Final Fantasy XIV: Welcome to Eorzea

Along the way have been several hiccups, but millions of Final Fantasy XIV players will jump Eorzea Square Enix ‘s

online game restarted until today.

Many people will be recorded or accessed from the early revel in a lush vast new world , the rest of the record. It

is always in one day to see what’s on offer exciting jump into an MMO, but in the end what is FFXIV you bring to

the table ?


First, and perhaps most importantly , many fledgling gaming problem is a lack of community . From the response to

our new website XIVwiki and XIVDB, is obviously a passionate community has camped . It is unlikely that you will

hit empty when you log server.

Although we will in the next week once hehe RAGAR generation of a proper in-depth review , he had enough playing

time under his belt FFXIV My first impression is an old classmate, a wider world and rich ornate MMO content is a

very special final Fantasy flavor. FFXIV Although there is a very clear and modern engines, there is a very

nostalgic feel, I feel very cute game and the world.

I hope to ease server issues, the game has been plagued in recent days has been enough to make everyone’s

experience enjoyable.

FFXIV producer and director Naoki Yoshida has marked the launch of the latest production of the letter . Yoshi – P

later, looking back on the development of FFXIV 1.0 and has promised more to :

” Similarly , the release is just our first step , but still so much that we want to do with a lot of planning

an orderly manner , we are working to ensure that your amazing story is impossible to achieve with the release of

the realm reborn we look forward to continuing to do the impossible , our fans together to build an online

experience, we are proud to part . ”

FINAL FANTASY franchise all the features , including the genre -leading graphics and real-time cut scenes ,

beautiful music, and immersive story experience
Band together with your friends to create guild -like “free” story -driven adventure game
High level of detail and image quality are in the PlayStation ® 3 system through the new graphics engine and

Windows PC
Flexible class system that allows players by simply changing their equipped weapon or tool on the fly 19

different categories of any change. Players can also unlock nine different jobs because they advance levels .
New needs classic FINAL FANTASY elements, such as “herbal” and “limit break ” system first appeared in Final

Fantasy VII
For the growth of the player ‘s character leveling – including the type of task , the main story missions ,

fast action ” Guildleves Guildhests diverse choice” acts as the active player can solve alone or with friends, and

exciting . ” example “Demon” looking for raid huge treasure
All Activity Activity ( Destiny ) – The unique dynamic open world fighting and adventure activities , making

with other players
Personal companion for players to ride a chocobo , and fought in the battle

Final Fantasy XIV: Rebirth of the realm coming sooner than you expected PlayStation4

Final Fantasy XIV: A Realm Reborn Coming To PlayStation 4 Sooner Than You Expect
Final Fantasy XIV: Rebirth is this week in the realm of the PC and PlayStation 3, but MMORPG led PlayStation4, at some point in 2014. Despite Square Enix company did not specify, but in 2014, it will be as PlayStation4, in a recent interview 4Gamer Final Fantasy XIV, Naoki Yoshida, producer share PS4 version will be released sooner than you expect. Yoshida said that efforts are being made so that players can be assured of playing the PS3 version of the game, during which the shuttle service.

FFXIV: A Realm Reborn plans launch party for PAX Prime

FFXIV A Realm Reborn plans launch party for PAX Prime

Ready to do the Chocobo Shuffle? The Mog Twist? Some Limit Breakdancing? Then you’ll need to hightail it to next week’s PAX Prime, where the crew of Final Fantasy XIV: A Realm Reborn will be throwing a two-day launch party.

The festivities start on Friday, August 30th and continue through the next day in the Seattle Ballroom at the Red Lion Hotel. The devs will show up to make their grand remarks, followed by autograph sessions, contests, raffle drawings, and hands-on gameplay sessions. It’s here that you’ll get to see FFXIV, not in the main PAX exhibit hall, so make plans accordingly if you want to be part of the celebration!



…just off the side, and off-topic:

That pic for this article (and previous for this past Sunday’s One Shots), screams out, “I wanna *hug everyone!” It’s seriously a wonderful shot that makes my day every time I see it. <3

*Note: Creepers need not apply or reply.


Still haven’t gotten my reg key from Amazon yet…  They’ve only sent me the bonus key so far, and the website wouldn’t let me enter it.

Really looking forward to giving it a shot.

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Final Fantasy XIV:Starting an Arcanist

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My initial plan for last Saturday’s edition of The Mog Log was foiled by the simple fact that getting to Limsa Lominsa was much more difficult than it needed to be. There was no way to get to Limsa, unlock Arcanist, level Arcanist, write a column of a thousand words or more, have it proofed, and have it readable by the time that you fine people expect to read something. My apologies are deep and heartfelt.

Despite that fact, once I finally did get to Limsa, I poured myself into playing Arcansit as if it was my job. Which it sort of was. And I found that to my pleasant surprise, despite the fact that the class is everything I usually dislike in a class, I was having an absolute blast. I wouldn’t say it’s my favorite class in Final Fantasy XIV, but it’s up there.

But you don’t care too much about that, do you? You want to know how to play one. Luckily, I can tell you that, too.

Just a girl with her radioactive fox-squirrel.Know your role

The first thing to understand about Arcanist is what you are actually capable of, which is a bit more complex than with some other classes. You’re not a healer, but you do have the option to heal. You’re not pure DPS compared to a Thaumaturge, but you can pump out some damage. No, your greatest strength lies in debuffing, debilitating, and generally swapping roles as necessary — because you can do a lot of stuff.

Arcanists have a crapton of tools. By the time you’ve done the level 15 class quest, you have both a DPS summon and a tank summon, both of which can work quite well in the field with you. You have a heal that’s every bit as potent as Cure, and while it takes a while, you eventually pick up both a Raise equivalent and a damage shield of sorts. You can pass several DoT effects around, preventing enemies from healing, slowing them, and reducing their damage output. And you’ve also got plenty of raw damage that’s not linked to any elemental attribute.

What’s your weakness? Well, you can do all these things… but you’re kind of awful at all of them. Your direct damage spells don’t have the punch of even the Blizzard line of spells for Thaumaturges. Your pets are survivable enough but not against high-end enemies, and when your pet drops, you feel the loss very acutely. Your heal is weaker than Cure simply because you pick up Enhanced Intelligence traits rather than Enhanced Mind. The one unique trick you’ve got is your debuffs, none of which lasts forever.

This means that even solo, you have to play smart. Playing correctly, you can be a force to be reckoned with in both solo and group content. Playing incorrectly, you’ll wind up being a weaker Thaumaturge with a heal.

Core abilities

Ruin iconRuin: The non-elemental Ruin line makes its appearance once again, and astute players will notice right away that it has a ridiculously low attack potency of 80. Compare that to most damage spells starting higher, and you’ll swiftly realize that Ruin is there to fill out the spaces when you’re not using more useful stuff.

Bio iconBio: Your first debuff, Bio, is an instant-cast spell that deals damage over time. That’s it. That’s all it does. It sounds pretty underwhelming, except it’s a great way to layer on extra damage while only eating up a single GCD. It’s crucial to keep Bio up if you’re doing DPS, but even when healing, you can toss it on a boss at the start for a bit of extra bite.

Summon iconSummon: Summers are sort of the entire point of the class; Arcanists had two summons available in beta. Emerald Carbuncle served as DPS, while Topaz Carbuncle served as a tank. (I would not be surprised to see a third Carbuncle serving as a healer, but that’s speculation.) The summons are long and MP-heavy, so they’re not something to be used in the midst of combat.

All pets can be commanded to do everything you’d want from a pet, including an order to attack without using special abilities unless you command otherwise. Worth noting is that Carby has no concept of retreat and will happily pursue fleeing invincible targets, such as one of the bosses in Sastasha, until he is out of range and despawns. Be ready to tell the little glowing guy to stay.

Miasma iconMiasma: A debuff with a cast time that deals both damage over time and weakens the target notably. On light targets you expect to die quickly, Miasma is a waste; on stronger targets, including most enemies you fight while soloing, Miasma is an opener and worth maintaining. DPS Arcanists will want it up on bosses. Note that the DoT lasts longer than the Bio DoT.

Physick: Standard single-target heal, indistinguishable from Cure in every way.

Aetherflow iconAetherflow: Instantly restores 20% of your MP and grants you a stack of Aetherdam. On a one-minute cooldown. Aetherdam lasts forever until used, so it might be worth using Aetherflow early just to have Energy Drain on tap when needed. Between the two, you can keep going for quite some time.

Energy Drain iconEnergy Drain: Instantly does damage, drains health from the target, and restores MP. Only usable with Aetherdam. In a pinch, you can use Aetherflow and then immediately hit Energy Drain for a quick one-two burst of restoration — or save a ‘dam early, then Energy Drain, Aetherflow, Energy Drain. The amount healed by the HP drain is not terribly substantial, but it restores reasonable amounts of MP.

Virus iconVirus: A substantial debuff to physical attackers, reducing Strength and Dexterity by 15%. Magical attackers won’t hurt from this, but it should be an obvious cast on bosses. Has a minute and a half recharge, which prevents constant use.

I survived the blinding sea of Carbuncle during Beta 4.Tips for Arcanists

Your priorities on solo fights are pretty simple: pull with Miasma, hit Bio, then hit Ruin while your Carbuncle of choice does its thing. If you or Carby run low on health, bust out Physick. You won’t find many targets that really require Virus, Aetherflow, or Energy Drain while out on your own unless you pull two things by accident. It’s actually pretty easy to juggle two targets at once; wait until one is nearly dead, then let Carby and DoTs finish off the first target while you pull ahead and hopefully continue your EXP chain.

The Duty Finder will not allow you to queue up in the low levels as a healer, so as a DPS, grab some cross-class DoTs and focus on those damage ticks. You won’t have the area output of a Thaumaturge, but you’ll sustain longer in a boss fight. However, if you have friends willing to try it, you can heal through one of the early dungeons as an Arcanist. You’ll need a backup healer (another Arcanist or a Thaumaturge with Cure/Physick) and will want to cross-slot Protect, but it is doable.

Try to figure out what you want to do in the later game fairly early on. Obviously putting most of your stat points toward Mind will mark you as a Scholar, while putting them toward Intelligence marks you as a Summoner. A 15/15 split is certainly acceptable, since you have tools to make up for lower MP by avoiding Piety.

Always remember to shift your pet based on content. Some bits of content, especially some story missions, provide NPCs who serve perfectly well as tanks. Others have NPCs who serve perfectly well as healers. Know what you’re facing and be ready to shift at a moment’s notice. This goes for the class as a whole, at that — you can be doing DPS one moment and shift to healing for a bit if it’s necessary. Think, analyze, and change according to the situation.



Why didn’t you start as an Arcanist in Limsa if you wanted to write an article on it?

Also it took maybe 5 hours for me to complete enough story missions to reach Limsa (and I was going slowly as it was 2am)

Why did it take you so long?


Heh, I rolled an Arcanist not knowing it was the new class or anything about it. When I got into the game and saw the little glowing pets, I thought they were just pre-order minis or something. When I got my own, I finally realized why I was seeing so many of them running around.

Final Fantasy XIV: set-up

Job unlocks, class starting locations, spiritbonds, and more discussed as Ragar goes through what you’ll need to know for Open Beta and Early Access

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241579 Final Fantasy XIV: set up

Almost two years after it was announced, the launch of Final Fantasy XIV: A Realm Reborn is almost here. I’ve enjoyed my time in the closed beta weekends leading up to this point, but now that Beta Phase 4 is letting everyone in for the weekend, many of you will see Eorzea for the first time. Previous beta players are probably plotting how to best use this Early-Early Access window, since Square Enix has told us progress made during this Open Beta will carry over into Early Access and Launch, but for everyone else there are a lot of questions that still need answers. What classes can I play and what needs to be unlocked? Which guilds start in the same town so I can play with my friends? When can I start crafting/gathering? Hopefully, by the end of this post I’ll have answered everything you need to know to get started in FFXIV and get a head start on everyone waiting for launch day.

Picking Your First Class

Now that you have the beta client installed and made your avatar, it’s time to choose your starting class. Note that I said “starting” – you’ll want to switch classes later on to pick up skills for your main class or to unlock second-tier jobs, but you have to start somewhere. Your choices are limited at first to the eight base combat classes; crafting and gathering professions are blocked for the moment, so there will be no repeats of you chain-casting Throw a Rock for story missions like in v1.0.

For those looking to play a caster, you have three choices in the Disciples of Magic: Thaumaturge, Conjurer, and Arcanist. Thaumaturge is your DPS caster class – fireballs, frost attacks, lightning and your other typical mage stuff. Conjurer is the healer option for casters – cure spells, cleanses, protection spells and the like. Finally there’s Arcanist, which I haven’t had the chance to play since it was unavailable during the previous beta weekends. According to all of the data mined information, the class is a mix of DoT attacks and debuffs with a pet, Carbunkle, to provide DPS/healing/etc. depending on which version is summoned.

241580 Final Fantasy XIV: set up

If spell slinging isn’t your style, the Disciples of War have five alternatives for you. For those interested in tanking, there are two options. Gladiator is your typical sword and board style tank while Marauder lets you tank with a two-handed axe instead. If tanking isn’t your style yet you’d still like to be in melee, Pugilist and Lancer may suit your needs. Pugilist is your monk archetype character, complete with fist weapons, flowing combat styles, and an emphasis on multiple hits rather than the strength of individual attacks. Lancers use polearms to skewer their foes from behind while slowing them to prevent escape. Last but not least, there’s Archer for those who don’t fancy spell casting, but care for getting stabbed in melee even less. As an Archer you’ll rain death from the skies with volleys of arrows.

Why Do I Need Conjurer To Be A Bard?

Earlier on I kept mentioning second-tier jobs, so some of you out there are probably wondering what that’s all about. These jobs are the unlockable extensions of the base classes you chose from at the beginning of the game. Some allow you to specialize further in the role of the base class that led to it while others branch out and let you perform roles you never could with the class that led to it. Each class from the Disciples of War and Disciples of Magic has at least one second-tier class it can unlock; currently Arcanist is the only class with two options, but the developers have said additional job options will be added in future content updates after launch.

241578 Final Fantasy XIV: set up

Now just because each job is associated with a specific class doesn’t mean that’s all you’ll have to do to get the quests that unlock them. In addition to leveling up the primary class to 30 for your job, you’ll need to dip into a second class for a while. Essentially it’s to give you the impression of what you’re unlocking by saying it’s “Gladiator with a dash of Conjurer” for Paladin or “Lancer with a pinch of Pugilist” for Dragoon. You won’t need to spend quite as long working on those second classes as you did the first since they only need to be level 15 instead of 30. Once both of those requirements are completed you should be able to find the quest for your job class and get to work unlocking that. Of course given that the level cap for Open Beta is 20, there won’t be any job unlocking for anyone this weekend, but you can at least get that secondary class leveled up and out of the way, right? The table below should help you set out on the right path for those unlocks:

Job Name Primary Class Requirement Secondary Class Requirement
Paladin Gladiator (30) Conjurer (15)
Dragoon Lancer (30) Pugilist (15)
Monk Pugilist (30) Lancer (15)
Bard Archer (30) Conjurer (15)
Warrior Marauder (30) Gladiator (15)
White Mage Conjurer (30) Arcanist (15)
Black Mage Thaumaturge (30) Pugilist (15)
Summoner Arcanist – Untested, but assumed 30 Unknown – Current theory is Thaumaturge (15)
Scholar Arcanist – Untested, but assumed 30 Unknown – Current theory is Conjurer (15)

Final Fantasy XIV Gets Armored Chocobo Screenshots

FinalFantasyXIVChoco 2 Final Fantasy XIV Gets Armored Chocobo Screenshots

In Final Fantasy XIV: A Realm Reborn you’ll be able to “pimp your ride” with multiple sets of job-themed Chocobo armor, and today Square Enix released a developer’s blog showcasing three of those (Dragoon, White Mage and Black Mage). You can check them out above and below.

In other news, the publisher will hold a live broadcast on Nico Nico about five hours from now (at 9 PM Japan time, that translates to 8 AM EDT) to celebrate the release of the “Before Meteor: Final Fantasy XIV Original Soundtrack” (of which you can check out a pretty crazy sample).

Hosting the broadcast we’ll have composer and sound director extraordinaire Masayoshi Soken and radio personality Akihisa Soguchi working as the announcer. You can watch the livestream here. Knowing Soken-san, we can expect comedy and a lot of great music.

FinalFantasyXIVChoco 3 Final Fantasy XIV Gets Armored Chocobo Screenshots

FinalFantasyXIVChoco 1 Final Fantasy XIV Gets Armored Chocobo Screenshots

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Two years of spinning wheels in Final Fantasy XIV

Has it really been two years since Final Fantasy XIV launched? My collector’s edition box was purchase two years ago, and I wrote my last anniversary column a year ago, so I guess it must have been. And yet I still don’t feel as if it’s actually happened yet.

You’ll note that last year’s column was mostly about what happened as a result of the game’s launch. That wasn’t by accident. Launch led to a massive restructuring of the game’s design team, and not too long after the one-year mark, the team announced that it was basically remaking the game from the ground up. That fact has dominated the past year, and it’s impossible to overstate the importance that announcement has had for the Final Fantasy XIV community. Everything circles around the promise of 2.0 these days.

What has that meant for the actual years of the game’s operation? Sadly, nothing good. The game has made huge strides, but we as players have been stuck in a nasty little loop.

When the game’s launch turned into what amounted to an endless free trial, it didn’t take long for players to draw the obvious conclusions. Some people were sure that it was going to fold in a matter of months; others thought it was going to be more or less scrapped and redone. That turned out to be close to the truth: Not long after we hit the two-year mark, we were treated to our first previews of what would eventually be dubbed A Realm Reborn. (I’m not a big fan of the subtitle, but that’s neither here nor there.) This was to be the apotheosis of all the patches that the new development team had been working on, a new game with the same name.

Of course, the result is that the game right now is a set of training wheels. We’re playing in the prequel to the real game, the one that comes before people get to play what Naoki Yoshida seems to consider the game as it should have been at launch. And that makes the past two years feel just a bit pointless.

It’s not that we’re going to be losing progress at all, as we’ve been told repeatedly. But everything is changing, and as soon as you get used to the current round of changes, everything is changing all over again. One week battle mechanics work in a certain fashion, and the next they’re all different and you have to relearn how to play all of your classes. Then jobs come out, and you had to relearn how to play again. Then there are point allotments that you need to learn about now because they matter a whole lot, to the point that your level 50 Gladiator is hitting with a wiffle bat unless you spend those points properly…

To be brief, it’s been two years now that the game has been in a heavy state of flux. And the improvements have been great, and they’ve brought the game much closer to realizing those core elements that the game had when it roped me in with the beta. A lot of irritations have been stripped out, and a lot of cool bits have been added, so I’m more fond of the game now than ever.

But… there’s still this sense that we aren’t really playing the game just yet. We’re getting closer to the game’s finished state, but it’s still in testing and development, and maybe next week you’re not going to be able to do something you enjoyed any longer. I personally got to walk through Gladiators being a useless class to being the tanks to end all tanks, and I got tired of relearning what I was doing every week pretty quickly.

It also makes it really hard to say whether or not you like the game. With the pace of major patches filled with new content and new mechanics, an element you like this week might not work next week. I think all of the changes have been pretty positive (I don’t think tanking is fun, but it’s certainly less awful now), but I know some people who have hated them. Heck, I know people who hated the first wave of crafting revisions, complaining that the system was being dumbed-down to the level of World of Warcraft’s crafting.

These people have clearly never played World of Warcraft. I digress.

Right now, the game is an endless cycle of waiting for what comes next. Players aren’t making plans for what to do in the game right now; they’re making plans for what to do with the game when it relaunches. And why not? Everything we see is about a cool feature coming out soon, not about what’s awesome in the game right now. We’re actively encouraged to look forward instead of focus on where we are.

The net result is that after two years, it’s hard to have an emotional attachment to the game itself. I’ve got a lot of emotional investment in my character and the things I’ve done with her, but the game itself is stuck looking so far forward that it loses sight of the present. I know what’s coming down the road, but I don’t have a clear picture of where we’ll be in a week.

I like what I’ve seen of this game. I enjoy the world and the setting. I’m really hoping that after two years, sometime soon I’ll get to actually play in the game instead of the endless ramp-up.


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Reacting to Final Fantasy XIV’s relaunch information

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Not so long ago I was getting upset at a lack of hard information on Final Fantasy XIV’s relaunch. (All right, I was getting upset at a lack of hard information on stuff to make people currently long gone care about the game, but that was tied into a lack of hard information.) Over the last two weeks, we’ve received a lot of hard information on the relaunch.

Well played, Naoki Yoshida. Well played.

Metacommentary aside, we’ve actually gotten some useful bits, chiefly in the form of a fully translated Letter from the Producer LIVE and an update on what’s happening with items and money when the relaunch happens. There’s a lot of information to hit there, so I’m just going to take it piece by piece and cover what I see as the highlights. I wouldn’t say that this information really fixes some of the communication concerns I’ve had, but it certainly mollifies me for the moment.


All right, good. This is good.

I’m fond of several of the ideas at work here, especially the fact that the game is going with both an instanced and shared form of housing in neighborhoods. While we’ll have to see the actual implementation, the new plan avoids the problem of having ghost houses out in the open while still giving players the feel of being part of a larger community. I look forward to getting myself a nice little plot of land; in fact, the wording seems to imply that you can buy multiple plots, which would sweeten the deal significantly.

Cost may be an issue, but I suspect that it will be affordable for most players now, especially since the game will likely price lots within reach of newer players. The introductory ones, anyway. We may wind up with veterans building large clusters of mansions around small newbie homes.

The biggest thing we haven’t yet seen is a point to housing. For me personally, that’s not an issue; having a virtual dollhouse is reward enough. But the best housing systems give you both the option to build a house and rewards for doing so. Final Fantasy XI certainly did, albeit in a rather limited fashion, and I’m hoping that Final Fantasy XIV follows suit.

Changes to dated items

On the one hand, making these old items unique and untradable is the right move; these pieces of gear will become cosmetic little souvenirs. But removing the “recommended” part of equipment? Significantly less cool. These items are already useless for much beyond RP costuming; making them less able to perform their sole remaining function is not a good idea. Considering the existing penalties for equipping something outside of recommendations, I’d say it’s not like leaving in the option is game-breaking in any fashion.

Crafting/gathering changes

What we’ve heard so far about these changes is good, but we don’t know much. We’ve essentially been told once again that both Hand and Land classes are getting their own resources, crafting is being streamlined to be more accessible, and gatherers will have more control… but we’re long on ideas and short on hard examples.

To be fair, we’ve also seen more of these processes in action now, and the inclusion of a place to store all our recipes is massively welcome. I’m going to assume that it operates along the same lines as the present system, so looking up recipes in the first place will be a bit of a bear, but being able to recall these things at the drop of a hat is more than welcome.

There are holes in what we’ve been told. Obviously, crafters will be involved in housing, but which crafts? Woodworking is obvious, and Goldsmithing seems likely, but beyond that it becomes increasingly questionable. And the roles of these crafts in the future is worth explaining — will Alchemy still be a useful middleman with a dearth of unique recipes for its own consumption? How many Cooking recipes will we be looking at? You get the idea.

When it comes to the gathering changes, it’s a bit more ambiguous. I’m fond of gathering now, but I can see how some of the additions would be very useful. I do hope that the current flow of harvesting isn’t too badly disrupted by the changes. Making the process more involved is definitely worthwhile, however.

And you can’t start as a non-combat class any longer. That’s a bit disappointing, since I’ve long touted that as one of the features of the game to recommend it over others. There’s that “attracting people not currently playing” bit again…

Money changes

This is pretty universally worthwhile. It’s a minor change that will be largely transparent, and quite frankly values for money right now are absurd even when you take into account that the game doesn’t feature decimal currency. It kind of stings to be dropping to a tenth of my current wealth, but the long-term benefits are worthwhile.

Content changes

One thing on this answer really stood out to me: Yoshida’s statement that guildleves won’t change much. This isn’t really in line with other things that he’s said, up to and including statements that leves will be familiar but obtained and used in a different fashion.

The problem here is that people either tolerate leves or actively dislike them. Making it clear that they aren’t changing much gives me a sneaking suspicion that the total quantity of quests will get you through two, maybe three classes. For all those times when you don’t have content to consume? Hope you like leves — the ones that quests were supposed to be replacing.

That’s all speculation. But I do feel a small twitch in one of my eyes at the thought.

Final Fantasy XIV:Featured Articles

This Month’s Featured Article
“A legendary knight who rides his beloved horse Sleipnir to deliver a crushing blow, the “Zantetsuken.””
—Dissidia Final Fantasy Summon Compendium
Odin (オーディン, Ōdin?) is a recurring summoned monster in the series. He made his debut in Final Fantasy III and several of his appearances allude to his original encounter.

Most commonly, Odin will appear and slice though enemies with his sword, cleaving them in two and inflicting Instant Death. His ability in most Final Fantasy games is called “Zantetsuken”. Other games give Odin the ability to damage enemies normally as well, should they be immune to instant death.

Odin is a demonic-looking knight with horns, a long, curved scimitar and a cape. This progressed to include a lance-type weapon called Gungnir. Odin is always seen on his horse, who takes on demonic attributes as well, such as red eyes and body armor. Sleipnir, Odin’s steed in Norse mythology, has eight legs; in some games in the series, Odin’s steed has six legs. In Final Fantasy III Sleipnir can be encountered as a six-legged enemy, while Odin’s steed is a normal horse.

Recently featured: Wild Rose Rebellion – Dali – Shinra Electric Power Company – You Spoony Bard! – Alexander – Iifa Tree
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June 1st, 2013
This Month’s Featured Article
The Wild Rose Rebellion, also referred to as the Rebel Army, is a resistance organization fighting against the Empire of Palamecia in Final Fantasy II. Its name comes from the symbol of the Kingdom of Fynn, the Wild Rose.

Formed out of the remnants of the Kingdom of Fynn after it was conquered by Palamecia, the Wild Rose Rebellion was forced to move to Altair following the Empire’s capture of the city and castle. Princess Hilda of Fynn leads the resistance movement, along with her right-hand and Royal Mage of Fynn, the White Wizard Minwu.

The group uses its name as a key term which can unlock important information and serve to identify those who are members of the group. The Wild Rose is the crest of Fynn.

The legacy of the Wild Rose Rebellion lives on in Dissidia Final Fantasy through a literal wild rose carried by Firion and the dream it inspires in him, to fight to end war and create a peaceful and free world where the flowers can bloom openly.

Recently featured: Dali – Shinra Electric Power Company – You Spoony Bard! – Alexander – Iifa Tree – Seventh Umbral Era
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May 1st, 2013
This Month’s Featured Article
Dali (ダリの村, Dari no Mura?) is a small village near the geographical center of the Mist Continent, in the world of Gaia in Final Fantasy IX. It is located in the territory of Alexandria, near South Gate and above the Mist.

Dali was primarily a farming community, but after Queen Brahne began manufacturing black mages, the villagers abandoned farming in favor of the more profitable black mage production. The children and elders are responsible for running the town and keeping the secret.

Zidane, Steiner, Garnet, and Vivi arrive in Dali to rest and find a way to travel to Lindblum. They stay the night at the inn, but the innkeeper notices Vivi, and how he is similar in appearance to the black mages being produced.

Dali is a small village and most areas can be accessed from the Village Road. Underneath the village is an underground factory, a linear cavern system, which can be entered only once in the game from the inside of the Windmill.

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Final Fantasy XIV jobs:White Mage

460px Whitemage Final Fantasy XIV jobs:White Mage Lore

White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.

Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.
Combat Role

White mages are powerful casters whose talents enable them to fully restore the HP of all party members in a mere instant. Beyond healing, they can also apply their MP towards attack magic, granting them extremely powerful offensive abilities.

Level 30 Conjurer and level 15 Gladiator.
As a conjurer, talk to Soileine of the Stillglade Fane (Conjurers’ Guild), located in Gridania (2,1). Complete the job quest “Seeds of Initiative,” and receive the Soul of the White Mage.

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