FFXIV Game Information

Last updated: May 30, 2010


Final Fantasy XIV is a massively multiplayer online game created by Square Enix. It will be playable on PS3 and PC (Windows). It is currently expected to release in 2010. This page is a collection of FFXIV information that has been publicly released.

  1. World and Lore
    1. City-States
      1. Limsa Lominsa
      2. Ul’dah
      3. Gridania
      4. Ishgard
      5. Ala Mhigo
      6. Unknown Nation
    2. Backstory
    3. Gods
    4. Races
      1. Elezen
      2. Lalafell
      3. Hyur
      4. Roegadyn
      5. Miqote
    5. Guilds
      1. Limsa Lominsa
      2. Ul’dah
      3. Gridania
      4. Ishgard
    6. Other Groups
  2. Disciplines
    1. Disciples of War
      1. Archer
      2. Lancer
      3. Gladiator
      4. Marauder
      5. Pugilist
    2. Disciples of Magic
      1. Conjurer
      2. Thaumaturge
    3. Disciples of the Land
      1. Botanist
      2. Fisherman
      3. Gardener
      4. Miner
    4. Disciples of the Hand
      1. Alchemist
      2. Blacksmith
      3. Culinarian
      4. Tanner
      5. Weaver
      6. Goldsmith
  3. Bad Guys
    1. Garlean Empire
    2. Beast Tribes
    3. Bestiary
  4. Game Mechanics
    1. Character Creation
    2. Armoury System
    3. Active/Passive Mode
    4. Switching Between Classes
    5. Controlling Your Character
    6. Guildleves
    7. Aetheryte
  5. Random Bits of Information (for the curious)

World and Lore

Eorzea Cliffs from trailer
The game is set in the world of Hydaelyn and the adventure begins in one of its regions: Eorzea. Eorzea is the word for both a geographical region and the civilization that lives there. To the east and north of Eorzea is the Garlean Empire. Outside of these two nations we know little about Hydaelyn itself.

Map of the world:
Map of Eorzea
Eorzea Language Decoder Ring

We know nothing about the geography of the Garlean Empire (and little about the beings that live there). We know slightly more about Eorzea (our home). Eorzea comprises the continent of Aldenard and its surrounding islands. There are five seas within Eorzea: Rhotano Sea, Sea of Ash, Sea of Jade, Indigo Deep, and Bloodbrine Sea (names in italics are unconfirmed). Within Eorzea there are four major city-states and two minor* city-states:

*Ala Mhigo is one of the minor city-states and from the lore we have heard so far is more of a memory of a city-state: not a real power.

City-States

Limsa Lominsa
City-state of Limsa Lominsa
Limsa Lominsa Flag is a maritime city located on the southern coast of the island of Vylbrand on the Rhotano Sea. It is blessed by the goddess of navigation, Llymlaen. The city itself is spread over countless tiny islands, each connected by ivory bridges. According to legend the city was founded by an armada fleeing its homeland. Llymlaen took pity on them and guided them to the shallows of a rocky bay where their ships were grounded on sharp rocks. They used the remnants of their ships to build a city at the base of the cliffs. However they were still sailors and soon built ships to travel across the five seas of Eorzea. The city they had built, Limsa Lominsa became a powerful city-state. They never left their legendary past behind and even today the leader of the Limsan thalassocracy is addressed as Admiral.

As it is a port town, it is unsurprising that its wealth rests on the shipping industry. In order to maintain the shipping routes, the thalassocracy employ a navy called the Knights of the Barracuda. These Knights patrol the seas, ensuring safe passage for all those doing business with Limsa Lominsa. However even in the waters near Limsa Lominsa pirate bands pillage which leads the neighboring city-states to suspect the Knights take a share of the spoils the bandits bring in, in return for looking the other way.

Landmarks in Limsa Lominsa:

The Mizzenmast: This towering Mizzenmast stands at the center of the city. It was built around the remains of Galadion, an enormous battleship that crashed on this coast years ago and helped form the beginnings of this city. The bottom level of the Mizzenmast is dedicated to the cities defense: it has thick walls and is dotted with arrow loops and murder holes. The middle level contains a bustling pub and a cozy inn. The upper-most levels are dedicated to the offices of the high-ranking thalassocratic leaders, including the Admiral. The airship dock is also located near the top of this tower.

The Octant: This is a large outdoor plaza immediately below the Mizzenmast and earned its name due to its resemblance to the famous nautical instrument. During the day it is a bustling place, full of many different types of entertainers. At night lovers come to look at the stars.

Pharos Polaris: This is the large lighthouse that guides sailors to Limsa Lominsa. Few, save the candlekeeps who maintain the blue flame at the top of Pharos Polaris, know the origin of the flame. Some say it comes from the maw of an arcane bomb, locked up and tormented until its flame shines brightly. Others say the keeps are powerful thaumaturges who capture the rays of the sun and release them at night.

Hawkers’ Alley: This is a section of the city where people gather to sell their wares from all over Eorzea. However Hawkers’ Alley is not the only place where people come to sell their wares. On several of the islands dotted in the bay you can find neighborhoods such as the Frippers Ward and the Leechers Ward that are home to guilds and workshops. It is here that adventurers often chose to set up their bazaars.

Ul’dah

City-state of Ul'dah
Ul'dah flag is located in the desert of southern Aldenard. At the center of the city is a dome-shaped citadel. The walls of Ul’dah are massive and can be seen for miles (malms): deterring potential attackers. Ul’dah is a city whose wealth is based on its abundant mineral resources as well as its cloth industry. Many people are drawn to Ul’dah to partake of its famed recreation: fighting arenas and gambling halls. The sovereign of Ul’dah is the sultan, however the true power is wielded by the Syndicate: a group of Ul’dah’s most influential and wealthy citizens. The patron deity of Ul’dah is Nald’thal and two great halls dedicated to his two aspects can be found in the eastern and western parts of the city.

Gridania

City-state of Gridania
Gridania flag is located in the eastern wooded region of Aldenard. The city itself, composed of labyrinthine waterways and large wooden structures, blends into the landscape around it. The power of Gridania comes from its harmony with nature. They are preeminent in trades like forestry, agriculture, carpentry and leather-working. Wood-wailers, a group of pole-wielding sentries, are charged with defending Gridania. Their patron deity is Nophica, the matron. However guidance is also sought from the forest’s elementals through a group of young oracles known as the Seedseers.

Ishgard: is a mountain city-state.

Ishgard flag

Ala Mhigo: This city was once the most powerful city-state in Eorzea. It is located in the remote northern highlands and was the city-state of the Hyruan clan: the Highlanders. After the invasion of the Garlean Empire the city-state fell and the Highlanders disappeared. It is now rare to see any Highlanders in the other cities. The only exceptions to this are the Male Mercenaries.

Unknown Nation: This city-state is shown on the map of Eorzea but not otherwise mentioned. (Possibly named “Shar Layan”)

Backstory

Eorzea was settled long ago by wandering tribes from across Hydaelyn. They were taken under the wing of the local deities (later known as the Twelve) and thrived. As the Eorzean civilization blossomed many city-states were born. As time went on these city-states fell to warring with each other: each vying for control and power. However, fifteen years ago Eorzea was attacked by the technologically superior Garlean Empire. The most powerful city-state, Ala Mhigo, quickly fell and it seemed that Eorzea was doomed to be taken. The remaining five nations formed a loose alliance to fight the empire but just as quickly as the invasion had arrived, it was gone.

The invasion left behind it an uneasy peace, called the “Age of Calm”. Prior to the invasion few city-states had organized militaries, relying instead on mercenaries and hedge knights. However with the fall of Ala Mhigo, the city-states organized their city guards into legitimate standing armies. This left the mercenaries and hedge knights with no one to serve. Many of them began to resort to banditry to make a living. In order to prevent the situation from worsening a few leaders in Eorzea gathered these mercenaries together and formed them into a network of guilds whose purpose was to aid others. This lead to a new industry called ‘adventuring’.

Leve of Valor

Guildleve – These small plates of stained crystal, each depicting a virtuous deed of one of Eorzea’s patron saints, are associated with the adventuring industry and give the bearer the right to do whatever necessary to complete the given task.

So we come to the present day: the beast tribes have summoned the power of fearsome creatures known as the primals and are using the strength these creatures have given them to wreak havoc.

Summons

The Garlean Empire stirs in the northeast and has destroyed the once-powerful city of Ala Mhigo. In the midst of this embattled Eorzea an unknown power surfaces. It is called the Echo and allows people to relive the past experiences of others as if they were their own. Where does this eldritch power come from? Is it benign or the work of someone or something more sinister? It is this that we are charged to discover.

Gods

Countless moons have waxed and waned since wandering tribes from across Hydaelyn first arrived in Eorzea and settled its untamed lands. The benevolent deities who ruled the empty continent and its surrounding islands were impressed with the resilience of these primitive men and women, and in an act of mercy each saw fit to ensure their welfare.” – The official FFXIV Story

The gods who rule over Eorzea are known by the inhabitants as the Twelve (whether that is the number of deities or just a fancy name for them remains to be seen). They will certainly play a role in the game itself but it is not clear yet what that role will be. Here are a few that are mentioned by name:

Llymlaen, the Navigator: Goddess of Navigation, patron of Limsa Lominsa.
Azeyma the Warden: Sun God, followed by the Sun Seekers Miqo’te clan.
Nymeria, the Spinner: Watcher of celestial bodies and Goddess of Fate.
Oschon, the Wanderer: Associated with the Miners’ guild and mountains.
Menphina, the Lover: Moon God, followed by the Moon Keepers Miqo’te clan.
Nald’thal, the Traders: Overseer of transactions and the underworld, and god of commerce. Patron diety of Ul’dah
Nophica, the Matron: Tender of soils and harvests, and goddess of abundance, is the guardian deity of Gridania.
Thaliak, the Scholar: Ruler of rivers and wisdom, and god of knowledge, is the guardian deity of Sharlayan.
Halone, the Fury: mover of glaciers and goddess of war, is the guardian deity of Ishgard.
Byregot, the Builder: Purveyor of architecture and industry, and god of the arts.
Althyk, the Keeper: Surveyor of change and space, and god of time.
Rhalgr, the Destroyer: breaker of worlds, is the god of destruction and guardian deity of the now fallen nation of Ala Mhigo.

Races

As far as we know the world of Eorzea is comprised of five different races each split into two (or possibly more) playable clans.

Elezen: This race was the first to inhabit Eorzea and for a time claimed sole dominion over it. Because of this, they believe they are preordained by the gods and have a special sense of pride and honor. They are a traditionally nomadic people. When the Hyur first came to Eorzea they were seen as invaders by the Elezen and were at constant war with each other. However, they now enjoy a peaceful coexistence with the exception of the reclusive Duskwight Elezen.

There are two clans of Elezen:


Wildwood Elezen – As their name suggests this clan is comprised of Elezen who traditionally inhabit the deep forests of Eorzea. They have excellent eye-sight and are proficient archers. In current times many of them have left the woodlands: drawn to either the city or a nomadic life on the plains.


Duskwight Elezen – They have traditionally lived in caves and because of this they have developed an uncanny sense of hearing. This makes them very adept at hand-to-hand combat. In current times they often turn to thievery to maintain their life-style and are despised as turncoats by the Wildwood Elezen.

Lalafell: The Lalafell originally inhabited the fertile islands of the south seas. When trans-marine commerce began, they soon used these trade routes to travel to Eorzea. They are now well-established through much of the region, but they still avoid the colder climates. They are short and round but still very agile. Their legs can carry them long distances and they are known for often having highly developed and cunning intellects. They greatly value their familial bonds but are still friendly to outsiders and enjoy prosperous relations with the other races.

There are two clans of Lalafell:


Plainsfolk – These Lalafell make their villages from the materials of the plain. Their hair resembles vegetation and their ears can easily hear the faintest footsteps of a mole.

Dunesfolk – The Dunesfolk live in homes that are attached to the backs of large beasts of burden. They follow the movement of the soil and their eyes have developed a clear film to protect their eyes from the glaring sunlight of their native land. They wear jewels on their foreheads to represent their zodiac sign.

Hyur: This is the race with the largest population. They traveled to Eorzea from the surrounding continents and islands in three migratory waves. They brought sophisticated technology and a more complex ethos to Eorzea from their contact with a broader world. They are widely seen as the force behind much of the advances in Eorzean civilization. They are a very diverse group in both their social institutions and languages. This makes them less cohesive then the other races but is also seen as the cause of their strong belief in individual freedom.

There are two clans of Hyur:

Midland Hyur – More than half of the Hyurs belong to this clan and they are found throughout the cities of Eorzea. Midlanders are introduced to books at a young age and so tend to be more educated than other races and clans.

Highland Hyur – The Highlanders are found in the remote northern regions of Eorzea. They are stronger and more muscular than their Midland brethren. It is rare to see Highlanders except for those who fled Ala Mhigo after its fall and have become mercenaries and sell-swords. (Female Highlanders aren’t available as PCs)

Roegadyn: The Roegadyn are a maritime race and traveled to Eorzea through the northern sea where they are still most concentrated. However in their frequent journeys to Limsa Lominsa, a few of their race have settled and become mercenaries, bodyguards or even pirates. They are an enormous and muscular race that places a great emphasis on competition and unflinching courage, though introspective and tender Roegadyn are not unheard of. A clan of reclusive Roegadyn, known as the Hellsguard, live deep in the mountains of Ul’dah and are said to have mastered the magical arts. Female Roegadyn do exist but they won’t be playable.

There are two clans of Roegadyn:

Sea Wolves – This clan were feared as marauding pirates from the northern seas. Recently, their numbers have been increasing and it is not unusual to see them employed as sailors or naval mercenaries on all manner of vessels.

Hellsguard – The Hellsguard live in the vicinity of volcanic craters that they believe are the gates to the underworld. For centuries they have stood guard over these craters to prevent the passage of souls back to the realm of the living. Their mind and body are tempered by the volcanoes they live near, which allows them to take many different paths: from martial to magical.

Miqo’te: The ancestors of the Miqo’te traveled to Eorzea during the Age of Endless Frost when the seas turned to ice and passage over them became possible. They followed their prey as they made their way to Eorzea. This age saw an influx of foreign fauna as well as the introduction of this new race of hunters. Their modern descendants, the Miqo’te have inherited their excellent sense of smell as well as their long and powerful legs. They are relatively few in number compared to the other races and tend to be insular even when living in large cities.

There are two clans of Miqo’te:


Seekers of the Sun – This Miqo’te clan are followers of the Sun God Azeyma. They are most active during the day and have distinctive eyes: the pupils are vertically aligned and the irises are faintly colored.


Keepers of the Moon – Keepers of the Moon follow the Moon God Menphina. They are often nocturnal and will frequently apply vivid war paint to their faces.

Guilds

Guilds are groups that seem to be associated with certain disciplines (whether of war or magic, the land or the hand). It sounds like adventurers will be able to go to these guilds to seek help with whatever discipline they have an interest in. Each guild is tied to a specific group and location in a city. Right now we only have information on the guilds of Limsa Lominsa, but it is assumed that the other major city-states will have their own guilds as well.

Limsa Lominsa

Armorer Guild IconBlackSmith Guild IconNaldiq & Vymelli’s: Named after their founders, legendary cannonwright Theor Naldiq and renowned shipwright Bryce Vymelli, this guild has provided nearly all of the steel plating and weaponry on the ships that navigate the waters of Eorzea. However the recent flourishing of adventuring has caused them to expand their repertoire to include blades and armor: opening a Blacksmiths’ Guild and Armorers’ Guild within their own.

Musketeer Guild IconCoral Tower: Home of the Knights of the Barracuda, the Coral Tower includes a large firing range as well as a fully equipped barracks where weapons can be cleaned and repaired. They have given themselves the name of the Musketeers’ guild to entice good marksmen to join their navy rather than turn to piracy.

Culinarian Guild IconThe Bismark: The cooking guild of Limsa Lominsa. They mention grand battles between chefs in this guild.

Marauder Guild IconThe Astalicia: Although it is officially registered as a trading vessel from foreign lands, the Astalicia is a warship that is home to the notorious One-eyed Hyllfyr, lord of the underworld of Limsa Lominsa. The Marauders’ guild is where many of the cities’ pirate crews recruit new members.

Fisherman Guild IconFisherman’s Bottom: The Fishermans’ guild is found in this district of Limsa Lominsa. This group buys and sells anything associated with fishing as well as maintaining the local fisheries (the Barrel) and several of the lighthouses in the area.

Drowning Wench Guild IconThe Drowning Wench: Once a less than reputable alehouse, the Drowning Wench underwent a change when the owner declared it and the inn located above, the Adventurers’ Guild. It is now a popular place for many new adventurers looking for work or the quickest path to fame and fortune.

Ul’dah
No information at this time.

Gridania
No information at this time.

Ishgard
No information at this time.

Other Groups

Knights of the Barracuda: patrol the seas on the shipping lanes of Limsa Lominsa. They are charged by the Limsan thalassocracy to protect those who would do business with Limsa Lominsa. However, they are believed to be in league with the many pirate bands that appear even in the waters close to the great city.

The Seedseers: Young oracles who guide the people of Gridania based on the will of the forest’s elementals.

The Syndicate: The six most influential and richest members of Ul’dahn society. This elite group is the true power in Ul’dah.

The Wood Wailers: A militant band of pole-wielding sentries who are charged with protecting Gridania.

Disciplines

Disciples of War

Archer

Archer

Range: Extreme-long range

Description: Archers can use different types of arrows and bows (at least three of which are mentioned or pictured: composite, longbow and shortbow). Their close range is limited by their quivers. Elezen and Miqo’te are mentioned specifically as two races that are known for their archery. They are also able to use other things as projectiles (such as rocks). Two ‘tactics’ are mentioned: sharp-shooting and high-angle fire. There is a reference to being adept at finding ‘suitable ground’ which could refer to advantages from standing in certain locations or at certain distances from your opponents. They emphasized in later updates that an archer’s ability to select the correct position and arrow can turn the tide of a battle.

Abilities:

  • Replenish: Invoke a blessing of renewal, consuming MP to replenish your projectiles to capacity.
  • Chameleon: Blend in with your surroundings, consuming TP to reduce enmity.
  • Quickstride: Quicken your stride, increasing movement speed.
  • Retrieval: Search your surroundings, consuming HP to find and gather projectiles.
  • Hawk’s Eye: Your eyes gain hawk-like precision, increasing the accuracy of your next attack.

Weapon Skills:

  • Shadowbind: Fetter an enemy’s shadow, rendering the target immobile.
  • Wide Volley: Launch a wide-range assault, increasing attack power and dealing projectile damage to the target and nearby enemies.
  • Quick Nock: Nock and release at a blinding speed, shooting multiple arrows at a time in a cone before you. Increases attack power and deals projectile damage.
  • Scouring Strike: Deliver a debilitating blow, increasing attack power and dealing projectile damage. Removes a single enhancement effect from the target.
  • Shrieker: Loose an attack with a terrifying sound, dealing projectile damage and causing the target to flee in terror.

Arms:

Arrows: (image)

  • Iron Arrow: all purpose
  • Mythril Arrow: effective against Ashkin
  • Obsidian Arrow: effective against magical barriers
  • Twintail Arrow: effective against large creatures
  • Poison Arrow: effective in extended battles
  • Trinity Arrow: effective against multiple enemies

Lancer

Lancer
Range: Close-mid range

Description: Lancers can use any variety of two-handed polearms. They are able to out-range opponents and use this to their advantage (though proficient Pugilists will be able to negate their reach advantages). Their battle tactics will also allow them to enhance the attacks of their companions. Lancer seems to be available to many different races and clans. They are also able to make long-distance attacks with throwing javelins.

Abilities:

  • Comrade in Arms: Bolster morale, consuming TP to place an enfeebling effect on the target which grants attacking party members enhanced TP generation.
  • Ferocity: Trigger an adrenaline rush, consuming HP to increase the attack power of your next attack.
  • Invigorate: Channel your physical energies, consuming HP to gain TP.
  • Collusion: Employ deception, transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy.
  • Life Surge: Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the target’s evasion.

Weapon Skills:

  • Overrun: Close in on an enemy, increasing TP and dealing piercing damage. Can only be executed when the target is unaware of your presence.
  • Feint: Stab with precision and timing, ensuring the success of your next attack. Increases attack power and deals piercing damage. Can only be executed after evading an attack.
  • Leg Sweep: Strike low, dealing blunt damage to all enemies in a cone before you. Does not affect flying targets.
  • Moonrise: Frustrate an enemy’s tactics, increasing attack power and dealing slashing damage. Inhibits TP generation of the target.
  • Skewer: Run your enemies through, increasing attack power and dealing piercing damage to all enemies between you and the enemy. Slows non-flying targets.

Arms:

Additional Images:

Gladiator

Gladiator
Range: Extreme-close range

Description: Gladiators are able to wield all manner of one-handed blades (from longswords to daggers): either alone or with a shield. There are a great variety of swords available to them (short, long, single and double edged, straight and curved). Their attacks are either slashing or stabbing. When wielding a sword and shield they are very adept at defending their party members. They are able to make long-distance attacks with throwing knives. It is also mentioned that they are master battle tacticians. Tactics are slash, stab and guard.

Abilities:

  • Rousing Provoke: Use a threatening gesture to increase enmity.
  • Cover: Protect an ally, positioning yourself between them and the enemy to redirect damage dealt to yourself instead.
  • Rampart: Protect yourself, increasing defense and magical defense.
  • Still Precision: Steady yourself, increasing accuracy and reducing evasion.
  • Aegis Boon: Recover behind the safety of your shield, converting a portion of damage sustained when blocking into HP.

Weapon Skills:

  • Phalanx: Move deftly from defense to offense, increasing attack power and dealing slashing damage. Increases enmity. Can only be executed following a block.
  • Red Lotus: Call upon the power of flame, increasing attack power and dealing fire damage.
  • Shield Bash: Slam an enemy with your shield, dealing blunt damage with a high chance of interrupting casts. Renders the target unable to cast for several seconds.
  • Spinstroke: Feint before attacking, dealing slashing damage to the target. Increases attack power when the target is not engaging you.
  • Circle Slash: Spin your weapon fiercely, increasing attack power and dealing slashing damage to nearby targets.

Arms:

  • Gladius: Short, durable and mobile blade.
  • Hawktail: Long, light-weight and sharp with a pair of retractable wing quillons.
  • Bastard Sword: A combination of the two previous, it is able to both slash and thrust.
  • Round Shield: Normal round shield, you are able to decorate it with coats of arms or wards.
  • Lantern Shield: This shield contains a small lantern and can carry up to two blades but is hard to maintain.
  • Scimitar: <no description>

Additional Images:

Marauder

Marauder
Range: Close

Description: The marauder wields a greataxe (a weapon usually associated with Eorzea’s pirates). They rely on strength and their weapons to defeat their enemies. They are also able to sunder weapons. Their long distance weapon is a throwing axe. Their strength lies in finding a solid base from which to launch their attacks. They also have a steadfast stance in which they can generate enmity and certain attacks will attack multiple targets while in steadfast stance only.

Abilities:

  • Bloodbath: Revel in the blood of an enemy, converting a percentage of the damage dealt by your next successful attack into HP.
  • Murderous Intent: Throw yourself into your attacks, increasing critical hit rate and reducing TP generation.
  • Defender: Tighten your guard, increasing defense and reducing attack power. Increases enmity generation while in steadfast stance.
  • Disorient: Flick dust, sand or soil at an enemy, reducing the target’s evasion. Effect may stack up to three times.
  • Enduring March: Take strong and sure steps, enabling movement at reduced speed while bound. While active, also maintains steadfast stance while moving.

Weapon Skills:

  • Skull Sunder: Strike an enemy in the head, increasing attack power and dealing slashing damage. Deals further damage over time. Attacks enemies in a cone before you while in steadfast stance.
  • Trunksplitter: Deliver a strong chop, increasing attack power and dealing slashing damage. Attack power is increased further again Seedkin.
  • Brandish: Strike nearby enemies, increasing attack power and dealing slashing damage.
  • Iron Tempest: Spin your axe wildly, increasing attack power and dealing wind damage to nearby targets.

Arms:

Additional Images:

Pugilist

Pugilist
Range: Immediate range

Description: Pugilists are able to fight bare-fisted. They also wield fist weapons and some are so proficient at close-quarter combat they are able to negate the reach advantages of other disciplines. Their long distance weapons are the chakram which they can use to momentarily daze their enemy and close in on them.

Abilities:

  • Mocking Provoke: Whistle tauntingly to increase enmity.
  • Blindside: Strike from an enemy’s rear, increasing attack power by half of your dexterity.
  • Chakra: Channel your vital energies, consuming TP to restore HP.
  • Steal: Rifle through an enemy’s belongings, stealing a random item. Chance of success increases with stealth.
  • Featherfoot: Tread lightly, increasing evasion. Effect fades after evading an attack.

Weapon Skills:

  • Jarring Strike: Strike at an enemy’s joints, dealing blunt damage and stunning the target. Increases enmity. Can only be executed after evading an attack.
  • Victimize: Exploit an enemy’s weaknesses, dealing slashing damage and increasing your critical hit rate for each enfeebling effect on the target.
  • Haymaker: Deliver a massive strike, increasing attack power and dealing blunt damage. Can only be executed after evading an attack.
  • Shoulder Tackle: Charge an enemy with devastating force, dealing blunt damage.
  • Seismic Shock: Create powerful tremors, increasing attack power and dealing earth damage at range to all enemies between you and the target. Does not affect flying enemies.

Arms:

  • Himantes: Durable leather covered fist weapon used in the regulation bouts of Ul’dah.
  • Hora: Carved from bone, horn or shell these are brittle but vicious.
  • Metal Knuckles: Pure metal rings, they are very strong, durable and wield bone-crushing power.
  • Cesti: These are metal rings bound with leather and faced with metal spikes. These show up in Eorzea’s death bouts which pit pugilists against beasts and fiends.
  • Baghnakhs: Clawed weapons, they are considered to be the weapons of assassins. They can be concealed and poison can be placed in the claws.
  • Panzerfauste: <no description>
  • Fangs: <no description>

Additional Images:

Disciples of Magic

Conjurer

Conjurer

Range: Long-range

Description: Conjurers, through meditation, call upon the metaphysical forces from the elements around them to work powerful spells. They use the power of the aether to create their desired spells. Wands or canes made from un-worked wood are used to focus the aether. They are able to execute both defensive and offensive magic as needed. The seat of the Conjurer’s guild is in Gridania.

Abilities:

  • Profundity: Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.
  • Trance Chant: Intensify your next cast, preventing it from being interrupted.
  • Spiritbind: Channel the elements, binding yourself and reducing MP consumption by half.
  • Roaming Soul: Hum your next spell, allowing movement while casting.
  • Purge: Alter an enemy’s essence, rendering the target’s elemental alignment neutral.

Spells:

  • Fire: Deals fire damage to enemies within area of effect.
  • Cure: Restores HP of allies within area of effect.
  • Protect: Enhances defense of allies within area of effect.
  • Shock Spikes: Armors you with lightning spikes, stunning attacking enemies.
  • Frost: Deals ice damage over time to enemies within area of effect.

Arms:

Additional Images:

Thaumaturge

Thaumaturge
Range: Mid-range

Description: A Thaumaturge calls upon the aether within himself to form spells. He uses a scepter or staff, within which is housed a medium – a natural stone imbued with magical properties, to mold this aether into sorcery. He is primarily a destructive caster (his only healing spell mentioned uses his own HP to heal his allies) and his strength lies in enfeebling enemies and enhancing allies.

Abilities:

  • Blood Rite: Spill your own blood in a sacrificial rite, enhancing magic potency.
  • Punishing Barbs: Channel your pain to an enemy, redirecting a portion of damage dealt to you back to its source.
  • Dark Seal: Focus your mental energies, increasing the accuracy of your next cast.
  • Initiation: Bestow your strengths on another, granting certain of your enhancing effects to a target ally.
  • Paradigm Shift: Amplify your voice, increasing the scope and reducing the range of thaumaturgic spells.

Spells:

  • Drain: Transfers HP from enemies within area of effect to you.
  • Gravity: Reduces the movement speed of enemies within area of effect.
  • Sacrifice: Consumes HP to restore a portion of the target’s HP.
  • Siphon TP: Transfers TP from the target to you.
  • Absorb ACC: Transfers a portion of the target’s accuracy to you.

Arms:

Additional Images:

Disciples of the Land

Botanist

No information at this time.

Fisherman

No information at this time.

Gardener

Hunting and trapping are mentioned in the Tanner post as something Tanners often dabble in. No detailed information at this point.

Miner

Miner
Tools of the Trade: Pickaxe

Description: The nation of Ul’dah is home to the Miners’ Guild, which handles the worlds minerals (ore, fossils, precious stones, etc…). Miner primary clients are blacksmiths and goldsmiths. In addition to their excelled prowess at throwing rocks, miners also user their skills to debilitate enemies with mineral compositions. Throughout their travels, miners are always able to put their skills to use in the field or in dungeons to earn some gil.

Gatherable Items:

  • Copper Ore: A decent-sized piece of rock containing the metal copper.
  • Silver Ore: A decent-size piece of rock containing the semi-precious metal silver.
  • Saltpeter: A translucent crystalline substance often used in making glass, firesand, and dyes.
  • Silex: A pure-white sand made up of finely ground silica.
  • Little Worm: A common worm that lives in the soil.

Tools:

Additional Images:

Disciples of the Hand

Alchemist

Alchemist
Description: Alchemists can turn mundane ingredients into potions that can cure or effect the user in other ways.

Tools of the Trade: Alembic (image of real-life version)

Blacksmith

Blacksmith
Tools of the Trade: Cross-pein Hammer

Description: Blacksmithing includes the smelting of metals and repair of others’ armor in addition to the countless branches of smithing (including gunsmithing). They also mention that you do not have to be in a major city to do all of your blacksmithing: you can hammer the dents from a companion’s armor at a ‘remote aetheryte camp deep in the wilderness’

Role
Blacksmithing techniques are capable of weakening enemies constructed of metal, as well as discovering loot that would otherwise be overlooked by the untrained eye.

Blacksmiths provide an edge to themselves and others by ensuring that weapons are always kept optimal condition.

Craftable Items

  • Crossguard: An iron bar used as the crossguard of a sword. Base Material: Iron Ignot.
  • Spatha: A standard cavalry sword made of bronze. Base Materials: Spatha Blade, Swordgrip, Crossguard, Pommel.
  • Pickaxe: A standard miner’s pickaxe outfitted with a bronze head. Base Materials: Pickaxe Head, Pickaxe Shaft, Grip Wrapping.
  • Spiked Labrys: A labrys with an extended blade and a spiked shaft. Base Materials: Labrys, Bronze Ignot.
  • Halberd: A standard halberd made of iron. Base Materials: Halberd Head, Spear Shaft, Halbert Butt, Spear Clasp, Grip Wrapping.

Tools

Additional Images:

Culinarian

Culinarian
Tools of the Trade: Skillet

Description: As a culinarian you can do more than just provide simple sustenance to your companions. You can also provide strength in battle. The recipes for this discipline can be found on the shelves of every librarium in the realm.

Tools:


Additional Images:

Tanner

Tanner
Tools of the Trade: Headknife

Description: Tanners can prepare and dye pelts and skins as well as make armor and clothing. Elezen are mentioned as being masters of the trade who have begun reluctantly sharing their knowledge with the select few.

Weaver

Weaver
Tools of the Trade: Needle

Description: Able to turn fiber to thread, thread to cloth and cloth to clothing.

Goldsmith

No official information. Goldsmith is mentioned in miner overview released on March 13, 2010. This could be a standalone discipline or it may be a specialization of blacksmiths.

Bad Guys

Eorzea has a number of enemies, ranging from monsters to men.

Garlean Empire

Garlean Empire
Little is known about this threat from the northeast. We know they attacked Eorzea fifteen years ago. Their warriors wear metal and wield weapons that spew fire. They have behemoth airships that belch oily smoke which blocks the sun for days. Overall they are a more technologically-advanced civilization and there seems to be no reason for their sudden retreat from almost certain victory over Eorzea. From the stories it also sounds like this is not the first time they have attacked Eorzea and probably not the last…

Beast Tribes

The Beast tribes are mentioned as another threat to Eorzea. Ten years ago they summoned forth the primals. These beings granted the beast tribes power, which they have been using to wreak havoc on the people of Eorzea.

Bestiary

“Know thy quarry, know thyself.” – early naturalist and theologian, Frandelont Raimdelle

  • Ahriman:
  • Aldgoat:
    - Aldgoats are normally found in rocky, mountainous regions. They can be raised as livestock, assuming they are tamed within their first year of life. Aldgoat horns are sought after for their potency in various magical endeavors.
  • Antelope:
    - The male Antelope can be distinguished by the stripes on their backs and their pair of prominent horns, while the females exhibit a light blue coat. They tend to travel in packs and will defend each other if any one of them is attacked. It is best to attack them when one has isolated itslef unless you are prepared for a group attack.
  • Cactuar:
  • Mammet:
  • Morbol:
  • Ogre:
  • Opo-opo:
  • Puk:
  • Raptor:
    - Raptors will sate their appetite on man or beast. Normally hunting in pairs, one raptor will act as a decoy, tiring out and distracting their prey, while the other raptor waits in hiding to strike when their prey is weak. Adventurers hunt this dangerous beast due to the value of its skin and venomous fangs to alchemists.

Game Mechanics

Character Creation

Players will be given various options when they go to create their character. We do not know all the details at this point, but we have a rough idea of what is in store for us. You will start by choosing your race, clan, gender, and starting class. You will then be able to customize the look of your character. Depending on the clan you chose, you will be able to select from a set of face types and hair styles. After which you can make detailed adjustments to your characters hair, skin, eye color, mouth, nose, and eye shape. There will be other race/clan specific customizations as well.

Armoury System

The armoury system of Final Fantasy XIV allows players to switch between what is believed to be any class of the game. Though, you may be limited to specializing in one class per discipline (war, magic, land, and hand), details on this have not been fully reveled. You are able to play any class of the game once you acquire a weapon/tool of that class. For example, if you choose to start the game as a Lancer, you will be equipped with a spear. But once you find or purchase a Wand, you can equip it and be able to play the role of a Conjurer.

Active/Passive Mode

You will be presented with the option to be in one of two modes while playing FFXIV: Active or Passive mode. Passive mode is the mode you will be in while running around the world, your standard out-of-combat mode. Active mode is your combat-ready mode, used when you are about to engage an enemy. We are guessing that once you’ve engaged an enemy in combat you will be unable to drop into Passive mode until the enemy is defeated or you have run away.

Switching Between Classes

Switching between classes is easy in FFXIV. No matter where you are in the world, you can switch from a gladiator to a thaumaturge to a blacksmith. As long as you are carrying the weapon/tool of a class, you just equip it and you will take on the role of that weapon. The one restriction is that you can only switch between roles in Passive Mode.

Controlling Your Character

Following the footsteps of Final Fantasy XI, it is expected that FFXIV will be designed around players using gamepads. While a keyboard will still be a near requirement for typing messages to friends, it is expected that you will be able to play the game with nothing but a gamepad. We speculated about this a long time ago.

Guildleves

A collection of GuildlevesGuildleves are small plates of stained crystal set in a frame of precious metal that give leave to the bearer to take whatever steps are necessary to complete the task they have been given, associated with the guildleve. The guildleves give adventurers who bear them a lot of leeway as long as the steps they are taking contribute to the quest or task they are on. It allows them to enter areas that are normally restricted, hunt or harvest on private land, confiscate goods, or even negotiate with the enemies of the city-states. They also allow adventurers to use the aetheryte portals that enable quick travel. Only one leve is needed for each party so you will be able to take your companions along.

Guildleves are similar to quest systems found in other MMORPGs. The idea is that you go into town, pickup a few guild leaves and then go out and complete the task you were asked to do. Some may be soloable, others will require the help of others. Some guildleves will let you enter instanced areas so other players doing the same quest will not be in your way.

Aetheryte

Aetheryte Teleportation Crystal“Though the exact mechanism behind teleportation via aetheryte is still largely a mystery, one theory states that when a sentient being approaches one of the portals, the aether that makes up its body resonates with the aether of the crystals, which in turns results in a complete breakdown of the being’s mass, allowing it to temporarily return to the invisible aetheric streams that course throughout the planet.” – Official FFXIV website

Aetheryte are crystals made of crystallized aetheric mist and fused to arcane machinery that allow players to teleport around the world. The origins of these devices are unknown but they are the backbone of everyday transportation throughout Eorzea. Most of the aetheryte portals are managed and operated by individual city-states. Guildleves will allow you to use the aetheryte portals and after teleporting you may be weakened by the experience. There will probably be imposed limits on how often you are allowed to teleport.

Random Bits of Information:

Units of measurement: A yalm is the equivalent of yards or meters. A malm is the equivalent of kilometers or miles.

About this page: This is an attempt to collect all current (and mostly confirmed) information on FFXIV. Most recent update information.

Written by Kyrra

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