New Game Plus
- The correct title of this article is New Game+. The substitution or omission of the + is because of technical restrictions.
“This brand-new system will allow for replay of previously completed quests while retaining one's current progression and job level.
Take a trip down memory lane to revisit previously completed quests, cutscenes, dialogue, and battles not found in the Unending Journey, all while keeping your current character and level. Patch 5.1 includes the main scenario quests for Heavensward, Stormblood, and Shadowbringers, allowing you to relive all your favorite moments.— Official Description
New Game+ is a feature introduced in Shadowbringers patch 5.1, allowing players to replay Main Scenario Quests and certain Feature Quests without needing to create a new character.
Unlock
After completing the Main Scenario Quest The Ultimate Weapon, speak with the Wistful Whitebeard in Western Thanalan (X:12.0 Y:14.0).
Accessing New Game+
From the main menu, select Duty, then New Game+. A list of replayable chapters will be displayed. Upon completion of the final quest in a given chapter, you will automatically exit New Game+ mode.
- New Game+ is for story purposes only: players will not receive any EXP or other rewards from quests that they obtained in their first playthrough on the same character.
- Any Quest Battles that are part of a New Game+ chapter will have the "Easy" and "Very Easy" difficulty options available from the start without first needing to fail the battle on Normal difficulty.
Suspending New Game+
Certain game features will become unavailable while playing in New Game+ mode.
To temporarily exit New Game+ mode and regain access to these features, open the New Game+ interface by selecting New Game+ under Duty in the main menu, then select Suspend.
The following restrictions will be in effect while playing in New Game+ mode.
- You cannot register for new duties you have yet to complete.
- You may still register for duties you have yet to complete provided they are related to quests currently in progress in New Game+ mode.
- While it is possible to enter New Game+ mode while registering for a duty, commencement of said duty will automatically suspend New Game+ mode. Please resume New Game+ from your suspended data after completing the duty.
- You cannot interact with the market board or retainer bells, as well as certain NPCs and objects.
- You cannot access The Unending Journey.
Notes
Not all quests, even some with substantial story content (e.g., Custom Deliveries and Field Operations), are available with New Game+. In addition, recent Main Scenario Quests and major Feature Quests (e.g., Chronicles of a New Era) are not implemented into New Game+ until their current major storyline arcs are complete.
Note that you will be unable to start or continue any New Game+ file if you have any levequest accepted in your journal. You must either complete or abandon all levequests in your journal before you can initiate or resume a New Game+ session. Otherwise, it will inform you "Unable to commence New Game+ mode while undertaking a leve."
List of Chapters
In New Game+ mode, the story is divided into various chapters. As you progress through the game and complete certain quests, new chapters will automatically be unlocked.
Main Scenario
A Realm Reborn
Note that the quest chain in "A Realm Reborn - Part 1" is determined by the player character's starting city. Player cannot initiate a quest chain of a different starting city from their character's.
Thumbnail | Chapter | Level | Starting Quest | Ending Quest | Unlock | Description |
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A Realm Reborn - Part 1 (Gridania) | 4-15 | To the Bannock | Call of the Sea | The Ultimate Weapon | Eorzea─a realm embraced by gods and forged by heroes. It is here that one adventurer's journey begins. Though power, fame, and fortune all beckon, this intrepid soul is destined for greater things still. Guided by the Mothercrystal, they will walk the path of a hero─of a Warrior of Light... | |
A Realm Reborn - Part 1 (Limsa Lominsa) | 4-15 | On to Summerford | Call of the Sea | The Ultimate Weapon | Eorzea─a realm embraced by gods and forged by heroes. It is here that one adventurer's journey begins. Though power, fame, and fortune all beckon, this intrepid soul is destined for greater things still. Guided by the Mothercrystal, they will walk the path of a hero─of a Warrior of Light... | |
A Realm Reborn - Part 1 (Ul'dah) | 4-15 | We Must Rebuild | Call of the Sea | The Ultimate Weapon | Eorzea─a realm embraced by gods and forged by heroes. It is here that one adventurer's journey begins. Though power, fame, and fortune all beckon, this intrepid soul is destined for greater things still. Guided by the Mothercrystal, they will walk the path of a hero─of a Warrior of Light... | |
A Realm Reborn - Part 2 | 15-24 | It's Probably Pirates | Back from the Wood | The Ultimate Weapon | In the midst of touring the three city-states and witnessing the myriad problems besetting the realm, the adventurer has a chance encounter with a member of the enigmatic Scions of the Seventh Dawn. An invitation to their base of operations, the Waking Sands, promises to shed light upon the mystery of the Echo and more. | |
A Realm Reborn - Part 3 | 24-34 | Shadow of Darkness | Lord of Crags | The Ultimate Weapon | The adventurer's victory over Ifrit, the Lord of the Inferno, prompts comparisons to be made to the fabled Warrior of Light. Yet even as the feat draws the admiration of the masses, so too does it draw the ire of the shadowy Ascians. To what end these masked individuals scheme remains to be seen, the search for answers beginning with the one named Lahabrea. | |
A Realm Reborn - Part 4 | 34-50 | All Good Things | The Ultimate Weapon | The Ultimate Weapon | With the hard-won aid of the Company of Heroes, the adventurer succeeds in vanquishing Titan, the Lord of Crags. And though she arrives too late to aid in the battle, Y'shtola chances to discover that the Garlean Empire is in league with the Ascians, an unsettling revelation that serves to compound the intrigue. | |
A Realm Reborn - Part 5 | 50 | The Price of Principles | Brave New Companions | Brave New Companions | At the end of a large-scale operation marshaling the combined might of the three city-states, the Warrior of Light emerges triumphant in the Praetorium. The Empire's stranglehold over the realm thus broken, the leaders of Eorzea declare that the Seventh Astral Era has dawned. But the celebration would prove short-lived, for there can be no light without shadow. | |
A Realm Reborn - Part 6 | 50 | Traitor in the Midst | Before the Dawn | Before the Dawn | The Seventh Astral Era is meant to be a time of peace, and yet Eorzea remains rife with turmoil; from rampaging primals to unruly refugees, myriad are the problems demanding urgent answers. In response, Alphinaud forms the Crystal Braves, an ambitious company that will serve the realm as a whole rather than any one nation. |
Heavensward
Thumbnail | Chapter | Level | Starting Quest | Ending Quest | Unlock | Description |
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Heavensward - Part 1 | 50-54 | Coming to Ishgard | Heart of Ice | Heavensward | Owing to schemes in the shadows of Ul'dah, the Scions of the Seventh Dawn have been scattered, and the Warrior of Light has been forced to flee north. Though granted shelter by Lord Haurchefant, the heroes must press on to Ishgard. But what trials await in this reclusive nation, locked in a never-ending struggle with dragons? | |
Heavensward - Part 2 | 54-60 | The Wyrm's Lair | Heavensward | Heavensward | Venturing deep into the domain of the dragons, the heroes come face-to-face with the great wyrm Hraesvelgr, from whom they learn the sordid truth of the Dragonsong War. Born of man's treachery was this bloody conflict, and by man's hand it must be ended. Thus does the Warrior of Light sally forth with Ishgard's greatest champion, the Azure Dragoon, on a mission to crush the serpent's head. | |
Heavensward - Part 3 | 60 | An Uncertain Future | Litany of Peace | Litany of Peace | Though it came at great cost, the heroes have triumphed over the archbishop on the floating continent of Azys Lla, thereby breaking the cycle of conflict between man and dragon. Yet a millennium of war is not soon ended, and in the wake of the Warrior of Light's return, the nation of Ishgard was left trembling, the faith of her people shaken to the very core. | |
Heavensward - Part 4 | 60 | Promises Kept | The Far Edge of Fate | The Far Edge of Fate | After a thousand years of bloodshed and sorrow, the shade of Nidhogg, rage incarnate, fell at last to the Warrior of Light. So it was that the Dragonsong War drew to a close, and the survivors, bloodied but unbowed, could begin to pick up the pieces. A new day dawns in Ishgard, and her champions may rest easy─if only for a moment. For every ending marks a new beginning. |
Stormblood
Thumbnail | Chapter | Level | Starting Quest | Ending Quest | Unlock | Description |
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Stormblood - Part 1 | 60-64 | Beyond the Great Wall | All the Little Angels | Stormblood | With the vaunted Warrior of Light marching beside them, the men and women of the Eorzean Alliance prepare to liberate Ala Mhigo, a land conquered by the Garlean Empire twenty years ago. Meanwhile, in the Far East, the freedom fighters of the fallen nation of Doma struggle to rekindle the fires of hope in their countrymen. | |
Stormblood - Part 2 | 65-70 | Here There Be Xaela | Stormblood | Stormblood | Making their way across the Ruby Sea, the heroes set foot upon the shores of Yanxia, a region which has languished under imperial rule for twenty-five long years. In order to wrest these troubled lands from the spiteful grip of the acting imperial viceroy of Doma, Yotsuyu, they set out for the boundless plains of the Azim Steppe, in search of the kingdom's rightful ruler. | |
Stormblood - Part 3 | 70 | Arenvald's Adventure | Emissary of the Dawn | Emissary of the Dawn | The liberation of Ala Mhigo signals the end of an era of tyranny. Here, on the cusp of a new age of freedom, her people must decide how they will greet their future...and reconcile with their past. What path lies ahead for Lyse and her efforts to rebuild the nation? What choices plague Fordola from within her prison cell? And to where will Raubahn return, now that the dream for his homeland has at last become a reality? | |
Stormblood - Part 4 | 70 | Sisterly Act | A Requiem for Heroes | A Requiem for Heroes | The shadow of mystery deepens as the man who wears Zenos's face continues to move unchecked, sowing the seeds of strife from the heart of the Empire. All indications point to Ascian machination, and the arrival of a messenger at the Rising Stones sets the Scions of the Seventh Dawn upon a path rife with peril, towards an unknowable destination. |
Shadowbringers
Thumbnail | Chapter | Level | Starting Quest | Ending Quest | Unlock | Description |
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Shadowbringers - Part 1 | 70-76 | The Syrcus Trench | Out of the Wood | Shadowbringers | Ala Mhigo is at last free from imperial rule, but that liberty may prove fleeting as the Empire moves to both reclaim this bloodied nation and subjugate all of Eorzea. In their hour of need, however, they cannot turn to the Warrior of Light. Nor to the Scions, who yet slumber, their souls adrift. The realm is left to struggle without its saviors, for they have been beckoned beyond time and space─beckoned to the First. | |
Shadowbringers - Part 2 | 76-80 | When It Rains | Shadowbringers | Shadowbringers | Though the Warriors of Darkness have succeeded in restoring the night to the Rak'tika Greatwood, much of Norvrandt yet remains shrouded in primordial Light, its denizens at the mercy of the abominations known as sin eaters. Burdened by the unsettling truths revealed to them by the Ascian Emet-Selch, the heroes forge on along their chosen path─the path of villainy. | |
Shadowbringers - Part 3 | 80 | Shaken Resolve | Reflections in Crystal | Reflections in Crystal | Deep within the city of Amaurot, the Ascian Emet-Selch is at last brought low. You return to the Crystarium victorious, the people celebrating beneath a blessedly clear sky. Though your comrades are not yet able to return to the Source, they bid you cross the rift and relay word of your success to Tataru and the others. | |
Shadowbringers - Part 4 | 80 | Alisaie's Quest | Death Unto Dawn | Death Unto Dawn | As the Scions were preparing to return to the Source, a new threat was presented with the sudden appearance of the Ascian Elidibus. He assumed the guise of the original Warrior of Light, and following a climactic struggle, it was you that stood victorious. With peace restored, the Scions bid farewell to their friends on the First, and finally made the journey home. However, they soon discover that events unfolding in distant lands may spell disaster not only for Eorzea, but the entire world... |
Endwalker
Thumbnail | Chapter | Level | Starting Quest | Ending Quest | Unlock | Description |
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Endwalker - Part 1 | 80-84 | The Next Ship to Sail | Returning Home | Endwalker | Across the realm, ominous towers of the Telophoroi's making strike into the heavens, fueled by the pillaged piety of captured innocents. The Final Days─an apocalyptic threat unknown to living memory─loom on the horizon. Yet Sharlayan, the veritable capital of knowledge, would rebuke the Eorzean Alliance's plea for assistance... Undaunted, the Scions set forth to discover what wisdom could possibly lurk in turning a blind eye to calamity. | |
Endwalker - Part 2 | 85-90 | Skies Aflame | Endwalker | Endwalker | With the intent of thwarting Fandaniel's nefarious machinations once and for all, you defeated the god of Darkness, Zodiark─and in doing so unwittingly played right into the Ascian's clever hands. The coming end is now inevitable. As skies bleed and meteors rain, what hope can be found in the chaos? You can only keep walking onwards, trusting in the path of Light... | |
Endwalker - Part 3 | 90 | Newfound Adventure | Gods Revel, Lands Tremble | The Coming Dawn | Together with your comrades, you traveled to the very edge of creation and back to deliver Etheirys from certain destruction. The Final Days have been averted, and with their duty thus fulfilled, the Scions have elected to disband-albeit only in an official capacity. They each continue working independently to address the realm's problems, leaving you free to return to your adventuring roots. | |
Endwalker - Part 4 | 90 | Currying Flavor | The Coming Dawn | The Coming Dawn | In searching the void for Azdaja, you encounter a half-voidsent woman named Zero, and with her aid, you intend to see the great wyrm returned home. Your plan is soon brought to a halt, however, when the archfiends destroy the voidgate in Alzadaal's Legacy. To what end do the servants of Golbez bar your path, and what will become of Azdaja should they prevail? These answers and more will be laid bare as you seek a new means to cross the rift. |
Dawntrail
Thumbnail | Chapter | Level | Starting Quest | Ending Quest | Unlock | Description |
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Dawntrail - Part 1 | 90-95 | The Next Ship to Sail | Ever Greater, Ever Brighter | Dawntrail | Determined to prove herself worthy of her father's legacy, Wuk Lamat, daughter to the Dawnservant of Tuliyollal and one of four claimants to its throne, seeks allies in Eorzea to help her achieve victory in the rite of succession. As you pledge your support to this fledgling monarch, you set your sights on the western continent of Tural—and a new adventure. | |
Dawntrail - Part 2 | 95-100 | The Long Road to Xak Tural | Dawntrail | Dawntrail | After a long and eventful journey, Wuk Lamat and her brother Koana are named twin Dawnservants of Tuliyollal. Yet as the people rejoice at the succession of their new leaders, you hear the call of adventure beckoning amidst their cheers. Unable to resist, you accompany Erenville north to Xak Tural, where unfamiliar vistas and new faces await. |
Chronicles of a New Era
Raids
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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The Binding Coil of Bahamut | 50 | Primal Awakening | Alisaie's Path | Ripped from the heavens by the nefarious designs of Nael van Darnus, the false moon Dalamud hurtled into Vylbrand, its shattering impact forming a network of labyrinthine caverns beneath the surface. Braving dangers untold, the Warrior of Light plumbs the subterranean depths, that the truth behind the Seventh Umbral Calamity may be unearthed. | |
Alexander | 60 | Disarmed | Of Endings and Beginnings | This clockwork colossus emerged from the rushing waters of the Thaliak, looming a grave threat over the snow-swept hinterlands of Dravania. Summoned to stave off the threat of the sleeping primal before it stirs, the Warrior of Light steps within, and the curtain rises on a battle that will transcend space and time... | |
Omega | 70 | The Hunt for Omega | To Kweh under Distant Skies | Roused from age-old slumber to stave off a new primal threat looming over Eorzea, the ancient weapon known as Omega vanished into the far reaches of Gyr Abania after a mighty struggle against the draconic Shinryu. There did the Warrior of Light travel, not knowing that a dimension-spanning battle that would defy the imagination awaited... | |
Omega: Beyond the Rift | 90 | A Heartless Hypothesis | Goodbye, ε̆│̆│Δ | A mysterious transmission lifted from the flight logs of the Ragnarok has even the preeminent experts of Sharlayan scratching their heads in confusion. The key to unlocking this undecipherable message, however, arrives in the most unlikely of forms, launching you on a pilgrimage of existential discovery. | |
Eden | 80 | In the Middle of Nowhere | Where I Belong | Beyond the borders of Norvrandt, there is naught but the Empty, a barren landscape devoid of life. And yet somewhere within that boundless nothing, Ryne has detected a disturbance. Could this mark a return of life, or the coming of yet another cataclysm? | |
Pandæmonium | 90 | The Crystal from Beyond | Guided by the Past | From the depths of the aetherial sea washes up a crystal from the past bearing an urgent message: a place called Pandæmonium faces a crisis which could spell doom for the star itself. You must journey to the ancient age, and together with an ally from Elpis unravel the mysteries of that dark prison and its overseers. | |
Pandæmonium: Epilogue | 90 | A Present from the Present | A Present from the Present | Although some time has passed since your foray into Pandæmonium and your struggle against Athena, you remember the allies who were by your side as if it were yesterday. It seems Professor Claudien shares this sentiment, for he entrusts you with a very special gift—one which must be delivered across the endless expanse of time to a friend most dear. |
Alliance Raids
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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The Crystal Tower | 50 | Legacy of Allag | The Light of Hope | A sky-scraping spire that shines with the light of a thousand stars─long thought to be but a legend, the Crystal Tower arose from the crags of Mor Dhona in the wake of the Calamity, striking awe and fear into the hearts of all who bore it witness. What lost secrets of ancient Allag await those brave souls who would probe its innermost sanctums? | |
The Shadow of Mhach | 60 | Sky Pirates | A Redbill Farewell | In an age of unprecedented air travel, sky pirates soar through the heavens on their airships in search of new frontiers and undiscovered treasures. When tales of a ghost ship haunting the clouds spread, the Warrior of Light answers the call and boards the baleful vessel forged by ancient and forbidden magicks. | |
Return to Ivalice | 70 | Dramatis Personae | The City of Lost Angels | Fresh off their widely acclaimed performance of The Zodiac Brave Story in Garlemald, the airborne theater troupe Prima Vista sets anchor in Kugane with a new story to be told. What brings them to these far lands? Sit back and let them regale you with a tale of the fabled kingdom of Ivalice, and perhaps you will understand... | |
YoRHa: Dark Apocalypse | 80 | Word about Komra | Whence the Heart Leads | With the unearthing of mechanical oddities beneath the dwarven village of Komra came myriad mysteries, and you find yourself recruited by the precocious siblings Anogg and Konogg to solve them. Your involvement with the strange woman identified as “2P,” however, brings not answers, but heretofore unseen dangers to Norvrandt. Thus, the question remains─what awaits beyond? | |
Myths of the Realm | 90 | A Mission in Mor Dhona | Embraced by Gods | The gates to a phantom realm have been thrown wide upon the shores of Silvertear Lake, and the Sons of Saint Coinach seek answers. Accompanied by an enigmatic explorer, you and your Baldesion allies must venture through this myth made manifest. Yet your presence does not go unnoticed by the realm's immortal residents, and you soon find yourself unraveling a mystery most divine... |
Trials
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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The Warring Triad | 60 | Gods of Eld | The Last Pillar to Fall | Sealed deep within a research facility on Azys Lla are three eikons, beings of fearsome power that have slumbered there since the fall of the Allag. When one eikon─Sephirot, the Fiend─threatens to stir, the Warrior of Light sets off at the behest of the enigmatic Unukalhai to face it in an epic struggle... | |
The Four Lords | 70 | An Auspicious Encounter | The Fifth Lord | Hingan faerie tales sing of Tenzen, a legendary samurai who set forth to drive a host of demonic oni from the land. Accompanying him on his journey were the Four Lords, guardians of the Ruby Sea. Yet could it be that his adventure was more than mere myth? In a far corner of the vast ocean, a new legend will be born... | |
The Sorrow of Werlyt | 80 | Ruby Doomsday | Forever at Your Side | The Garlean Empire seeks to break the stalemate with Eorzean forces by unleashing the culmination of its twisted experimentation─brutal warmachina that exist only to destroy. On both sides of the battlefield, shadows of the past loom as these monstrous Weapons prepare to deploy. |
Side Story
Hildibrand, Agent of Enquiry
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Hildibrand Adventures | 50 | The Rise and Fall of Gentlemen | Her Last Vow | Feared lost forever when the Calamity struck, a true Eorzean hero and legend has returned to the realm! Join Hildibrand Manderville, agent of enquiry, inspector extraordinaire, and his talented and charming assistant Nashu Mhakaracca as they scour all creation to solve the most perplexing cases to plague the people of Eorzea. | |
Further Hildibrand Adventures | 60 | A Gentleman Falls, Rather than Flies | If I Could Turn Back Time | Nashu Mhakaracca arrives in Ishgard in search of her mentor, Hildibrand, agent of enquiry, inspector extraordinaire, who went flying through the skies after solving his greatest case to date. Has Eorzea's foremost gentleman and scholar once again survived against all odds, that he might lend his ever-insightful eye to the residents of the Holy See? The game is once again afoot! | |
Even Further Hildibrand Adventures | 70 | A Hingan Tale: Nashu Goes East | Don't Do the Dewprism | When Hildibrand, as is his wont, is sent sailing through the skies across the Ruby Sea, Nashu Mhakaracca sets her sights eastward. No sooner does she arrive in the port city of Kugane than she hears rumors of a dastardly thief known as the Wolf Burglar. And so the stage is set for a new chapter of intrigue and adventure... | |
Somehow Further Hildibrand Adventures | 90 | The Sleeping Gentleman | Gentlemen at Heart | Hildibrand has returned...in body, if not in mind. The ailing agent of enquiry has resurfaced in Thavnair seemingly bound in an unbreakable slumber, and Nashu Mhakaracca needs your help to awaken him from his preternatural hibernation. The Final Days may have come and gone, but the Near East yet swells with the promise of new cases to solve! |
Chronicles of Light
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Tales of the Dragonsong War | 60 | The Paths We Walk | The Burdens We Bear | The paths we walk, the oaths we swear, the legacies we leave... Sharing triumphs and bearing burdens, the Warrior of Light embarks on a journey of reminiscence and recollection in a land that now heals from a long and bitter war. | |
Tales from the Shadows | 80 | One Final Journey | One Final Journey | After learning what became of Minfilia in the First, F'lhaminn often found herself reminiscing on their time spent together. And it was during one such moment of remembrance that a missive arrived from Ul'dah. She is to meet with an old acquaintance on the Steps of Thal, and can think of no one better than the Warrior of Light to accompany her. | |
Tales of Newfound Adventure | 90 | Shadowed Pasts | Shadowed Pasts Once More | As your investigation of the void unfolds, a peculiar being that is all eyeball is found lurking the city-state of Radz-at-Han. Claiming to be a part of a single voidsent, it asks for your help to reunite with its other selves, in return for which it offers to share with you tales about the Thirteenth. |
Saint Endalim's Scholasticate
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Saint Endalim's Scholasticate | 60 | Keeping the Ledger | The Life and Lies of Father Saturnois | The dreadful truth behind the Dragonsong War laid bare by the Warrior of Light, the Ishgardian populace was cast into confusion and despair─the entire basis of their history and faith shaken to the core. In these uncertain times, even the young students at this storied academy cannot avoid being embroiled in a web of uncertainty and intrigue... |
Role Quests
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Role Master Quests (Shadowbringers) | 80 | Shadow Walk with Me | Safekeeping | The Cardinal Virtues are no more, for you and the bounty hunters of the Wandering Stairs have successfully laid them to rest. After imploring you to share the details of your adventures, Glynard proposes calling together the patrons and celebrating your grand accomplishments. However, the libations will have to wait, for Cyella would reward your labors with a singular tale─that of the true villain responsible for so much of the realm's misery, who yet lingers in this world... | |
Role Master Quests (Endwalker) | 90 | Bitter Snow | Forlorn Glory | Thanks in no small part to your efforts, blasphemies from across the realm have been laid to rest, and the ever-fleeting promise of peace finally seems attainable. However, dark clouds stir once more over Garlemald─one final threat to emerge from the veil of despair shrouding the routed empire. It will take the full strength of every nation to pierce this malingering shadow and shine the light of hope once and for all. | |
Role Quests (Dawntrail): Prologue | 90 | Uncouth Customers | Uncouth Customers | Xbalyav Ty'e is known throughout Tural as a place to go for lively conversation and tasty tacos. Customers of all stripes flock to its tables, but unfortunately not all intend to fill their stomachs. A particularly unscrupulous group recently caught the eye of Br'uk Evu, the shop's proprietor, and the conversation he witnessed will send chills down the spine of the hardiest adventurer. |
Void Quests
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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The Void Calls | 80 | The Hero's Journey | A Bounty of Hunters | Though both originally from the Thirteenth shard, Cyella and Unukalhai chose to walk vastly different paths after its fall. With the last of the unsundered gone, the time has come at last for the two to meet once more. What new purpose will they find together? What new path might they forge? |
Variant Dungeons
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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The Sil'dihn Subterrane | 90 | A Key to the Past | For Coin, Country, and Comrades | Thanks to a partnership between the Adventurers' Guild and the gleaners' guildship, a letter from Momodi finds you even in the distant nation of Sharlayan. Thus does a clandestine expedition begin: a personal escort request from the sultana taking you back into the Sil'dihn aqueducts, where a mysterious gate has been discovered. Nanamo Ul Namo holds the key, a gift from her dear departed parents, but will it unlock the historical secrets buried beyond the portal? | |
Mount Rokkon | 90 | Mononoke Aware | Of Price and Ruin | The gleaners' guildship provides you with a missive from none other than Hancock, who invites you to return to Hingashi─this time, to venture deep into its wilderness, where no ijin has yet tread. Shishu's venerable Mount Rokkon has been beset by monstrous mononoke, and it falls to you to purge it of this fell influence...by delivering its treasures into Hancock's waiting hands. | |
Aloalo Island | 90 | Stranger from Paradise | A Fish a Day | An alchemist named Pasasun seeks to contact you through the gleaners' guildship, writing on behalf of his friend Matsya. He hopes that you might accompany the fisher on a voyage to Aloalo, one of the remote south sea isles. There you must cull the wildlife threatening the natural balance of the mysterious paradise in an expedition which promises thrilling battle and plentiful fishing in equal measure. |
Tales from the Calamity
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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The Legacy of Louisoix Leveilleur | 50 | Remembering the Past | Preserving the Future | Making your way through Ul'dah, you encounter Nananji Nononji, a budding writer who means to pen a biography on the late Archon Louisoix. He bids you aid him in his quest for answers, and as you accompany him on his journey across the realm, you come face-to-face with those who braved the end of an era... |
Tataru's Grand Endeavor
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Tataru's Grand Endeavor | 90 | Small Business, Big Dreams | More Precious than Gil | Tataru Taru's Boutique was founded upon the principles of quality, cooperation, and profit─and the Scions' coinkeeper has never been one to dream small. In keeping with her ambitions, you have been recruited to court the goodwill of allies around the world, thus uniting the realm under the banner of Tataru's breathtaking designs. |
Tank Quests
Tank
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Tank Role Quests (Shadowbringers) | 70-80 | The Man with Too Many Scars | To Have Loved and Lost | Granson, a bounty hunter by trade, has resolved to hunt Dikaiosyne, one of the so-called Cardinal Virtues─exceptionally powerful sin eaters born from the fallen Warriors of Light. He is convinced this monster, once known in another life as the knight Branden, is the villain responsible for destroying all he held dear, but he will soon find there is more to the tale of this former hero than meets the eye. | |
Tank Role Quests (Endwalker) | 85-90 | Shrouded in Peril | A Path Unveiled | A blasphemy roams the Twelveswood, inflicting an uncurable illness upon its victims. As the Creeping Death spreads unchecked, the Adders' Nest beseeches you aid Kan-E-Senna in her efforts to bring Gleipnir to heel and prevent the spread of both plague and panic. Yet to do this requires unearthing the despair behind Gleipnir's transformation─and the roots of causality grow deep indeed. | |
Tank Role Quests (Dawntrail) | 90-100 | The Narwhal Beckons | Dreams of a New Day | The Cradle of the Sleepless has been stolen, and the thief has absconded to Ishgard to use its blessing for ill. You are enlisted to travel to that snowbound city and find Tentoawa, who has crossed the sea from Tural to retrieve his tribe's sacred treasure. Together you will shed light upon a heart most wicked and the evil organization it serves—but can you resist the languid notes of the narwhal's lullaby? |
Gladiator / Paladin
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Gladiator | 1-30 | So You Want to Be a Gladiator | The Rematch | In Ul'dah, no form of entertainment is held in higher regard than the gladiatorial arts on display at the Coliseum, many of whose champions cut their teeth at the Gladiators' Guild. Drawn to the blade and shield, you take up training under Guildmaster Mylla, but soon you discover there is more to the Coliseum than meets the eye. | |
Paladin - Part 1 | 30-50 | Paladin's Pledge | Keeping the Oath | For the first time in their history, the Sultansworn elite of Ul'dah have elected to share the secret skills and training of paladins with the public. In proving your worth to undertake their training, you encounter a rogue paladin who has besmirched the honor of this once-proud brotherhood. Jenlyns, captain of the Sultansworn, asks that you marshal your resources, and hone your skills that you might one day help bring this traitor to justice. | |
Paladin - Part 2 | 50-60 | An Exemplary Example | This Little Sword of Mine | With Oathkeeper still missing and the whereabouts of Solkzagyl unknown, you have been asked to take up the search for both the sword and former captain of the Sultansworn. On your quest you come into contact with Solkzagyl's apprentice, Constaint, and together you embark on a journey that leads you to the farthest reaches of Dravania. What you find there is the ultimate test of your prowess as a paladin. | |
Paladin - Part 3 | 60-70 | Tournament of the Century | Raising the Sword | You have proven yourself to be a paladin of the highest order, and it is for that reason you have been invited to participate in the prestigious Ul Cup, a competition reserved for the realm's finest swordsmen. Though it has not been held for generations, the tournament has been revived at the sultana's behest. With sword and shield in hand, you make ready to match blades with fighters from all corners of Eorzea. | |
Paladin - Part 4 | 80 | Worth Fighting For | Worth Fighting For | Returned from the First, you journey to Ul'dah where you meet an old acquaintance─Jenlyns. He tells you that the Sultansworn have not been resting on their laurels in your absence, working with the Gladiators' Guild to better serve their nation. Despite all they have achieved, however, First Sword Mylla has adopted an uncustomary melancholy. Inquiring as to the source of her distress yields a most unexpected answer. |
Marauder / Warrior
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Marauder | 1-30 | So You Want to Be a Marauder | Bringing Down the Mountain | Since olden days, the axe has been inextricably bound to the seafaring culture of Limsa Lominsa, a fact that is attested by the existence of the storied Marauders' Guild. Under Guildmaster Wyrnzoen's guidance, you embark on the marauder's path, and your duties soon lead you on a mission to save a young boy and avenge his family. | |
Warrior - Part 1 | 30-50 | Pride and Duty (Will Take You from the Mountain) | How to Quit You | The way of the warrior, long thought lost to the sands of time, lives on in a village on the northernmost edge of Abalathia's Spine. The tribesmen's numbers dwindle, however, and Curious Gorge has journeyed down from the mountains seeking one capable of harnessing their inner beast and carrying on his people's fighting traditions. After seeing you battle at his side in Costa del Sol, he believes his search may at last be at an end. | |
Warrior - Part 2 | 50-60 | Better Axe Around | And My Axe | As he labors to expand his combat repertoire, Curious Gorge finds himself unable to control the fury of his inner beast. The once-proud warrior is now too afraid to challenge the rage within himself. His brother, Broken Mountain, bids you follow in the footsteps of their forebears that you might set an example for Curious Gorge and all future warriors, showing them the potential one may find in channeling the unbridled wrath within themselves. | |
Warrior - Part 3 | 60-70 | Curious Gorge Meets His Match | The Heart of the Problem | Curious Gorge and Broken Mountain have done much to improve the reputation of warriors in the realm, sharing their battle techniques with Maelstrom troops. Indeed, their renown has even earned them admirers who invited them to an exhibition at the Wolves' Den. And it was there that Curious Gorge would meet his match in a most unexpected opponent. | |
Warrior - Part 4 | 80 | Once, Twice, Three Times a Warrior | Once, Twice, Three Times a Warrior | The travails of the First behind you, you return to Hidden Falls and are greeted by none other than Curious Gorge. Despite his intensive training, he believes his progress lacking when compared to yours. The source of his hindered growth? Love. Or rather, the fact that he cannot put it out of his mind. He resolves to travel to the Far East to meet the object of his obsession...and thus is not present when she arrives from the Azim Steppe. |
Dark Knight
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Dark Knight - Part 1 | 30-50 | A Dark Spectacle | Our Answer | The freedom to follow your heart─to defend the weak and punish the guilty as you see fit. That is the way of the dark knight, brave souls who carry out justice on their own terms, without fear of reprisal. Fray was one such knight, a dauntless man whose prowess sadly did not avail him that fateful day in trial by combat. That is what the onlookers said. Yet there he stood before you, hale and hearty, eager to instruct you in the dark arts. | |
Dark Knight - Part 2 | 50-60 | The Wages of Mercy | Absolution | You are betrayed by a band of Temple Knights, and though their treachery proves of little consequence, you chance to meet a fellow dark knight, Sidurgu, in the midst of the altercation. He is in the company of a young girl who he claims the Temple Knights seek to cut down. For what reason would they bring a seemingly innocent child to harm? The answer lies in the dark, tumultuous history of the Dragonsong War. | |
Dark Knight - Part 3 | 60-70 | In Memories We Walked | Our Compromise | In the wake of the Dragonsong War, Ishgard enjoys a new era of peace and prosperity─an era that you were instrumental in bringing about through deeds great and small. Yet the brighter the light, the deeper the shadow. For reasons yet unexplained, you find your soul crystal split in twain. One half yet remains in your possession, the other in the hands of a young boy named Myste. | |
Dark Knight - Part 4 | 80 | Our Closure | Our Closure | You are returned to the Source, resolve yet unbroken by your trials in the First. On a visit to Ishgard and the Forgotten Knight you meet Sidurgu and Rielle. After regaling them with tales of your adventures, Sidurgu informs you that he has come into possession of an anonymous letter addressed to you. Whence did this missive come, and where will it lead you? |
Gunbreaker
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Gunbreaker - Part 1 | 60-70 | The Makings of a Gunbreaker | Steel against Steel | Tracing their origins to the elite guard of Queen Gunnhildr, gunbreakers have passed down their combat arts for generations. Sadly, Radovan and his clan are the last of that once-illustrious line of fighters, and in the hopes of keeping their traditions alive, he would entrust the knowledge of his people to you. Together with his companion Sophie, you assist them in their endeavor to become bodyguards, a profession that may well press you beyond your limits as you aspire to become a gunbreaker. | |
Gunbreaker - Part 2 | 80 | Gunblades of the Patriots | Gunblades of the Patriots | Your adventures in the First now at an end, you venture to Revenant's Toll where you happen to meet Radovan and Sophie. They are keen to hear of your travels, but mention of Thancred and his skills with a gunblade give Radovan pause. There is but one alive who could have trained him in the ways of the gunbreaker, and Radovan would find that one. |
Healer Quests
Healer
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Healer Role Quests (Shadowbringers) | 70-80 | Traditions and Travails | The Soul of Temperance | Dwarves are a people of honor and tradition, so imagine their horror at the sight of Sophrosyne, the Cardinal Virtue which bears a striking resemblance to the long-deceased dwarf Lamitt. The Council of Elders can no longer abide the shame its existence brings to their people, and so they have ordered it be slain. | |
Healer Role Quests (Endwalker) | 85-90 | Far from Free | The Gift of Mercy | Struggling to recover from the aftermath of ruthless imperial occupation, Gyr Abania is now plagued by a blasphemy. You, Arenvald, and Fordola set out to discover the former identity of the beast─and how deep the scars of Ala Mhigo's history run in its people's hearts. Can the nation be once again united in spirit, or are the echoes of past tragedy destined to shatter the future's peace? | |
Healer Role Quests (Dawntrail) | 90-100 | In the Sting of Things | An Antidote for Anarchy | The Passage of the Unbound is sowing chaos in Limsa Lominsa with a stolen treasure called the Heartsting. Known to bestow mastery over myriad toxins, its power could inflict untold harm if left unchecked. You must travel to Eorzea and lend your healing magicks to a woman named Loashkana, who even now searches for the thief. Will your knowledge suffice, or are some afflictions too potent to be cured? |
Conjurer / White Mage
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Conjurer | 1-30 | So You Want to Be a Conjurer | In Nature's Embrace | Conjury is an arcane art which evolved from man's communion with the elementals, and preserving its ways and imparting its secrets is the domain of the Conjurers' Guild. During your training under Brother E–Sumi–Yan, you encounter a strong-willed young conjurer-in-training, with whom you will learn what it truly means to be one with nature. | |
White Mage - Part 1 | 30-50 | Seer Folly | Heart of the Forest | Tradition dictates that Padjali alone may perform the rites of white magick, a practice that has long maintained balance within the Twelveswood. Yet fate would conspire to bequeath unto you a soul crystal, the legacy of the renowned white mage A–Towa–Cant. And so, under the guidance of Raya–O–Senna, you begin your journey down the path of the white mage. | |
White Mage - Part 2 | 50-60 | Taint Misbehaving | Hands of Healing | A terrible change has come over the great elemental of the Twelveswood. It has warned repeatedly that taint will soon flood the lands unless it is purged at its source. A calamity not easily averted, for the laws of the wood dictate that Padjals must not leave its boundaries. Thus bound to the forest, they prevail upon you to undertake a journey of purification, a pilgrimage that may very well cover the length and breadth of the land. | |
White Mage - Part 3 | 60-70 | Unease in East End | What She Always Wanted | A strange disturbance on the border between Gridania and Gyr Abania is agitating the elementals, and Raya–O–Senna has asked for your assistance in discovering the cause. Together with E–Sumi–Yan you travel to East End, and for reasons you cannot explain, your investigation leads you to a peculiar girl and her mother. What secrets of the wood might this chance encounter bring to light? | |
White Mage - Part 4 | 80 | Whence the Healing Springs | Whence the Healing Springs | You return to the calm and quiet of Gridania, seeking respite from your adventures in the First, and there you meet Raya–O–Senna, who speaks with you of Alaqa and her efforts to atone for past misdeeds. The Padjal asks you to look in on Alaqa in Stillglade Fane, and it is there you discover just how much she has grown, and the strength of her bonds with her fellow mages. |
Scholar
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Scholar - Part 1 | 30-50 | Forgotten but Not Gone | The Beast Within | Alka Zolka has worked tirelessly researching the military tactics of Nym, an ancient civilization that once flourished during the Fifth Astral Era. With your help, he is able to retrieve an assortment of relics that would offer him the knowledge he seeks. Unto you they would offer the strategic arts of the scholar, as well as an unexpected new companion. | |
Scholar - Part 2 | 50-60 | The Green Death | Forward, Royal Marines | Fifteen hundred years past, powerful magicks were used to seal a great many Nymians inside the Wanderer's Palace, along with a terrible plague that would transform them into what are now known as tonberries. That selfsame sickness has returned, and Surito Carito would turn to you and Alka Zolka for aid in halting its spread. | |
Scholar - Part 3 | 60-70 | The Vanishing Act | Our Unsung Heroes | Surito Carito's research has at last borne fruit, and he believes he has found a means to slow the spread of the Nymian plague. Yet all is not well, for one of his research assistants, Setoto, has vanished without a trace. The Nymian scholar once again turns to you and Alka Zolka for assistance, that his people may at last be spared the worst of their magical affliction. | |
Scholar - Part 4 | 80 | True Beauty | True Beauty | Freshly returned from the First, you find yourself longing for the salty air and clear blue skies of Limsa Lominsa. Your visit there inevitably takes you to the Marauders' Guild and Alka Zolka, who invites you join him in training in Upper La Noscea with Surito Carito. When the Nymian scholar hears of your exploits in the First, and of how Lamitt was able to treat stoneblight, they are duly inspired. The day's training is soon set aside to test a theory that may lead to a cure for the Nymian plague. |
Astrologian
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Astrologian - Part 1 | 30-50 | What's Your Sign | Spearheading Initiatives | Astrology, or the reading of the stars, is a branch of aetherological science which originated in distant Sharlayan. By tapping into their celestial aether, newfound healing techniques were discovered, and thus was born a new school of magick. With the help of a fiery young astrologian, one Leveva, you embark on a journey to master that selfsame magick, and harness the power of the stars. | |
Astrologian - Part 2 | 50-60 | Sharlayan Ascending | The Hands of Fate | The road to recognition for the Sharlayan school of astrology in Ishgard remains long and fraught with peril. Nevertheless, Leveva and Jannequinard are not so easily deterred. And with your assistance, they are quite confident the people of the Holy See can be made to appreciate the merit of their magick. | |
Astrologian - Part 3 | 60-70 | East Meets West | Foxfire | When visiting your old mentor, Leveva, the Observatorium receives a most unexpected visitor in Kyokuho, a geomancer come from the Far East. Keen to study the magicks born of Sharlayan astrology, he believes an exchange of knowledge may ultimately serve to further develop the arts of both astromancy and geomancy. | |
Astrologian - Part 4 | 80 | Love, Astrologically | Love, Astrologically | Night has been returned to the First, her people at last safe from the Light and its minions. Back in the Source, you pay a visit to the Holy See and speak with Jannequinard, who tells you that Leveva is not in the highest of spirits. You later run into Kyokuho, returned to Eorzea from the Far East, and he believes he understands what ails Leveva, and quickly devises a plan to alleviate her troubles. |
Sage
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Sage | 70-80 | Sage's Path | Life Ephemeral, Path Eternal | Experts in medicine, aetherology, and sorcery, sages are highly trained practitioners of both healing and combat. One such somanoutic spellcaster is Lalah Jinjahl, a Forum operative come to Limsa Lominsa on the trail of dangerous fugitives. Together, you set out to apprehend a trio of criminals wanted for murder and larceny, but there may be more to this case than meets the eye... |
DPS Quests
DPS
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Physical DPS Role Quests (Shadowbringers) | 70-80 | No Greater Sport | Courage Born of Fear | Lue-Reeq is in search of a partner to help him slay an especially notorious mark─one of the four Cardinal Virtues, those most infamous instigators of the Flood. Though he cares not a whit for who the Warriors of Light were, the fallen adventurer-turned-Virtue Renda-Rae was arguably the greatest hunter who ever lived, and the youth would like nothing more than to beat her at her own game. | |
Magical DPS Role Quests (Shadowbringers) | 70-80 | Hollow Pursuits | A Tearful Reunion | The bounty hunter Cerigg reveals to you his plan to hunt down a sin eater by the name of Phronesis─one of the four so-called “Cardinal Virtues” born from the remains of the fallen Warriors of Light, and seeks a companion with whom to share the bounty. The matter becomes complicated, however, when you encounter a young boy with an as-yet-unknown connection to your quarry. | |
Melee DPS Role Quests (Endwalker) | 85-90 | Storm Clouds Brewing | To Calmer Seas | Disaster strikes the La Noscean coast as a blasphemy is sighted in once-peaceful waters. With the help of your Sahagin allies, you and Merlwyb move decisively to prevent further catastrophe, but it soon becomes apparent that you will need a company of weathered veterans to turn the tide of battle. | |
Physical Ranged DPS Role Quests (Endwalker) | 85-90 | Seeds of Disquiet | Laid to Rest | In Doma, the path towards lasting peace grows longer still with the dreaded manifestation of a blasphemy. Together with Hien and Yugiri, you investigate the claims that Izanami, kami and keeper of all living and dead, has returned to restore balance─and in doing so, discover a seemingly bottomless well of buried grief. | |
Magical Ranged DPS Role Quests (Endwalker) | 85-90 | Our Aching Souls | Ever March Heavensward | Reports of a young man transforming into a wyrm-like blasphemy have the city of Ishgard in a state of panic. You join forces with Aymeric and Artoirel to stop this profane Fafnir, but your task is no mere dragon-slaying. To strike at the heart of this cycle of suffering, you must once again confront the consequence of faith without clemency... | |
Melee DPS Role Quests (Dawntrail) | 90-100 | The Hunter and the Hunted | A Hunter True | The Dreamweave Cocoon allows one to take the form of any creature or person, and now this power is in the hands of the villainous Passage of the Unbound. Their agent has stolen the treasure and fled to Kugane, whose populace is now at the mercy of his machinations. You are tasked with finding and assisting I'toca, a hunter who has journeyed to Hingashi to reclaim what was taken from her tribe. Yet how does one track a quarry with a thousand faces? | |
Physical Ranged DPS Role Quests (Dawntrail) | 90-100 | To Steal a Steelhog | The Mightiest Shield | With her village left defenseless after a duplicitous merchant steals their sacred treasure, Ceetol Ja has traveled to Ala Mhigo to take back the Steelhog Vessel. Her grandfather, Raholl Ja, knowing she is no fighter, asks you to follow his granddaughter and keep her safe. Together, you must find a way to crack a shield mightier than a fortress wall. | |
Magical Ranged DPS Role Quests (Dawntrail) | 90-100 | Power Forgotten | Heroes and Pretenders | Bearing a stolen Turali treasure known as the Perch of the Apex, an agent of the Passage of the Unbound has made landfall in Thavnair. A young warrior named Tepeke has crossed the salt in pursuit, hoping to retrieve the dangerous relic before it can be misused. Legends tell that the treasure is imbued with esoteric magic, and you are recruited to aid Tepeke's search with your arcane knowledge. Will you find the Perch of the Apex in time, or will you be forced to contend with its unbridled wrath? |
Pugilist / Monk
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Pugilist | 1-30 | So You Want to Be a Pugilist | Return of the Holyfist | Pugilism can be traced back to bare-handed battles in the Coliseum, and a legendary brawler whose unrivaled strength and skill inspired the founding of the Pugilists' Guild. It is there that you begin your training under Hamon Holyfist, a legend in his own right, but a shocking revelation threatens to shake the guild to its very foundation. | |
Monk - Part 1 | 30-50 | Brother from Another Mother | Five Easy Pieces | Famed Eorzean military historian, Professor Erik, insists on investigating ancient battlefields plagued by savage beasts, and the Pugilists' Guild would ask you to serve as his bodyguard. After arriving at the excavation site, you and the professor chance to meet Widargelt, who senses the energies of the land have opened one of your chakra. It is for that reason he gifts you with a soul crystal, and bids you train to control the life force within yourself. To master the art of the monk. | |
Monk - Part 2 | 50-60 | The Legend Continues | Appetite for Destruction | Having seen the error of his ways, Widargelt has turned over a new leaf, and now focuses his energies on rebuilding his order, the Fist of Rhalgr. Indeed, he has even taken on pupils, teaching them with great zeal and charisma. But the monk's skills will soon be put to the test when an opposing sect rises up to thwart his ambitions. | |
Monk - Part 3 | 60-70 | A Fistful of Resolve | The Power to Protect | You have proven to be a shining example of what a monk should aspire to be. Guided by your light, Widargelt intends to return to Gyr Abania and there revive the Fist of Rhalgr. But the past of Ala Mhigo continues to haunt the present, as the alleged descendant of King Theodoric labors to claim dominion over the still-vulnerable city-state. | |
Monk - Part 4 | 80 | A Monk's Legacy | A Monk's Legacy | The Eighth Umbral Calamity has been averted in the First, and so you return to the Source, seeking a moment of respite in Ul'dah. But there is never rest for the righteous, for who should you meet but a troubled Professor Erik. He was recently visited by a soldier of the Resistance asking after Widargelt's whereabouts. Fearing the worst, you are tasked with finding the wayward monk. |
Lancer / Dragoon
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Lancer | 1-30 | So You Want to Be a Lancer | Proof of Might | Though spears and lances have existed long before Gridania's founding, the art of their use evolved rapidly with the establishment of the Lancers' Guild. Within its halls, and under the instruction of Guildmaster Ywain, you endeavor to master the weapon, and by contending with a rogue lancer do you learn the true meaning of courage. | |
Dragoon - Part 1 | 30-50 | Eye of the Dragon | Into the Dragon's Maw | As Ishgard's war with dragonkind rages, one individual is chosen each generation to become the Azure Dragoon, leading the Holy See's charge against the Horde. Yet for reasons unexplained, the Eye chooses to rouse for a second individual─you. | |
Dragoon - Part 2 | 50-60 | Sky's the Limit | Dragoon's Fate | Ser Alberic requests your aid in deterring a host of dragons within Ishgardian territory, and it is not long before your enemies are put to rout. Shortly thereafter, Ser Alberic arrives in the company of another dragoon, who introduces herself as Heustienne. Formerly one of your instructors in the trials of the Azure, your skills with a spear have impressed her, so much so that she would now become your student. | |
Dragoon - Part 3 | 60-70 | Friends Through Eternity | Dragon Sound | Though Nidhogg is slain, the Horde's ranks now in disarray, the scars of his wrath yet remain. You are speaking with Ser Alberic on this very matter when a letter is delivered to him─Heustienne, who once struggled with the dragon's blood coursing through her veins, has asked for your help. You answer her summons, and find the help she requires is not for herself, but her dragon companion, one Orn Khai. | |
Dragoon - Part 4 | 80 | Gone but Not Forgiven | Gone but Not Forgiven | The First has at last been pulled back from the brink, and you return home content in the knowledge that her people are safe. Your steps back in the Source eventually lead you to the Observatorium in Coerthas, where you regale Ser Alberic and Orn Khai with tales of the First. Your recount of Andreia's demise brings to mind the tale of Nidhogg, as he too was driven only by memories of a time long since passed. Was there perhaps more to the tale of the dread wyrm? Orn Khai would ask your help in finding out. |
Rogue / Ninja
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Rogue | 1-30 | So You Want to Be a Rogue | Cloying Victory | The Dutiful Sisters of the Edelweiss. A seemingly innocent convent that, in truth, is the base of operations for the Rogues' Guild, the collective of men and women who work from the shadows to preserve peace in Limsa Lominsa. Here you learn the tricks of the trade under the watchful eye of Guildmaster Jacke, and discover the dark underbelly of La Noscea. | |
Ninja - Part 1 | 30-50 | Peasants by Day, Ninjas by Night | Master and Student | Impressed with your work for the Rogues' Guild, Jacke tasks you with looking into a group of suspicious individuals he believes are likely to stir up trouble in Wineport. What should have been a routine investigation becomes a quest to bring a Far Eastern criminal to justice. In order to do so, you must learn to walk the path of the shinobi. | |
Ninja - Part 2 | 50-60 | Strangers in a Strange Land | In Her Defense | Oboro has chosen to remain in Eorzea to continue his study of Eorzean culture, a noble endeavor that must sadly be postponed when Jacke arrives at his door with ill tidings. A bandit in Far Eastern garb has been stirring up trouble in La Noscea, and if accounts of their dastardly deeds are to be believed, the culprit is proficient in the art of ninjutsu. | |
Ninja - Part 3 | 60-70 | Search for the Stolen Scroll | When Clans Collide | Oboro yet remains in Eorzea, sullen at the news his people are in no particular hurry to welcome him home. But that is just as well, for Jacke arrives once again seeking his aid. A crew of self-styled Doman sailors have stolen off with a seemingly inconspicuous scroll. Your investigation would lead to the discovery of a most terrible secret. | |
Ninja - Part 4 | 80 | Oboro's Big Idea | Oboro's Big Idea | Your travels in the First are at an end, but adventure is always looming just around the corner. Oboro has devised a plan to retrieve the missing half of the forbidden mudra scroll presently in the possession of his friend and nemesis, Karasu. A plan that cannot come to fruition without your timely assistance. |
Samurai
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Samurai - Part 1 | 50-60 | The Way of the Samurai | The Face of True Evil | Word has it an elderly Far Eastern gentleman is seeking challengers at the Coliseum, dropping both opponents and viewers' jaws with his sublime skills. Never one to turn down the opportunity to test your skills, you cross blades with the swordsman, and much to your surprise emerge the victor. Impressed by your potential, the elderly gentleman offers a reward for your efforts─training in the way of the samurai. | |
Samurai - Part 2 | 60-70 | A Dignified Visitor | The Battle on Bekko | Though Musosai has passed on to the hereafter, his legacy lives on in you, and it is to you a member of the Sekiseigumi, the peacekeeping force of Kugane, turns to for help. A former pupil of Musosai, a rogue swordsman named Ugetsu, seeks to create chaos in Hingashi, and with each passing day more and more sympathizers rally to his cause. He must be stopped, and the Sekiseigumi would add your blade to their arsenal. | |
Samurai - Part 3 | 80 | The Legend of Musosai | The Legend of Musosai | With matters in the First resolved at last, you return to the Source, but it is not long before you are confronted with more unfinished business. Makoto will soon journey to Eorzea that she might visit Master Musosai's grave, and tell him of your victory over Ugetsu. She asks for the honor of your company to pay her final respects. |
Reaper
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Reaper | 70-80 | The Killer Instinct | The Killing Art | In the dusty streets of Ul'dah, your services are unwillingly bartered to Drusilla, leader of the notorious Lemures. She would have you open your soul to the selfsame darkness that both aids and haunts her in pursuit of the greater good─for sooner or later, all must reap what past wounds have sown... |
Viper
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Viper | 80-90 | Enter the Viper | Vengeance of the Viper | In Ul'dah, you cross paths with a grizzled visitor from distant Tural named Keshkwa, whose twin blades are the traditional weapons of his order: the vipers. These hunters track down and slay the most dangerous of beasts for the safety and well-being of the smallfolk. He invites you to join him in the endeavor which brought him across the salt, affording you a glimpse into the secrets of the vipers and the tural vidraal they relentlessly pursue. |
Archer / Bard
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Archer | 1-30 | So You Want to Be an Archer | The One That Got Away | A fusion of styles from Elezen and Miqo'te archery gave rise to the bowmanship boasted by the Archers' Guild of Gridania, and it is there you train to sharpen your eye under the guidance of Luciane, master of the guild. Though but a fledgling archer, your skills with a bow are soon put to the test when outlaws threaten the sanctity of the Twelveswood. | |
Bard - Part 1 | 30-50 | A Song of Bards and Bowmen | Requiem for the Fallen | Jehantel the Godsbow. A legendary archer of the Gods' Quiver who was also a skilled bard, renowned for inspiring others through song. Anyone and everyone who has mastered a bow is eager to seek his tutelage, but he is committed only to teach poetry and verse. Nevertheless, you agree to undertake his lessons, and soon find there is much more to be learned than meter and rhythm. | |
Bard - Part 2 | 50-60 | On the Road Again | The Ballad of Oblivion | Jehantel has committed to training members of the Gods' Quiver, confident his work in Gridania has served to strengthen the power of his songs. Though not all are convinced of the efficacy of bards in the field, a skilled lancer and captain of the Order of the Twin Adder, Sanson, is determined to prove to naysayers the strength to be found in ballads. | |
Bard - Part 3 | 60-70 | Three's a Company | Sweet Dreams Are Made of Peace | Jehantel is only too happy to inform you that Sanson has succeeded in gaining official approval for his bard unit. With members assembled, the young serpent captain asks you to accompany them on their first assignment, which proves to be of grave import─to retrieve a tome allegedly containing damning secrets from the Autumn War. | |
Bard - Part 4 | 80 | A Harmony from the Heavens | A Harmony from the Heavens | At last you say good-bye to the First, a journey that will no doubt be immortalized in song. Your former teacher Jehantel and Captain Sanson had heard rumors of your travails and are elated to see you returned in one piece. While you were away, Sanson and his unit did battle at Ghimlyt Dark, but his bards struggled to perform under pressure. Jehantel believes a performance from one of your experience and renown may be the key to rekindling their spirits. |
Machinist
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Machinist - Part 1 | 30-50 | So You Want to Be a Machinist | The Power of a Tourney | Since its inception, the Skysteel Manufactory has developed all manner of weaponry designed for slaying dragon invaders. But many of its engineers believe the future lies in machinistry─a technology that weds Master Garlond's magitek with traditional aetherology. A pity that overly conservative views in Ishgard threaten to slow the march of progress. | |
Machinist - Part 2 | 50-60 | A Joye-less Celebration | Rise of the Machinists | The Skysteel Manufactory's participation─and subsequent victory─in a tourney against the knights of House Dzemael and House Durendaire has done much to garner respect for the field of machinistry. But an ill twist of fate threatens to undermine the manufactory when Joye, one of their most talented machinists, is forced to resign from her duties. | |
Machinist - Part 3 | 60-70 | The Machinists' Choice | The Mongrel and the Knight | The Skysteel Manufactory's list of accomplishments continues to grow, now boasting a victory over Veri Selen and its host of minions. Indeed, the age of machinistry has arrived in Ishgard. In fact, Hilda has but recently requested that the city watch be equipped and trained in machinist firearms. With the workshop presently buried in commissions, however, Stephanivien would ask you to serve as their instructor. | |
Machinist - Part 4 | 80 | Machinists for the Morrow | Machinists for the Morrow | Having seen to the return of night in the First, her people at last safe from Vauthry and his minions, you return to the Source for a brief respite. It is indeed brief, for no sooner do you step foot in Ishgard than Stephanivien comes to you with a favor. Joye has been slipping away on mysterious outings and he would have you find out why. |
Dancer
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Dancer - Part 1 | 60-70 | Shall We Dance | Save the Last Dance for Me | A troupe of dancers have arrived in Limsa Lominsa from Radz–at–Han, their performances both delighting the eye and stirring the soul. In the midst of appreciating their show, you catch the attention of Mistress Nashmeira, Troupe Falsiam's principal dancer. In exchange for your assistance with the troupe's tour of Eorzea, she offers to instruct you in the art of the Kriegstanz, the ancient war dance passed down from her ancestors. | |
Dancer - Part 2 | 80 | Rising to the Occasion | Rising to the Occasion | Thanks to your heroism, the perpetual twilight of the First has at last given way to night. Your duty there complete─if only for the nonce─you return to the Source and pay a visit to Mistress Nashmeira in Limsa Lominsa. She claims to have glad tidings to share with you and Ranaa both, but Ranaa is left baffled and bewildered by the news. |
Thaumaturge / Black Mage
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Thaumaturge | 1-30 | So You Want to Be a Thaumaturge | Facing Your Demons | The funeral rites of the Order of Nald'thal have been focused and refined into what is known today as thaumaturgy, and the five brothers who lead the Thaumaturges' Guild have elected to offer you instruction in the dark art. The arrival of the sixth brother, however, serves to complicate your training. | |
Black Mage - Part 1 | 30-50 | Taking the Black | Always Bet on Black | Ququruka Tataruka, a prisoner confined to Marasaja's Pit, has relayed a prophetic message to the Thaumaturges' Guild concerning you. The seal on the voidgate will be broken, and only s/he bearing the Gem of Shatotto can hope to close it. Having retrieved said crystal from the sands of Thanalan, you must take the black, and harness your newfound powers that the realm may be spared. | |
Black Mage - Part 2 | 50-60 | Black Books | The Defiant Ones | Though Ququruka is gone, his apprentice Lalai has stumbled upon an enciphered parchment among his effects revealing the whereabouts of tomes of magic thought to have been long lost─the Books of Nald'thal. Having inherited Ququruka's legacy, she believes these tomes and their secrets rightly belong to you, but malevolent actors conspire in the shadows to seize these relics for their own. | |
Black Mage - Part 3 | 60-70 | Shades of Shatotto | One Golem to Rule Them All | In poring over the reunited Books of Nald'thal, Lalai has unearthed what appears to be a long-lost incantation. Entirely unfamiliar to her, the spell is accompanied by only a concise instruction urging the would-be caster to speak the words at Nald's Reflection. You accompany the young mage there and carry out the rites to the letter, but the magicks it invokes are not at all what she expected. | |
Black Mage - Part 4 | 80 | A Home for a Tome | A Home for a Tome | The First is at last safe from the encroaching Light, affording you a reprieve to return to the Source. In Ul'dah you meet with Lalai, who is happy to inform you that she has at long last completed her written record of all the knowledge of black magic she has gathered in the course of your adventures together. However, the Order of Nald'thal adamantly refuses to house such potentially dangerous knowledge within their archives. |
Arcanist / Summoner
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Arcanist | 1-30 | So You Want to Be an Arcanist | Sinking Doesmaga | Originating in the south sea isles, arcanima is traditionally passed down only from master to chosen disciple. In a bid to prevent the art from dying out, the Arcanists' Guild was established in Limsa Lominsa, and it is there, under the guidance of the acting guildmaster, Thubyrgeim, that you endeavor to master its mysteries. | |
Summoner - Part 1 | 30-50 | Austerities of Flame | Primal Burdens | The Sons of Saint Coinach are conducting research that requires the aid of an arcanist─specifically, one that has experience defeating the primal Ifrit. And it is for that reason Thubyrgeim asks you to travel to Apkallu Falls and meet with Y'mhitra to discuss a recent discovery: a set of ancient texts describing the existence of Allagan mages known as “summoners.” | |
Summoner - Part 2 | 50-60 | A Fitting Tomestone | A Flare for the Dramatic | You believed Tristan to be defeated, consumed by fire at the culmination of your battle, yet there are witness accounts that place him at the scene of attacks in the deserts of Thanalan. Fearing the worst, you and Y'mhitra join in the investigation to track down the madman before more innocents come to harm. | |
Summoner - Part 3 | 60-70 | A Book with Bite | An Art for the Living | Saint Coinach's Find has discovered a tome they believe contains the wisdom of Allagan summoners. Together with Y'mhitra, you prepare to pore over its pages, but are taken aback when it suddenly springs to life and introduces itself as “Principia.” According to the animate familiar, it was created as an instruction manual for promising summoners, but its knowledge may only be given to those who complete three formidable challenges. | |
Summoner - Part 4 | 80 | To Be Second Best | To Be Second Best | Peace has been restored to the First, the skies kissed by night for the first time in an age. Wishing to apprise your comrades in the Source of what happened, you return home, paying a visit to Y'mhitra. She is grateful to hear news of her sister, and informs you she has news of her own. Summoner Jajasamu, a member of the Immortal Flames' summoner squad, seeks your counsel on some undisclosed matter. |
Red Mage
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Red Mage - Part 1 | 50-60 | Taking the Red | Stained in Scarlet | An obviously distraught girl has begged you to help rescue her sister from a group of kidnappers. You rush to the scene, but can only look on in amazement as a sword-wielding mage dispatches the last of the would-be abductors. He introduces himself as X'rhun Tia, a Crimson Duelist and practitioner of red magic. | |
Red Mage - Part 2 | 60-70 | The Color of Her Hair | With Heart and Steel | With his vendetta against Lambard at an end, X'rhun is eager to resume your training, and is quite pleased to see your progress continues apace. The continued absence of your fellow student Arya, on the other hand, has become a cause for concern. The two of you eventually find her, but the young mage is not herself. X'rhun is convinced she suffers from a condition not unlike Lambard's, and labors to find a cure before it's too late. | |
Red Mage - Part 3 | 80 | Succession of Steel | Succession of Steel | With Lord Vauthry defeated and night restored to the First, her people may at last know peace. Though your work there is done, duty yet calls in the Source. As X'rhun explains, a band of graverobbers has made off with a blade once belonging to a member of the Crimson Duelists. They have proven difficult to apprehend using non-lethal measures and he would enlist your aid in the endeavor. |
Pictomancer
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Pictomancer | 80-90 | The Joy of Pictomancy | Somewhere Only She Knows | A leisurely stroll through Gridania sees you meet with the moogle Kupopo, who claims to be the inheritor of an ancient magical art with which one may imbue paintings with life. Thus are you given the opportunity to learn pictomancy, and as you take brush in hand, your imagination overflows with visions of what it might create... |
Blue Mage (Limited Job)
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Blue Mage - Part 1 | 1-50 | Out of the Blue | Turning Over a Blue Leaf | A peculiar fellow by the name of Martyn has been selling wares in the fields of Summerford, alleging they will bestow upon those who purchase them the ability to wield blue magic. Finding such assertions to be dubious at best, the Yellowjackets have enlisted your aid in ascertaining the authenticity of the man's claims. | |
Blue Mage - Part 2 | 50-60 | Into the Blue Again | Blue Cheese | Martyn's recently established Blue Mages' Guild shows promise as it continues to grow steadily. Much to his surprise and delight, Fyrgeiss, member of Ul'dah's Syndicate and renowned lover of the Coliseum, has taken an interest in the Masked Carnivale, and has agreed to provide funding for the Celestium. But what will this benevolent benefactor seek in return? | |
Blue Mage - Part 3 | 60-70 | Second-rate Entertainment | A Future in Blue | The Celestium's manager is hosting distinguished visitors from the Far East, and planned to put on a spectacular show for these potential investors. Much to the guild's dismay, however, their guests were unimpressed with what they saw, claiming it a pale imitation of the “Fukumen Fighting Festival.” Incensed by the notion someone had stolen their idea, Royse orders Martyn to Kugane to investigate. | |
Blue Mage - Part 4 | 70-80 | And the Crowd Goes Mild | The Brave and the Blue | The Celestium has grown quiet of late, the stands increasingly empty with each passing day. Her champion, Azuro the Second, grows more powerful with each spell mastered─too powerful, perhaps, as no beast remains to push him/her to his/her limits and pull fans back to their seats. S/He requires a true test of mettle, and so Royse has tasked Martyn with a seemingly impossible challenge: to find a suitable rival for the Masked Carnivale's star performer. |
Crafter Quests
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Carpenter - Part 1 | 1-50 | So You Want to Be a Carpenter | Saving Captain Gairhard | Nestled beneath the boughs of the Twelveswood, the city-state of Gridania is home to the finest carpenters in the realm. There, aspiring artisans toil under the strict eye of Beatin, head of the Carpenters' Guild. With saw in hand and a will to learn, you take your first steps on the path of carpentry. | |
Carpenter - Part 2 | 50-60 | Lance of a Lifetime | More Fierce than Fire | Thanks to the bow you masterfully crafted, Beatin is able to welcome his dear friend Gairhard safely back to Gridania. This earns you the undying gratitude and trust of the timbermaster, who now turns to you once more with a request─to find the owner of a finely crafted spear. This mission will take you to the Holy See of Ishgard, where your skills with a saw will be tested as never before. | |
Carpenter - Part 3 | 60-70 | Uncharted Territory | Tea Party Rules | The spear you crafted for Barthovieu grants him the means to avenge his father and clear his name. Your work in Ishgard done, you duly report back to Beatin in Gridania. But no sooner do you arrive than the timbermaster places one of his new recruits in your care, a task that will take you across the seas to Far Eastern shores. | |
Blacksmith - Part 1 | 1-50 | So You Want to Be a Blacksmith | Waiting in the Winglet | Rising from the roiling waves of the Rhotano Sea, the city-state of Limsa Lominsa is home to the finest blacksmiths in the realm. There, aspiring artisans toil under the keen eye of Brithael, head of the Blacksmiths' Guild. With hammer in hand and a fire in your belly, you take your first steps on the path of smithing. | |
Blacksmith - Part 2 | 50-60 | Forging Northwards | Integrity | You have grown much in the short time you have spent with the guild. Indeed, even Brithael himself has named you one of the best blacksmiths he has ever known. Perhaps that is why it is to you he turns when seeking deft hands and an adept hammer to assist with a request from the Holy See. | |
Blacksmith - Part 3 | 60-70 | A Missive from the Far East | The Final Face-off | Baroness Laurisse of House Jervaint is one step closer to knighthood thanks in no small part to your ingenuity and smithing prowess. Having received payment for your services, you return to the Blacksmiths' Guild in Limsa Lominsa, unaware that trouble has arrived from the Far East in the form of a problematic protégé. | |
Armorer - Part 1 | 1-50 | So You Want to Be an Armorer | Rivalry and Respect | Rising from the roiling waves of the Rhotano Sea, the city-state of Limsa Lominsa is home to the finest armorers in the realm. There, aspiring artisans toil under the sharp eye of H'naanza, head of the Armorers' Guild. With hammer in hand and a passion for plating, you take your first steps on the path of armorcraft. | |
Armorer - Part 2 | 50-60 | The Breaking of Blanstyr | The Pride of Vymelli | A rather unorthodox test of your skills by Admiral Merlwyb has saved the reputation of the Armorers' Guild. Though it proved a humbling experience for Blanstyr, he will need your help if he is to regain his footing as an armorer worthy of the name. | |
Armorer - Part 3 | 60-70 | Original Blanstyr | A Confluence of Style | With your help, Blanstyr has rediscovered the fire needed for his work in the forge and built himself an enviable reputation. However, the man isn't content to rest on these laurels, and reveals that he means to leave the Armorers' Guild in order to hone his skills in the Far East. | |
Goldsmith - Part 1 | 1-50 | So You Want to Be a Goldsmith | Jaded | A flower blooming amidst the sands of Thanalan, the city-state of Ul'dah is home to the finest goldsmiths in the realm. There, aspiring artisans toil under the not-so-attentive eye of Serendipity, master of the Goldsmiths' Guild. With hammer in hand and a burning desire to learn, you take your first steps on the path of goldsmithing. | |
Goldsmith - Part 2 | 50-60 | Form to the Formless | Two Hearts Beat as One | During your time at the Goldsmiths' Guild, you not only grow to become a master of your craft, but assist in bringing the notorious thief Jade Fox to justice. Having attained considerable renown for your work, it comes as no surprise when an agent of Eshtaime's Lapidaries comes to you with an important commission. | |
Goldsmith - Part 3 | 60-70 | A Royal Request | Sultana Dreaming | The music boxes you crafted for Jeweled Peak and Still River give the couple an anniversary they will never forget. There can be no doubt that you are a master of your craft, which is perhaps why you have been handpicked by the sultana herself to serve as the headmaster of a new artisans' school. | |
Leatherworker - Part 1 | 1-50 | So You Want to Be a Leatherworker | Accept No Imitations | Nestled beneath the boughs of the Twelveswood, the city-state of Gridania is home to the finest leatherworkers in the realm. There, aspiring artisans toil under the shrewd eye of Geva, master of the Leatherworkers' Guild. With knife in hand and the resolve to learn, you take your first steps on the path of leatherworking. | |
Leatherworker - Part 2 | 50-60 | Turndown Service | A Winter's Sale | Your efforts in the annual exhibition have earned you recognition as a full-fledged artisan of the Leatherworkers' Guild. Perhaps that is why a fledgling business in Ishgard has seen fit to have you serve as their advisor. | |
Leatherworker - Part 3 | 60-70 | A Taxing Request | True to Life | Elde's business is flourishing, the people of Ishgard coming to recognize both her quality products and your remarkable craftsmanship. Geva too has taken note of your exploits, and she can think of no better artisan to attend Eorzea's premier naturalist. | |
Weaver - Part 1 | 1-50 | So You Want to Be a Weaver | A Miner Reborn | A flower blooming amidst the sands of Thanalan, the city-state of Ul'dah is home to the finest weavers in the realm. There, aspiring artisans toil under the astute eye of Redolent Rose, master of the Weavers' Guild. With needle in hand and a passion for fashion, you take your first steps on the path of clothcraft. | |
Weaver - Part 2 | 50-60 | The Social Knitwork | Never Leave without a Good-bye | Your fashionable tastes and skill with a needle helped a young Lalafell follow his heart; now Redolent Rose would follow his own to Ishgard, that he might look upon the latest fashions of the nobles. Alas, his commitments keep him in Ul'dah, and thus it falls to you to be his eyes in the Holy See. | |
Weaver - Part 3 | 60-70 | When East Meets West | Send Me an Angel | Your latest creation will accompany Averil to the battlefield, her love steadfast beside her. Having accomplished your task in Ishgard, you report back to the Weavers' Guild, where Redolent Rose tells you of a prospective business partner hailing from the Far East. | |
Alchemist - Part 1 | 1-50 | So You Want to Be an Alchemist | Momentary Miracle | A flower blooming amidst the sands of Thanalan, the city-state of Ul'dah is home to the finest alchemists in the realm. There, aspiring artisans toil under the eccentric eye of Severian, master of the Alchemists' Guild. With alembic in hand and an inquisitive mind, you take your first steps on the path of alchemy. | |
Alchemist - Part 2 | 50-60 | Without a Trace | What Death Can Join Together | Though only for a fleeting moment, Severian succeeds in resurrecting his lost love─a feat made possible by your assistance. Freed at last from his years-long obsession, the master alchemist urges you to join him in his continuing exploration of the limitless realm of alchemy. | |
Alchemist - Part 3 | 60-70 | Not Quite Dead Yet | A Love Beyond Lifetimes | Who would have guessed your work as an alchemist would help unravel a murder mystery? Two times now your work has involved dealings with death, and it seems Severian is not wont to break your streak. Your next assignment, as he explains it, will have you visit the burial chambers of Ul'dah. | |
Culinarian - Part 1 | 1-50 | So You Want to Be a Culinarian | Revenge of the Chefsbane | Rising from the roiling waves of the Rhotano Sea, the city-state of Limsa Lominsa is home to the finest culinarians in the realm. There, aspiring artisans toil under the discerning nose of Lyngsath, master of the Culinarians' Guild. With frypan in hand and a taste for learning, you take your first steps on the path of cooking. | |
Culinarian - Part 2 | 50-60 | Wait on Me | The Spirit of Hospitality | Your culinary creations have both delighted the sultana and preserved the good reputation of the Bismarck, a feat that prompts Lyngsath to declare you have surpassed him. Recognizing your need for challenge, your erstwhile mentor now suggests you lend your services to an acquaintance of his who is in the employ of the Sanguine Sirens. | |
Culinarian - Part 3 | 60-70 | Flavors of the Far East | The Way to a Father's Heart | You emerge victorious in the Dellemont d'Or with a perfect ten, the first in the prestigious competition's history. With this remarkable achievement comes great fame, and it isn't long before an admirer comes knocking on the guild's doors, hoping to learn from a culinary legend. |
Gatherer Quests
Thumbnail | Chapter | Level | Starting Quest | Ending Quest / Unlock | Description |
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Miner - Part 1 | 1-50 | So You Want to Be a Miner | Canyon of Regret | Beneath the barren wastes of Thanalan lies a vast mineral bounty ripe for the digging─assuming one knows where to train one's pickaxe. Hoping to attain an understanding of the lay of the land, you seek out Adalberta, the master of the Miners' Guild. | |
Miner - Part 2 | 50-60 | Breaking New Ground | The Hole Truth | Your time as a miner is spent uncovering a great deal more than ore and minerals, as you help bring to light a grave misunderstanding between Adalberta and Deep Canyon. Seeing what a capable and committed miner you've become, the guildmaster suggests you answer a recent request she received from a company of sellswords in Ishgard. | |
Miner - Part 3 | 60-70 | Gift of the Gob | A Miner Success | Your contributions to the mineral survey not only secured much-needed resources for Ishgard, but also ensured the safety of Hatchling and his crew. On the back of these accomplishments, Adalberta turns to you for a new assignment, one that will take you to Idyllshire. | |
Botanist - Part 1 | 1-50 | So You Want to Be a Botanist | Seeds of Hope | The bounty of the Twelveswood is plentiful, but only those able to uphold the balance between man and nature may partake of her riches. So it is that you seek out Fufucha, head of the Botanists' Guild, that you might better understand the way of the woods. | |
Botanist - Part 2 | 50-60 | Call from the Clouds | Seeds Know No Borders | By reminding Fufucha how botany has improved people's lives, you help her to regain her former passion, and she returns to Gridania to resume her duties. A while thereafter, a reporter from The Raven arrives with a request to follow the doings of the guild's best. Fortunately, your guildmaster knows just the person for the job. | |
Botanist - Part 3 | 60-70 | Never Meet Your Heroes | Edgyth's Winning Streak | Mujih has penned several articles noting your exemplary work as a botanist, which are sure to inspire countless others to aspire to your greatness. Yet a botanist's work is never done, and this time Fufucha requests your company for a new venture in Idyllshire. | |
Fisher - Part 1 | 1-50 | So You Want to Be a Fisher | So Long, and Thanks for All the Fish | Blessed with the bounty of the Rhotano Sea, Limsa Lominsa has long been home to a flourishing fishing industry. Wishing to learn the way of rod and lure, you present yourself at the Fishermen's Guild, where fishers practice their craft under the tutelage of its netmaster, Wawalago, and his dedicated assistant, Sisipu. | |
Fisher - Part 2 | 50-60 | Plenty More Fish in the Sea | Carpe Diem | In an impressive display, you reel in a fish of monstrous proportions─sufficient evidence for Storm Marshal Slafyrsyn to lift the fishing ban. With normality restored, Sisipu entrusts you with a seemingly simple task: returning a fishing rod to its absent-minded owner. Little do you know that it will lead you on an exciting excursion to Ishgard. | |
Fisher - Part 3 | 60-70 | Whither Wawalago Wanders | Farewell, and Thanks for the Fish | Elusive though it is, the catkiller does not elude you for long, and you succeed in recovering the Rougecarpe Ring and securing Ansaulme's birthright. Having proven your talent for finding rare fish, Wawalago now turns to you with an even greater challenge: finding something believed to be extinct. |