it whenever its 30-second recast is ready and a valid combat target is available. Players and Recruits share a bounded, volatile-enmity catch-up against the highest eligible enmity holder. Dual Wield and Subtle Blow come only from legal native main/subjob traits and actual equipment; carrying two weapons does not grant either trait. Offhand selection respects the effective job levels, weapon family and two-handed or shield restrictions. Supplies such as ammunition, tools and pet necessities are provided internally, but MP, native recasts and targeting restrictions still matter.

Field Recruits wear original Artifact armor at their anchors, then select level-appropriate catalog equipment when hired. Manual recruitment is free, with a separate 30-minute cooldown for each job. Players must wait for that job’s timer to expire before recruiting it again; there are no recurring wages. Bards, Corsairs and Geomancers coordinate complementary buffs when several are present, while native per-caster limits and learned effects still apply. Recruit songs, Corsair rolls, beneficial Geomancer auras and Summoner avatar buffs reach eligible party members up to 50 yalms away; normal zone and height restrictions still apply.

Faces from Across Vana’diel

Generated identities vary their names, race, face and size. New Recruit race selection uses the following weights; these are chances per generated identity, not a guaranteed mix within each party.

Tarutaru

30%

Hume

29%

Elvaan

18%

Mithra

15%

Galka

8%

All 22 Jobs

These highlights describe the implemented job profiles through level 75. Actions unlock with level and remain conditional on resources, recasts and need; a listed ability is not a promise that a Recruit will use it in every fight. Rune Fencer and Geomancer retain their job-specific identity within Titan’s level-75 rules.

Warrior · WAR

Tank · Great axe

Provoke recovers hate; Defender and Retaliation support survival. Berserk, Aggressor and Warcry serve safer offensive windows. Great axe progression includes Shield Break, Sturmwind and Raging Rush.

Ninja · NIN

Tank · Two katanas and shuriken

Utsusemi shadows take defensive priority. Provoke, Yonin, Hojo, Kurayami, Jubaku and Dokumori support control; elemental ninjutsu adds situational damage. Daken uses level-appropriate shuriken, with Blade: Jin at higher levels.

Paladin · PLD

Tank · Sword and shield

Provoke and Flash recover hate, while Sentinel, Rampart and Shield Bash protect the front line. Conditional Cure, Cover, Chivalry and Fealty support emergencies; Invincible is command-only. Protect and Shell use available tiers. Titan Cover does not require a positional setup.

Rune Fencer · RUN

Tank · Great sword

Runes respond to the enemy’s element rather than always using Ignis. Vallation or Valiance, Swordplay and Pflug provide mitigation; Elemental Sforzo is command-only. Flash, Foil, Lunge, Gambit, Rayke and Battuta are level-gated. Protect, Shell, Regen and Refresh maintenance supports survival; Phalanx, Aquaveil, Blink and Stoneskin are conditional.

Red Mage · RDM

Healer · Sword

Refresh targets magic-based jobs; Haste, Dispel and backup healing support the party. Dia, Slow, Paralyze, Gravity, Blind, Poison II, Silence and defensive Bio II cover debuffs. Sleep controls threatening adds. Convert checks safety and worthwhile MP gain, while Chainspell is command-only.

White Mage · WHM

Healer · Club and shield

Healing and status removal precede buffs and offense. Dynamic Cure and Curaga match actual injuries; Erase and cleanses address removable ailments. Raise, Haste, available Regen tiers and Protectra/Shellra support allies. Divine Seal is reserved for serious healing needs; Benediction and other special two-hour abilities remain command-only. With spell automation enabled, eligible players and Recruits maintain their own highest usable Reraise tier in combat or at rest, yielding to emergency healing and respecting MP, recasts and existing action restrictions.

Bard · BRD

Support · Dagger

BRD/WHM maintains songs before using normal /WHM backup healing through level 37. March, Madrigal, Minuet, Ballad and Paeon respond to party needs and available song tiers. Elegy, Finale, Lullaby, Requiem and Threnody add enemy control. Pianissimo, Nightingale and Troubadour have contextual conditions; Soul Voice is command-only. Multiple Bards coordinate different songs instead of repeatedly replacing the same buffs.

Corsair · COR

Support · Gun and dagger

COR/RNG maintains Phantom Rolls first, then uses ranged attacks and /RNG abilities through the normal level-37 subjob cap. Phantom Rolls adapt to melee, ranged, caster and defensive needs. Double-Up, Snake Eye and Fold respect active rolls, busts and recasts; Random Deal checks whether allies need it. Quick Draw chooses situational shots. Gun weapon skills such as Slug Shot take priority, with dagger skills as fallback.

Summoner · SMN

Support · Staff and avatar

Support SMN/WHM prioritizes avatar support such as Hastega, Aerial Armor, Earthen Ward, Shining Ruby and Rolling Thunder's Enthunder. Normal /WHM spells through level 37 provide backup healing. Avatars are chosen for useful protection, healing and damage pacts. Healing Ruby, Spring Water, Whispering Wind, Earthen Ward, Aerial Armor, Hastega and Shining Ruby are level-gated options. Later Rage pacts include Predator Claws, Flaming Crush and Spinning Dive. Summoning and perpetuation consume MP; releases conserve it. Elemental Siphon uses a temporary spirit only when recovery is useful and ready.

Dancer · DNC

Healer · Two daggers

Dancer defaults to /NIN, with normal subjob levels and legal traits rather than an extra Dual Wield or MP grant. Curing Waltz heals one ally, Healing Waltz removes supported ailments, and Divine Waltz heals eligible nearby allies. These support choices consider all three alliance parties within their legal range. Injured allies take priority and reserve TP for healing; when allies recover, Dancers can use legal offensive abilities, dagger weapon skills and skillchains. A single Samba preference selects Haste, Drain or Aspir and uses the highest legal tier; an explicit preference never silently changes family when its target or resource requirements fail. Clearing it restores adaptive Samba selection. Fixed equipment favors reliable hits, haste and useful TP generation while retaining implemented Waltz enhancements; Healing Waltz remains status removal, not HP healing.

Scholar · SCH

Healer · Club

Healer SCH maintains Light Arts and Addendum: White for healing, status removal, Regen and protection.

Geomancer · GEO

Support · Club and luopan

Indi and Geo effects are chosen as complementary party auras. Multiple Geomancers look for useful effects that other Recruits are not already providing. GEO/BLM maintains Indi and Geo support first, then uses restrained offensive magic. Its /BLM spells follow the normal level-37 subjob cap. Native aura range and target rules still apply.

Thief · THF

DPS · Two daggers

Dual Wield follows the legal main job and /NIN subjob trait levels. Sneak Attack and Trick Attack prepare for weapon skills with tank eligibility checks; Feint and Assassin’s Charge support offense. Perfect Dodge is command-only and Flee remains situational. Dagger progression includes Viper Bite, Dancing Edge and Shark Bite; Steal stays low priority.

Black Mage · BLM

DPS · Staff

Nuke selection considers element, resistance, MP reserve and magic-burst windows instead of always choosing the strongest spell. Sleep/Sleep II control threatening adds, with Elemental Seal for difficult casts. Stun, Drain, Ice Spikes and useful elemental debuffs complement offense. Aspir needs an enemy with MP and meaningful recovery need; Manafont is command-only.

Monk · MNK

DPS · Hand-to-hand

Chakra, Dodge, Focus and safer Counterstance decisions balance survival and damage. Boost considers TP and Chi Blast timing. Mantra supports wounded allies, Formless Strikes addresses physical resistance, and Hundred Fists is command-only. Weapon skills progress from Combo to Raging Fists, Howling Fist and Dragon Kick.

Blue Mage · BLU

DPS · Two swords

Dual Wield follows the legal main job and /NIN subjob trait levels. Pollen, Wild Carrot and Magic Fruit heal actual injuries; Cocoon, Metallic Body, Refueling and Diamondhide provide useful protection. Head Butt interrupts. Physical and magical Blue Magic, dispels and debuffs vary with target state and MP. Chain Affinity and Burst Affinity use contextual opportunities; Azure Lore is command-only.

Beastmaster · BST

DPS · Two axes and jug pet

Dual Wield follows the legal main job and /NIN subjob trait levels. Level-banded jug pets supply dependable companionship. Reward checks real missing pet HP and tactical danger; Sic uses pet-family options. Killer Instinct and Feral Howl have situational conditions; Familiar is command-only. Axe progression includes Smash Axe and Rampage. The profile relies on jug pets rather than promising routine Charm of wild monsters.

Dragoon · DRG

DPS · Polearm and wyvern

Wyvern summoning and Spirit Link consider pet HP and the Dragoon’s safety. Jump adds offense; High Jump and Super Jump help shed hate. Angon, Ancient Circle and Deep Breathing have contextual checks; Spirit Surge is command-only. Polearm progression includes Double Thrust, Leg Sweep, Penta Thrust, Skewer and Wheeling Thrust.

Dark Knight · DRK

DPS · Scythe or great sword

Stun and Weapon Bash interrupt; Drain and MP-aware Aspir sustain resources. Last Resort and Souleater consider danger and hate. Absorb spells, Bio, Dark Seal, Diabolic Eye and Arcane Circle add situational tools; Blood Weapon is command-only. Weapon skills follow the equipped family, including Guillotine/Cross Reaper or Spinning Slash.

Puppetmaster · PUP

DPS · Hand-to-hand and automaton

The automaton uses its own Puppetmaster name pool. Deploy, retreat and Deactivate respond to pet state, while Repair checks injury and safety. Maneuver rotation varies offense versus recovery and observes overload constraints. Role Reversal and Ventriloquy are conditional, while Overdrive is command-only; hand-to-hand weapon skills include Combo and Raging Fists.

Ranger · RNG

DPS · Bow, gun or crossbow; two daggers

RNG/NIN uses offhand daggers only when its effective Ninja subjob legally grants Dual Wield, while preserving ranged attacks. Sharpshot and TP-aware Barrage support shooting. Shadowbind, Unlimited Shot and Camouflage are situational; Eagle Eye Shot is command-only. Ranged weapon skills follow the equipped weapon; crossbows can select useful status bolts. Dagger skills are fallback.

Samurai · SAM

DPS · Great katana

Third Eye and Seigan favor survival; Hasso favors safer offense. Meditate considers TP rather than firing at any TP value. Sekkanoki, Blade Bash and Shikikoyo use contextual checks; Meikyo Shisui is command-only. Tachi: Enpi, Yukikaze, Gekko and Kasha progression supports skillchain-aware choices.

Bring Your Friends. Keep Your Crew.

Titan supports alliances of Trust-bearing parties: join your adventurer friends and unite up to three parties, for 18 total humans and Recruits. Recruits remain with their summoner’s own party, and each party retains its six-member capacity.

Form the alliance by consent: a party leader can invite another leader with !ta Luna, and the invited leader accepts with !join. Each eligible member receives full monster-kill EXP without a party- or alliance-size reduction, including groups with Recruits and Companions. Normal monster eligibility and other EXP rules still apply.

A companion for the journey. A crew you can shape. An alliance when friends arrive.