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Release Date: September 30, 2010
Current Status: Closed Beta Testing

Last Updated: 7/13/2010

Final Fantasy XIV (14) Information Guide

Final Fantasy XIV (14), or Final Fantasy Online, is the next big MMORPG and the next big game in Square Enix' Final Fantasy series. The game is supposed to become available for PC on September 30, 2010 and for PS3 in March of 2011. We do plan on writing detailed leveling guides for this game by release.

Graphically, the game looks magnificent. Seam-less, beautiful backgrounds and character models most definately will not disappoint. Be sure to check out the Benchmark if you haven't yet. Not only will this tell you how well your computer will be able to run Final Fantasy XIV, but you can also get a really nice glimpse of the graphics first hand. You can see some screenshots below:


Although much of the game has yet to be disclosed and is subject to further changes, early information does shed some light on the game's mechanics. Perhaps the biggest mechanic that makes FF XIV stand out is the class system. Any character is able to play any of the classes. Each class corresponds to a specific weapon. When that weapon is equipped, the character becomes that class. Each class increases in levels on its own. This system allows characters to play multiple classes without the need of multiple characters. Players can also adapt to certain situations by becoming a different class. Some people may regard this as weird, but in actuality, it is fairly logical and should attract many people to the game. You can read more about the class system here.

APPLYING FOR BETA TESTING:
If you are trying to gain access into Final Fantasy XIV's Beta Tests, you can do so by following this link.

Your best shots at gaining access into the Beta Tests are to currently have an active subscription to Final Fantasy XI and to purchase the PlayStation 3 version of Final Fantasy XIII. With FF XIII comes a product registration code. If you create an account on Square Enix' website and then register the product to that account, you'll receive a promotional code that you can use in your Beta Test Application, which will grant you a better chance at being selected.
(Note: Although there will be a message that says the promotional code is for the PS3 version of FF XIV only, you can apply the code to the Windows PC version as well.)

DOWNLOADING AND RUNNING THE BENCHMARK:
First, you must download the Benchmark. You can do so either from Nvidia or from SquareEnix. Or you can Click Here to go to Final Fantasy XIV's Official Benchmark Page. Once you've downloaded the Benchmark, follow these steps:

1. Unzip the file.
2. Open the folder until you see the FFXIVBenchmark Application File.
3. Run the FFXIVBenchmark Application File.
4. Select your Language.
5. Accept the User Agreement
6. Then a dialogue box should appear where you can: Select Character, Select Resolution, Change Language, Start, or Quit.
7. Select the character that you wish to watch throughout the Benchmark. Also, select the resolution closest to your own (if you do not know your monitor's resolution, Right-Click your desktop and select "Screen Resolution".
8. Then press Start and watch the 5 minute video. A score will be adding up throughout the video. At the end, this score will indicate how well your computer ran the Benchmark. Use the following scores:

[8000 and over] Extremely High Performance
Easily capable of running the game on the highest settings.
[5500–7999] Very High Performance
Easily capable of running the game. Should perform exceptionally well, even at higher resolutions.
[4500-5499] High Performance
Easily capable of running the game. Should perform well, even at higher resolutions.
[3000-4499] Fairly High Performance
Capable of running the game on default settings. Consider switching to a higher resolution depending on performance.
[2500-2999] Standard Performance
Capable of running the game on default settings.
[2000-2499] Slightly Low Performance
Capable of running the game, but may experience some slowdown. Adjust settings to improve performance.
[1500-1999] Low Performance
Capable of running the game, but will experience considerable slowdown. Adjusting settings is unlikely to improve performance.
[Under 1500] Insufficient Performance
Does not meet specifications for running the game.

 

FINAL FANTASY XIV INFORMATION GUIDE:
Think of this as a wiki, or wikipedia, for Final Fantasy XIV. Below is a current summarization of Final Fantasy XIV information:

This is a Work-In-Progress, and will be updated many times with a lot more information!

Currently in work:
1. Keeping everything up-to-date
2. Adding lots of screenshots
3. Adding more information to lore and the world

I. Storyline
          A. Summary
          B. The Age of Adventure
          C. A Realm Divided
II. World
          A. Gridania
          B. Limsa Lominsa
                    i. Landmarks
                    ii. Guilds
          C. Ul'dah
III. Races
          A. Elezen
          B. Hyur
          C. Lalafell
          D. Miqo'te
          E. Roegadyn
V. Disciplines (Classes)
          A. The Armoury System
          B. Disciples of War
                    i. Archer
                    ii. Gladiator
                    iii. Lancer
                    iv. Marauder
                    v. Pugilist
          C. Disciples of Magic
                    i. Conjurer
                    ii. Thaumaturge
          D. Disciples of the Land
                    i. Botanist
                    ii. Miner
          E. Disciples of the Hand
                    i. Alchemist
                    ii. Blacksmith
                    iii. Culinarian
                    iv. Tanner
                    v. Weaver



Storyline

Summary
Eorzea's nations used to be constantly at war with each other until fifteen years ago when the Garlean Empire, a mysterious nation from the east, razed the mightiest of the city-states, Ala Mhigo. The nations decided to band together if they were to repel the invaders, but the Empire never came, leaving a state of detente throughout the land. The resulting peace has led to a wide swath of soldiers and mercenaries suddenly without a job, and so they're now forming guilds and going by a new name: Adventurers.


The Age of Adventure
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.

These gods and goddesses soon came to be known as the Twelve, and the villages thrived in their light until the land was bespeckled with several independent city-states. Though, where man walks, strife follows, and for generations, these tiny nations carved out a history of blood and betrayal built upon broken oaths and the sun-bleached bones of the fallen.

However, the fate of the land would soon change. Not fifteen years past, a new threat appeared without warning from the east. Metal-clad warriors brandishing weapons that spewed streams of fire, fleets of behemoth airships belching oily smoke that would block out the sun for days at a time...

A resistance was amassed, but to little avail, and it was not long before Ala Mhigo, once considered the most powerful of the remaining six Eorzean city-states, had fallen to the mighty Garlean Empire.

As the empire's dreadnaughts continued their march of terror across the blood-soaked fields of the north, the remaining nations put aside their differences and clandestinely joined hands to form a loose alliance to ensure they not meet the same fate, should the invaders turn their eyes southward.

Fortunately, the invasion never came, and just as quickly as it had arrived, the empire was gone again.

However, echoes of their grim message rang clear in the hearts of Eorzea's people - its effects on them, profound and irreversible. The realm would never be the same.

And it was thus that Eorzea slipped into the "Age of Calm," during which an uneasy peace prevailed.

To prepare for the coming storm, the first task of the newly-formed alliance was to fortify their defenses. In the previous era, few city-states maintained organized militaries, opting instead to hire the services of mercenaries and hedge knights to champion their causes. However, after the fall of Ala Mhigo, city guard units were restructured into legitimate standing armies which could be quickly called upon and mobilized if the need arose.

Unfortunately, this left a majority of the realm's hireswords with nowhere to pledge their fealty, and with their livelihood ripped out from under them, many of these men and women resorted to acts of villainy to survive. For fear of the situation worsening and the land falling into chaos, several respected leaders from around Eorzea gathered together and formed a network of guilds to provide these lost souls with the opportunity to redeem themselves by aiding others.

Through the foresight and resolve of these leaders a new industry known as "adventuring" emerged, its advent helping usher in the current era - an era of hope in a time of shadows of uncertainty loom ever closer.


A Realm Divided
It is nigh on ten years since the fearsome beings known as the primals first appeared in these lands. Ten years since they were summoned forth by the destructive ambition of the beast tribes. Ten years, and still those tribes, drunk on the power granted them by the primals, continue to wreak havoc upon the free peoples of Eorzea.

To the northeast, the Garlean Empire stirs, casting an ominous shadow across the realm. Seeking dominion over the continent of Aldenard, the Garleans set out on a campaign of conquest, smiting all opposition with their superior technology and overwhelming military might. In a relentless drive to the south and west, they lay ruin to the once flourishing city-state of Ala Mhigo.

It is in the midst of this embattled Eorzea that a mysterious power surfaces. Known simply as the Echo, it is said to cause the souls of those touched by it to resonate with others. And of this is born the ability to relive their past experiences - to see and feel them as through they were one's own.

Can these seeds of the past somehow serve to sow hope for the future?

What is the origin of this eldritch power?

Is it a deific gift of righteousness? Or the deception of some sinister sorcery?

To what end has it been given?

The search for the answers to such questions falls to you. So go forth. Seek out and join your brethren. And together claim your place among legends in the annals of time.
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World

In FF XIV, the world is Hydaelyn. Hydaelyn is divided into one known continent, Aldenard, which is divided into one known region, Eorzea. Eorzea, the region players will currently have access to, is divided into 6 city-states: Ala Mhigo, Gravania, Gridania, Ishgard, Limsa Lominsa, and Ul'dah. The playable city-states are covered in detail below.

Gridania
In the eastern reaches of the Aldenard landmass, home to vast, dense woodlands and coursing rivers, lies the forest nation of Gridania. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment.

The Gridanian emphasis on natural harmony has led to its preeminence among Eorzea's city-states in trades such as forestry, agriculture, carpentry, and leatherworking. Gridania is also home to the Wood Wailers, a militant band of polearm-wielding sentries charged with the protection of their homeland.

The favored goddess of the citizenry is Nophica, the Matron, but great faith is also placed in the wisdom of the Seedseers - young oracles who guide the nation based on the will of the forest's elementals.


Limsa Lominsa
On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar.

Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader - the Admiral. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.

To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda. However, even in the waters nearby the city, pirate bands run rampant, reaving and pillaging.

Landmarks:
The Mizzenmast - Built around the remnants of the Galadion - a legendary battleship whose grounding off the shores of Vylbrand marked the humble beginnings of Limsa Lominsa - the towering Mizzenmast stands at the center of all that goes on in the city-state.

The bottom level is a veritable citadel, fortified with yalm-thick stone walls dotted with arrow loops and murder holes to fend off invaders in the event of an attack. On the middle levels can be found both a bustling pub and cozy inn, while the uppermost levels comprise the offices of high-ranking thalassocratic officials, including the city-state's leader - The Admiral.

Limsa Lominsa's airship landing is also located near the top of the tower, allowing for the safe disembarkation and boarding of passengers without the need for pilots to contend with the treacherous air currents swirling in the bay below.

The Octant - This grand outdoor plaza situated below the Mizzenmast earned its name for the resemblance it bears to the revolutionary nautical instrument invented by maritime scientist and "father of modern navigation," Jovanni Gnonno.

During daylight hours, the round resounds with the cries of mountebanks, the songs of bards, and the laughter of children marveling at the many talens of mummers' troupes. Yet come nightfall, the plaza assumes quite another aspect. Bedraped by the soft light of the moon, its steps become a private theater for lovers seeking to gaze upon the timeless drama of the heavens.

Pharos Polaris - Erected over decades out of bright white chalk mined from nearby cliffs, this colossal lighthouse is a beacon for sailors braving the night seas, her light providing safe passage through the perilous shallows of Galadion Bay.

Few, save the candlekeeps who maintain a constant vigil over the flames, know anything about the pale blue light which emanates from atop the spire. Some say it comes from the maw of an arcane bomb, locked in a cage and tormented until its anger burns bright.

Others say the keeps themselves are powerful mages who use their thaumaturgies to capture the rays of the sun each day, only to release them again at night.

Hawkers' Alley - Amidst the pungent aromas of smoke and spice, merchants from the four corners of Eorzea and beyond gather in this corner of the city-state, peddling their tramontane wares to all who would buy, while providing a lifeline for those crafters hailing from the faraway nations of Gridania and Ul'dah.

However, the Markets of Limsa Lominsa are not limited to the cluttered confines of this narrow boulevard. On several of the lesser islands speckled about the bay can be found neighborhoods such as the Frippers Ward and the Leechers Ward - homes to guilds and workshops of innumerable trades.

It is within these wards that many adventurers have chosen to set up retainer-run stalls, selling everything from the assorted spoils of their exploits to the fruits of their craft-du-jour.

Guilds:
The choice of a guild can prove the defining moment in an adventurer's budding career, and Limsa Lominsa offers a wide variety of unique options, many of which include businesses and organizations that constitute the backbone of the coastal city's government and economy.

Naldiq & Vymelli's - Founded by legendary cannonwright Theor Naldiq and renowned shipwrith Bryce Vymelli, this well-respected establishment's forges have provided the steel plating and weaponry of nearly every ship to have braved the Navigator's briny demesne.

However, the recent upturn in adventurer activity has led the company to expand their repertoire to include basic blades and armor, and latterly to open their doors to aspiring crafters through the creation of both a Blacksmiths' and an Armorers' Guild.

Coral Tower - Official headquarters for Limsa Lominsa's Knights of the Barracuda, the Coral Tower provides everything necessary for an officer to hone his skills while preparing for his next assignment, from a spacious firing range, to a fully-equipped barracks where weapons can be cleaned and repaired.

In an attempt to assist the Thalassocratic Navy's recruitment of skilled marksmen, and prevent those with promise from being beguiled into joining a pirate crew, the city-state has loosened enlistment regulations and opened the facilities' doors to almost anyone, using the name Musketeers' Guild to entice willing youths.

The Bismark - The Bismark - forever titillating the tongues of travelers, and assuaging the appetites of adventurers - where gourmands from around the glove gather to dine on delectable dishes, to sup on sumptuous soups, to indulge their innermost cravings.

Pass through the gates of Eorzea's premiere culinary establishment and be greeted with a bountiful array of exotic delights from beyond the boundless seas. Watch and be amazed as grand battles unfold in the kitchens over fire and flame, pitting experienced masters against budding young chefs, eager to divest their mentors of their most secret recipes. Give in to the forbidden desires of your polished palate and join uor goodly guild to begin the climb up gilded steps to gustatory greatness!

The Astalicia - Tethered to a solitary pier, far from the watchful eyes of the Knights of the Barracuda, rests a towering galleon registered with Mealvaan's Gate as a trade vessel hailing from foreign waters. The fact that it is, in actuality, a battle-scarred warship captained by the undisputed lord of the region's underworld, One-eyed Hyllfyr, is one of the city-state's worst-kept secrets.

Serving as a gathering place for brigands, cutthroats, assassins, petty thieves, and the purveyors of sundry other breeds of villainy, the ship's captain has branded her the "Marauder's Guild," and it is here that the city'state's many pirate crews find new recruits to join their ranks... as well as a few wide-eyed adventurers from whom to suck the marrow.

Fisherman's Bottom - For centuries, casting nets has been the favorite method of catching fish in the seas off Vylbrand. Because of this, those who work the nets to make a living have come to be called "pullers," and over the years, several independent crews of pullers have united to form small businesses of their own. These businesses can all be found in a dustrict of Limsa Lominsa known as Fisherman's Bottom.

One of the largest organizations based there, Wawalago's Pullers - whose activities include everything from the buying and selling of fish, bait, and tackle, to the maintenance of the local fisheries (the Barrel), and the upkeep of the area's several lighthouses - has taken the name of "Fisherman's Guild," with the laudable aim of offering instruction to aspiring fishermen and women.

The Drowning Wench - Once a run-down alehouse frequented by sailors, thieves, and worse, the Drowning Wench underwent a defining change when pub proprietor and former sellsword Baderon Tenfingers declared the bar and the inn above it the Adventurers' Guild.

While still a popular venue for a pirate to drink away his ill-gotten gains, the majority of the pub's custom now consists of eager adventurers fresh off the ferries, seeking the quickest path to fame and fortune.


Ul'dah
The bustling commercial hub of Ul'dah sits amid the desolate desert landscape of southern Aldenard. The city is organized strategically around the dome-shaped citadel at its center. Its towering fortifications and protective outer walls are visible for malms in all directions, and serve as a stark deterrent to would-be besiegers.

Visitors from every corner of Eorzea come to Ul'dah to partake of the city's famed recreation, most notably the fighting arenas and gambling halls. Ul'dahn culture is known for its affluence, and the wealth of the nation comes in large part from its abundant mineral resources and prestigious clothcrafting industry.

Historically, it is the sultan who claims sovereignty over Ul'dah, but true power is wielded by the Syndicate, an elite group of six of the most influential and richest members of society. Nald'thal is the patron deity of the city, and two great halls, devoted to his aspects, can be found in the eastern and western sections of the city.
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Races

There are currently 5 playable races in FF XIV. Although the specifics have not been released yet, each race will have special bonuses and talents to make them all appealing. As more information is released, it will be added here.

Elezen
Noble and Refined. The Elezen are a traditionally nomadic people who in former times claimed sole domination over Eorzea, their presence predating that of the other races. Believing this prominence to be ordained by the gods, they came to develop an esteemed sense of honor and pride.

Their characteristically tall, slim physiques and elongated limbs are part of a successful adaptation to the land's various environments. Indeed, it is said that their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several malms.

The Elezen perceived the immigration of the Hyur as tantamount to invasion, and as a result the two share a past plagued by warfare. At present, however, they can be seen coexisting peacefully, the exception being the reclusive Duskwight Elezen.

Sub-Races
Duskwight Elezen - The Duskwight Elezen have spent centuries in the peace and seclusion of Eorzea's caves and caverns. They have developed an acute sense of hearing, capable of detecting the faintest of sounds. This natural gift, and the uncanny awareness it grants, has proven advantageous in the field of hand-to-hand combat. Many of the reclusive Duskwight resort to robbery and pillaging to survive, earning them the scorn of their woodland relatives.

Wildwood Elezen - For hundreds of years the Wildwood Elezen have lived the safety of Eorzea's lush forests. They possess an incredibly keen sense of sight - a contributing factor in their unparalleled expertise as archers. With the formation of the realm's governments, many Wildwood ventured forth from the forests, drawn either to the exhilarating cosmopolitanism of the urban centers of the simple nomadism of the plains.
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Hyur
Diversity in Numbers. Boasting the largest population in Eorzea, the Hyur came from neighboring continents and islands in three great migratory waves. With them they brought a sophisticated technology and complex ethos tempered by the breadth of the outside world. They rapidly became a driving force behind cultural progress, and are now widely attributed with spearheading advances in Eorzean civilization.

One of the Hyur's strengths is the staggering variety of languages and social institutions they exhibit. This is said to account for their firm conviction in individual freedoms, though it also results in a relative lack of solidarity and group cohesion.

Two distinct groups now exist among the Hyur - Highlanders, denizens of mountainous areas, and Midlanders, who reside in lower elevations.

Sub-Races
Highland Hyur - The Highlanders derive their name from a long tradition of inhabiting Eorzea's mountainous regions. Compared to their Midland brethren, the Highlands are noticeably larger in build. These days, it is rare to see Highlanders save for those who fled Ala Mhigo after its fall, and now work in the other city-states as mercenaries and sellswords.

Midland Hyur - The Midland clan comprises over half of the total population of Eorzea's Hyur. They have established themselves throughout every city in the realm and lead lives as diverse as their heritage. Trained in letters from infancy, the Midlanders are generally more education than many of the other races and clans.
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Lalafell
More Clever by Half. The Lalafell were originally a group of agriculturalists inhabiting the fertile islands of the south seas. With the introduction of transmarine commerce, they soon found their way to Eorzea via trade routes. They are now one of the more populous races and are well established throughout the region, though they remain averse to cold climates.

The short, rotund builds of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among them are also known for possessing highly developed and cunning intellects.

The Lalafell place a great deal of significance on familial bonds, but are by no means unfriendly to outsiders. This is evidence by the fact that they continue to share prosperous relations with all of the other races of Eorzea.

Sub-Races
Dunesfolk - Perhaps the most distinctive aspect of the Dunesfolk culture is its traditional dwelling - a structure affixed to the back of a large beast of burden. The luminous eyes of the Dunesfolk are a result of a glossy, protective layer which covers the pupil, an evolutionary response to the region's glaring sunlight. Many individuals wear a small gemstone on their forehead, representing their zodiacal sign.

Plainsfolk - The flat landscapes of the Plainsfolk's home islands are dotted with the clan's traditional thatched huts, beneat which lie intricate networks of underground passageways. Their distinct hair coloration - a myriad of earthy and grassy tones - mimics their native environment, and their long, pointy ears are said to be able to detect the faintest scampering of the prairie's various fauna.
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Miqo'te
A Tribe of One. During the age of Endless Frost, as the seas turned to ice and passage over them became possible, Eorzea saw an influx of foreign fauna to her shores. This in turn brought the hunting tribes which subsisted upon them, the modern descendants of whom are today known as the Miqo'te.

Since then, the Miqo'te have diverged into two physically distinguishable groups - the diurnal Seekers of the Sun and the nocturnal Keepers of the Moon. Both groups share a superb olfactory sense and powerful leg musculature, results of a long evolution geared towards hunting and predation.

Comparatively few in number, they maintain an insular group mentality, tending to avoid contact with the other races. Many individuals lead isolated lifestyles, even when residing in the more populous cities.

The Miqo'te appear to be a female-only race.

Sub-Races
Keepers of the Moon - The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, and offer their piety to Menphina the Lover, goddess of the moon. The custom of applying war paint to the face is still regularly practiced by the Keepers of the Moon, enhancing their already distinctive appearance.

Seekers of the Sun - The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. They are perhaps known best for their striking eyes - the result of their vertically aligned pupils and faintly colored irises.
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Roegadyn
Size Matters. The Roegadyn are a maritime people whose largest concentrations are found in the northern seas, by way of which they came to Eorzea.

They possess enormous, muscular builds and are known for the cultural emphasis they place on competition and unflinching courage, though tender, introspective individuals can also be found.

Roegadyn in and around the Limsa Lominsa area are typically seamen putting in at port, but many have also settled permanently, becoming mercenaries, bodyguards, or even pirates by trade. Far away, deep in the mountains, of Ul'dah, live mountain clans of reclusive Roegadyn known as the Hellsguard, said to have mastered the magical arts.

The Roegadyn appear to be a male-only race.

Sub-Races
Hellsguard - The Hellsguard are a clan of Roegadyn with body and mind tempered by the unforgiving heat of the volcanic regions they inhabit. Believing these mountains of flame to be gates to the underworld, their line has for centuries stood vigil over them to prevent the passage of souls back to the realm of the living. Their sheer girth and steely demeanor open to the Hellsguard a wide range of paths, from the martial to the monastic.

Sea Wolves - The Sea Wolves originally hail from the islands of the far north seas, where they still subsist as fishermen and women. Long ago, no vessel or coastal village was safe from their maritime brand of brutality. Now, it is not uncommon to see them employed as sailors or naval mercenaries on all manner of vessels.
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Disciplines (Classes)

In general, there is a fourfold classification of adventurers based on the disciplinary paths to which they devote themselves: Disciples of War, masters of arms who live for the call of combat; Disciples of Magic, erudite researchers of all things esoteric; Disciples of the Land, gatherers of material resources and students of the natural order; and Disciples of the Hand, crafters who invest their creative ingenuity in synthesis and industry.

Players may opt to specialize in one discipline, excelling in a single skill, or they may take a more general approach, making free use of the Armoury. The choice is yours.


The Armoury System

The Armoury system is one of the foundations of the Final Fantasy XIV experience, simultaneously being both the impetus behind character development and a key factor determining individual gameplay.

By merely equipping any of a variety of weapons or tools, players can instantly change their active skills, thus enabling them to dramatically alter their style of play as well as their character's outward appearance.

To take an example, let us follow a day in the life of Leeroy (This is a hypothetical story taken from FF XIV's official website).

A New Beginning
Leeroy recently chose to begin the journey down the path of the gladiator, trying his hand at the age-old art of swordplay for the first time. Even today, he woke at dawn to spend the daylight hours drilling relentlessly on the tiny wildlife just outside of town. Alas, opportunities often present themselves when least expected...

Without prior notice, some friends invite Leeroy to partake in an expedition to some nearby ruins. Upon joining their ranks, however, he observes that the other party members are seasoned warriors and accomplished mages all. Dismayed yet not given to despair, Leeroy sheathes his sword and takes up his well-worn staff, assuming the role of thaumaturge, his most advanced class. He bids farewell to the rodents and worms and races to meet his companions, basking in the confident light of his spellcasting abilities.

Disbanding Party
The party members go their separate ways following a successful outing, and while following the river back to town Leeroy is suddenly taken by the urge to fish. He secures his staff to his back in a deft, practiced motion, and on the recoil pulls out his beloved fishing rod. The gladiator and thaumaturge are gone now, and all that remains is Leeroy the fisherman. Three shining trout! Not a bad haul.

A Leeroy of All Trades
Upon arriving home, Leeroy puts aside his fishing rod and takes up his trusty hammer, blacksmithery having ever been one of his passions. He knows, as does any adventurer, that preparation is the key to any battle, and so sets to working the dents out his armor and sharpening the edge of his blade. It's all in a day's work.

This is but a mere sample of what players can expect from the Armoury. With flexibility of gameplay and effective use of time at its core, the system is designed with emphasis on not only the in-game lifestyles of characters, but those of the players themselves as well. The Armoury awaits you!


Disciples of War
Followers of this discipline devote themselves to the mastery of weapons and the wars waged with them. Through rigorous physical training, they hone their minds and bodies into instruments of combat, ever ready to make a decisive contribution to the cycle of conflict which plagues Eorzea.

Archer
Notch, Draw, Loose. The enduring popularity of the bow is a testament to its elegant design, but this simple weapon would be of little worth without surpassing skill of those who master it - the archers. Projectile techniques such as high-angle fire enable archers to assail their foes with deadly precision even at great distances.

Constant assessment of the battlefield enables them to carefully determine the most advantageous ground which to loose, as well as the nature of the arrows best suited to their enemy. Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo'te are widely regarded as the most skilled with a bow. The guild's teachings cover a variety of projectile weapons, down to the simplest throwing rock.

Role:
Archers possess a situational awareness in combat which allows them to assault enemies from great range while simultaneously providing support to their companions.

Though weak at close range limited by their quivers, an archer's expertise in positioning and arrow selection can easily determine the outcome of battle.

Abilies:
Chameleon - Blend in with your surroundings, consuming TP to reduce enmity (threat).

Hawk's Eye - Your eyes gain hawklike precision, increasing the accuracy of your next attack.

Quickstride - Quicken your stride, increasing movement speed.

Replenish - Invoke a blessing of renewal, consuming MP to replenish your projectiles to capacity.

Retrieval - Search your surroundings, consuming HP to find and gather projectiles.

Weapon Skills:
Quick Nock - Nock and release with 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.

Shadowbind - Fetter an enemy's shadow, rendering the target immobile.

Shrieker - Loose an attack with terrifying sound, dealing projectile damage and causing the target to flee in terror.

Wide Volley - Launch a wide-ranged assault, increasing attack power and dealing projectile damage to the target and nearby enemies.

Arms:
Weapons:
Long Bow -
Coming Soon

Short Bow - Coming Soon

Arrows:
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.
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Gladiator
The Best Defense. Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords, be they single- or double-edged, straight or curved. A defining characteristic of theguild is its emphasis on diverse combat tactics, training its members to bring their martial skills to bear in any situation.

As such, there are practitioners who marry sword with shield, seeking to defend their fellow companions. Others opt for an empty off hand, choosing instead to focus entirely on their sword arm. The gladiator's proficiency with blades also extends to those hurled at range, such as throwing knives.

Role:
With their versatile slashing and stabbing attacks, gladiators are adept at dispatching a wide range of opponents.

When armed with sword and shield, they are unmatched in their ability to defend others, as their diverse talents enable them to focus the enemy's wrath upon themselves.

Abilities:
Aegis Boon - Recover behind the safety of your shield, converting a portion of damage sustained when blocking into HP.

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.

Rousing Provoke - Use a threatening gesture to increase enmity.

Still Precision - Steady yourself, increasing accuracy and reducing evasion.

Weapon Skills:
Circle Slash - Spin your weapon fiercely, increasing attack power and dealing slashing damage to nearby targets.

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.

Arms:
Weapons:
Bastard Sword - The history of the bastard sword is one of ambitious synthesis, as blacksmiths long sought to merge the best that all blades had to offer. The end result persists in the modern form: an extended grip and blade combining the slashing edge of Ul'dahic swords with the thrusting power of those from Ishgard.

Gladius - The gladius is an infantry sword of classic antiquity. Its relatively short, stout blade lends this weapon astonishing mobility and tensile strength. A testament to its performance in combat is the fact that it continues to be used in gladiatorial games of the present day.

Hawktail - The name hawktail refers to the blade of this ornate sword, which projects forth from a pair of retractable wing quillons. Light of weight, yet magnificent and with a keen edge, the hawktail is highly favored among the more distinguished and discerning members of the knighthood.

Scimitar - Coming Soon

Shields:
Buckler - Coming Soon

Lantern Shield - This marvel of engineering encases a small lantern within, from which the name derives. Aiming to incorporate elements of offense and defense into a single device, the lantern shield may also be affixed with up to two blades. Such shields are notorious for the intensive maintenance they require.

Round Shield - The simplicity of the round shield's design is surpassed only by its effectiveness in battle. Wooden and circular, it is now commonplace throughout all of Eorzea. The surfaces of these shields are often decorated with symbolic designs and patterns, coat of arms, and wards of defense.
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Lancer
So Close, Yet So Far. The strategy of the lancers is to outrange and fluster opponents with their long, two-handed polearms, peppering them with a barrage of thrusting attacks. They are trained with a number of weapons, giving a diversity to their attacks that makes them extremely versatile combatants.

In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. Since then, the guild has greatly expanded its armories to include a variety of weaponry, such as the throwing javelin.

Role:
By utilizing the long reach of their polearms, lancers are able to deal devastating damage from a position of relative safety.

The battle tactics of the lancers afford them numerous advantages, such as avoiding the ire of enemies and enhancing the attacks of companions.

Abilities:
Collusion - Employ deception, transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy.

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.

Life Surge - Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the target's evasion.

Weapon Skills:
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.

Overrun - Close in on an enemy, increasing TP and dealing piercing damage. Can only be executed when the target is unaware of your presence.

Skewer - Run your enemies through, increasing attack power and dealing piercing damage to all enemies between you and the target. Slows non-flying targets.

Arms:
Lance - Coming Soon

Spear - Coming Soon
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Marauder
Lust for Destruction. The marauder is a combat specialist whose weapon of choice is the greataxe - a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is one of brute force, relying on strength and steel to crush enemies and sunder weapons.

They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land, or to turn the tide of battle between warring nations. Throwing axes such as the francisca supplement the marauders' arsenal, making them fearsome adversaries even at range.

Role:
While stationary, marauders are able to generate a solid base from which they are able to carry out devastating attacks.

The strength of the marauders lies in their ability to control timing and distance to maximize the efficacy of their blows.

Abilities:
Bloodbath - Revel in the blood of an enemy, converting a percentage of the damage dealt by your next successful attack into HP.

Defender - Tighten your guard, increasing defense and reducing attack power. Increases enmity generating 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.

Murderous Intent - Throw yourself into your attacks, increasing critical hit rate and reducing TP generation.

Weapon Skills:
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.

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 against Seedkin.

Arms:
Labrys - Coming Soon

War Axe - Coming Soon
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Pugilist
Fisticuffs of Fury. The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though they command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.

Their preference for fighting at close-quarters makes negotiating distances an absolute necessity. Many among them accomplish this by using throwing weapons such as the chakram to momentarily daze their enemies while they move in for the kill.

Role:
Masters of offensive and defensive stances, pugilists continuously adapt their fighting style to best suit their companions as well as their enemies.

Pugilists compensate for a lack of reach and defense with high maneuverability and cunning techniques that fluster opponents.

Abilities:
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.

Featherfoot - Tread lightly, increasing evasion. Effect fades after evading an attack.

Mocking Provoke - Whistle tauntingly to increase enmity.

Steal - Rifle through an enemy's belongings, stealing a random item. Chance of success increases with stealth.

Weapon Skills:
Haymaker - Deliver a massive strike, increasing attack power and dealing blunt damage. Can only be executed after evading an attack.

Jarring Strike - Strike at an enemy's joints, dealing blunt damage and stunning the target. Increase enmity. Can only be executed after evading an attack.

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.

Shoulder Tackle - Charge at an enemy with devastating force, dealing blunt damage.

Victimize - Exploit an enemy's weaknesses, dealing slashing damage and increasing your critical hit rate for each enfeebling effect on the target.

Arms:
Baghnakhs - A case of nature modeling at its finest, the design of baghnakhs mimics the lethal claws of Eorzea's large predatory cats. Originally hailing from the eastern realms, they have long been regarded as weapon of assassins, and are often concealed. The claws of some baghnakhs house highly toxic poisons which are applied as the blades shred and puncture flesh.

Cesti - Cesti are comprised of reinforced metal rings bound tightly together with tough leather, the frontal facades of which are studded with menacing spiked protuberances. They began to see widespread use after becoming the weapon of choice in Eorzea's wildly popular death bouts, spectator events pitting pugilists against beasts and fiends of the land.

Fangs - Coming Soon

Himantes - Himantes are widely known for their role as a regulation weapon in the officially sanctioned pugilist bouts of Ul'dah. The striking surface is thick leather, slow-soaked in tallow for increased durability.

Hora - The traditional hora is a form of weapon carved from any of a variety of bone, horn, or shell. Though more apt to grow brittle than their leather or metal counterparts, these materials are said to be imbued with the instincts and ferocity of the beasts which bore them.

Metal Knuckles - Simple and elegant, the metal knuckle derives its strength from the solidity of Eorzea's most enduring materials. The body is a rin forged of pure metal, the heavy weight of which allows wielders to deliver blows with bone-crushing force.

Panzerfauste - Coming Soon
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Disciples of Magic
The path of magic beckons to those with a restless desire to study and command sorcery in all its forms. Its adherents use artifacts and relics to call upon and channel forces within themselves and the aether around them, weaving their destructing and restorative spells in the service of Eorzea.

Conjurer
In One's Element. Conjury calls upon elemental forces present in nature and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand of cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. The seat of the Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be most powerful.

Role:
Conjurers are trained to coax metaphysical forces forth from the elements which comprise all of creation, allowing them to weave powerful spells.

Attuned to the essence of all things around them, the conjurers' intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed.

Abilities:
Profundity - Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.

Purge - Alter an enemy's essence, rendering the target's elemental alignment neutral.

Roaming Soul - Hum your next spell, allowing movement while casting.

Spiritbind - Channel the elements, binding yourself and reducing MP consumption by half.

Trance Chant - Intensify your next cast, preventing it from being interrupted.

Spells:
Cure - Restores HP of allies within area of effect.

Fire - Deals fire damage to enemies within area of effect.

Frost - Deals ice damage over time to enemies within area of effect.

Protect - Enhances defense of allies within area of effect.

Shock Spikes - Armors you with lightning spikes, stunning attacking enemies.

Arms:
Radical - Coming Soon

Wand - Coming Soon
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Thaumaturge
Death is Only the Beginning. In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.

To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium - a natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul'dah, within whose hallowed halls are said to reside powers of life, death, and the beyond.

Role:
Thaumaturges are unparalleled in their powers of destruction, eclipsing even the Disciples of War.

By enfeebling enemies and enhancing allies, thaumaturgy can prove to be an invaluable asset, particularly in battles of attrition.

Abilities:
Blood Rite - Spill your own blood in a sacrificial rite, enhancing magic potency.

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.

Punishing Barbs - Channel your pain to an enemy, redirecting a portion of damage dealt to you back to its source.

Spells:
Absorb ACC - Transfers a portion of the target's accuracy to you.

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.

Arms:
Scepter - Coming Soon

Staff - Coming Soon
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Disciples of the Land
These harvesters of nature's bounty utilize an array of tools in their work with all forms of plants and minerals. Their trade encompasses knowledge of all the Hydaelyn's natural resources, be it in a cultivated garden or the great outdoors. As a cornerstone of Eorzea's economy, their impact on her inhabitants can hardly be overstated.

Botanist
Coming Soon

Role:
Coming Soon

Gatherable Items:
Coming Soon

Tools:
Coming Soon
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Miner
The Miners' Guild is responsible for the excavation and handling of Eorzea's minearl wealth, be it ores, fossils, precious stones, or otherwise. It should come as no surprise, then, that their most eager customers are the realm's blacksmiths and goldsmiths.

To fully master the advanced techniques developed by the great mining nation of Ul'dah, miners must undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large-scale civil engineering. The guild staunchly subscribes to the theory of continental drift, and as such many among its ranks for their patron deity Oschon, the Wanderer. The primary tool of the miner is the pickaxe.

Role:
In addition to their unexcelled prowess at throwing rocks, miners also use 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.

Little Worm - A common worm that lives in the soil.

Saltpeter - A translucent crystalline substance often used in making glass, firesand, and dyes.

Silex - A pure-white sand made up of finely ground silica.

Silver Ore - A decent-sized piece of rock containing the semi-precious metal silver.

Tools:
Knapping Hammer - Coming Soon

Pickaxe - Coming Soon
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Disciples of the Hand
For crafters, the art of synthesis is at the very core of their way of life, driving their industry. They employ a veritable arsenal of tools in working everything from the most delicate cloth to the most resilient metal. Through their labors, the traditions of Eorzea are kept alive, and her culture preserved.

Alchemist
Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wonderous wares - from curative concoctions to potent potables. Upon conducting their symphonies of commixing and combining, distilling and decocting, the impossible waves possible, and miracles are born.

The Eorzean school only recently came to be recognized in scientific circles as a valid branch of alchemical orthodoxy. It is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well.

Role:
Coming Soon

Craftable Items:
Coming Soon

Tools:
Coming Soon
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Blacksmith
It is in the fires and on the anvils of Eorzea's blacksmiths that weapons and tools of metal are crafted. Their work is in demand at all times in nearly every location, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp.

The tradition itself stretches back to the realm's Age of Bronze, though the advanced metallurgical techniques passed on from master to apprentice today bear little resemblance to the simple practices of ancient times. The relatively recent birth of firearms has created an entirely new area of expertise which is being adopted with fervor by many ambitious members of the guild. The primary tool of the blacksmith is the cross-pein hammer.

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 in optimal condition.

Craftable Items:
Crossguard - An iron bar used as the crossguard of a sword.
Base Materials: Iron Ingot

Halberd - A standard halberd made of iron.
Base Materials: Halberd Head, Spear Shaft, Halberd Butt, Spear Clasp, Grip Wrapping

Pickaxe - A standard miner's pickaxe outfitted with a bronze head.
Base Materials: Pickaxe Head, Pickaxe Shaft, Grip Wrapping

Spatha - A standard cavalry sword made of bronze.
Base Materials: Spatha Blade, Swordgrip, Crossguard, Pommel

Spiked Labrys - A labrys with an extended blade and spiked shaft.
Base Materials: Labrys, Bronze Ingot

Tools:
Cross-Pein Hammer - Coming Soon

FIle - Coming Soon
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Culinarian
Whetting appetites from dawn until dusk with prowess of pot and pan, culinarians provide more than simple sustenance. Armed with a cornucopia of ingredients from across the realm, and versed methods from the far corners of Hydaelyn, these master chefs help adventurers maintain their strength on the battlefield, bringing truth to the age-old adage that the road to victory truly does run through one's stomach.

Although an established trade far before recorded history, it wasn't until half a century ago when Limsa Lominsan admiral and self-proclaimed gourmand, Guolskyf Bhaldwaensyn, known by the masses as "Mastcleaver," put forth a thalassocratic decree proclaiming the culinary arts a guildworthy craft. Henceforth, it has been recognized across Eorzea as a legitimate member of the Tradescraft Society - its recipe compendiums now grace the shelves of every librarium in the realm.

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Tanner
Contrary to popular belief, a tanner's skills are not limited to the mere boiling and dying of pelts and skins, but also encompass those of an armourer and clothier, for a true leatherworker would never entrust his hides to the hands of another. Perhaps a tanner's most arduous and time-consuming task is procuring the various coast and furs necessary for his trade, which is the reason why many who choose this profession tend to dabble in hunting and trapping as well.

The Elezen have long been known for their skill in leathercrafting, yet for centuries their techniques were heavily guarded. Hoewver, when dwindling numbers of guildmasters were threatened with the disappearance of their immense wealth of compiled knowledge, Elezen leatherworkers set aside pride and reluctantly began revealing those techniques to a select few. As a result, the quality of Eorzean-made leather improved significantly, creating an increased demand for products using the superior-quality material.

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Weaver
From fiber to thread, thread to cloth, cloth to dress, the path of a tailor literally weaves its way from basic beginnings to extravagant ends. And while this alone can prove a long and arduous journey, a weaver's work spans more than just the spinning of strings and the sewing of seams. Those who wish to excel as clothcrafters must also stay attuned to the latest fashion trends, ensuring their custom are never scoffed by their peers for looking anything less than posh.

Just as the Spinner, Nymeia, spins the fates of all Eorzeans, the warp and weft of a weaver's work, too, have been known to alter the course of destinies both large and small. Perhaps this is why so many of the realm's tailors pay homage to the fickle goddess.

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