In general, there is a fourfold classification of adventurers based on the disciplinary paths to which they devote themselves. Battle classes are either a Disciple of War, masters of arms who live for the call of combat, or a Disciple of Magic, erudite researchers of all things esoteric. Non-combat classes can be either a Disciple of the Land, gatherers of material resources and students of the natural order, or a Disciple of the Hand, crafters who invest their creative ingenuity in synthesis and industry. By making use of what is called the Armoury system, players may opt to specialize in one discipline, excelling in a single skill, or they may take a more general approach.
"Every soul must needs have a code, a purpose, to guide them. Else chaos would consume us all."
— The Determination of Being, Guillaurmand de Padellaint
Classes embody the character classes from other MMOs, and are the signature of every character in the world of Final Fantasy XIV. They offer starting skills and grow into jobs, which further diversifies the player experience.
Eorzea is home to myriad disciplines, or classes, suitable to every adventuring style. Each class is capable of performing unique actions acquired through experience. Furthermore, achieving a certain level of mastery in a certain class will unlock its respective job, which feature even greater specialization. Every class can grow into one job, except for arcanists which can specialize into scholar or summoner. A job is a strict upgrade, and there is no reason to remain playing a base class once the job is available.
The class chosen at character creation determines in which of the three city-states the player starts the game.
All adventurers begin their journey as either a Disciple of War (DoW) — focusing on physical actions — or a Disciple of Magic (DoM) — focusing on magical actions. Early on, players can take up other classes to diversify their skills, which level independently of each other. Players can level all classes and jobs on one character. If you seek more peaceful pursuits, you may consider becoming a Disciple of the Land (DoL) — one who gathers the world's natural resources — or a Disciple of the Hand (DoH) — one who uses these resources to craft wares for profit or personal use. Most content in the game, including the Main Scenario Quests, is intended for DoW or DoM combat classes, with crafting and gathering being side activities.
Combat roles include all three facets that classes/jobs may perform.
Tanks are specialized in enduring damage and generating enmity (aggro) so that enemies do not target healers or DPS. They have self-buffs to support in damage reduction and aggro generation. This role can be identified by the blue-colored class/job golden frame icon.
Healers are specialized in healing allies with heal-over-time spells, targeted spells, and area-of-effect spells. They can also cleanse conditions from allies, cast restorative buffs on them, and resurrect fallen allies. This role can be identified by the green-colored class/job golden frame icon.
DPS (Damage Dealers) include physical and magical damage. Both are aimed at dealing damage in a plethora of ways: precise single-target attacks, area bursts, damage-over-time, summon spells, magical area spells, etc. Many DPS jobs also have buffs that can increase the damage the party deals. This role can be identified by the red-colored class/job golden frame icon.
DPS is divided into:
- Melee DPS — Classes/jobs that perform close ranged attacks and abilities.
- Physical Ranged DPS — Classes/jobs that perform physical ranged attacks.
- Magical Ranged DPS — Classes/jobs that perform magical ranged attacks. Some magical ranged DPS jobs can also revive fallen allies.
Classes can be divided into two main categories, depending on gameplay: combat classes and crafting/gathering classes.
Combat classes and jobs have access to role actions, class/job actions, and class traits.
Players can start the game as any of these classes except Rogue (see note below).
When a class reaches level 30 it can transition into a job by completing a quest given by the class guild leader and equipping a Soul Crystal. It is strongly recommended to equip the crystal as soon as possible because otherwise players will not get access to new abilities and will have lower stats.
Please note that equipping the crystal will reset non-shared hotbars.
- Hotbars can, however, be copied between classes and jobs using the
/chotbar copycommands. See the EDB entry on Hotbar commands for more information.
|Physical Ranged DPS
|Magical Ranged DPS
|Magical Ranged DPS
* In order to unlock Rogue the player must have completed the level 10 class quest for at least one other Disciples of War or Magic class.
** Thaumaturge/Black Mage and Conjurer/White Mage can initially equip either two-handed weapons or a one-handed weapon plus shield. Starting after level 50 only two-handed weapons will be available.
*** Arcanist starts as a magical ranged DPS class and can become both Summoner (magical ranged DPS) and Scholar (healer) at level 30.
- Main article: Job
Crafting and Gathering
Crafting and gathering classes have access to regular actions, but traits are only available to gatherers.
- Crafting and Gathering classes are unlocked when your combat class reaches level 10. There are no jobs for these classes. The Specialist System provides the Soul Crystal equivalent.
- Dyes can be crafted by any crafting class at level 30 or higher. Each class also has a selection of Housing Item recipes starting around level 20.
Disciples of War
Gladiator is a tank class that specializes in swords and shields. With swords in their main hands and shields in their offhands, gladiators draw the attention of enemies and protect their allies from harm. The Gladiator's Guild is in the desert city of Ul'dah. If you choose gladiator as your first class, you will start off in the city of Ul'dah. At level 30, the gladiator must specialize to the paladin job.
Pugilist is a melee DPS class that specializes in hand-to-hand combat. Pugilist's Guild is in the desert city of Ul'dah. If you choose pugilist as your first class, you will start off in the city of Ul'dah. At level 30, the pugilist must specialize to the monk job.
Marauder is a tank class that specializes in greataxes. The Marauder's Guild is in the marine city of Limsa Lominsa. If you choose marauder as your first class, you will start off in the city of Limsa Lominsa. At level 30, the marauder must specialize to the warrior job.
Lancer is a melee DPS class that specializes in the use of polearms. The Lancer's Guild is in the forested city of Gridania. If you choose lancer as your first class, you will start off in the city of Gridania. At level 30, the lancer must specialize to the dragoon job.
Archer is a physical ranged DPS class that specializes in bows. The Archer's Guild is in the forested city of Gridania. If you choose archer as your first class, you will start off in the city of Gridania. At level 30, the archer must specialize to the bard job.
Rogue is a melee DPS class that dual wields daggers and employs stealth attacks. The Rogue's Guild is located in Limsa Lominsa. It cannot be your starting class. Players need another class to be level 10+ to unlock Rogue. At level 30, the rogue must specialize to the ninja job.
Disciples of Magic
Conjurer is a healer class that specializes in earth, wind and healing magic. The Conjurer's Guild is in the forested city of Gridania. If you choose conjurer as your first class, you will start off in the city of Gridania. At level 30, the conjurer must specialize to the white mage job.
Conjurer is the only starting healer available.
Thaumaturge is a magical ranged DPS class that specializes in destructive magic of Fire, Blizzard and Thunder. The Thaumaturge's Guild is in the desert city of Ul'dah. If you choose thaumaturge as your first class, you will start off in the city of Ul'dah. At level 30, the thaumaturge must specialize to the black mage job.
Arcanist is a magical ranged DPS class with the ability to summon carbuncle as their companion. The Arcanist's Guild is in the marine city of Limsa Lominsa. If you choose arcanist as your first class, you will start off in the city of Limsa Lominsa. At level 30, Arcanist must specialize to the summoner (DPS) and/or scholar (Healer) jobs.
Disciples of the Hand
Carpenter works with wood to create bows, staves, tools and other items. The lumber they depend on are gathered by botanists. Carpenters are able to craft bows for archers, staves for conjurers, polearms for lancers and Macuahuitls for gladiators. They can also make wooden shields and masks for casters, In additions for weapons and armor for disciples of war, carpenters can also create fishing poles for fishers, grinding wheels for goldsmiths, spinning wheels for weavers and clogs for crafters.
Blacksmith works with metals to create weapons such as swords and axes and tools. The ores they use are gathered by miners. Blacksmiths can create hand-to-hand weapons for pugilists, swords and daggers for gladiators, two-handed axes for marauders. In addition to weapons for disciples of war, they can also make various tools for crafting and gathering classes. Blacksmiths can forge hatchets and scythes for botanists, pickaxes and sledgehammers for miners, knives for culinarians and leatherworkers, hammers for goldsmith, blacksmiths and armorers, saws and hammers for carpenters, pliers for armorers, mortars for alchemists, awls for leatherworkers and files for blacksmith.
Armorer works with metals to create plate and chain mail armor. Chain and plate armor are stronger than leather and cloth ones. Armors can create metal armor such as plate armor for marauder and gladiator, scale armor for tanks and lancer and helmets for gathering classes. They can also make frying pans for culinarians and alembics for alchemists along with heavy shields for gladiator and bucklers for casters.
Goldsmith uses metals and gems to create accessories such as rings, earrings and necklaces. Goldsmith is reliant on miners for ores and gemstones. Goldsmiths can craft staves and scepters for thaumaturges and hora for pugilists. They can also make needles for weavers, accessories such as rings, earrings and bracelets for all classes and head gear such as circlets and spectacles for casters and crafters.
Leatherworker uses hides, furs and pelts from slain animals to create leather armor of all kinds. Leather armor is stronger than cloth but weaker than chain and plate. Leatherworkers can create leather armor for pugilists, lancers and archers along with armor for gathering classes. They can also make hand-to-hand weapons for pugilists, shields for casters, rings and necklaces for gatherers and rings for other classes.
Weaver utilizes fabric and fiber to create cloth armor. Cloth armor is weaker than plate and leather. Weavers can make armor for crafting classes, gathering classes and casters. They also make light armor with strength and dexterity.
Alchemist transforms materials into potions and elixirs. Alchemists can create consumables such as potions, ethers, elixirs, stat buffs, status cures and status inducers. They can also make wands for conjurers and books for arcanists.
Culinarian utilizes animal products and vegetables to create food items and some fishing tackles. Players can consume food items to receive temporary buffs. Meat and other animal products are found by slaying animals, fish are obtained by Fishers and vegetables are gathered by Botanists.
Disciples of the Land
Miners extract minerals from ground in Eorzea. The raw ores and gemstones they acquire are utilized by the Blacksmith, Armorer and Goldsmith crafting classes.
Botanists gather resources from the various plant lives of Eorzea. They gather raw materials for the various crafting classes, including Carpenter, Weaver, Culinarian and Alchemist.
Fishers harvest fish and other sea creatures from the waters of Eorzea. The raw materials they gather are used by the Culinarian crafting class. When you fish, Fishing Tackles are expended. Different fishing tackles are used to catch different fish in various environments.