Sunday, April 25, 2010

Glasses confirmed!

Thank the heavens! Hats and glasses have been confirmed in the Final Fantasy XIV Alpha! But only time will tell if they are purely fashion accessories or if they possess battle-related stats.

Either way, just having access to glasses makes me a happy little camper! Definitely going to abuse a pair for my Wildwood Elezen!

I hope you all are as excited as I am about the fashion aspect of the game. As a Weaver, I plan to make quite a bit of use of those dyes that were found in the Alpha client not too long ago. I can already picture my beautiful green outfit on Conjurer. Good times are abound, for sure!

If anyone else would like to discuss fashion in the world of Eorzea, you can go ahead and leave me a message, and maybe we can even exchange instant messenger information! :D

Enjoy this short article from FF14news.com, along with its voluptuous gallery of images.

Tuesday, April 20, 2010

Conjurer Guide

I know the game isn't out yet, but I figure I might as well get a head start with the info we do already have!

A lot of this information is taken from the Alpha game client, and is subject to change.

I'll update this guide as often as I can, with new info and strategies. :D





Conjurer







Overview:






~In One's Element~

Conjury calls upon elemental forces present in nature and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. The seat of the Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be most powerful.


Role:

Conjurers are trained to coax metaphysical forces forth from the elements which comprise all of creation allowing them to weave powerful spells.

Attuned to the essence of all things around them, the conjurers' intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed.



Abilities:

Profundity
Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.

Profundity II
Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.

Profundity III
Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.

Trance Chant
Intensify your next cast, preventing it from being interrupted.

Trance Chant II
Intensify your next cast, preventing it from being interrupted.

Spiritbind
Channel the elements, binding yourself and reducing MP consumption by half.

Roaming Soul
Hum your next spell, allowing movement while casting.

Roaming Soul II
Hum your next spell, allowing movement while casting.

Purge
Alter an enemy's essence, rendering the target's elemental alignment neutral.

Purge II
Alter an enemy's essence, rendering the target's elemental alignment neutral.

Purge III
Alter an enemy's essence, rendering the target's elemental alignment neutral.

Soughspeak
Speak in a whisper, reducing magic potency and lowering the amount of enmity generated.

Soughspeak II
Speak in a whisper, reducing magic potency and lowering the amount of enmity generated.

Soughspeak III
Speak in a whisper, reducing magic potency and lowering the amount of enmity generated.

Chainspell
Repeat your chant, consuming ** times the normal MP and casting your next spell three times in quick succession.

Chainspell II
Repeat your chant, consuming ** times the normal MP and casting your next spell three times in quick succession.




Magic:




Levinbolt
Launch a charged bolt, dealing lightning damage and inflicting further damage overtime.

Levinbolt II
Launch a charged bolt, dealing lightning damage and inflicting further damage overtime.

Stonehail
Launch a stone projectile, increasing magic potency by ** and dealing earth damage to the target. May also cause petrification.

Tranquility
Suppress your senses and gaze inward, evoking the power to recover MP.

Fire
Deals fire damage to enemies within area of effect.

Fire II
Deals fire damage to enemies within area of effect.

Fire III
Deals fire damage to enemies within area of effect.

Fire IV
Deals fire damage to enemies within area of effect.

Aero
Deals wind damage to enemies within area of effect.

Aero II
Deals wind damage to enemies within area of effect.

Aero III
Deals wind damage to enemies within area of effect.

Aero IV
Deals wind damage to enemies within area of effect.

Stone
Deals earth damage to enemies within area of effect.

Stone II
Deals earth damage to enemies within area of effect.

Stone III
Deals earth damage to enemies within area of effect.

Stone IV
Deals earth damage to enemies within area of effect.

Thunder
Deals lightning damage to enemies within area of effect.

Thunder II
Deals lightning damage to enemies within area of effect.

Thunder III
Deals lightning damage to enemies within area of effect.

Thunder IV
Deals lightning damage to enemies within area of effect.

Water
Deals water damage to enemies within area of effect.

Water II
Deals water damage to enemies within area of effect.

Water III
Deals water damage to enemies within area of effect.

Water IV
Deals water damage to enemies within area of effect.

Blizzard
Deals ice damage to enemies within area of effect.

Blizzard II
Deals ice damage to enemies within area of effect.

Blizzard III
Deals ice damage to enemies within area of effect.

Blizzard IV
Deals ice damage to enemies within area of effect.

Frost
Deals ice damage over time to enemies within area of effect.

Frost II
Deals ice damage over time to enemies within area of effect.

Frost III
Deals ice damage over time to enemies within area of effect.

Rasp
Deals earth damage over time to enemies within area of effect.

Rasp II
Deals earth damage over time to enemies within area of effect.

Rasp III
Deals earth damage over time to enemies within area of effect.

Choke
Deals wind damage over time to enemies within area of effect.

Choke II
Deals wind damage over time to enemies within area of effect.

Choke III
Deals wind damage over time to enemies within area of effect.

Drown
Deals water damage over time to enemies within area of effect.

Drown II
Deals water damage over time to enemies within area of effect.

Drown III
Deals water damage over time to enemies within area of effect.

Shock
Deals lightning damage over time to enemies within area of effect.

Shock II
Deals lightning damage over time to enemies within area of effect.

Shock III
Deals lightning damage over time to enemies within area of effect.

Burn
Deals fire damage over time to enemies within area of effect.

Burn II
Deals fire damage over time to enemies within area of effect.

Burn III
Deals fire damage over time to enemies within area of effect.

Freeze
Deals ice damage to enemies within area of effect.

Freeze II
Deals ice damage to enemies within area of effect.

Flare
Deals fire damage to enemies within area of effect.

Flare II
Deals fire damage to enemies within area of effect.

Flood
Deals water damage to enemies within area of effect.

Flood II
Deals water damage to enemies within area of effect.

Burst
Deals lightning damage to enemies within area of effect.

Burst II
Deals lightning damage to enemies within area of effect.

Quake
Deals earth damage to enemies within area of effect.

Quake II
Deals earth damage to enemies within area of effect.

Tornado
Deals wind damage to enemies within area of effect.

Tornado II
Deals wind damage to enemies within area of effect.

Protect
Enhances defense of allies within area of effect.

Protect II
Enhances defense of allies within area of effect.

Protect III
Enhances defense of allies within area of effect.

Cure
Restores HP of allies within area of effect.

Cure II
Restores HP of allies within area of effect.

Cure III
Restores HP of allies within area of effect.

Cure IV
Restores HP of allies within area of effect.

Shell
Enhances magic defense of allies within area of effect.

Shell II
Enhances magic defense of allies within area of effect.

Shell III
Enhances magic defense of allies within area of effect.

Repose
Renders stationary enemies within area of effect immobile.

Repose II
Renders stationary enemies within area of effect immobile.

Sleep
Induces slumber among enemies within area of effect.

Sleep II
Induces slumber among enemies within area of effect.

Stoneskin
Hardens your skin, allowing a certain amount of damage to be absorbed.

Stoneskin II
Hardens your skin, allowing a certain amount of damage to be absorbed.

Stoneskin III
Hardens your skin, allowing a certain amount of damage to be absorbed.

Tractor
Pulls the KO'd target toward you.

Reraise
Revives target upon being KO'd.

Raise
Revives a KO'd target.

Silena
Removes silence from you and allies within area of effect.

Paralyna
Removes paralyze from you and allies within area of effect.

Poisona
Removes poison from you and allies within area of effect.

Shock Spikes
Armors you with lightning spikes, stunning attacking enemies.

Shock Spikes II
Armors you with lightning spikes, stunning attacking enemies.

Shock Spikes III
Armors you with lightning spikes, stunning attacking enemies.




Arms:

Wands



Canes




Photos:








The Birth of Aura

It was a warm autumn night, in the midst of deadly slaughter by the hands of the feared dark creatures whom shall not be named. When from a small hut aloft a towering tree, a shimmering rainbow light spilled from all openings and poured across the forests surrounding the City-state of Gridania. The light cleansed the great forest of all evil and darkness, ridding the Wildwood Elezen colony of their woes, and restoring life to those who had fallen in the brutal massacre spanning the many days before.

Eerie silence followed the great aurora of light, and lasted but a few minutes before a triumphant cheer rang out from Gridinia deep within the forest. Their blight had ended, and it was the work of one little miracle in a small hut aloft a towering tree.

Baby cries echoed across the village as its many citizens worked their way to the small hut to steal a peek at their almighty savior. From the back of the hut, a small portal-like window near the ceiling, let in the light of the moon through the enormous Gridanian trees outside. A head popped up in the window, the face of an Elezen boy. His age resembled a Hyuran teenager, but being an Elezen, he had no doubt already see many more years than even the oldest of Hyuran.

The Elezen boy glared in, scanning the room, slowly working his way to the bed where an exhausted Elezen women lay with something in her arms. The Elezen boy gazed upon the cradled baby, gleaming with an aura of every color in existence.

Another Elezen woman entered the doorway, pushing her way through the crowd before shutting the door behind her. The baby's cries sang like melodious notes to the ears of the grateful Gridanians, as the Elezen nurse walked over to the new mother. The nurse asked the mother in a soothing voice, "Have you named him yet?" And the mother looked down upon his shining face, smiled the biggest smile a mother could ever smile, and began to cry. She spoke only these words, "His name..." she worked to speak through the exhaustion, "...he shall be called... Aura." Her smile slowly faded, as her head fell back to the Elezen silk and down pillows. Her limbs went limp and the baby slipped to her side. The nurse quickly caught the newborne Aura, and held him close in her arms, knowing his mother would never awaken again.