There are five different races in Final Fantasy XIV, each broken into two clans for a total of ten racial selections. Besides physical appearance, each clan starts with different level one attributes and affinities towards elements. However, as you gain physical levels by acquiring experience points, you can manually adjust your character’s status. The main attributes include:

  • Strength: Increases offensive damage of standard attacks and some Weapon Skills
  • Vitality: Increases defensive stats and boosts over all HP
  • Dexterity: Governs accuracy and chance to score critical hits
  • Intelligence: Controls your amount of magic potency and use of some magic based Weapon Skills
  • Mind: Increases magic defense, maximum MP and your ability to heal
  • Piety: Boost magic accuracy, allowing you to land enfeebling spells
  • Element: Boosts your damage, accuracy and defense with the element. Also effects crafting with that element’s crystal
Clan Name Strength Vitality Dexterity Intelligence Mind Piety Wind
Midlander 16 15 14 16 13 16 15 15 16 15 13 16
Highlander 18 17 15 13 15 12 14 18 15 14 16 13
Wildwood 14 13 18 17 12 16 18 14 12 17 14 15
Duskwight 15 14 15 18 15 13 12 15 14 17 16 16
Plainsfolk 13 13 17 16 15 16 15 17 14 16 13 15
Dunesfolk 12 12 15 16 17 18 16 15 17 18 12 12
Seeker of the Sun 16 15 17 13 14 15 13 12 18 15 15 17
Keeper of the Moon 13 12 16 14 18 17 15 16 13 14 18 18
Sea Wolf 17 18 13 12 16 14 17 13 13 12 17 18
Hellsguard 15 16 12 15 17 15 16 14 18 13 14 15

Deity

You can select one of twelve deities to watch over your character. The deities have an element that they favor. The moon phase helps determine when your total guardian’s favor will restore.

Deity Name Element Moon Phase
Halone Ice 1st
Menphina Ice 2nd
Thaliak Water 3rd
Nymeia Water 4th
Llymlaen Wind 5th
Oschon Wind 6th
Byregot Lightning 7th
Rhalgr Ligthning 8th
Azeyma Fire 9th
Nald’thal Fire 10th
Nophica Earth 11th
Althyk Earth 12th

Starting Discipline

You can choose from any of the starting disciplines: fighter, mages, gathers, or crafters. You can change at any point by purchasing a different type of weapon or tool and equipping it. Several abilities can be cross classed and used on different classes. For the start of the game, you may want to select a combat class. You’ll be presented with a battle from the start, and non combat classes will always deal one damage. However, you’ll also have allied NPCs that can win the battle for you.

Home City

Selecting a city will determine your citizenship, which will in turn select which of the three storylines you will witness. While you can effortlessly travel between nations, there is no way to currently watch another storyline.

Disciple of War

Disciples of War are frontline damage dealers who use powerful Weapon Skills and use boost their survivability at close range. By using normal attacks, DoWs can gain TP and unleash a string of constant attacks. The key abilities to invest in are Strength, Vitality, Dexterity and some Mind. Keep in mind though, DoWs have penalties when using magic. This includes not being able to use MP restoration abilities or use area of effect spells.0048 Final Fantasy XIV Character Creation guide0008 Final Fantasy XIV Character Creation guide

Weapon Name Discipline Price Limsa Lominsa NPC Gridania NPC Ul’dah NPC
Weathered Gladius Gladiator 1,200 Nystbyrm (5-5) Wulfthryth (7-3) Zagylswerd (5-4)
Weathered Hora Pugilist 1,272 Kerrich (7-6) Wulfthryth (7-3) Zagylswerd (5-4)
Weathered Spear Lancer 1,680 Kikimo (5-6) Twyrmoht (2-7) Pimelle (4-5)
Weathered War Axe Marauder 1,680 Kerrich (7-6) Zelia (4-7) Fabrellet (4-6)
Weathered Short Bow Archer 1,632 Kikimo (5-6) Twyrmoht (2-7) Johannes (4-7)

Gladiator

Guild location: Ul’dah

Gladiators use swords and daggers in a single hand. Because Gladiators have an open hand, they are one of the few classes that can equip a shield, greatly boosting their defenses.

A Gladiator’s abilities favor defense, such as Phalanx at rank 8, which gives them a magical shielding. They are also one of the few classes that can alter an enemy’s focus and enmity with Provoke at rank 10. Combining abilities from Gladiator with Marauder or Pugilist will make for a strong tank.

Marauder

Guild location: Limsa Lominsa

Marauders are frontline damage dealers that wield powerful axes. Many of their attacks, such as Brandish at rank 4 attack in a sweeping cone motion, allowing them to strike at multiple enemies at once.

They can also grant defensive boosts by either stealing HP with Bloodbath at rank 4, or boosting defenses at the cost of offensive power with Defender at rank 10.

Pugilist

Guild location: Ul’dah

Pugilists deal damage with hand to hand weapons. They hit softer than other classes, but attack more often with their ability to land two strikes in succession. They can recover their own hit points with skills, such as Second Wind at rank 6.

They also favor evasion, and some of their skills can only be used after dodging an enemy attack, such as Jarring Strike at rank 14. These counter abilities cost a low amount of TP, though.

Lancer

Guild location: Gridania

Lancers are damage dealers that can further boost their ally’s skills and weaken the enemy. One of their early abilities, Ferocity at rank 4, will great increase the Lancer’s next attack.

At rank 10, they can use Speed Surge to regenerate stamina quickly and allow their teammates to steal HP from the target.

Archer

Guild location: Gridania

Archers deal damage from afar, but also have some skills to fight at close range. Their abilities, despite being ranged, can be used with other DoW.

Some of the Archer’s abilities include Shadowbind at rank 6, which will turn an enemy immobile. They can also debuff enemies with attacks such as Scouring Strike at rank 12.

Disciple of Magic

Disciple of Magic can wield powerful spells that debuff enemies, deal large amounts of damage, or heal allies. They are much more fragile compared to Disciples of War, but can quickly restore their MP or use area of effect spells.

Conjurer

Guild location: Gridania

Conjurers deal in very direct damage and healing spells. From the start, they can cast damaging spells from all six of the elements and can restore MP with Tranquility.

At rank 4 they gain the staple healing ability of Cure. At rank 16 they can further boost defenses with the classic spells Protect and Shell. They also have Weapon Skills which will allow them to restore MP: Radiance at rank 10 is one of these abilities.

Thaumaturge

Guild location: Ul’dah

Thaumaturges use indirect spells to subvert their enemies, making them master enfeeblers. They can also deal astral and umbral damage with their bases spells, Banish and Scourge. Among their staple spells list include Poison at rank 6 and Gravity at rank 8. They can also grant their allies buffing spells such as Sacrifice at rank 4.

While this spell harms the Thaumaturge, teammates in range will gain the effect of regen and will recover health over time. It should also be noted that many of their weapons require only one hand, allowing them to train in shields early on.

Weapon Name Discipline Price Limsa Lominsa NPC Gridania NPC Ul’dah NPC
Weathered Cane Conjurer 1,680 Lefleda (7-6) Osgar (5-6) Johannes (4-7)
Weathered Scepter Thaumaturge 1,392 Lefleda (7-6) Wulfthryth (7-3) Pimelle (4-5)
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pixel Final Fantasy XIV Character Creation guide

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