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	<updated>2026-04-17T23:11:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Atma_Zodiac_Weapons/Quest&amp;diff=851543</id>
		<title>Atma Zodiac Weapons/Quest</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Atma_Zodiac_Weapons/Quest&amp;diff=851543"/>
		<updated>2024-12-15T04:18:28Z</updated>

		<summary type="html">&lt;p&gt;MystOpossum: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relic Weapons Heading}}{{TOCRIGHT}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;relic-quest&amp;quot; style=&amp;quot;text-align:left; width:720px&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;| &#039;&#039;&#039;[[Zenith Zodiac Weapons/Quest|Zenith Relic &amp;lt;br&amp;gt; &amp;lt;&amp;lt;&amp;lt; &amp;lt;br&amp;gt; iLvl 90]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot; width:100%&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;&amp;lt;big&amp;gt;[[Atma Zodiac Weapons]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Item Level&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; class=&amp;quot;relic-quest-cell&amp;quot;| 100&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; class=&amp;quot;relic-quest-cell&amp;quot;| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot; | &#039;&#039;&#039;Starting Location&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;relic-quest-cell&amp;quot; colspan=&amp;quot;3&amp;quot;| [[Gerolt]] - [[Hyrstmill]] , [[North Shroud]] (x30,y-20)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Notable NPCs&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;relic-quest-cell&amp;quot; colspan=&amp;quot;3&amp;quot;| [[Gerolt]] - [[Hyrstmill]] , [[North Shroud]] (x30,y-20)&amp;lt;br&amp;gt;[[Jalzahn]] - [[Hyrstmill]] , [[North Shroud]] (x30,y-19)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Quests&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;relic-quest-cell&amp;quot; colspan=&amp;quot;3&amp;quot;| {{questlink|feature|Up in Arms}}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;relic-quest-cell&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:zodiac curtana icon1.png|link=Curtana Atma|Curtana Atma]] [[File:zodiac holy shield icon1.png|link=Holy Shield Atma|Holy Shield Atma]] [[File:zodiac sphairai icon1.png|link=Sphairai Atma|Sphairai Atma]] [[File:zodiac bravura icon1.png|link=Bravura Atma|Bravura Atma]] [[File:zodiac gae bolg icon1.png|link=Gae Bolg Atma|Gae Bolg Atma]] [[File:zodiac artemis bow icon1.png|link=Artemis Bow Atma|Artemis Bow Atma]] [[File:zodiac stardust rod icon1.png|link=Stardust Rod Atma|Stardust Rod Atma]] [[File:zodiac the veil of wiyu icon1.png|link=The Veil of Wiyu Atma|The Veil of Wiyu Atma]] [[File:zodiac omnilex icon1.png|link=Omnilex Atma|Omnilex Atma]] [[File:zodiac thyrus icon1.png|link=Thyrus Atma|Thyrus Atma]] [[File:Yoshimitsu atma icon1.png|link=Yoshimitsu Atma|Yoshimitsu Atma]]&lt;br /&gt;
|}&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;| &#039;&#039;&#039;[[Animus Zodiac Weapons/Quest|Animus Zodiac&amp;lt;br&amp;gt; &amp;gt;&amp;gt;&amp;gt; &amp;lt;br&amp;gt; iLvl 100]]&#039;&#039;&#039;&lt;br /&gt;
|} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Requisite==&lt;br /&gt;
Before beginning to create your [[Atma Zodiac Weapon]], you must:&lt;br /&gt;
*Complete your [[Zenith Zodiac Weapon]].&lt;br /&gt;
:&#039;&#039;(For [[Paladin]]s: Although you can start the quest with either the [[Curtana Zenith]] or [[Holy Shield Zenith]], you must have both on hand at the end in order to get your [[Atma Zodiac Weapon]]s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=={{questlink|Feature|Up in Arms|large}}==&lt;br /&gt;
{{Relic Weapon Quest&lt;br /&gt;
|npc = [[Gerolt]]&lt;br /&gt;
|location = [[Hyrstmill]], [[North Shroud]] (x30,y20) &lt;br /&gt;
|steps = &lt;br /&gt;
Speak with [[Gerolt]] with your [[Zenith Zodiac Weapon]] equipped who will then direct you to [[Jalzahn]] standing opposite him. [[Jalzahn]] needs you to bring him 12 crystalline objects known as Atma. Atma are dropped randomly from [[FATE]]s in certain zones around [[Eorzea]] when equipped with a [[Zenith Zodiac Weapon]]. After speaking to [[Jalzahn]], the quest will move to your &amp;quot;completed quest log&amp;quot;. Collect all 12 Atma, bring them to [[Jalzahn]] along with your unequipped [[Zenith Zodiac Weapon]] and you will be rewarded your [[Atma Zodiac Weapon]].&lt;br /&gt;
&lt;br /&gt;
===FATE Locations===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{{!}} {{STDT| item sortable}}&lt;br /&gt;
! Zone&lt;br /&gt;
! Region&lt;br /&gt;
! Atma&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Outer La Noscea]]&lt;br /&gt;
{{!}} [[La Noscea]]&lt;br /&gt;
{{!}} [[File:atma of the lion icon1.png|20px]] [[Atma of the Lion]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Upper La Noscea]]&lt;br /&gt;
{{!}} [[La Noscea]]&lt;br /&gt;
{{!}} [[File:atma of the water-bearer icon1.png|20px]] [[Atma of the Water-bearer]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Middle La Noscea]]&lt;br /&gt;
{{!}} [[La Noscea]]&lt;br /&gt;
{{!}} [[File:atma of the ram icon1.png|20px]] [[Atma of the Ram]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Western La Noscea]]&lt;br /&gt;
{{!}} [[La Noscea]]&lt;br /&gt;
{{!}} [[File:atma of the crab icon1.png|20px]] [[Atma of the Crab]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Lower La Noscea]]&lt;br /&gt;
{{!}} [[La Noscea]]&lt;br /&gt;
{{!}} [[File:atma of the fish icon1.png|20px]] [[Atma of the Fish]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Eastern Thanalan]]&lt;br /&gt;
{{!}} [[Thanalan]]&lt;br /&gt;
{{!}} [[File:atma of the bull icon1.png|20px]] [[Atma of the Bull]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Central Thanalan]]&lt;br /&gt;
{{!}} [[Thanalan]]&lt;br /&gt;
{{!}} [[File:atma of the scales icon1.png|20px]] [[Atma of the Scales]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Western Thanalan]]&lt;br /&gt;
{{!}} [[Thanalan]]&lt;br /&gt;
{{!}} [[File:atma of the twins icon1.png|20px]] [[Atma of the Twins]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Southern Thanalan]]&lt;br /&gt;
{{!}} [[Thanalan]]&lt;br /&gt;
{{!}} [[File:atma of the scorpion icon1.png|20px]] [[Atma of the Scorpion]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[North Shroud]]&lt;br /&gt;
{{!}} [[The Black Shroud]]&lt;br /&gt;
{{!}} [[File:atma of the archer icon1.png|20px]] [[Atma of the Archer]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[East Shroud]]&lt;br /&gt;
{{!}} [[The Black Shroud]]&lt;br /&gt;
{{!}} [[File:atma of the goat icon1.png|20px]] [[Atma of the Goat]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Central Shroud]]&lt;br /&gt;
{{!}} [[The Black Shroud]]&lt;br /&gt;
{{!}} [[File:atma of the maiden icon1.png|20px]] [[Atma of the Maiden]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
===Notes===&lt;br /&gt;
*Atma drop &#039;&#039;&#039;randomly&#039;&#039;&#039; from &#039;&#039;&#039;any&#039;&#039;&#039; [[FATE]] in that zone. &lt;br /&gt;
**The drop rate is suggested to be somewhere around 20%; which means on average at least 56 FATEs for all 12 Atma.&lt;br /&gt;
**Being in a [[party]] or having your [[Chocobo]] out has no effect on the suggested 20% chance of drop.&amp;lt;ref name=two&amp;gt;http://forum.square-enix.com/ffxiv/threads/155891-FAQ-Zoadiac-Weapons-You&amp;lt;/ref&amp;gt;&lt;br /&gt;
***Being able to finish [[FATE]]s faster, however, will allow for more chances in the same amount of time. &lt;br /&gt;
*When Atma do drop, you will be alerted in-game by a popup.&lt;br /&gt;
*You must be &#039;&#039;&#039;equipped&#039;&#039;&#039; with a [[Zenith Zodiac Weapon]] in order to get Atma; however this can be &#039;&#039;&#039;any&#039;&#039;&#039; [[Zenith Zodiac Weapon]] / [[job]].&lt;br /&gt;
*Atma go into your normal inventory rather than your Key Item inventory. Make sure you have free space in your inventory.&lt;br /&gt;
*Your rating in the [[FATE]] doesn&#039;t affect your drop rate; however only successfully completed [[FATE]]s will drop Atma.&amp;lt;ref name=two&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*You do not need to stay for the entire length of the [[FATE]].&amp;lt;ref name=two&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Because the quest is marked as &amp;quot;completed&amp;quot; after the explanation from [[Jalzahn]]; the game does not automatically track the number / type of Atma in your collection.&lt;br /&gt;
*You can collect multiple Atma of the same kind; however only one of each type is used per weapon upgrade.&lt;br /&gt;
*This is a good opportunity for you to train your [[Companions|Chocobo]] if you wish.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Upgrade To [[Animus Zodiac Weapons]]==&lt;br /&gt;
{{main|Animus Zodiac Weapons}}&lt;br /&gt;
{{See also|Animus Zodiac Weapons/Quest}}&lt;br /&gt;
After obtaining a [[Atma Zodiac Weapon]] (iLvl 100), it can be upgraded to a [[Animus Zodiac Weapon]] (iLvl 100) by completing the 9 books in the quest {{questlink|feature|Trials of the Braves}}.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{End Game Progression}}&lt;br /&gt;
[[Category:Zodiac Weapons]] [[Category:Zodiac Weapons Quests]] [[Category:Patch 2.2 Quests]]&lt;/div&gt;</summary>
		<author><name>MystOpossum</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V1.0_(Savage)&amp;diff=825343</id>
		<title>Sigmascape V1.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V1.0_(Savage)&amp;diff=825343"/>
		<updated>2024-08-19T22:42:47Z</updated>

		<summary type="html">&lt;p&gt;MystOpossum: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V1.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V1.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V1.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 340&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Phantom Forest, Sigmascape V1.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{questlink|feature|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V1.0 (Savage)&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O5S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Phantom Train]]===&lt;br /&gt;
Unlike normal mode, the arena railing will be missing for the entire encounter, meaning players can walk, fall, or be pushed off the train to an early demise, though they can be raised after a moderate delay. Additionally, if the Ghost Train&#039;s primary target moves too far out of range for any reason, that target (typically the main-tank) will be periodically bombarded with &#039;&#039;&#039;Connectivity&#039;&#039;&#039; - a stacking debuff that increases in deadliness with each application. However, all &#039;&#039;&#039;Connectivity&#039;&#039;&#039; stacks will immediately disappear once the target re-enters melee range.&lt;br /&gt;
&lt;br /&gt;
However, various aspects are almost identical to normal mode. For example, touching certain ghosts will result in players once again being teleported to a &#039;&#039;&#039;Passenger Car&#039;&#039;&#039;, where they are forced to deal with a spectral threat before they can exit their makeshift prison.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Ghost Block&#039;&#039;&#039; - similarly to normal mode, squared telegraphs will appear through the center of the arena (initially two, unlike the four in normal mode) which will soon be inhabited by creepy ghosts. Once fully spawned, players will be unable to traverse through the squares, which will remain as impassable obstacles for as long as they persist. Keep in mind - any player who remains within a square once the ghosts have fully formed will immediately be slain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spotlights&#039;&#039;&#039; - three random players will find themselves being prey-marked while three circular spotlights materialize within the arena. After a brief delay, each circular spotlight will slowly chase after a marked player, following their movements for a brief period. After a few seconds, the spotlights will finally cease movement (giving players a brief moment to make their escape) and then detonate, inflicting massive damage upon anyone caught within them. Spotlights can be used to vanquish any ghosts within the arena. However, due to the missing railings (and the use of knockback mechanics later in the battle), it is wise to keep some &#039;&#039;&#039;Ghost Block&#039;&#039;&#039;&#039;s active to help with future mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Whistle #1&#039;&#039;&#039; - one of three ghost-related mechanics. The first &#039;&#039;&#039;Diabolical Whistle&#039;&#039;&#039; involves:&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Knockback Ghost&#039;&#039;&#039;&#039;&#039; - a single specter appears on either the left or right side of the platform and begins to long-cast &#039;&#039;&#039;All In The Mind&#039;&#039;&#039; - a massive knockback towards the opposite side of the arena. Assuming you did not destroy all &#039;&#039;&#039;Ghost Blocks&#039;&#039;&#039; via &#039;&#039;&#039;Spotlights&#039;&#039;&#039;, players will be able to utilize the obstacles to prevent themselves from being thrown off the train. If all else fails, you can also use &#039;&#039;knockback immunity cooldowns&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doom Strike&#039;&#039;&#039; - a vicious tank-buster against the Ghost Train&#039;s primary target which should be mitigated via cooldowns whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Head-On Collision&#039;&#039;&#039; - creates a proximity marker at the front of the arena, encouraging players to retreat. After disappearing into the distance, the mysterious Ghost Train will violently ram the cart, inflicting unavoidable damage and knocking back the entire raid. All players will suffer damage relative to how close they were to the point of impact. Bear in mind that the first &#039;&#039;&#039;Head-On Collision&#039;&#039;&#039; will also involve &#039;&#039;&#039;Diabolical Wind&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Wind&#039;&#039;&#039; - marks two random players with moderate-sized green circles. After a delay, both players will be bombarded with gusts of wind, inflicting damage to the target and any other overlapped players. If marked, simply move away from the rest of the group to avoid inflicting unnecessary damage to your teammates. However, seeing as &#039;&#039;&#039;Diabolical Wind&#039;&#039;&#039; takes place at the same time as &#039;&#039;&#039;Head-On Collision&#039;&#039;&#039; (i.e., during a knockback mechanic), all participants will need to position themselves so that they are not knocked into players with &#039;&#039;&#039;Diabolical Wind&#039;&#039;&#039;. There are various methods of achieving this by using existing &#039;&#039;&#039;Ghost Blocks&#039;&#039;&#039;, or if all else fails, by having each marked player stand at opposite edges of the arena whilst everyone else stacks in the center.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acid Rain&#039;&#039;&#039; - bombards the arena with, you guessed it, &#039;&#039;acid rain&#039;&#039;, inflicting unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Whistle #2&#039;&#039;&#039; - one of three ghost-related mechanics. The second &#039;&#039;&#039;Diabolical Whistle&#039;&#039;&#039; involves:&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Grabby Ghosts&#039;&#039;&#039;&#039;&#039; - spawns numerous ghosts to the east and west of the platform that will eventually begin to travel towards the opposite side, forcing the raid to weave in-between them. Should any player collide with a ghost for any reason, they will immediately be whisked away to a &#039;&#039;&#039;Passenger Car&#039;&#039;&#039; (see below). Simultaneously, two players will also be marked for &#039;&#039;&#039;Spotlights&#039;&#039;&#039;, forcing them to not only avoid the ghosts but to also ensure their lights are placed in safe positions, especially if you wish to avoid destroying any &#039;&#039;&#039;Ghost Blocks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Passenger Car&#039;&#039;&#039; - a micro-arena containing a ghostly threat. No matter what encounter awaits, players will be unable to exit the passenger car until the ghostly presence has been vanquished.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Headlamp&#039;&#039;&#039; - marks a random player with a noticeable line-up marker. After a brief delay, the Ghost Train will emit a {{action icon|Saintly Beam}} of blinding light in the direction of the marked player that must be shared by the raid. Unlike regular &#039;&#039;stack-up&#039;&#039; markers, the damage will be shared so long as players are &#039;lined up&#039;, meaning anyone can help share the damage so long as they are within the line, no matter how far away they are from the initial target. In savage mode, &#039;&#039;&#039;Diabolical Headlamp&#039;&#039;&#039; will also inflict a &#039;&#039;&#039;knockback&#039;&#039;&#039; - beware.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Whistle #3&#039;&#039;&#039; - one of three ghost-related mechanics. The third &#039;&#039;&#039;Diabolical Whistle&#039;&#039;&#039; involves:&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Stalker Ghosts&#039;&#039;&#039;&#039;&#039; - creates two new ghosts within the arena that immediately tether themselves to random players. After fully forming, the ghosts will slowly begin to chase their tethered victim around the arena. Simultaneously, two other players will be marked for &#039;&#039;&#039;Spotlights&#039;&#039;&#039;, which will also track their movement around the platform. All tethered and/or marked players will need to coordinate themselves so that the ghosts move inside the spotlight(s) as they detonate. If successful, the ghosts will be destroyed. If unsuccessful, the remaining ghost(s) will slowly begin to gather speed until it becomes impossible to avoid them. In such a case, the tethered victim(s) will eventually be caught and whisked away to a &#039;&#039;&#039;Passenger Car&#039;&#039;&#039;. Despite being identical to the mechanic encountered in normal mode, tethered ghosts will move a &#039;&#039;lot&#039;&#039; faster in savage, so be wary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Light&#039;&#039;&#039; - marks a tank and healer with large pulsating circles which, after a brief delay, cause said players to drop proximity markers at their current location. Once the proximity markers have dropped, the raid will have a brief moment to retreat away from their location. Once detonated, all players will suffer unavoidable damage (relative to how close they were to each marker). It is wise to have players drop their proximity markers to the far south, allowing the raid to maintain uptime on the Ghost Train to the far north. However, seeing as &#039;&#039;&#039;Diabolical Light&#039;&#039;&#039; always marks a tank and healer, and seeing as &#039;&#039;&#039;Connectivity&#039;&#039;&#039; will stack on the main-tank if they move out of melee range, it is wise for the off-tank to be ready for a tank-swap so that the main-tank can retreat safely. Finally, &#039;&#039;&#039;Doom Strike&#039;&#039;&#039; (tank-buster) will be used as soon as &#039;&#039;&#039;Diabolical Light&#039;&#039;&#039; has concluded, so be ready to utilize a defensive cooldown if necessary.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
After disappearing into the distance, the Ghost Train will pull up alongside the cart via the side tracks. Once it has arrived, several &#039;&#039;&#039;putrid passengers&#039;&#039;&#039; (adds) will begin to leap from the Ghost Train and invade the arena. Whilst being invaded, &#039;&#039;&#039;Diabolical Wind&#039;&#039;&#039; (AoE circles) will be placed on all four damage-dealers, forcing them to split up and avoid overlapping other players. Later, all tanks and healers will also be marked instead.&lt;br /&gt;
&lt;br /&gt;
After all passengers have been eliminated, an interactable object will appear which, once clicked, allows players to leap aboard the Ghost Train. Once there, everyone can make their way to the head of the train and destroy the Ghost Train&#039;s &#039;&#039;&#039;Doom Chimney&#039;&#039;&#039;. This is essentially a DPS check that provides bonus damage to the boss if done successfully. Once destroyed (or if too much time elapses), all players will be returned to the arena whilst the Ghost Train veers off into the distance, leaving behind unavoidable clouds of smog that will slowly begin to suffocate the entire raid (&#039;&#039;&#039;Throttle&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
While asphyxiating, ghosts of varied sizes and colors will spawn within the arena periodically, moving from one end of the platform to the other before disappearing. Unlike previous mechanics, all players should now &#039;&#039;intentionally&#039;&#039; be caught by a ghost (before they disappear) to be teleported to the safety of a &#039;&#039;&#039;Passenger Car&#039;&#039;&#039;, allowing them to breathe again. However, in savage mode, each player (based on role) should be caught by a specific type of ghost (as opposed to the free-for-all version in normal mode), seeing as each type of ghost results in role-centric battles within the &#039;&#039;&#039;Passenger Car&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tanks&#039;&#039;&#039; should collide with the the large / black-cloaked ghosts. Once inside the &#039;&#039;&#039;Passenger Car&#039;&#039;&#039;, they will need to mitigate &#039;&#039;&#039;True Agony&#039;&#039;&#039; whilst slaying the ghost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healers&#039;&#039;&#039; should collide with smaller sized / purple-cloaked ghosts. Once inside the &#039;&#039;&#039;Passenger Car&#039;&#039;&#039;, they will need to heal themselves through periodic damage whilst the ghost bleeds to death. Bear in mind that the debuff applied to healers can be dispelled with &#039;&#039;&#039;Esuna&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039; should collide with the medium-sized / red-cloaked ghosts. Once inside the &#039;&#039;&#039;Passenger Car&#039;&#039;&#039;, they will need to quickly destroy the ghost before it enrages.&lt;br /&gt;
&lt;br /&gt;
It is possible for certain roles to successfully win against mismatched ghosts, though it is still safer to ensure the right roles take on the right mechanics. In any case, players who successfully defeat their chosen ghost can now exit their makeshift prison by clicking on the object that spawns after their victory. After a set time, assuming some players survived the ordeal, the fight resumes as normal.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Post Add-Phase===&lt;br /&gt;
-----&lt;br /&gt;
Having successfully beaten the add phase, mechanics from earlier will now begin to loop in increased volumes and combinations. Below is a mechanical timeline of these events, keeping in mind that all mechanics listed here have already been witnessed in some capacity or other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ghost Block&#039;&#039;&#039; - creates obstacles to help with upcoming mechanics.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Headlight + Diabolical Headlamp&#039;&#039;&#039; - marks two healers who will eventually drop proximity markers (preferably to the far south of the arena). Simultaneously, everyone else will need to share a line-up marker (preferably without being knocked back into the proximity explosions).&lt;br /&gt;
* &#039;&#039;&#039;Spotlights&#039;&#039;&#039; - marks two players to be chased by spotlights as soon as &#039;&#039;&#039;Diabolical Headlamp&#039;&#039;&#039; has resolved. These will be used for an upcoming &#039;&#039;&#039;Diabolical Whistle #3&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Doom Strike&#039;&#039;&#039; - vicious tank-buster against Ghost Train&#039;s primary target.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Whistle #3&#039;&#039;&#039; - creates &#039;&#039;&#039;Stalker Ghosts&#039;&#039;&#039; that need to be destroyed via &#039;&#039;&#039;Spotlights&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Whistle #1 + Diabolical Headlamp&#039;&#039;&#039; - creates &#039;&#039;&#039;Knockback Ghost&#039;&#039;&#039; at one side of the arena that will long-cast a knockback. Simultaneously, players will need to deal with the knockback whilst also soaking a line-up marker (which also knocks back). Simply stand beside a &#039;&#039;&#039;Ghost Block&#039;&#039;&#039; to avoid the ghostly knockback, then immediately move to the center so that the following line-up marker doesn&#039;t push you over the edge.&lt;br /&gt;
* &#039;&#039;&#039;Head-On collision&#039;&#039;&#039; - arena is rammed by the Ghost Train, inflicting proximity damage. &lt;br /&gt;
* &#039;&#039;&#039;Spotlights + Ghost Block&#039;&#039;&#039; - marks two players to be chased by spotlights at the same time as a fresh wave of &#039;&#039;&#039;Ghost Blocks&#039;&#039;&#039; appear on the platform. Be careful not to destroy them all as you&#039;ll still require them for upcoming mechanics.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Whistle #2 + Diabolical Headlamp&#039;&#039;&#039; - creates a wave of &#039;&#039;&#039;Grabby Ghosts&#039;&#039;&#039; on both sides of the arena that will slowly move from one side to the other, taking anyone they touch to a &#039;&#039;&#039;Passenger Car&#039;&#039;&#039; (avoid). Simultaneously, players will need to deal with the line-up marker.&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Wind&#039;&#039;&#039; - marks four random players with moderate-sized green circles shortly after the headlamp (line-up) has concluded.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Whistle #3 + Spotlights + Diabolical Wind&#039;&#039;&#039; - creates &#039;&#039;&#039;Stalker Ghosts&#039;&#039;&#039; that need to be destroyed via &#039;&#039;&#039;Spotlights&#039;&#039;&#039;, whilst also avoiding players marked with AoE circles. Bear in mind that single players can be marked with &#039;&#039;&#039;Diabolical Wind&#039;&#039;&#039; and a ghost or spotlight at the same time to complicate matters.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Light&#039;&#039;&#039; - a tank and healer who will eventually drop proximity markers (preferably to the far south of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Doom Strike&#039;&#039;&#039; - vicious tank-buster against Ghost Train&#039;s primary target.&lt;br /&gt;
* &#039;&#039;&#039;Acid Rain&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Headlamp + Spotlights + Acid Rain&#039;&#039;&#039; - another line-up mechanic with follow-up spotlights and a spray of unavoidable raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Whistle #3 + Diabolical Wind&#039;&#039;&#039; - creates &#039;&#039;&#039;Stalker Ghosts&#039;&#039;&#039; that need to be destroyed via &#039;&#039;&#039;Spotlights&#039;&#039;&#039;, whilst also avoiding players marked with AoE circles. As mentioned earlier, single players can be marked with &#039;&#039;&#039;Diabolical Wind&#039;&#039;&#039; and a ghost at the same time, so be extra careful. As always, spotlights should be used to destroy the ghosts.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Light + Doom Strike + Acid Rain&#039;&#039;&#039; - a tank and healer will once again be forced to drop proximity markers (preferably to the far south), followed by a tank-buster and unavoidable raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Whistle #1 + Diabolical Headlamp&#039;&#039;&#039; - creates &#039;&#039;&#039;Knockback Ghost&#039;&#039;&#039; at one side of the arena that will long-cast a knockback. Simultaneously, players will need to deal with the knockback whilst also soaking a line-up marker (which also knocks back).&lt;br /&gt;
* &#039;&#039;&#039;Head-On collision + Diabolical Wind + Acid Rain&#039;&#039;&#039; - arena is rammed by the Ghost Train, inflicting proximity damage and knockback. Simultaneously, players will have AoE circles, complicating matters, followed lastly by unavoidable raid-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Diabolical Whistle #2 + Diabolical Headlamp&#039;&#039;&#039; - creates a wave of &#039;&#039;&#039;Grabby Ghosts&#039;&#039;&#039; on both sides of the arena that will slowly move from one side to the other, taking anyone they touch to a &#039;&#039;&#039;Passenger Car&#039;&#039;&#039; (avoid). Simultaneously, players will need to deal with the line-up marker &#039;&#039;and&#039;&#039; spreading apart four AoE circles.&lt;br /&gt;
&lt;br /&gt;
Assuming the fight has persisted until this point, the Ghost Train will now hard-enrage, wiping anyone currently on the platform with a long-cast beam of destruction. If you happen to be inside a passenger car at this point, you will avoid the beam entirely and can exit the car to inflict more damage, though surviving further will be extremely difficult.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v1.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Diamond Earring Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Necklace Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Bracelet Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Ring Coffer (IL 370)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Diamond Earring Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Necklace Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Bracelet Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Ring Coffer (IL 370)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>MystOpossum</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Guide_for_Players_Coming_from_Guild_Wars_2&amp;diff=809676</id>
		<title>Guide for Players Coming from Guild Wars 2</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Guide_for_Players_Coming_from_Guild_Wars_2&amp;diff=809676"/>
		<updated>2024-07-25T03:13:03Z</updated>

		<summary type="html">&lt;p&gt;MystOpossum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide is for players starting out in Final Fantasy XIV after having been active players of Guildwars 2.&lt;br /&gt;
&lt;br /&gt;
===TL, DR===&lt;br /&gt;
* You can play all classes, jobs, and professions on a single character.  You don&#039;t need an alt for every new class you want to try.&lt;br /&gt;
* FF14 offers an increasing level cap with each expansion rather than additional mechanics tacked on top of a fixed level cap. The current level cap is 100 with the last expansion unlocked.&lt;br /&gt;
* The weapon swap mechanic of GW2 goes beyond what you are used to - rather than changing a few skills, it changes your entire class.&lt;br /&gt;
* Roles are more sharply defined than you are used to. Group-oriented content revolves around the &amp;quot;trinity&amp;quot; of dedicated tank, healer and dps.&lt;br /&gt;
* The combat is less dynamic than the one from GW2, without dodging and rolling as escape mechanics.&lt;br /&gt;
* There is no distinction between story-mode dungeons and redoing the same dungeons later.&lt;br /&gt;
* You have access to all your abilities instead of having to pick which ones you want to use, subject to level adjustment (see below).&lt;br /&gt;
* The game is built very tightly around the main story, and everything is gated behind the main story to some extent.&lt;br /&gt;
** The story of each expansion leads directly into the next expansion.  Thus, you have to complete the entire main story campaign of a given expansion, including the post-expansion quests, before you can proceed to the next expansion.&lt;br /&gt;
* Mind your manners with other players. Square-Enix is much more stringent than ArenaNet when it comes to policing harassment and toxic behavior.&lt;br /&gt;
&lt;br /&gt;
===You will probably enjoy FF14 if:===&lt;br /&gt;
* You want to experience a deep, intricate narrative saga spanning multiple expansions.&lt;br /&gt;
* You find the community in GW2 to be too fragmented, and are looking for a friendlier community.&lt;br /&gt;
* You like playing lots of different classes.&lt;br /&gt;
* You like community created content. Roleplay, housing and player created clubs are popular among the community.&lt;br /&gt;
* You like crafting and gathering.&lt;br /&gt;
&lt;br /&gt;
===You are less likely to enjoy FF14 if:===&lt;br /&gt;
* You are not interested in the story and just want to rush to endgame.&lt;br /&gt;
* You are solely or primarily a PvP player.  PvP does exist in FF14, but it is relatively lacklustre compared to the PvP in other games.&lt;br /&gt;
* Your main focus is open-world PvE. [[FATE]]s are similar to GW2&#039;s events, however they&#039;re very underdeveloped in comparison. Same goes to most open-world combat-related activities.&lt;br /&gt;
&lt;br /&gt;
==Weapon System==&lt;br /&gt;
FF14 features a system that is quite similar to weapon swapping in GW2, but goes much further. Each [[weapon]] type is tied to a specific class or job, so when you swap weapons, you do not change just 5 skills, but the entire lineup of skills and useful stats. Each class-weapon combo has its own experience bar, like the GW2 experience for weapons, but that experience is your actual character level while using that specific weapon. Unlike nearly all other MMORPGs, the character you create is not limited to playing the class/job that was selected during character creation. Shortly after beginning the game, specifically after completing the level 10 class quest for your starting class, you will be able to unlock other classes, and once you have done so, you will be able to switch classes whenever you want, with some limitations (I.e. you can&#039;t switch while in a dungeon or raid, or while in combat).&lt;br /&gt;
&lt;br /&gt;
As a result, you don&#039;t need to roll alts if you want to try other jobs.  In fact, with the exception of the level 1-15 starting story (There are 3 different starting stories, one for each starting city), &#039;&#039;&#039;you can experience nearly everything the game has to offer on a single character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Instead of a single pair of weapons, you can swap entire gear sets, including armor and jewelry for each class, and swap the full set at a single command. To achieve this, you have a dedicated storage for each equipment slot capable of holding 25 different items (40 for main weapons and rings as of 6.0). The UI gives you helpful hints about what to include in your current set, should you have better items in that storage.&lt;br /&gt;
&lt;br /&gt;
==Professions==&lt;br /&gt;
The term class in FF14 refers to basic, pre-level 30 classes. The usual term in FF14 is Profession, since you can practice all of them. Each Profession not only has its own gear and abilities, but its own stories associated with them, in parallel with the main story quest. Those stories unlock additional abilities, both passive and active.&lt;br /&gt;
&lt;br /&gt;
Professions are divided in four categories:&lt;br /&gt;
&lt;br /&gt;
Gatherers, called [[Disciples of the Land]], have abilities that help them locate resources, gather more efficiently, reduce the likelihood of failure, gather more resources from a given node, and acquire special rare items.  They also have stealth which enables them to work without being bothered by monsters out in the world.&lt;br /&gt;
&lt;br /&gt;
Crafters, called [[Disciples of the Hand]], craft items, as their name suggests.  After selecting what to craft, they will need to use their abilities to complete the item without breaking it, while also maximizing the quality of said item.  Having better gear and stats will make this easier.&lt;br /&gt;
&lt;br /&gt;
[[Disciples of War]] refer to all combat-oriented Professions based around physical abilities, like tanks, melee DPS and ranged DPS.&lt;br /&gt;
&lt;br /&gt;
[[Disciples of Magic]] refer to all combat-oriented Professions based around spellcasting, like healers and ranged DPS.&lt;br /&gt;
&lt;br /&gt;
The main story campaign can only be advanced while playing as a Disciple of War or Disciple of Magic&lt;br /&gt;
&lt;br /&gt;
==Level scaling==&lt;br /&gt;
&lt;br /&gt;
Unlike GW2 where each zone and area is subject to level scaling, FF14 uses a per-event level scaling. In general, you will be of your current Profession&#039;s level anywhere in the world, even in starting zones. When you are scaled down to a lower level, you will automatically lose all your abilities and Profession bonus above your current level.&lt;br /&gt;
&lt;br /&gt;
* [[Fate|Fates]] are the equivalent of GW2&#039;s events. If you are more than five levels above the level of a Fate, you will have a button allowing you to scale down to the Fate&#039;s maximum level. If you remain at your normal level, you will be unable to attack the Fate&#039;s monsters or collect the Fate&#039;s items.&lt;br /&gt;
* Dungeons automatically scale you down to the maximum level allowed by the dungeon. Some dungeons also scale down your equipment to the maximum equipment level allowed by the dungeon. There is an option to avoid that, but you will forfeit all experience and money in the dungeon from doing so.&lt;br /&gt;
* Certain parts of the Main Story Campaign (see below) also include encounters that are level capped.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
&lt;br /&gt;
Crafting exists in a manner comparable to GW2, with the notable differences being:&lt;br /&gt;
&lt;br /&gt;
* You can unlock and practice every Profession, unlike the limitation of 2 to 4 disciplines from GW2.&lt;br /&gt;
* Almost all recipes are automatically unlocked as you gain levels; there are no discoverable recipes.&lt;br /&gt;
* Special master-level recipes are gathered into two tomes per Profession at the max level of each expansion rather than individual recipe scrolls.&lt;br /&gt;
* There is no equivalent to Legendary Weapon crafting: although high-quality gear can be crafted at great expenses, it is tradable.&lt;br /&gt;
* Items produced can be of Normal or High Quality. the High Quality version provide better stats, or makes the subsequent crafting of another HQ item easier.&lt;br /&gt;
&lt;br /&gt;
The crafting in FF14 is based on a mini-game instead of the simple &amp;quot;click-to-craft&amp;quot; method of GW2. The click-to-craft method is available, should you wish to use it, but does require a significant higher stats than required to craft the recipe, and does not provide HQ results.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
Combat, notably group combat, is a much more specialized thing than the GW2 grouping system. There are sharply defined roles of tank (soaking damage), healer (recovering from damage and conditions) and DPS (dealing damage). Given that you can progress any Profession, you can freely swap between roles if you want to.&lt;br /&gt;
&lt;br /&gt;
Characters cannot be incapacitated during normal combat. If you are reduced to zero health, you will be dead, and can only be resurrected by a class able to do so, or you can choose to release your body and be returned to the beginning of your current dungeon, or your current starting location if somewhere in the world.&lt;br /&gt;
&lt;br /&gt;
Ground effect zone visuals are pretty similar to the way they are used in GW2, with a relatively consistent presentation. However, dodging to avoid area effects is not a mechanic present in FF14, so you need to anticipate or move quickly to avoid those.&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
Dungeons exist in multiple forms, and are very much an intrinsic part of the game, unlike GW2. Accordingly, there is no distinction between Story-Mode Dungeons and Exploration Dungeons, and it will not be uncommon to group with veteran players when doing a dungeon for the first time.&lt;br /&gt;
&lt;br /&gt;
* Size: You have Light Party dungeons (4 players), Full Party Dungeons (8 players) and Alliance Dungeons - or raids - featuring 3 Full Parties (24 total Players) cooperating.&lt;br /&gt;
* Type: Dungeons can be linear progression, featuring packs of mobs between multiple boss encounters, or trials, featuring a single boss without anything else.&lt;br /&gt;
* Difficulty: Each Dungeon/Raid/Trial has a normal difficulty mode, and a higher difficulty mode (&amp;quot;Hard&amp;quot;, &amp;quot;Savage&amp;quot; or &amp;quot;Extreme&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
All Dungeons must be first unlocked, either as part of the Main Story Campaign, or as a quest requiring a certain level and/or the completion of the previous difficulty level.&lt;br /&gt;
&lt;br /&gt;
==Main Story Campaign==&lt;br /&gt;
&lt;br /&gt;
Final Fantasy XIV is first and foremost a Final Fantasy game, and like other Final Fantasy games, it is heavily focused on the story.  As such, the game is very heavily built around the main story, and progressing in the main story campaign is essential to unlocking pretty much anything and everything in the game. Merely being able to walk to a location is not enough to be able to gain access to that part of the game.&lt;br /&gt;
&lt;br /&gt;
A lot of the story is told via Cinematics. Unlike cinematics in GW2 which feature a simple dialog between your character and whatever character you&#039;re talking to for quest purpose, cinematics are much more involved, with multiple characters talking at times, sometimes to each other. Some quest cinematics are particularly long, and you will be prompted to set aside significant time to witness the full event unfolding.&lt;br /&gt;
&lt;br /&gt;
Final Fantasy XIV tells an epic linear saga that spans the base game and all expansions up through [[Endwalker]], and the story from one expansion leads directly into the next.  The base game, [[A Realm Reborn]], leads directly into [[Heavensward]], which leads into [[Stormblood]], then [[Shadowbringers]], then [[Endwalker]].  When you complete the leveling main story campaign for any given expansion, you will have to complete the max-level endgame campaign before you can move on, as it contains critical narrative that leads into the next expansion.  In other words, on reaching level 50 (Max level for [[A Realm Reborn]]), you can&#039;t just immediately jump into [[Heavensward]], you have to complete the [[A Realm Reborn]] endgame campaign first.&lt;br /&gt;
&lt;br /&gt;
That said, there is an option to purchase a skip from the store, allowing you skip directly to the start of a later expansion.  If it is your first time playing through the story, it is strongly recommended that you do NOT skip any part of the main story.  It should be noted that many players consider parts of [[A Realm Reborn]] (Levels 1-50), and especially the endgame story (Level 50) to be a bit of a drag, so patience is advised.  The story is generally considered to become more exciting as you get into the expansions.&lt;br /&gt;
&lt;br /&gt;
==Starting Areas==&lt;br /&gt;
Unlike GW2, where your race determines your starting area with an introduction story, FF14 separates its starting characters according to your initial choice of Class. There are three main city states: [[Limsa Lominsa]], [[Gridania]], and [[Ul&#039;dah]], each with their specialized Professions, both combat and non-combat. You will unlock early on direct travel - at a price - between each starting city. Those city-states are very cosmopolitan, so there are no restrictions on which races you can play for any of them.&lt;br /&gt;
&lt;br /&gt;
Each of those cities feature Grand Companies (Military forces): the [[Maelstrom]], the [[Order of the Twin Adder]], and the [[Immortal Flames]]. After completing the level 20 main story quest {{questlink|main|A Hero in the Making}}, you will have to choose which Grand Company to join. &#039;&#039;&#039;Your choice of Grand Company does not affect player power in any way, so feel free to choose the Grand Company that appeals to you&#039;&#039;&#039; the most, without having to worry about choosing the &amp;quot;wrong&amp;quot; one for your favorite class or job.&lt;br /&gt;
&lt;br /&gt;
Also, your choice of Grand Company has extremely little impact on the main story, mainly being used for a few side activities, and you can change your Grand Company later on should you so desire.&lt;br /&gt;
&lt;br /&gt;
==PvP==&lt;br /&gt;
Grand Companies are tied to the PvP system. Unlike GW2&#039;s grand PvP system of World-vs-World long battles, PvP in FF14 revolves around shorter-duration small instances, &amp;quot;Frontlines&amp;quot;, which are 3-faction battlegrounds between each of the three Grand Companies. The reason for this is explained in the level 30 quest {{questlink|feature|Like Civilized Men and Women (Maelstrom)}} and its equivalent for the other 2 Grand Companies, which unlocks said Frontlines.  Certain strategic areas are disputed, and the Grand Companies have made a mutual agreement that hostilities would be strictly limited to those areas, and that killing would be strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
It should be noted, however, that in the interest of keeping queue times reasonable, you will not necessarily be grouped with your own Grand Company while in a frontline, i.e. a Twin Adder member may be put on the Maelstrom team.&lt;br /&gt;
&lt;br /&gt;
The instanced PvP areas feature a very different level of play. First, &#039;&#039;&#039;you get a completely different set of actions, with its own action bars&#039;&#039;&#039;, for PvP.  Many of these actions are very similar to their PvE counterparts, even having the same names and animations, but they are designed and tuned specifically for PvP.  The rotations are simpler than their PvE counterparts, but you receive the full set of actions immediately on unlocking PvP, regardless of your level.  You will also be able to select 2 PvP talent abilities.&lt;br /&gt;
&lt;br /&gt;
Second, and perhaps most important, &#039;&#039;&#039;all players of any given job are equalized in power&#039;&#039;&#039;.  In PvP duties, your max HP, attack power, or all other attribute will be fixed, and will not be affected by your level or gear.  Even your max HP will be a fixed round number (I.e. 20,000 for tanks).  Also, as previously mentioned, you will get your full PvP action set immediately on unlocking PvP.  As a result, a level 30 player who just unlocked PvP will be on equal footing to a level 80 player decked out in high-end gear, so who wins will be purely a matter of skill, not gear or level.  Apart from talent choices, every [[warrior]] will be as powerful as every other [[warrior]], every [[white mage]] as powerful as every other [[white mage]], and so on and so forth.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
FF14&#039;s equivalent to the Skin/Outfit system is called [[Glamours]]. It functions relatively similarly to GW2&#039;s system, allowing you to use a different appearance than your current item&#039;s, at the cost of a consumable. The main differences are:&lt;br /&gt;
&lt;br /&gt;
* You do not have a list of unlocked skins. You can store an item&#039;s skin in a type of storage called [[Glamour Dressers]], but that is limited to 800 skins, and storing one requires payment of a [[Glamour Prism]]&lt;br /&gt;
* You can only use a skin of lower or equal level than the item on which you are applying it.&lt;br /&gt;
* You must be able to use the item whose skin you are applying.&lt;br /&gt;
* [[Glamour Prism]]s can be crafted by players rather than being mainly purchased at the store.&lt;br /&gt;
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The [[dye]] system is based on consumable dyes rather than unlockable dyes.&lt;br /&gt;
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==User interface customization==&lt;br /&gt;
FF14&#039;s user interface offers plenty of built-in customization options.  You can choose between a dark theme, light theme, or retro Final Fantasy blue theme.  You can also move, resize, and customize individual elements.&lt;br /&gt;
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==Rules and Enforcement==&lt;br /&gt;
&#039;&#039;&#039;Mind your attitude when interacting with other players.&#039;&#039;&#039;  Square-Enix is significantly more stringent than most companies when it comes to policing player behaviour, especially with regards to harassment and toxicity.  A permanent record is kept of all violations, and repeat offenders are punished more severely.  More details may be found [https://forum.square-enix.com/ffxiv/threads/364590-Letter-from-the-Producer-LIVE-XLIII-Digest-%284-20-2018%29?p=4651143&amp;amp;viewfull=1#post4651143 here].&lt;br /&gt;
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Being nasty to &amp;quot;sprouts&amp;quot; (New players, named for the icon [[file:new adventurer status icon1.png|20px]] that appears next to their names) is punished especially harshly, so don&#039;t do it.&lt;br /&gt;
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Also, vote kicking (Called &amp;quot;vote dismiss&amp;quot; in FF14) a player without justification is a punishable offense, and the vote dismiss prompt displays a warning to that effect.&lt;br /&gt;
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===Damage meters and other third-party addons===&lt;br /&gt;
There is no official addon support, and damage meters and other third party software are against the terms of service.&lt;br /&gt;
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It should be noted that especially among high-end players doing difficult content, such as Savage and Ultimate raids, it is common for them to use third party damage meters (which shall remain unnamed in this guide).  If you choose to do this, you do so entirely at your own risk. &#039;&#039;&#039;Do not&#039;&#039;&#039; mention them in game, don&#039;t show them if streaming&amp;lt;ref&amp;gt;https://forum.square-enix.com/ffxiv/threads/463052-Japanese-FFXIV-streamer-receives-a-suspension-for-using-add-ons.&amp;lt;/ref&amp;gt;, and &#039;&#039;&#039;especially&#039;&#039;&#039; do not meter-shame other players, even if their performance is absolutely awful.&lt;br /&gt;
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===Report toxic behaviour!===&lt;br /&gt;
As previously mentioned, Square-Enix is much more stringent than most companies, including ArenaNet with regards to policing player behaviour.  Many acts of harassment and griefing that may have been ignored in other games will not be tolerated in FF14.&lt;br /&gt;
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Here are some examples of toxic behaviour that is punishable and should be reported:&lt;br /&gt;
* Insulting players and telling them to uninstall the game&lt;br /&gt;
* &#039;&#039;&#039;Posting story spoilers in any non-private chat channel&#039;&#039;&#039;, including the [[Novice Network]]&lt;br /&gt;
* Telling players that their DPS sucks and to f---ing Google their job rotation (This also violates the ban on damage meters)&lt;br /&gt;
* Kicking players from groups without justification&lt;br /&gt;
* Pressuring new players to skip cutscenes in group content such as dungeons&lt;br /&gt;
* Offensive or inappropriate names (This includes names for player characters, [[chocobo]]s, [[Free Company|free companies]], [[Player Housing|player houses]], apartments, [[Free Company Airships|airships]], [[Subaquatic Voyages|submersibles]], etc.)&lt;br /&gt;
* Griefing via in-game mechanics, such as deliberately aiming a boss cleave to kill the party or using {{action icon|Rescue}} to pull a player into deadly AoE&lt;br /&gt;
* Rolling Need on an item after having previously agreed to only roll Greed&lt;br /&gt;
* Win trading, match fixing, or deliberately losing in PvP&lt;br /&gt;
* Racial, ethnic, religious, homophobic, ableist, or other slurs&lt;br /&gt;
* Real money trade&lt;br /&gt;
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To report a player, open a support ticket through the Help menu.  Square Enix generally responds to reports within less than an hour, so stick around if you can.&lt;br /&gt;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MystOpossum</name></author>
	</entry>
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