The more I learn, the more excited I get. I loved FF XI, but never got around to playing FFXIV before they pulled it off the shelves... But anyways, they have begun beta testing. So only another month, maybe 2, before we get it in our hands...
What do we know so far?
- MMORPG
Near complete overhaul of world
Weapons change base class
Job system for when you have enough class levels
5 races
Chocobos are back!
Moogles too!
Machina (Magitech for ff6 fans!)
STORY!!!
Comprised of Aldenard, the westernmost of the Three Great Continents, and its surrounding islands, the realm of Eorzea has been the cradle of several unique civilizations throughout history. Towering mountains dominate the north, their peaks forever lashed with icy winds; to the south, a bleak expanse of unforgiving desert holds sway. Yet these inhospitable lands hold irresistible lure for man and monster alike, for wide and deep flow the currents of aether, and rich are the veins of power-infused crystal. In this harsh though vibrant region, the people of Eorzea have carved out their histories—a cycle of prosperous Astral and disastrous Umbral eras.
The First Umbral Era brought an end to the age of the gods, and there have been six such eras of calamity since the First Astral Era ushered in the age of man. Each of the umbral catastrophes has, in turn, borne the characteristics of one of the six elements. With all the elements now represented, it was believed the current Astral Era would last into eternity. But in the seventh verse of the Divine Chronicles, Mezaya Thousand Eyes prophesized a less fortunate fate. The "senary sun," or Sixth Astral Era, would indeed end, and the "septenary moon," or Seventh Umbral Era, would cast its shadow upon the land.
Now the land stands poised to enter another age of decline, a period known as the Seventh Umbral Era. On the eastern border, the Garlean Empire masses its troops for invasion, while the native beastmen tribes summon their deities, the otherworldly primals. The threats facing Eorzea will not easily be overcome.
- Gladiator - Sworn and Shield
Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords, be they single- or double-edged, straight or curved. Tracing their roots to the Coliseum, where the roar of the crowd reigns supreme, these melee combatants have learned to seamlessly flow between attack and defense in a dance that delights the eye.
Making use of their skill with the shield, gladiators can also draw the attention and attacks of an enemy upon themselves, thereby protecting their comrades from harm.
- Pugilist - Hand-to-Hand
The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though pugilists command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.
Their preference for fighting at close–quarters makes negotiating distances an absolute necessity. Many among them accomplish this by avoiding burdensome armor, allowing for maximum mobility while they move in for the kill.
- Marauder - Greataxe
The marauder is a combat specialist whose weapon of choice is the greataxe—a fearsome arm long associated with Eorzea's pirates. Their approach to battle is one of brute force, as they rely on pure strength and good steel to crush enemies and sunder weapons.
They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land or to turn the tide of battle between warring nations. Skilled marauders have been known to take on entire packs of slavering beasts and emerge with little more than a few scrapes and bruises.
- Lancer - Polearm
The lancer is a master of polearms—weapons which have evolved from humble hunting tools. In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. The lancer's weaponry has since expanded to include other lethal implements such as the halberd and trident.
While it is no easy task to wield a polearm as if it were an extension of one's body, those who master the lancing arts come to be as a raging storm before their enemies, capable of delivering a barrage of devastating thrusts and slashes.
- Archer - Bow
Disciples of Magic(Magic)With a bow in hand and a quiver on his back, the archer strikes at the enemy from afar. In Eorzea, two schools of archery have risen to prominence: that of the longbow sentries of the Elezen military, and that of the shortbow hunters among the Miqo'te.
Archers constantly assess the battlefield in order to determine the most advantageous ground from which to loose their arrows, as well as the nature of the shaft, point, and fletching best suited to their foe. It is said that master archers are capable of showering their targets with a veritable deluge of death well before a counterattack can ever be mounted.
- Conjurer - Wand or Cane
Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell.
Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.
- Thaumaturge - Scepter or Staff
In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium—a natural stone imbued with magical properties. Thus armed, the thaumaturge is capable of wreaking considerable havoc via ruinous spells and curses.
- Arcanist - Grimoires or Gemstones
Adepts of the art of arcanum derive their might from symbols of power born of geometric techniques hailing from across the southern seas. Held within occult grimoires, these symbols lend shape to the arcanist's aether, thereby allowing him to produce myriad powerful spells.
Using the selfsame symbols to unlock the latent power contained within gemstones, arcanists are also able to summon forth the familiar known as Carbuncle to carry out their bidding.
Jobs refer to those martial paths that thrived in former times but have since fallen into disuse. Recent developments, however, have occasioned something of a revival in their popularity.
By achieving sufficient mastery in a certain class, adventurers will be able to begin undertaking the mantle of a related job. For instance, gladiators may rise up as paladins, stout swordsmen who shield comrades from harm; thaumaturges may aspire to become black mages, masters of offensive magic; while conjurers may find a new calling as white mages, masters of healing.
The foremost appeal of jobs is the unparalleled degree of specialization they offer. Their potential is best realized in party situations, where having well-defined roles is the key to success. There can be no doubt that jobs shine the brightest in the company of others.
For centuries, the elite of the Sultansworn have served as personal bodyguards to the royal family of Ul'dah. Known as paladins, these men and women marry exquisite swordplay with stalwart shieldwork to create a style of combat uncompromising in its defense. Clad in brilliant silver armor, they charge fearlessly into battle, ever ready to lay down their lives for their liege.
To be a paladin is to protect, and those who choose to walk this path will become the iron foundation upon which the party's defense is built.
Though now under Garlean rule, the city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks—ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen.
The monks comprised an order known as the Fist of Rhalgr, and it was to this god—the Destroyer—that they devoted their lives of worship. By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats.
On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.
In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the frontlines of battle. With the arrival of peacetime, however, their art has descended into the shadows of obscurity, where it remains to this day.
Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.
Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.
- Bard (Sounds Interesting to me ^^)
The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions.
In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.
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.
In days long past, there existed an occult and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.
Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.
The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. Yet what is a god to one man is a demon to another, for the city-states of Eorzea see these beings as a grave threat to their collective survival.
In times immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals' essences, thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art have been all but lost to the ages.
- Hyur
Over the course of some one thousand years and three great migratory waves, the Hyur have come to be the most populous of the civilized races in Eorzea. Compared to the others, theirs is an average physique, both in terms of height and build. The Hyur champion personal freedom and liberty, and their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage?as is their resulting lack of a unified cultural identity.
Midlanders
The Midlander clan comprises over half of Eorzea's total Hyur population. The name derives from the clan's long tradition of settling in low-lying regions, though in truth Midlander lines hail from a wide variety of ancestral homelands. They have established themselves in every city throughout the realm, and can be observed leading lives as diverse as their heritage.
Highlanders
The Highlander name comes from the clan's history of dominion over the mountains of Gyr Abania. Compared to their Midlander brethren, the Highlanders are noticeably larger in build and musculature. Following the fall of their ancestral homeland of Ala Mhigo, many have sought refuge in the bustling mercantile nation of Ul'dah, where they seek new lives as mercenaries and sellswords.
- Miqo'te (My favorite!)
Though their presence in Eorzea is lesser than that of the other races, the Miqo'te are easily distinguished by their large, projecting ears and restless, feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era, traversing frozen seas in pursuit of the wildlife upon which they subsisted. Instinctual territoriality causes many among them to lead solitary lifestyles. Males in particular are said to shy from contact with others.
Seekers of the Sun
The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. Though relatively few in Eorzea, a small number of them have been accepted into everyday life by the other races in the port city of Limsa Lominsa. Others are known to make their home in the region of the Sagolii Desert.
Keepers of the Moon
The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, with most offering their piety to Menphina the Lover, goddess of the moon. Their tradition of hunting in the thick woodlands of the Black Shroud have for years thrown them into conflict with the forestfolk of Gridania, who condemn them as poachers. Of late, however, many Keepers of the Moon have found some small peace with the Gridanians, and taken to living within the city.
- Elezen <-- There description is FIXED now
The Elezen are a characteristically tall people, long of limb and slender of build. They are also possessed of a somewhat extended lifespan in comparison to the Hyur. The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races, and, as such, developed a heightened sense of honor and pride. In years past, the Hyur migration into Elezen lands sparked bitter conflict. At present, however, the mutual understanding reached between the two races allows them to work towards mutual peace and prosperity.
Wildwood Elezen
The forests, of which the Black Shroud is the tangled heart, have been home to the Wildwood Elezen for hundreds of years. Many of the Wildwood, however, have been drawn to the city-states they helped found, such as Ishgard and Gridania. Their fondness for law and order has contributed to a reputation for being haughty and argumentative.
Duskwight Elezen
For the past several centuries, the Duskwight Elezen have lived in the woodland caverns of Eorzea. These cave-dwelling Elezen are the descendants of a branch that split from the main Wildwood clan during the founding of Gridania. The Duskwight despise the "shackles" of urban life, and it is not uncommon for this reclusive people to avoid the city-states altogether.
- Roegadyn
The Roegadyn are easily identified by their massive, muscular frames. They are descended from a maritime people that roamed the northern seas, though many of their ancestors turned their longships south to brave the crossing into Eorzean waters. Often considered a barbaric race, the fiercely competitive Roegadyn are also known for their compassion and unswerving loyalty. Many of the greatest warriors in history were born of Roegadyn stock.
Sea Wolves
The Sea Wolves were once feared as brutal pirates of the north seas. Now, however, they are one of the principal races of Limsa Lominsa, most often seen employed as sailors or seamen. In keeping with the old ways, the Sea Wolves bear names taken from the ancient Roegadyn language.
Hellsguard
The Hellsguard are a small clan of Roegadyn that have carved out a home in the north of Abalathia's Spine. It is clan tradition to enter the mercenary trade; thus the Hellsguard took to giving themselves easily remembered names made up of words in the common tongue. They are a common sight on the streets of Ul'dah, earning a living as sellswords or bodyguards.
- Lalafell
The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance, it proves difficult for non-Lalafell to gauge an individual's age with any degree of accuracy. Originally an agricultural people inhabiting the fertile islands of the south seas, they found their way to Eorzea via the burgeoning trade routes. Lalafell are welcoming of outsiders, and share prosperous relations with all of the other races of Eorzea.
Plainsfolk
The Plainsfolk have settled in La Noscea and other regions where the ground is flat and easily cultivated. Though many live the life of farmers, it is not uncommon to see Plainsfolk residing in Limsa Lominsa, holding positions in the navy or working in the fisheries. They are well known for their relaxed and carefree demeanor.
Dunesfolk
The Dunesfolk can be found on the scorching sands of Thanalan and other such arid areas. As the founders of the merchant city of Ul'dah, they are famous for their obsession with commerce. A natural inclination to transform ideas into action has served the Dunesfolk well in their business dealings.
- Ul'Dah
The bustling commercial hub of Ul'dah sits amid the desolate desert landscape of southern Aldenard. The city is organized strategically around the dome-shaped citadel at its center. Its towering fortifications and protective outer walls are visible for malms in all directions, and serve as a stark deterrent to would-be besiegers.
Visitors from every corner of Eorzea come to Ul'dah to partake of the city's famed recreation, most notably the fighting arenas and gambling halls. Ul'dahn culture is known for its affluence, and the wealth of the nation comes in large part from its abundant mineral resources and prestigious clothcrafting industry.
Historically, it is the sultan who claims sovereignty over Ul'dah, but true power is wielded by the Syndicate, an elite group of six of the most influential and richest members of society. Nald'thal is the patron deity of the city, and two great halls devoted to his two aspects can be found in the eastern and western sections of the city.
- Gridania
In the eastern reaches of the Aldenard landmass, home to vast, dense woodlands and coursing rivers, lies the forest nation of Gridania. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment.
The Gridanian emphasis on natural harmony has led to its preeminence among Eorzea's city-states in trades such as forestry, agriculture, carpentry, and leatherworking. Gridania is also home to the Wood Wailers, a militant band of polearm-wielding sentries charged with the protection of their homeland.
The favored goddess of the citizenry is Nophica, the Matron, but great faith is also placed in the wisdom of the Seedseers—young oracles who guide the nation based on the will of the forest's elementals.
- Limsa Lominsa
On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar.
Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader, the Admiral. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.
To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda. However, even in the waters nearby the city, pirate bands run rampant, reaving and pillaging.
- Mor Dhona
Mor Dhona is an inland region of Eorzea, and the site of the first aerial battle in recorded history—a conflict that took place above Silvertear Lake. In the Year 1562 of the Sixth Astral Era, five years after the invasion of Ala Mhigo, the Garlean Empire finally rose from apparent inactivity to resume its attack on Eorzea. A fleet of airships was deployed to Mor Dhona, led by the massive flagship Agrius.
As the imperial fleet advanced into the skies above Silvertear Lake, the largest inland body of water in Aldenard, it was met with a wholly unexpected sight. Midgardsormr, the dragon deity of the lake, had arisen, summoned by a hand unknown. And as if to answer the mighty wyrm's call, a host of dragons flew in from the northwestern reaches of Dravania and fell upon the empire's forces. The air was filled with the deafening roars of cannons and dragonkin alike. Locked in a deadly embrace, the thunderous impact of Midgardsormr and the dreadnought Agrius tolled their mutual demise. Thus ended the Battle of Silvertear Skies.
Even now, the carcass of the immense wyrm lies entwined with the wreckage of the Agrius in the center of the lake, a towering monument to the ferocity of the conflict. Ever since that day, the lands of Eorzea have continued an inexorable fall into chaos...
- End of an Era - Trailer <--- A MUST WATCH!!!! SO AWESOME!!!
- A New Beginning <--- A MUST WATCH!!!! SO AWESOME!!! (almost same as above, but extended at end)
- A Realm Reborn Trailer
- Alpha Video 1 - Character Creation
- Alpha Video 2 - Gridania
- Alpha Video 3 - The Black Shroud
- Alpha Video 4 - The Black Shroud (part 2)
- Alpha Video 5 - Quests and Combat
- Alpha Video 6 - Gathering and Crafting
- Alpha Video 7 - Levequests and Party Combat
- Alpha Video 8 - Instanced Dungeons
- A New Adventure
- Limit Break Trailer
- Beta BGM Preview (Limsa Lominsa) Masayoshi Soken's self leaked track for FFXIV (WIP's)
- Susan Calloway - Answers (Song from the End of an Era trailer)
Keep the info coming and I'll update this post.