***This entire review is based solely on speculative consensus - nothing mentioned here is proven to be in
the alpha or final versions of the game***
In the alpha version base stats are not effected by race or gender or deity - We can assume at final release
that this will change.
Base Stat Speculation:
i.) Races will have different base stats that can not be lowered through respec of stat
points. This will create an advantage for races on certain classes - however through careful
allocation of points different races can be matched closely to races with an advantage.
ii.) Deities will play a role in the development of a character - or skills or a character.
Perhaps adding a particular skill (which may or may not appear in the .dat), or enhancing different
skills based on set parameters.
Players will be able to change classes based on what weapon is currently equipped, the following are the
classes currently available in the alpha version.
1.) Gladiator - Sword / Shield
2.) Archer - Bow / (crossbow?)
3.) Lancer - Lance / Spear
4.) Marauder - 2H Axes
5.) Pugilist - Hand-to-Hand - Cesti/Claws etc.
6.) Conjurer - Wand / Radical
7.) Thaumaturge - Scepter / Staff
8.) Botanist - ???
9.) Miner - Pickaxe / Knapping Hammer
10.) Alchemist - ???
11.) Blacksmith - Cross-Pein Hammer / File
12.) Culinarian - ???
13.) Tanner - ???
14.) Weaver - ???
Armoury System Speculation:
i.) Similar to FFXI we can assume that other classes will inevitably follow.
ii.) The following are some weapons that have been in previous final fantasy titles that may
or may not appear in FFXIV.
Guns / Muskets - (Musketeer dare we say?)
Rapier / Fencing weapons - (Fencer)
Maces / Large Hammers - (Enforcer)
Scythes - (Dark Knight style)
??? - (Summoner)
Books/Tomes/Bo Staff - (Scholar / Mystic)
Instruments - (Bard)
Katana/Wakizashi - (Ninja)
2H Katana - (Samurai)
Gunblade - (I wish!)
Fishing Pole - (Fisherman)
Bone Carving Tools - (Boneworker)
Players will gain experience and increase your physical level which will not decrease when switching classes,
and points can be allocated to stats of your choosing - More points the higher your physical level. Classes
on the other hand will give you skills. It has been mentioned that some skills may be cross-class and can be
assigned to a class that otherwise could not learn it.
Battle Mechanic Speculation:
i.) Skills can be assigned to a "hotbar" on the user interface. In the alpha version it is
mentioned that 20 skills can be assigned to any given class. This may change with release allowing a
higher number of skills to be allocated to the hotbar.
ii.) Some skills and spells are class specific, however some can be assigned to different
classes with a penalty - i.e. Attaching "Cure" on your Gladiator will allow you to cast at 1/3 spell
proficiency with a longer ATB reload time - or perhaps a higher MP cost.
It is mentioned that stats can be re-allocated when switching classes based on the amount of points you have
for your physical level, however this can not be performed in the alpha version.
Stat Relocation Speculation:
i.) The general consensus believes their should be some form of penalty or cost to
re-allocate points when switching classes - what this may be is not determined.
ii.) Some speculation offers a gil cost or temporary weakness (similar to death penalty) for
stat relocation. Another theory may be something similar to a "Mog House" style system where you must
go back to town to reassign points for each class.
iii.) A fix for having to go back and forth constantly or having to fix your stats each time
you switch classes is a "Memory System" for stat relocation. For example - You switch from Gladiator
to Conjurer, use whatever system is in place for re-allocation, it will remember the points up to your
current physical level that you assigned to the stats for that class - That way when you switch back
to Gladiator, you won't have to worry about stat reallocation until you reach another point for your
Players can use Teleport and Return commands to travel to previously visited locations, however may suffer
some form of penalty for over-use.
i.) Players will have access to teleport commands at all times, but may not use them in
active mode, and will receive a penalty depending on how many times it is used within a certain time
frame- i.e. more than once per 15 min results in temporary weakness.
ii.) Other means of transportation must be in place to first reach teleportation points.
These may vary from Airships (unique ones seen in opening movie), Chocobo, and Ships.
iii.) It has been mentioned that Chocobo will have more uses in FFXIV, perhaps a Pack-Mule
for storage while farming?
Not much information has been released on Bazaars or an Auction House style system.
i.) An auction house system will be put in place with additional restrictions from what we
have seen in FFXI.
ii.) A much more advanced Bazaar system will be in place, that will allow seasoned players to
have "Offline Shops" (no more standing outside Jeuno AFK for 12 hours)
iii.) Gil will be found more often from battles than in FFXI - Gil can be found on more
creatures than just "beastmen" types.
Guildleves are ways for players to accept and complete quests. These can be anything from Class and Region
related to Crafting.
i.) Guildleves have varying levels of difficulty that are stated on the Guildleve
summary. This will allow you to either choose solo guildleves or large party guildleves,
depending on your current groups.
ii.) Guildleves will have a time-limit depending on difficulty - Hopefully these can
be "Paused" in a sense if you must logout / or get invited to a party and must attend to
iii.) Guildleves may or may not offer rewards + experience, which would allow even
more solo play possibilites.
This is a small amount of speculative information, if you have something you would like to add please do.