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Dagurath

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  1. Like
    Dagurath reacted to Esva in Star Wars: KOTOR Remastered   
    Hey all,

     

    Not sure how many of you have heard about this, I certainly haden't untill I watched a YouTube video from StarWarsHQ.com about future star wars games that are rumored to be in development namely Star Wars The Force Unleashed III and a new Star Wars Bounty Hunter title.

     

    So you can imagine my surprise when I saw screenshots of Star Wars Knights Of The Old Republic in awesome 1080p and the following information:

     

    1) Interactive Co-op campaign mode.
    2) Over five competitive online game modes.
    3) An open world online game mode.
    4) Five additional planets.
    5) COMPLETELY remastered in fine 1080P HD
    6) Updated textures, models, and more.
    7) COMPLETELY new EXP system.
    Absolutely FREE
     
    So here is the breakdown of just what exactly is going on. This is a post from one of the developers currently working on the new SW:KOTOR Remastered Version:
     
    "Hello everyone! 
     

    Are you aware of what KOTOR is? If not, I'll inform you. It is, Star Wars: Knights Of The Old Republic! And epic RPG game made over a decade ago. Anyhow, I wanted to let you know it is one of my favorite games of all time and that myself, along with seven others are currently remastering the game! 

     

    We are not rebuilding the game from scratch, we are simply updating the textures, graphics, models, maps, and adding in new content. 

     

    Q&A

     

    How are we funding the game? We're not! We're just dedicating our off-time using the same developmental software that the original developers used to make this game. 

     

    When will the game release? We are aiming for late 2014. January of 2015 at the very latest.

     

    What platforms will this release on? PC, Mac, and Linux. 

     

    Will this be released on consoles? That is a possibility. If it were, it would be a simple USB file, that you would plug into your console. 

     

    Will you make a KOTOR II Remaster? The team and I are more than willing to, it simply depends on the success of KOTOR: Remaster. We don't want to spend a year working on something people don't want.

     

    What new planets will there be? 

    The new planets are strictly for Multiplayer, and co-op alone. There will be Djun, Felucia, and three more we don't want to spoil!

     

    Where can I donate? Disney has restricted us from accepting any money for the game whatsoever. So, I'm afraid all you can do to support is to spread the word!

     

    Here is an article from our website:

    After a decade upon release, KOTOR still remains near flawless. Although there were some issues, and many left out features that couldn't be implemented into the game. But with modern technology, the possibilities are endless. We here at FFG saw this, and took advantage of this opportunity. With copyright laws, we are not aloud to make any profits off of the game whatsoever. So, our only motivation being you- the fans! "

     

     

    SW:KOTOR Remastered has the aim of being released in amazing 1080p HD and not the silly 720p upscaled semi HD version that didn't make it really look any different than it did before, and are currently adding new content to the game such as new planets for it's online section of the game, and adding in the co-op mechanics for the main story arc of the game. They are also letting the fans decide on if it should remain as the classic turn based gaming mechanic where it would pause, you choose attacks, let loose and pray to god it worked or a more instant action game mechanic currently employed by MMO's such as WoW, SW:ToR etc etc etc etc.

     

    I have to admit I'm actually quite excited about this one as I must admit KOTOR is in my top three SW gaming titles (SWG and Star Wars Jedi Knight series coming in second) and so I'm waiting with baited anticipation, not only to play the game again in true HD but also to see how the online aspect of it will play out, but I will admit to some apprehension too as it being such a well known and loved title if they screw it up it will cause a huge back lash, but see some screenies below and drop a few comments. And who knows maybe this might become a Ordo Chapter in the future if they are constantly adding new stuff to make it a true SP/MMO ?

     

     

    Teaser Images





  2. Like
    Dagurath reacted to Agares Tretiak in Rebellion producers of "Sniper Elite 3" might be in for a rough Time   
    Aye. You're essentially paying for access to the product, rather than full ownership. The license for even hard-copy games is attached to the disc and that's why burning a copy can be considered theft if you're selling the copies or handing them out to friends. Digital licenses run the gamut on how they're set up, for instance on the Xbox systems, your Xbox LIVE account is technically leased and not owned by you.

     

    This allows Microsoft to enforce various policies that help it regulate the service, since they technically own all the accounts people have made. That said, many companies generally try to treat customers with the same sort of services and policies that you'd have as direct owners of the product, though if they are forced into a corner or wish to, they can enforce, at any time, their technical rights of ownership and revoke or otherwise protect the license.

     

    The key issue then is that the company in question with this situation will likely lose a lot of its credibility and risks losing support from the people who've helped make them successful. They clearly need to rethink how they're treating their customers, even if they've the technical right to do what they did.

  3. Like
    Dagurath reacted to Kellervo in [PS2] Sniping and you! An infiltrators guide   
    A handy little guide I was working on today between alerts. Still finishing it, but I thought I'd post it now to get feedback.

     

    Since Infiltrators are now much more viable with the changes to Nanoweave, I've been playing them a lot - to great success. I'm probably not the only one who was hoping PU2 would revitalize them, and it most certainly did!

     

    It had fancier formatting, but the forum ate it, so this is a tad messy.

     

    Table of Contents
    1.0 - Knowing the weapon [WEPN]
    1.1 - Bolt-Actions [bOLT]
    1.2 - Semi-Automatic [sEMI]
    1.3 - Scout Rifles [sCOU]
    1.4 - Submachine Guns [sMGs]
    1.5 - Grenades [GRND]
     
    2.0 - Positioning [POSI]
     
    3.0 - Targetting [TRGT]
     
    4.0 - Behind Enemy Lines [bHND]
     
    ========================
    1.0 - Knowing the Weapon [WEPN]
     
     
    In short, every rifle has subtle differences between them, and techniques which might work for one particular rifle may not work for another. Even rifles in the same category have noticeable differences which can require changes to your playstyle to get the most out of them, especially amongst bolt-action rifles.
     
    Generally, as a sniper, you want to kill enemies in one shot. Bolt-actions are the only weapons capable of one hit kills in the game, though their efffective range differs - some can kill enemies out to 300m, others are only effective within 50m. Semi-automatics are more difficult to use, and generally less rewarding at long range, but can be used as impromptu battle rifles, especially the short range KSR-35. If you play a more aggressive style, the semi rifles may be preferable, or even the scout rifles.
     
    ========================
    1.1 - Bolt Actions [bOLT]
     
    Bolt-actions come in four different varieties for the Terran Republic - none of them are unlocked by default, though players with the Alpha Squad package start with the handy SR-7 bolt-action. It is highly encouraged that, if you want to snipe, acquiring the SR-7, or better yet the RAMS, should be your first weapon purchase as an Infiltrator.
     
    M77-B

     
    The M77-B is, well. Meh, at best. It is essentially only around for a completionist to Auraxium. While it has the fastest reload speed of the three long-range bolt-actions, it sacrifices muzzle velocity and has to deal with a significantly higher bullet drop. You'll generally want to keep the stock scope, and while you can headshot enemies out to 250m with it, you should trend towards picking targets within the 100-150m range (from one Tower landing pad to the other) in order to hit them reliably. 10x+ scopes are overkill.
     
    SR-7

     
    The SR-7 is, again, 'Infiltrator's First Bolt-Action'. It's well-balanced, and only gives up a tenth of a second in reload speed over the M77-B for a significantly higher effective range. Like other sniper rifles, it comes with a high power scope by default, and the scope can not be removed. This particular rifle can one-hit any enemy within 250m. Generally, in heated engagements (24-48v24-48) you will be able to kill anyone that renders around you. The main drawback to the SR-7 over the RAMS is a slower muzzle velocity, making those long-range kills a bit harder.
     
    For attachments, because of the average velocity, 12x scopes are not exactly useful - you'll have to arc up to the fourth or fifth dot in order to make the kill at those ranges, which is NOT very convenient or easy to get a hang of!
     
    RAMS .50

     
    The big daddy of TR sniper rifles, and definitely the marksman's choice. Boasting the highest muzzle velocity and the longest effective range, the RAMS also has the fastest chambering time of the three rifles. The only drawback is that the RAMS has the longest reload of the three, clocking in at a whopping 5.6 seconds when reloading an empty magazine.
     
    While using the RAMS, if you see an infantry unit, you can kill it - it is a one hit kill to the head out to render range! As a result, you can hang back significantly farther then most other Infiltrators, and can use that valuable 50m gap difference between other bolt-actions to snipe with impunity. As a result, the RAMS gets the most out of high power scopes - you can generally decide which one based on your preference, or the situation around you.
     
    It is, however, important that you bring a suitable sidearm when using the RAMS - you will not be able to defend yourself if you are ambushed using the RAMS. The Repeater is a good sidearm just for that kind of situation.
     
    TSAR-42

     
    The only bolt-action rifle available to TR that can use regular 'assault rifle' optics. This is for the cocky, and supremely skilled to use. The most important thing to take note of is that the rifle has terrible spread while firing on the move, even ADS'd, so it is not like the DMRs available to Engineers and Heavy Assaults.
     
    Another thing to note is that it has no scope sway, and can headshot out to 200m - you can comfortably use a 4x scope and engage enemies at mid-long range with lethal effectiveness. However, being a bolt-action rifle, getting into any kind of major gunfight with it is discouraged, and it is best used to pick off stragglers and loners attempting to flank a friendly position.
     
    The TL;DR
     
    M77-B is alright for beginners, but upgrade to the SR-7 or RAMS ASAP unless you want the Auraxium. Effective out to 250m.
    SR-7 is a good starting point for Infiltrators, but the slow chambering speed encourages careful aim. Effective out to 250m.
    RAMS is the preferred marksman rifle, with the highest muzzle velocity and fast chambering speed, but the worst for mid to close range engagements. Effective out to render range.
    TSAR-42 is an oddball, and effective in mid-long range engagements only, due to a lack of high power scopes. Effective out to 200m.
     
    ========================
    1.2 - Semi-Automatic [sEMI]
     
    Semi-autos are the bastard children of the Infiltrator class. They're essentially accurate versions of the DMR used by the Engineer and Heavy Assault - as a result, they do very poor damage, and are not capable of OHKOs like the bolt-actions. I am really only covering them because TR Infiltrators start with one.
     
    99SV

     
    The standard issue sniper rifle for TR Infiltrators. Much like the M-77, drop it like a hot potato the moment you have the ability to purchase the SR-7 or RAMS .50. The main pro to the 99SV is that it has decent muzzle velocity and a large magazine.
     
    That's really about it. It's generally only effective in fights where you would be using DMRs with your Engineer or Heavy Assault, and the lack of versatility hurts it severely. Only if you are a completionist should you give this any more time then the absolute minimum needed to get an upgrade.
     
    KSR-35

     
    This is slightly better, essentially behaving like a 99SV without the drawback of unnecessarily high zoom optics and scope sway. It can be used similarly to a TSAR-42 as a high power battle rifle, but can't get one-hit headshots. It is, however, a slight upgrade from the HSR Heavy Scout Rifle.
     
    Generally, you can use this at any time, but it is highly preferable to use a decent 2x - 3.4x scope so that you can engage targets at a safer distance.
     
    ========================
    1.3 - Scout Rifles [sCOU]
     
    HSR-1

     
    The HSR-1 is essentially an Infil-only DMR, with similar performance to the AMR-66 available to the Engineer and Heavy Assault class. Aside from slightly higher move-accuracy and better hip-accuracy, however, you may as well stick with the semi automatic sniper rifles. Really just... redundant, and not worth the investment unless you are a hardcore completionist.
     
    SOAS-20

     
    Do you like the T5 AMC? You doooo? Good. The SOAS-20 is essentially a carbon copy of the T5 AMC, but with even less horizontal recoil to worry about. The only drawback is the lower magazine capacity and no Advanced Foregrip unlock, but it's a fantastic choice for an Infiltrator that likes to get their hands dirty but don't want to use our crappy SMGs. Definitely preferable to the N7 PDW for short-mid range engagements.
     
    The Compensator / Suppressor choice is important, however. Suppressors have a very negative impact on ASRs like the SOAS-20, so do be careful - you're cutting your effective range by almost a third and losing a ton of damage. The Compensator is the better choice, provided you know where your next move will be.
     
    ========================
    1.4 - Submachine Guns [sMGs]
     
    Armistice

     
    The only real redeeming weapon in this field is the Armistice. With a blistering high rate of fire, the Armistice boasts the highest DPS in the game. However due to the inaccuracy and recoil, you will need to use the entire magazine to kill your opponent. It has terrible ammo economy, and has a razor thin margin of error compared to the other first-gen SMGs. With the laser nerfs, extended magazines are almost a necessity on this gun, and it doesn't gain much benefit from any of the muzzle attachments.
     
    Hailstorm

     
    At the other end of the DPS spectrum is the Hailstorm. The weakest of the six Empire SMGs, the Hailstorm barely even outguns the NS PDWs. The high magazine capacity is, frankly, not worth giving up a huge chunk of DPS. A beginner's SMG at best. Avoid.
     
    NS-7 PDW

     
    The PDW seems like a dream gun for the Infiltrators, but really, it's redundant and more or less a 'meh' gun. The only SMG weaker then the Hailstorm, its main advantage is the damage fall off and virtually lack of recoil - it packs a decent punch against other SMGs outside of close quarters, but it's easily trounced by the automatic scout rifle in almost the same range bracket due to the gap in DPS and accuracy. It has a niche role, but a good Infiltrator will not really plan to be in that niche - you're not going to be engaging every target from behind at precisely 32m away.
     
    MKV-S

     
    This weapon looks on paper to be pretty terrible, but it is an upgrade from the NS-7 if you prefer to keep your weapon suppressed - its muzzle velocity and damage fall off are both superior to all of its predecessors after suppressors are factored into the equation. It can even outpunch a suppressed ASR at most ranges to boot, and the higher RPM puts it just a smidge under the Hailstorm for damage output. If you prefer using a suppressor or liked the NS-7, in short, the MKV is perfect.
     
    ========================
    1.4 - Grenades [GRND]
     
    Decoy Grenades are generally useless. If you're being stealthy, it alerts everyone. If it's a gunfight, no one is going to even notice. Save the 150 certs.
     
    EMP Grenades on the other hand are incredibly valuable in a teamwork aspect, and especially for Saboteur types, however it requires coordination. EMP Grenades essentially strip all shields off of enemies and friendlies alike, shut down any active abilities - namely Heavies' NMGs - and are generally very unpleasant to be hit with. A Saboteur throwing one in the backdoor while the squad pushes in through the front can make a meat grinder into a one-sided demolition derby. If you cert into them, just take care in throwing them around, and make sure you or someone else can take advantage of the enemy's vulnerability, otherwise it's a waste of infantry resources.
     
    ========================
    2.0 - Positioning [POSI]
     
    It should be obvious at this point that Infiltrator weapons are not suited for fair engagements. The entire point of playing Infiltrator is to play dirty. Shoot enemies in the back, engage them from ranges they can only harmlessly pepper you with bb pellets at. Never give them the chance to set the terms for engagement.
     
    There are some basic key guidelines to remember for both snipers and saboteurs.
     
    1. Engage at Range - Remember the effective range of your primary, and stick to it. Don't go into a building with a RAMS, and don't try engaging in close quarters with a TSAR. Don't try to pepper them ineffectually with a SOAS or PDW either. If enemies are barely within render range, odds are your M-77 and SR7 will not be effective either.
    2. Flank - Never engage head-on if you can. Rookie infiltrators will always keep their focus on the front line, which leaves them more likely to be attacked by other rookies, or becoming collateral damage to the copious amounts of high explosives and rapid fire weapons. Try to position yourself so that you are at least 90 degrees away from the enemy, and preferably engaging them from behind if at all possible.
    3. Silhouettes - Never run along the crests of hills or stand on top of large, exposed open areas - namely, stay off the damn Tower landing pads!. The moment an Infiltrator breaks the horizon line, every other Infiltrator can see them, and most of the hapless schmucks engaging in close combat will see you as well, and adjust their own positions accordingly (if an enemy Infiltrator doesn't just pop your head off). Use ravines, trenches, and ditches to move from position to position. If you need to crest a hill or ramp, turn on your cloak before you do. When you're settling into snipe, make sure you have a background behind you to help blend in against.
    4. Blend In - Not with the enemy, but with the terrain. Use shadows and obstacles in the terrain to blend in. The cloak is not 100% effective, but if the area behind you is varied and detail-heavy, you  will be much more difficult to pick out then a cloaker running across a plain road or wall.
    5. Know where to go - Before you even take your first shot, familiarize yourself with potential escape routes. Know which ways lead away from the enemy, and which leads to a new vantage point. If you get caught and don't know where to go, you're as good as dead.
     
    ========================
    3.0 - Targetting [TRGT]
     
    The most important thing about Infiltrators is accuracy. If you don't have good accuracy, you're going to die, a lot, and you are not going to have fun. Patience is key to this as well.
     
    Generally, it is important that you kill your target as quickly as possible. Hit indicators and the sound of missed bullets are very easy ways to give your position away.
     
    1. Use the VR - Familiarize yourself with the effective range of your weapon, as well as how much you need to adjust your scope vertically. Those dots on the high power scopes are there for a reason! Familiarize yourself with how big the target is, and roughly where it aligns with the scope in order to score a headshot.
    2. Start Simple - Go for those oblivious, prone characters just standing in position while they tunnel vision in on someone else. Start with them, then once you're in the rhythm of things, start aiming for the more mobile types.
    3. Avoid Weavers - Weavers are the guys who KNOW you are around, and/or obsessively change angle abruptly and randomly. Wait until they calm down or become more predictable before engaging them. The last thing you need is an aware player to know of your existence and possibly position - they are the bane of Infiltrators. If you are using a bolt-action, they are generally the least appealling targets due to the difficulty involved in headshotting them from range.
    4. Prioritize - Aim for medics, engineers, Infiltrators. Light assaults are generally highly mobile and not very appealling targets because of that. Heavy assaults may have their NMGs on, and can lay one hell of a hurt on you if you miss. Medics are the lifeblood of an infantry force, and if you see one vulnerable, take advantage of it. Engineers are also important - if you can kill a MAX's pocket-engi, that MAX is effectively out of commission and increasingly vulnerable the longer he goes without one. That said - never engage MAXs. Even a RAMS headshot is just tickling them.
    5. Terminals - Nothing incurs as much rage as sniping people idle at a terminal of any kind, and nothing is quite as effective when your outfit is engaged in a vehicle fight! Just be prepared for the kind of furious wrath normally reserved for hackers and aimbotters if you decide to target them.
     
    ========================
    4.0 - Behind Enemy Lines [bHND]
     
    Or "What do when team pushed back?"
     
    1. Ammo Replenishment - Ammo Bandolier is vital for any kind of prolonged flanking and sniping. The first three tiers are cheap, and give you three magazines total for both weapons. Unless you're going the 'saboteur' route and using an ASR or PDW, you should have Ammo Bandolier on at all times. You can use enemy ammo packs to reload as well, but this can be risky at the best of times.
    2. Hacking - Avoid hacking terminals in major facilities unless preparing it for a major assault. It will be noticed, and at higher population areas, the risk is not worth the reward which will be quickly undone and just serve to alert the enemy that you are around. Turrets, on the other hand, are a-ok. Most people don't even pay attention to the color, but if you plan on being stealthy, avoid hacking manned turrets.
    3. Running Man - aka. Pick off all the stragglers. Don't hesitate to dump ammo into the guys hiding behind vehicles or running at the back of a foot zerg. No one will mourn their loss, and if they do turn around to revive them or root you out, you just bought your friends valuable time to prepare for their arrival. If they don't, you'll be in a prime position to flank them and pick them off at will once they run into your teammates.
  4. Like
    Dagurath reacted to Deadmon in [FFXIV] Comprehensive Guide   
  5. Like
    Dagurath reacted to Deadmon in [FFXIV] Comprehensive Guide   
    Character min/max size per race.

  6. Like
    Dagurath reacted to Deadmon in [FFXIV] Comprehensive Guide   
    ILLUSTRATED VERSION

    -------------------------------------------------------------------

     

    FINAL FANTASY XIV: A Realm Reborn

     

    Full OT thread.

    Community/Reviews/Resources post.

     

    This is an image-free version of the NeoGAF Official Topic (linked above). This document was designed for those who have trouble loading images (such as those on mobile devices) or simply want a streamlined version of the OT. Beyond that, this can serve as a handy guide to reference or give to new players with questions. Clicking on the table of the contents below will take you a section or one of its sub-sections. Clicking on a section’s header will take you back to the top.

    (Table of Contents) The Aethernet

    ♦Game Information | ♦Official Links

    ♦Getting Started | ♦System Requirements & Benchmark ♦Product Information ♦Subscription Fees ♦Veteran Program ♦Early & Free Access

    ♦The Story So Far... | ♦On Hydaelyn… (Story of FFXIV 1.0)  ♦On Earth… (Road to ARR)

    ♦Armoury System | ♦Classes ♦Disciplines ♦Jobs ♦Gear sets & Armoury Chest ♦Class & Job Links

    ♦Races

    ♦City-States & Grand Companies | ♦Ul’dah & The Immortal Flames ♦Limsa Lominsa & The Maelstrom ♦Gridania & The Order of the Twin Adder

    ♦Characters & Community | ♦Grand Companies ♦Linkshells ♦Free Companies ♦Transportation ♦Mounts ♦Companions ♦Markets ♦Retainers ♦Housing

    ♦Mechanics | ♦Mouse & Keyboard UI ♦Gamepad UI ♦Combat System ♦Combos ♦Limit Break ♦Attributes

    ♦Duties | ♦Duty Finder ♦Level Sync ♦Quests ♦Guildleves ♦Guildhests ♦FATE ♦Instanced Dungeons ♦Primal Battles ♦Personal Logs ♦Achievements & PS3 Trophies

    ♦Player vs Player | ♦Mechanics ♦Wolves’ Den ♦Frontlines

    ♦Crafting | ♦Synthesis ♦Materia ♦Materia Melding ♦Dye

    ♦Gathering | ♦Botany & Mining ♦Fishing

    ♦Apps | ♦The Lodestone ♦Libra Eorzea ♦One Time Password

    ♦Miscellaneous | ♦Credits ♦Links

     

    (Return to Home Point) ♦Game Information

     


    Release Date

    8/27/13 (Worldwide)

    Platform*

    Windows / PlayStation 3**

    (PlayStation 4 - Early 2014)

    Genre

    MMORPG

    Developer

    Square Enix

    Rating

    T


    * This game is cross-play between platforms using one Square Enix account. Accounts must register that platform’s version of the game in order to play on it.

    ** SE accounts can only be linked to one Sony Entertainment Network account; However, a SEN account can be linked to multiple SE accounts.

     

    Official Links

    ➡FFXIV Official Website  ➡The Lodestone

    ➡Twitter  ➡YouTube ➡RSS Feed

    ➡Screenshots ➡Trailers ➡Art

     

    ♦Getting Started System Requirements & Benchmarks

    ➡Character Creator Benchmark


    Minimum System Requirements

    Recommended System Requirements*

    Operating System: Windows® Vista 32/64bit, Windows® 7 32/64 bit

    Processor: Intel® Core™2 Duo

    Graphics: NVIDIA® Geforce® 8800 Series, ATI Radeon™ HD 4770

    Memory: 2GB (4GB recommended for 64bit OS)

    Disk Space: 20GB.

    Operating System: Windows® 7 64 bit

    Processor: Intel® Core™ i5

    Graphics: NVIDIA® Geforce® GTX 660 or higher, AMD Radeon™ HD 7950 or higher

    Memory: 4GB of RAM.

    Disk Space: 20GB.


    * The performance of the PS3 version can be substantially improved by installing a SSD.

     

    Product Information

    For details on the different editions, pre-order rewards, and retailers:

    ➡Product Details

     

    Additional links:

    ➡Pre-Order Registration

    ➡Purchase Flowchart for 1.0 Players

     

    Subscription Fees


    Membership

    Price/Month

    Days

    Legacy*

    £6.89/€9.99/$9.99

    30

    Entry

    £7.69/€10.99/$12.99

    30

    Standard

    £8.99/€12.99/$14.99

    30

    Standard

    £8.39/€11.99/$13.99

    90

    Standard

    £7.69/€10.99/$12.99

    180


    “Entry” accounts can have 1 character per world and 8 characters total.

    All other accounts can have 8 characters per world and 40 characters total.

    * Legacy accounts are ones that were subscribed to Version 1.0 (“1.0” or “1.x”) for at least three months. Legacy characters and worlds (servers) refer to any character or server carried over into A Realm Reborn. Legacy characters are currently restricted to legacy worlds.

    ➡Subscription Methods

     

    Veteran Rewards

    Players who subscribe to ARR will have special items called Veteran Rewards delivered to all of their characters. This consists of minions, mounts, and unusual items spread over several months. Rewards are based on the amount of days paid for, not played. This means all rewards can be obtained immediately.

    ➡List of Rewards

     

    Free & Early Access

    Purchasing and registering a new copy of the game for either Windows or PS3 will add 30 days of subscription time. Both can be registered for a total 60 days; however, the same version cannot be registered to an account twice. Unused FFXIV 1.0 codes will register the Windows version and grant 30 days as normal.

     

    Everyone who previously registered a copy of FFXIV 1.0 is considered an owner of the Windows version of ARR and does not need to buy the game again (nor can they register another Windows version) under that account. If registered during 1.x, they also qualify for the Welcome Back Campaign. This means they can play for free until September 9th. Added subscription time is only used after that date.

     

    Early access (August 24th to release) will be granted to all legacy accounts and those who register a pre-order code.

     

    ♦The Story So Far...

     

    On Hydaelyn. . .

    The realm of Eorzea consists of the continent of Aldenard and its neighboring islands. Within is a variety of terrains and climates filled with opportunities that attract adventurers. For decades these heroes have been in the service of adventurers’ guilds within the governing city-states. From the north, the shadow of the Garlean Empire hangs over these nations. Twenty years ago, the Garleans attacked and subjugated Ala Mhigo, the most militant city-state. Before they could push the invasion any further, the flagship Agrius and dragon king Midgardsormr would destroy one another. Although this saved Eorzea from war, it broke the seal containing the Beastmen deities known as Primals and desolated the Mor Dhona region.

     

    Five years ago, newly arrived adventurers were gifted with the Echo, allowing them to see hallucinations of the past (unknowingly at times). They met the scholarly Circle of Knowing in these visions and joined the echo-gifted Path of the Twelve in the present.  Two great dangers lay ahead: the Primals who would drain the earth dry when summoned and the returning Garleans that sought to combat them, namely the VIIth and XIVth legions led by Nael van Darnus and Gaius van Baelsar, respectively. Urianger of the Circle of Knowing then began spreading the word of a new Umbral Era, the next sequence in Eorzea’s cycle of joined calamity (Umbral Eras) and prosperity (Astral Eras). Tied to the six elements, a Seventh Umbra Era was never imagined. The lesser moon Dalamud was seen as a harbinger, now red and growing in size. In truth, it was getting closer.

     

    With Dalamud locked over Eorzea, abnormalities began to occur; Monsters grew in size and demonic voidsent appeared. Eorzea was politically transformed as well. To combat the Garlean and Primal menaces, the major city-states (sans isolationist Ishgard) channeled all of their resources (including adventurers) into organizations called Grand Companies and formed an Eorzean Alliance. The wise Louisoix and his Circle of Knowing arrived to assist them. Cid nan Garlond, a Garlean defector, warned of the Meteor project. Despite Gaius’s opposition, the increasingly insane Nael revived the project to smash Dalamud, revealed to be manufactured by the ancient Allagans, into Eorzea. Although adventurers were successful in stopping his Lunar Transmitter, the White Raven’s own body began guiding Dalamud. A final battle with him in the skies above Coerthas still wasn’t enough. Louisoix had one last plan: Use a spell directly below Dalamud to summon the power of the Twelve deities. At that very spot, the rogue VIIth legion waited. The Battle of Carteneu began and the White Raven’s true intentions would soon to be revealed.

     

    ➡The conclusion to Final Fantasy’s XIV 1.0 Storyline: A New Beginning (Video)

    ➡FFXIV 1.0 Storyline links

     

    On Earth. . .

    Three years ago, Final Fantasy XIV (1.0) was launched. It was met with an overwhelming negative reception from both players and critics, citing issues such as input-lag on server-based menus, a significant focus on generic quest content with no real end-game, and randomized class progression from repeating actions. In the midst of this backlash, then-CEO Yoichi Wada announced an unprecedented effort to “save” the game. Veteran producer Hiromichi Tanaka stepped down to be replaced by the little-known Naoki Yoshida, a.k.a. Yoshi-P, and the whole team saw a reshuffling. From that point forward, they focused on both making FFXIV playable and the new version which would come to be known as A Realm Reborn, essentially working on two games at once.

     

    Beyond just fixing issues, FFXIV saw a slight remake: a combat system resembling a more advanced FFXI, mechanics and end-game content that has been loosely be carried over into ARR, and a new storyline detailing the events that would create Eorzea as we know it five years later. With ARR the game has been remade yet again: the combat system is now of a more common MMO style, a much stronger content pipeline is in place, and the areas and storylines are entirely new. Moreover, Yoshi-P has openly approached players in a fashion that is uncharacteristic of Square Enix. Reception to the game’s beta has generally been positive, with aesthetics and level of polish being at the front of that praise.

     

    ♦Armoury  System Classes

    The classes of the Armoury system are based on the weapon or tool characters have equipped in their main hand slot. Changing classes is as simple as switching what is equipped. The Armoury system opens up upon completing the lv. 10 class quest and requires registering at guilds to unlock classes. Legacy characters will immediately be able to switch between classes they have leveled, but are restricted the same way for other classes and are not consider members of any guild. Each class has its own level and set of attributes.

     

    Disciplines

    Classes are grouped into four types of disciplines. Disciplines of War and Magic make up the battle classes. The Disciplines of Hand are the crafting classes and Disciplines of Land are the gathering classes, neither fit for combat. Certain actions (weapon skills, spells, etc.) acquired by a class can be carried over to other classes. In addition to which actions being specified, there are several restrictions: some actions are held within discipline groups (e.g. offensive magic) and battle actions are only available to battle classes.

     

    Jobs

    Jobs are advanced forms of battle classes unlocked through quests accessible upon reaching lv. 30 on the corresponding class and lv. 15 on one other. As each job is an extension of a class, they use the same level and (mostly) actions. Switching to a job is as straightforward as switching classes, except using the “soul” slot instead. In exchange for new actions and further specialization, jobs only allow access to a fewer amount of cross-class actions of two specific classes. A class can have access to multiple jobs, but this is currently only observed with the Arcanist.

     

    Gear Sets & Armoury Chest

    Based on the Armoury system, gear sets can be saved and instantly loaded onto characters (allowing for a one-button class switch on the go). They draw upon the game’s Armoury Chest: a separate inventory for equipment which holds up to 25 pieces per slot. Additional gear sets become available upon joining other guilds, though they are not tied to any class. Characters can’t change their equipment in battle, thus they can’t switch their class or job either. Some content, like dungeons, also restrict class/job switching.

     

    List of Classes/Jobs (Including job secondary classes on the right) Discipline of War / Discipline of Magic / Discipline of Hand / Discipline of Land


    Class

     
    Job

    Secondaries

    Gladiator (GLA)

    >>

    Paladin (PLD)

    MRD, WHM

    Pugilist (PGL)

    >>

    Monk (MNK)

    LNC, MRD

    Marauder (MRD)

    >>

    Warrior (WAR)

    GLA, PGL

    Lancer (LNC)

    >>

    Dragoon (DRG)

    PGL, MRD

    Archer (ARC)

    >>

    Bard (BRD)

    LNC, PGL

    Conjurer (CNJ)

    >>

    White Mage (WHM)

    THM, ARC

    Thaumaturge (THM)

    >>

    Black Mage (BLM)

    ACN, ?

    Arcanist (ACN)

    >>

    Summoner (SMN)

    CNJ, ?

     
    ↳↳

    Scholar (SCH)

    THM, ?

    Class

     
    Class

     
    Alchemist (ALC)

     
    Culinarian (CUL)

     
    Armorer (ARM)

     
    Goldsmith (GLD)

     
    Blacksmith (BSM)

     
    Leatherworker (LTW)

     
    Carpenter (CRP)

     
    Weaver (WVR)

     
    Miner (MIN)

     
    Fisher (FSH)

     
    Botanist (BTN)


    Starting City-State

    Characters will begin their adventuring career in one of three city-states, as decided by their first class (a discipline of war or magic). This is due to the preliminary storyline guiding players to the respective class guild and travel between cities being difficult for the first dozen levels. Players should consider that the original choice for class and city-state won’t matter much at all after roughly 15 levels. One shouldn’t feel they are making a permanent choice when picking their class. Below are the guild locations by city-state:

     

    Ul’dah

    Gladiator - Pugilist - Thaumaturge - Alchemist - Goldsmith - Weaver - Miner

     

    Limsa Lominsa

    Marauder - Arcanist - Armorer - Blacksmith - Culinarian - Fisher

     

    Gridania

    Lancer - Archer - Conjurer - Carpenter - Leatherworker - Botanist

     

    ♦Races

     

    Races have different starting attributes, but these differences quickly become negligible. It is better to pick a race for aesthetic reasons, as classes can be switched freely. (The same can be said for patron deity.) A later patch will add a “barber shop” for changing hair style and other features. Additionally, one of the veteran rewards is a complete character remake.

     

    Hyur

    Naming Conventions

     

    Miqo’te

    Naming Conventions

     

    Elezen

    Naming Conventions

     

    Roegadyn

    Naming Conventions

     

    Lalafell

    Naming Conventions

     

    ♦City-States & Grand Companies

     

    Ul’dah & The Immortal Flames

    Amidst the arid region of Thanalan, the mercantile metropolis of Ul’dah serves as a beacon to all traders. Decorated in the finest gemstones and fabrics, this city-state provides for any vice or indulgence – if one has the gil. Paralleling its patron deity Nald’thal, Ul’dah balances its prosperous and nether elements on a loose scale. In the shadows, tensions are building between the Syndicate, a group selected by wealth, and the royal Sultana, Nanamo Ul Namo.

     

    The Immortal Flames is the grand company of Ul’dah. This contingent is led by Raubahn Aldynn, an Ala Mhigan man so successful in the coliseum his blood money has earned him a seat on the Syndicate. In a political landscape that strongly favors the elitist Syndicate, the lone devoted Raubahn and his army empower the more compassionate Sultana to stand a chance.

     

    Limsa Lominsa & The Maelstorm

    Off the windy meadows of La Noscea on the volcanic island Vylbrand is the thalassocracy of Limsa Lominsa, a maritime power. While the city’s many bridged island towers are a beauty to behold from afar, Lominsans tend to be more vulgar (and cutthroat) than most Eorzean folk. Part of this is due to a spotty history with piracy. Using her power over all ships in Lominsan waters, the ex-pirate Merlwyb Bloefhiswyn cleaned up the place when she became admiral and, later, chief admiral.

     

    Led by the admiral herself, the Maelstrom heads Limsa Lominsa’s crimson-bannered military. Over the five years since she became chief admiral she has done the impossible and made marauders trade their axes for tools. For some, however, old habits die hard. The thalassocracy also has not one, but two beastmen tribes trying to summon a primal on its doorstep.

     

    Gridania & The Order of the Twin Adder

    The Twelveswood, known as the Black Shroud to outsiders, is a dense, ample forest home to the protective, yet wrathful elementals. Within it, the nation of Gridania pays its upmost respect to these spirits, and thus nature itself. From construction to resource extraction, citizens are dedicated to harmony with the environment, lest they face certain death. The conjurers and, above them, the padjal Seedseers speak with the elementals directly and lead the nation by their will.

     

    Closest to the Garleans, the Elder Seedseer had the Order of the Twin Adder revived to bolster Gridania’s defenses. Forever youthful like all padjal, Kan-E-Senna is deceptively wise and confident. It was her who allied the three grand companies. She must not only face several threats, but meet them without upsetting the peace between the elementals and mankind.

     

    ♦Characters & Community

     

    Grand Company

    The grand company (GC) characters join works as an allegiance to one of the three nations. The city-state characters begin in only affects the central storyline for the first few levels; the GC they join will mark their true home. Characters in a GC will be able to use and purchase associated gear and other items with company seals. GCs can be joined through the central storyline, somewhere a little above lv. 20. Switching GCs is possible, but associated seals and gear will be unusable until returning. Characters will never be isolated based on GCs. An exception to this may be certain PvP content.

    ➡Grand Companies

     

    Linkshell

    Invitation-based chat channels called linkshells (LS) can be used for virtually any purpose, including casual conversation. Characters can be members of up to 8 LSs at a time. Players will be able to browse and chat with all of their LSs at any given moment.

     

    Free Company

    Players can also join together to form an organization (i.e. “guild”) called a free company (FC). Unlike LSs, characters can only be in one FC. In addition to having a chat channel and shared storage, members of FCs will be able work together to gain free company EXP and credits to earn expanded features and benefits. This includes company-wide bonuses with both low-level and end-game utility. FCs can also obtain customizable crests, which can be put on equipment. Although FCs branch off GCs, there are no restrictions based on allegiance.

     

    Transportation

    Characters can instantly warp back to their home point once every 15 minutes, or upon defeat, with return. This first requires attuning to (i.e. touching) one of many aetherytes found around the world. Players can also teleport their party to any aetheryte they (including the party members) have visited with a fee of gil. Additionally, characters can warp between the aethernet shards situated within city-states free of cost.

     

    More physical modes of transport include ships and airships, which also cost gil and are instantaneous. Access to airships is unlocked through the central storyline at around lv. 15. Chocobo porters are safe automated chocobo rides that will take players to and from locations where they’ve spoken with a chocobo porter.  At lv. 10, temporary mounts called rental chocobos become available from chocobokeeps found in cities.

     

    Mounts

    As the name implies, mounts are creatures or vehicles ridden to increase movement speed. The typical mount is a personal chocobo acquired after buying a chocobo issuance from a GC using company seals at around lv. 20. There are also several other mounts to obtain (e.g. the Coeurl from the CE), but they may first require having a personal chocobo. Chocobos can be outfitted with barding and it has been said magitek armor will have customizable parts.

     

    Companions

    Companions are NPC allies summoned to join a party outside of dungeons or cities. This mainly consists of using a personal chocobo for battle, although magitek armor has been hinted at. Chocobos gain skills by players putting skill points earned from battle into defender, attacker, or healer specializations. They have four freely switchable tactical stances which mirror the specializations and include a hybrid free stance. Companions are not to be confused with minions: collective pets with no battle application.

     

    Markets

    Functioning as an “auction house” of sorts, players can sell items on the market through a retainer and purchase those player-sold items through market boards found in cities. There is an assortment of search features to find specific items and price history for previously sold items. The market is globally linked, but shifting tax rates will differentiate from where one decides to sell goods. There is a transaction fee for purchasing from retainers outside the city-state.

     

    Retainers

    Retainers are fully customizable NPCs players hire from retainer vocates after unlocking them during the main scenario  at around lv. 20  (unless they were carried over with a legacy character) to store and sell possessions. They are contacted and managed through summoning bells found at the adventurer’s guild and market area of each city, among other places. A character can have two retainers to their name, each carrying up to 170 items (more for crystals and gil) and selling up to 20 items on the market for as long as a week. In the future, retainers will be able to do more, such as gather for you.

     

    Housing

    In a later patch, players will be able to purchase expensive plots of land in shared instanced areas for housing, both small and large. Land deeds can be bought for personal or FC use and be freely traded or sold to other players. With property owned, players can build, expand, and add furniture to houses of their liking. Adding things like battle trophies, parks, or chocobo stables will grant benefits (e.g. EXP bonus) to be shared with fellow FC members. This also includes a storefront for selling goods. Owners can set permissions depending on how they’d like to use the property. As there is limited space, developers will add a new instance only when the current one is getting full (similar to Dragon Quest X).

     

    ♦Mechanics

     

    Mouse & Keyboard

    There are two UI designs instead of a hybrid for mouse & keyboard and gamepad, a first for a Final Fantasy MMO. This allows for more mouse-specific features, such as mouse-over for action targets. Virtually any option can be placed on a hotbar (e.g. actions, emotes, macros, menus, gear sets/class change). It is highly recommended, when starting out, players go through all the settings and adjust as necessary. There are also settings to play with just a keyboard, like players could in FFXI. (It goes without saying that Windows users are able to use gamepads.)

     

    Gamepad

    The only option for PS3 players, FFXIV has been designed to accommodate gamepads. Most notably, there is the cross hotbar: players activate hotbar commands by holding “L2” or “R2” (default) in conjunction with the face buttons and D-pad.  Using “L1” (default) in the same fashion can change tab targeting modes or enable cursor control (with “R3”).  “R1” (default) is used to cycle between or select different hotbars. The same rules for hotbars apply here (and, again, it would be best to first configure controls, camera, and UI). A XMB-like main menu has also been implemented.

     

    Combat System

    FFXIV: ARR could be described as a “tab-targeting MMO”, combining mechanics of the previous iteration of FFXIV with a more common style similar to World of Warcraft. There is free movement and it mainly consists of selecting a target while using actions on hotbars. Some of these actions are tied to the global cooldown, a shared cooldown timer of roughly 2.5 seconds, while others will have no interaction with it (likely having a longer cooldown). The claiming system for monsters outside duties is very loose. The first player/party to attack an enemy will always get EXP and quest progress, but anyone else will be rewarded if they make a solid contribution to the fight. Similar to FFXI, consecutively defeating worthy enemies gives a chain bonus to EXP earned.

     

    Characters will be defeated when their HP is depleted to 0. Battle actions will often require spending MP (e.g. spells) or TP (e.g. weapon skills), two resources that recover very slowly while in battle. CP or GP will take the place of MP while crafting or gathering, respectively. The Armoury bonus gives more EXP when on battle classes other than the highest leveled. Additionally, standing in sanctuaries or an inn room will generate a rested bonus to EXP, even while logged out.

     

    Combos

    Combos are an extra effect granted when specific actions are used in a timed sequence. Additionally, proper positioning can enhance some actions and such positions are usually required for combos. Actions that are readied to combo will be highlighted on a hotbar. This also applies to other actions with conditional effects (e.g. being required to evade an attack first). There are also a few actions that directly influence others, such as having a chance to make another action free. Pugilists have their own pseudo-combos with forms: short lived status effects enabling weapon skills that chain into other forms.

     

    Limit Break

    Characters will have access to very powerful actions called limit breaks when in a “light party” (4 or more members) or “full party” (8 members). In order to use a limit break, the party will need to fill a shared meter called the limit gauge through dealing and healing damage. When the gauge is full any one party member can activate a limit break based on their party role (tank, melee, healer, or caster) and how many full gauges the party has, if multiple gauges are accessible.

     

    Attributes

    Starting at lv. 10, players will earn bonus points they can allot to attributes. Classes have separate allotted points, which are also used for their jobs (even for Arcanist). Allotment can be reset with items.

     


    Strength (STR)

    Increases melee attack power and percentage of damage mitigated by block and parry.

    Dexterity (DEX)

    Increases ranged attack power and the chance of blocking or parrying an attack.

    Vitality (VIT)

    Increases maximum HP.

    Intelligence (INT)

    Increases attack magic potency.

    Mind (MND)

    Increases healing magic potency.

    Piety (PIE)

    Increases maximum MP.

    Accuracy

    Increases accuracy of physical and magical attacks.

    Crit. Hit Rate

    Increases the probability that an attack will deal critical damage.

    Skill Speed

    Reduces recast time of weapon skills.

    Spell Speed

    Reduces the cast and recast of spells.

    Determination

    Increases the amount of damage dealt by all attacks and the amount of HP recovered by spells.


     

    ♦Duties

     

    Duty Finder

    Duty finder is both the main method to access instanced duties and a way to randomly match players together to create or fill up parties (drawing only from regionally-linked servers). Characters are restricted to the flagged class/job when the party is assembled, but are not while it is still assembling. There is also the option to join ongoing duties with missing spots. Parties require specific roles (e.g. 1 tank, 1 healer, and 2 damage dealers) unless fully assembled beforehand. Once the party is assembled, characters are teleported to an instance shared between servers. When the duty is over, they will be brought back exactly where they left. (There is also a player search function with party seeking tags in the game, but it doesn’t integrate with duty finder.)

    ➡Duty Finder Developers’ Commentary

     

    Level Sync

    Players with characters that are above a recommended or required level of a duty can opt to or will be forced to level sync and match that level (or a few levels above it). Higher-level gear can still be used and will scale down. Characters will gain EXP based on their newly synced level.

     

    Quests

    Being one of the more frequent activities players will engage in, quests are anything listed in the journal that isn’t a guildleve or any other kind of duty. Like other duties, the journal will explain where and how accepted quests can be done. The solo instanced quest battles will grant an enhancement upon retrying after defeat. Players will find quests easily using the recommendations menu.

    -Main scenario quests feature the game’s central storyline, while also working as a guided tutorial for the first two dozen levels. During the main scenario players will likely access most types of content for the first time. Voice acting is limited to these quests.

    -Side quests present the other stories of Eorzea. A few will introduce new utilities (especially those that branch off the main scenario). They are the source of many EXP and the ideal way to level the first few classes.

    -Class & job quests are noteworthy as they unlock new actions to use as characters go through a class/job’s storyline. For jobs, this is the primary source of actions and progression.

     

    Guildleves

    Guildleves are acquired from a levemete NPC once that area’s guildleves have been unlocked. The first set is accessed through the main scenario at around lv. 10, another from a quest directly following that, and the rest by doing quests for other levemetes at the required level. Guildleves are used to do levequests: repeatable duties which reward EXP, gil, and items. Once the player sets the difficulty (based on level), they will need to reach the marked location and complete their objective. The reward will be based on difficulty and a performance rating. Players can leve link to team up on duplicate levequests so they only have to be done once. Occasionally, wanted targets and treasure coffers will appear for a bonus. Accepting or retrying a levequest upon failure will cost a single leve allowance. Allowances refresh at a rate of three every 12 hours, up to a hundred. There are battlecraft, fieldcraft, and tradecraft guildleves associated with respective discipline types.

     

    Guildhests

    Characters can speak with a battlewarden to participate in guildhests (and use duty finder thereafter) after completing a quest that samples guildleves following their unlocking. These are small scale battles which often require special tactics. Guildhests are highly instructive and work to teach inexperienced players how to use strategies for complex encounters. A large EXP and gil bonus is granted on the first completion of a guildhest.

     

    FATE

    Full Active Time Events (FATEs) are dynamic encounters which will randomly appear in the game world, marked by blue circles on the map, open to everyone who enter their boundaries. FATEs will sometimes occur in a sequence that may change depending on how previous events unfolded (e.g. having to rescue NPCs after failing to protect a settlement). These encounters will scale based on the number of participants, balancing factors such as the number of NPC allies. Although primarily a source of EXP, certain FATEs have unique loot (e.g. Behemoth, Lightning). Each FATE has a recommended level, with characters over (without level sync) and under it being penalized.

    ➡Collaboration (FFXIII Lightning FATE)

     

    Instanced Dungeons

    Large instanced areas with unique bosses and mechanics, instanced dungeons serve as a primary piece of FFXIV’s group content. This includes everything between 4-man leveling dungeons starting at level 15 and multi-party alliances of 24 players doing end-game raids. Earlier dungeons will be revisited later on with “hard mode” versions, with new enemies and paths. The Crystal Tower and Great Labyrinth of Bahamut, the two main raids, will grow with content updates.

     

    Primal Battles

    Primals are the “summons” equivalent of FFXIV, although they are mainly antagonistic. One way primals will be faced is through the aptly named primal battles. These are multipart battles within small areas. At launch, players can challenge Ifrit, Garuda, and Titan. Three tiers of increasing difficulty are planned: “story”, hard, and extreme. Primal battles are different from instances of facing primals in FATEs (e.g. Odin) or dungeons (as speculated with Bahamut).

     

    Personal Logs

    Characters can use guild or GC associated hunting logs to track down and defeat specific monsters for EXP or seals. The crafting log is used to initiate synthesis and gives bonus EXP with new recipes. Similarly, the gathering log tracks and rewards new items gathered. For fishing, this functionality split between the Fish Guide (records fish and gives EXP) and Fishing Log (records fishing areas).

     

    Achievements & PS3 Trophies

    Achievements are extraneous goals which can reward name titles and, rarely, unique items. Achievements are separate from PlayStation trophies.

    ➡Achievements ➡PS3 Trophies

     

    ♦Player vs. Player

     

    Mechanics

    Player vs. Player (PvP) combat has been described as being designed to be different from the usual mechanics. A whole separate set of actions will be earned from and used for PvP. It’s been said some of these actions may change based on Grand Company allegiance. The Morale attribute lowers the damage taken from other players. PvP won’t be available at launch; the Wolves’ Den will come in the first patch after release, while Frontlines (along with less understood content, like companion vs. companion battles) is coming much later.

     

    Wolves’ Den

    The Wolves’ Den is an island arena where players can take part in straight 4v4 or 8v8 matches with the victory condition being the other team having no surviving members. If time runs out, both teams lose. PvP points used to purchase special actions, equipment, and items will be earned from dispatching enemies or winning matches. The Wolves’ Den requires lv. 30 to be unlocked and is accessible through the Duty Finder.

     

    Frontlines

    Another mode of PvP will be large open-areas, called Frontlines, where three armies of the Grand Companies will clash over lucrative ancient ruins. Little is known about it other than it will feature players battling over forts and crafters being more involved.

     

    ♦Crafting Synthesis

    Having 8 classes dedicated to it, crafting is a major part of FFXIV. With a tool equipped and the crystals and ingredients held, players can begin synthesis from the crafting log menu. This process primarily consists of using actions to fill the progress bar (based on the craftsmanship attribute) at the expense of durability, which causes failure upon hitting 0%. Using actions to instead fill the quality bar (based on the control attribute) exponentially increases the chance of making a high quality (HQ) item and adds to EXP awarded once the progress bar is full. Using HQ ingredients gives a boost to starting quality. Crafters must be mindful of stability, represented by the color of the glowing light, which can make actions risky. Quick Synthesis, obtained by reaching lv. 10 with any DoH class, will give instant results at the expense of quality.

     

    The condition of equipment will decrease through use (and characters being defeated) until becoming useless at 0%. Equipment list a DoH class and level that can repair it with dark matter. Currently, characters can only repair their own gear. For everyone else, certain NPCs will repair it for a fee of gil.

     

    Materia

    Equipment with slots can gain more attributes through crafters affixing materia to it. Players can do a quest available at lv. 19 to unlock the ability to permanently convert pieces of gear with a 100% spiritbond rating into materia. Spiritbond on equipment is earned upon use in battle, gathering, or crafting, which immediately prevents it from ever being traded or sold. The type and strength of materia is depended on the converted item. Materia can be removed from equipment, destroying all of it, by speaking to the NPC who gives the materia quests, Mutamix Bubblypots. Legacy characters will find their materia and melded equipment “cracked”. This materia can be exchanged for new ones or towards a currency that buys rare equipment.

     

    Materia Melding

    To meld materia onto equipment, a discipline of hand must first complete a second quest available at lv. 19. Eligible gear lists a required class and level for melding. Materia also must be affixed to equipment of a minimum item level (not the required level to equip) and be used with the stated catalyst item. After another DoH quest at lv. 25, crafters can use advanced melding to affix more materia than an item has slots (up to a total of 5). Advanced melding has a risk of failure that will cost the materia and catalyst used in the attempt. Based on the item, there are maximum enhancement values that cap how much gear can give of a single attribute, negating stacking. Crafters can meld equipment in the inventories of characters who Request Meld.

     

    Dyes

    Upon completing a side quest at lv. 15, players can use dye items on most visible equipment. There are no color restrictions and changing colors just requires using another dye. Some equipment, including a lot of dungeon loot and job artifact armor, can’t be dyed, but this may change in the future. Dyes can be crafted by any DoH class, as lv. 30 recipes.

     

    ♦Gathering Mining & Botany

    Gathering is essential to the economy as it is the source of crystals, catalysts, and many crafting materials. Botanist and Miner operate very similarly to each other. Gathering as either comprises finding a point on the map to either mine/quarry or log/harvest and then engaging it. This will bring up a window showing gatherable items, along with the chance of success (based on the Gathering attribute) and chance of obtaining a HQ item (based on the Perception attribute). Unknown items are obscured until gathered for the first time, which is both more difficult and rewarding. Consecutive successful attempts will provide an increasing chain bonus to EXP and enable some actions until a failure occurs. As gatherers level up, they will gain access to more points with new items to gather. Although DoL classes are unfit for confrontation, they can still travel through dangerous areas with stealth actions.

     

    Fishing

    Although fish (and other materials) can be sold and used for recipes, fishing is meant to be a casual activity for quieter moments. Fisher is by far the simplest class.  Fishers simply designate some bait through the Bait action and use Cast near a body of water (or similar, as sand and sky fishing is later possible). They will have a few seconds to use Hook to reel in a fish tugging at the line (based on the Perception attribute). Which fish can be caught is based on the area, the bait, and misc. factors like weather. At lv. 30, Mooch allows fishers to sometimes use the HQ fish they just got caught as bait for the next cast.

     

    ♦Apps The Lodestone

    Redesigned since 1.0, The Lodestone is the official community and database site of FFXIV. Here players can access a game database, the forums, player blog posts, character data, manage FC features, and other utilities. It is also where news, patch notes, and direct messages from the developers will be posted. All players should check The Lodestone frequently.

     

    Libra Eorzea

    Libra Eorzea is a free app based on the Lodestone which is accessible through mobile devices. It will thoroughly cover characters, actions, items, quests, etc., serving as a guide for the entire game.  It will be released for iOs devices a week from launch and to Android devices soon after. More advanced features, like market access, have been hinted at as a later addition.

  7. Like
    Dagurath got a reaction from Lady Zerg in oh Hi   
    Welcome, luv S2

     

    Finally getting her to join the forum. Might get her set up on TS soon. Someone get her some enlisted as quick as possible \o/

  8. Like
    Dagurath reacted to Rigonet in Console: XBox One   
  9. Like
    Dagurath reacted to Shizzerk in Console: XBox One   
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