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FF

Square Enix · 2002

Final Fantasy XI macros

Final Fantasy XI is played through its macro palette. There are no hotbars in the usual sense — you press Ctrl or Alt plus a number and the macro fires, and a job with twenty abilities means a macro book laid out to match. Six lines each, /ma for spells, /ja for abilities, /ws for weapon skills, and a set of target tags that the rest of the genre never quite matched.

Built-in macro editor

How macros work in FFXI

Macros live in books, each holding ten Ctrl macros and ten Alt macros. Every macro is six lines. /ma casts a spell, /ja uses a job ability, /ws performs a weapon skill, and target tags such as <t>, <me> and <stpc> decide who it lands on.

Setting one up

  1. Open the macro menu and pick a book, then a Ctrl or Alt slot.
  2. Name the macro — the name is what shows on the palette, so keep it short.
  3. Write up to six lines: /ma "Cure IV" <stpc> for a spell, /ja "Provoke" <t> for an ability.
  4. Add /wait between actions that need to resolve before the next one starts.
  5. Switch books with /macro book, and switch the Ctrl or Alt set with /macro set.

Rules and limits

  • A macro is exactly six lines. There is no way to extend one, so long sequences chain across two palette slots.
  • Spell and ability names must be quoted and spelled exactly, including the numeral — "Cure IV" is not "Cure 4".
  • /wait only takes whole seconds and snaps to the server tick, so a one-second wait can land anywhere from roughly 0.8 to 1.25 seconds.
  • A macro does not check whether an ability is ready; it simply fires and fails, which is what /recast is for.
  • Target tags are the whole system — <t> is your target, <me> yourself, <bt> your battle target, <stpc> prompts you to pick a player, and <stnpc> to pick an enemy.

Macros by job

Pick a job to see only the macros that apply to it.

All FFXI macros

36 macros, searchable and ready to copy.

36 macros

  • FF
    /assist <p0>
    /wait 1
    /attack <t>

    Picks up whatever your party leader is fighting and attacks it. Keeps the whole party on one target without anyone calling it out loud.

  • WM
    /p Benediction now!
    /ja "Benediction" <me>

    The two-hour ability that full-heals the party. Telling everyone the moment it goes off stops other healers from dumping their mana into an already-healed party.

  • WA
    /ja "Berserk" <me>
    /wait 1
    /ja "Aggressor" <me>
    /wait 1
    /ja "Warcry" <me>

    Stacks your offensive abilities with waits between them, because job abilities share a short cooldown and firing them on the same tick loses one.

  • SU
    /recast "Blood Pact: Rage"
    /pet "Flaming Crush" <t>

    Checks the blood pact timer, then fires. Blood pacts have long individual timers and firing one that is not ready simply wastes the press.

  • FF
    /p Pulling now, hold your hate
    /ja "Provoke" <t>

    Announces an action to the party. FFXI has no combat log overlay by default, so telling people what you just did is how coordination actually happens.

  • BE
    /ja "Charm" <stnpc>
    /wait 2
    /pet "Fight" <t>

    Charms a monster and orders it to attack your target. Charm breaks without warning, so having the re-charm and the attack order on one macro matters.

  • FF
    /recast "Provoke"
    /ja "Provoke" <t>

    A macro fires whether or not the ability is ready. /recast prints the remaining timer to your log, which is how you check without wasting the attempt.

  • FF
    /check <t>
    /echo Check the con before pulling

    Checks a target to gauge its level before you commit. FFXI punishes pulling something too strong far more harshly than most games, so this habit is worth macroing.

  • RM
    /ja "Convert" <me>
    /wait 2
    /ma "Cure IV" <me>

    Swaps your health and mana, then immediately heals yourself back up. Convert leaves you at very low health, so the follow-up cure is not optional.

  • WM
    /ma "Cure IV" <stpc>
    /ma "Cure IV" <me>

    The core White Mage macro. Opens a player selector so you choose who to heal without losing your enemy target, and falls back sensibly if you cancel out.

  • DA
    /ja "Curing Waltz III" <stpc>
    /ja "Curing Waltz II" <stpc>

    Heals using TP rather than mana, aimed with a player prompt. Dancer waltzes are what make the job the most self-sufficient in the game.

  • RM
    /ma "Slow" <t>
    /wait 5
    /ma "Paralyze" <t>
    /wait 5
    /ma "Blind" <t>

    Lands your debuff stack in sequence with waits long enough for each cast to resolve. Six lines is exactly enough for three spells and their waits.