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.

| 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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