If you are looking for THE FASTEST WAY to reach the level cap with any class or job within 7 days, this FFXIV Leveling Guide by Killer Guides is a definite must have! It comes with step-by-step leveling tips, quest walkthroughs, detailed primal battle strategies, extensive dungeon guides, and more.
|The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand–to–hand combat. Though they command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.
Their preference for fighting at close–quarters makes negotiating distances an absolute necessity. Many among them accomplish this by using throwing weapons such as the chakram to momentarily daze their enemies while they move in for the kill.
A Pugilist can become a Monk by undertaking a job quest.
|Gladiator||Swords and Shields|
|Gladiators specialize in the handling of all manner of one–handed blades, from daggers to longswords, be they single– or double–edged, straight or curved. A defining characteristic of the guild is its emphasis on diverse combat tactics, training its members to bring their martial skills to bear in any situation.
As such, there are practitioners who marry sword with shield, seeking to defend their fellow companions. Others opt for an empty off hand, choosing instead to focus entirely on their sword arm. The gladiator's proficiency with blades also extends to those hurled at range, such as throwing knives.
A Gladiator can become a Paladin by undertaking a job quest.
|The marauder is a combat specialist whose weapon of choice is the greataxe—a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is one of brute force, relying on strength and steel to crush enemies and sunder weapons.
They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land, or to turn the tide of battle between warring nations. Throwing axes such as the francisca supplement the marauders' arsenal, making them fearsome adversaries even at range.
A Marauder can become a Warrior by undertaking a job quest.
|The enduring popularity of the bow is a testament to its elegant design, but this simple weapon would be of little worth without the surpassing skill of those who master it–the archers. Projectile techniques such as high–angle fire enable archers to assail their foes with deadly precision even at great distances.
Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to loose, as well as the nature of the arrows best suited to their enemy. Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo'te are widely regarded as the most skilled with a bow. The guild's teachings cover a variety of projectile weapons, down to the simplest throwing rock.
An Archer can become a Bard by undertaking a job quest.
|The strategy of the lancers is to outrange and fluster opponents with their long, two–handed polearms, peppering them with a barrage of thrusting attacks. They are trained with a number of weapons, giving a diversity to their attacks that makes them extremely versatile combatants.
In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. Since then, the guild has greatly expanded its armories to include a variety of weaponry, such as the throwing javelin.
A Lancer can become a Dragoon by undertaking a job quest.
|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.
A Conjurer can become a White Mage by undertaking a job quest.
|In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium—a natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul'dah, within whose hallowed halls are said to reside powers of life, death, and the beyond.
A Thaumaturge can become a Black Mage by undertaking a job quest.
|Miner||Mining the land|
|The Miners' Guild is responsible for the excavation and handling of Eorzea's mineral wealth, be it ores, fossils, precious stones, or otherwise. It should come as no surprise, then, that their most eager customers are the realm's blacksmiths and goldsmiths.
To fully master the advanced techniques developed by the great mining nation of Ul'dah, miners must undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large–scale civil engineering. The guild staunchly subscribes to the theory of continental drift, and as such many among its ranks for their patron deity Oschon, the Wanderer. The primary tool of the miner is the pickaxe.
|The botanist's profession encompasses the procurement of resources from all forms of plant life. This includes harvesting various vegetables and grains, tending to fruit-bearing trees, gathering wild grasses, cultivating fibrous plants for use in textiles, cutting lumber to supply the carpentry trade, and more.
This wide range of raw materials draws the custom of various other guilds, notably the Carpenters', Weavers', Alchemists', and Culinarians'. Botanists also attempt to educate others about the importance of achieving a symbiotic relationship with Eorzea's plants, rather than carelessly stripping them of their useful parts. This is perhaps best exemplified by the revolutionary irrigation methods devised by Gridania, which first made low-impact, high-yield crop propagation possible. The primary tool of the botanist is the hatchet.
|Fishers are the harvesters of the realm's marine and freshwater animal resources. The goods they obtain from their catch place them in direct dealings with both culinarians and goldsmiths.
Be it from the shore of a sea, the bank of a river, or the deck of a boat, Eorzea's anglers must constantly account for a wide range of factors to optimize their success, including season, time, place, tools, and bait. In addition, the sometimes perilous nature of desirable fishing holes, be they on or offshore, above or below ground, prompts many fishers to employ the protection of more combat-oriented professions. The primary tool of the fisher is the fishing rod.
|The foremost workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, including utensils and furniture.
Woodworking techniques were, and continue to be, developed and refined by the shipbuilding endeavors of Limsa Lominsa, as well as the towering architectural pursuits of Ishgard. However, it is in and around Gridania, home to the highest quality timber, that the craft's greatest strides have been made. Gridanian carpentry produces everything from the masks used in their religious ceremonies to the enormous structures that make up their city. The primary tool of the carpenter is the handsaw.
|It is in the fires and on the anvils of Eorzea's blacksmiths that weapons and tools of metal are crafted. Their work is in demand at all times in nearly every location, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp.
The tradition itself stretches back to the realm's Age of Bronze, though the advanced metallurgical techniques passed on from master to apprentice today bear little resemblance to the simple practices of ancient times. The relatively recent birth of firearms has created an entirely new area of expertise which is being adopted with fervor by many ambitious members of the guild. The primary tool of the blacksmith is the cross-pein hammer.
|Armorers treat and work the malleable metals of Eorzea into all forms of armor. By binding together sheet, stud, and link, they are able to produce garb of plate and chain that has saved the lives of countless adventurers.
Though the armor trade once fell within the realm of blacksmithing, advancements in both metallurgical techniques and material refinement led to its necessary specialization, and it is now recognized as an official profession by all nations. The primary tool of the armorer is the raising hammer.
|Goldsmithing is the practice of working precious metals and stones into a multitude of accessories that appeal to the Eorzean aesthetic. It also makes use of golds and silvers, rubies and sapphires, and a myriad of other materials to decorate weapons, armor, and tools.
Due to the extreme value of the source materials being worked with, the guild has adopted a philosophy of "high risk, high return." This has given them a reputation for being laborious scrutinizers of market trends, always paying heed to the fluctuating economy. The primary tool of the goldsmith is the chaser hammer.
|Contrary to popular belief, a leatherworker's skills are not limited to the mere boiling and dying of pelts and skins, but also encompass those of an armourer and clothier, for a true leatherworker would never entrust his hides to the hands of another. Perhaps a leatherworker's most arduous and time–consuming task is procuring the various coats and furs necessary for his trade, which is the reason why many who choose this profession tend to dabble in hunting and trapping as well.
The Elezen have long been known for their skill in leathercrafting, yet for centuries their techniques were heavily guarded. However, when dwindling numbers of guildmasters were threatened with the disappearance of their immense wealth of compiled knowledge, Elezen leatherworkers set aside pride and reluctantly began revealing those techniques to a select few. As a result, the quality of Eorzean–made leather improved significantly, creating an increased demand for products using the superior–quality material.
|From fiber to thread, thread to cloth, cloth to dress, the path of a tailor literally weaves its way from basic beginnings to extravagant ends. And while this alone can prove a long and arduous journey, a weaver's work spans more than just the spinning of strings and the sewing of seams. Those who wish to excel as clothcrafters must also stay attuned to the latest fashion trends, ensuring their custom are never scoffed by their peers for looking anything less than posh. Just as the Spinner, Nymeia, spins the fates of all Eorzeans, the warp and weft of a weaver's work, too, have been known to alter the course of destinies both large and small. Perhaps this is why so many of the realm's tailors pay homage to the fickle goddess.|
|Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous wares—from curative concoctions to potent potables. Upon conducting their symphonies of commixing and combining, distilling and decocting, the impossible waxes possible, and miracles are born.
The Eorzean school only recently came to be recognized in scientific circles as a valid branch of alchemical orthodoxy. It is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well. The alchemist's tool is an alembic.
|Whetting appetites from dawn until dusk with prowess of pot and pan, culinarians provide more than simple sustenance. Armed with a cornucopia of ingredients from across the realm, and versed in methods from the far corners of Hydaelyn, these master chefs help adventurers maintain their strength on the battlefield, bringing truth to the age-old adage that the road to victory truly does run through one's stomach.
Although an established trade far before recorded history, it wasn't until half a century ago when Limsa Lominsan admiral and self-proclaimed gourmand, Guolskyf Bhaldwaensyn, known by the masses as "Mastcleaver," put forth a thalassocratic decree proclaiming the culinary arts a guildworthy craft. Henceforth, it has been recognized across Eorzea as a legitimate member of the Tradescraft Society—its recipe compendiums now grace the shelves of every librarium in the realm.
||Dec 04, 2013 - 08:44:56 | Location: Unknown, South Africa|
You can master all disciplines, and you will not have any penalties to your conjurer levels.
Let's say you are a lvl 15 conjurer, and you want to level up Archanist (for white mage specialization Arc 15 Con 30), you will stop gaining levels in conjurer and gain levels in Archanist (by equipping a book after visiting the Archanist guild).
And while in Archanist you can use cure I as an cross class ability but you can't use stone I. But if you equip your wand or cane again, you can use all your conjurer abilities you have previously gained in conjurer and level conjurer again.
Note: Class levels and character levels are two different things.
And you must level your base class (conjurer) up to level
10 before you can learn another class.
||Jul 02, 2013 - 01:16:05 | Location: Nowhere, In a Box|
I don't believe it... No thief/ rogue or assassin!! Why Square Enix, why? So many people will only play this class (myself included). Not included one of these classes will lose many many players.
||Dec 06, 2010 - 05:48:42 | Location: Nowhere, In a Box|
I am a total noobie... can we master all disciplines??? I am a conjurer and I want to stay as conjurer but i need good items can i make them myself do i loose points into conjurer or i can be all of them>
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