Strategy guides collection Item Preview. EMBED for wordpress. Want more? Advanced embedding details, examples, and help! Reviewer: ittybittylilguy72 - favorite favorite favorite favorite favorite - February 28, Subject: Best strat. Guides I DLed ff7,ff8,and ff9!! Kudos bob and thank you!! The Ishgardians were a separate group of Elezen who founded a city state in the North and have a totally unique culture of their own, closed off from the rest of the world. The forest which the Elezen live is the Black Shroud, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it.
Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Northern city state of Ishgard, towering spires, homes and a grand cathedral hide behind their giant gates.
Living conditions in Ishgard are rough, as the poor go hungry in the lower levels of the city, while the wealthy live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Holy See.
An Elezen may set out on an adventure for many different reasons. An Ishgardian hungry for revenge against the dragons may set out to seek greater strength, while a Wildwood may take up arms to defend their forest home from an encroaching threat against the Black Shroud. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief.
Perhaps you seek glory in battle, and head out to find this fame. Both the Wildwood and Duskwight clans of Elezen spell their names very similarly.
Men's names are longer and always in -loix, -aux, -mont, or -geant. A female's name will always end in -ne, -ette, -elle, or -ie. Despite the similarity in their first names, the Elezen tribes over time claimed sur names for either side. These surnames will never cross clans, but only those who live within the race will know the difference.
Male Elezen Names. Female Elezen Names. Elezen Surnames. Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties. Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight's have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things.
Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Superb Hearing. You gain advantage when making a perception check using your hearing. You can speak, read and write Common and one extra language of your choice.
The Elezen come from two different clans. Select one of the three subraces of Elezen. The Wildwood Elezen have become the protectors of the forest and masters of. Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off land wherever they find themselves.
Years of life in the forests of the Black Shroud has imbued them with various abilities. Hawk Sight. The normal range of your ranged weapon is increased by 20ft.
This cannot exceed the max range of the weapon. Duskwights are Elezen whose ancestors made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from the Wildwood and marks them to stand out. Duskwights are natural cave explorers after, their forefathers adapting to the caves of Gelmorra. The difficulty fitting into Gridanian society lead the Duskwights to build a reputation of banditry for themselves. Cave Dweller. You gain advantage when making Stealth checks in caves or dim and dark lighting conditions.
Due to life in the caverns your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. The Elezen of Ishgard left the Twelveswood all together over a millenia ago to found the city state of Ishgard. These Elezen have found themselves embroiled in a thousand year war with dragons, and live a life balancing war and strict adherence to their laws.
The Elezen strongly believe in their abilities and their birthrights. Many races may see this as arrogance, but if you are able to see past their haughty attitudes, you will find a steadfast and reliable ally. Au Ra. We Ishgardians have made a grave mistake.
Despite their heretical appearance, we should not have let fear guide out hands. I hope we can make amends one day. Why the forest sends their chosen through the Hyur is beyond me, but I suppose we can be friends.
We share the woods with these people in service to the forest. But the Keepers who break off from the clans and become poachers are as deadly as they come. Only a man of power can rightly steer the course of civilization. And in this land of creeping mendacity, that one truth will prove its salvation.
The Garleans, who share the name of their Empire, are a people who had suffered greatly before finding the means to fight back, in doing so becoming conquerers in their own right. Garleans value advancement and ability, while looking down on those who are happy to sit in stagnation, and its this dogged dedication which has allowed them great success in the world. The Garleans are a hearty people whose life under the imperial rule has provided them with strong bodies and minds.
Their most striking feature though is the pearl like third eye which sits in the center of their forehead. This special third eye provides Garleans with improved spatial recognition.
These two great assets were met only with a damning disadvantage, an extreme difficulty when manipulating magic. Though there are Garleans. The Garleans are a race of people who found themselves at a disadvantage in the world.
Once living in the southern, warm reaches of Ilsabard, the Garleans found themselves forced north over time. Eventually they were forced to cross treacherous peaks which divided the north and south, leading to them settle in lands with long, bitter winters and short growing periods.
Their misfortune would eventually lead to a great boon in the form of ceruleum, a fuel which they were able to take advantage of start a golden era of technology for themselves. As nearly all Garleans are unable to manipulate aether in their bodies, they found themselves defeated time and time again by those with an aptitude for magic. That was until the discovery of ceruleum, which after experimentation and engineering led the to the birth of magitek.
This came in the creation of many machines and devices which could mimic magical effects and swung the pendulum in the Garleans favour. Within 50 years of the discovery they'd managed to form a vast empire which spanned three quarters of the great continents of Aldenard. Garleans may adventure for a variety of reasons, but two stand out amongst all the possibilities. The first would be for the benefit of their empire, to act as an ambitious patriot who seeks to better Garlemand's position in the world through hard work.
The other may be to seek freedom from the chains of their society, coming from a rigid hierarchy where moving upwards is only possible by military activity leaves a bad taste in many people's mouths, so in the name of freedom and peace some Garleans may break away from their homeland and chase their dreams. Garleans names often declare one's title within the Empire as their middle name. Otherwise their traditional names find their roots in Latin, having both a first and last name.
Male Garlean Names. Female Garlean Names. Garlean Middle Titles. A proper list of all known positions in the Garlean Empire can be found in Appendix F at the end of this resource on page Garlean Surnames. Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases by 1. Garleans live as long as the other races of Eorzea, reaching maturity around 18 years old and living on average to the age of Garleans tend toward a lawful alignment as their roots trace back to a highly ordered Empire where title and rank were held in high regard.
Garlean males on average tend to stand anywhere from 6 to 7 feet tall while their female counterparts tend to reach anywhere from 5 and a half to 6 feet tall. Imperial Education. You gain proficiency in one skill of your choice and one set of artisan's tools of your choice. Magically Inert. You have great difficulty casting magic on your own power and require the aid of technology to do so.
In the world of Final Fantasy XIV, the Garleans have a great deal of difficulty manipulating aether, which caused them a great deal of strife in the past. It is not impossible for a Garlean to gain the ability to do so, and half garleans have no trouble at all thanks to their mixed blood. When playing a casting class as a Garlean should have their casting focus flavoured to account for this.
For example a Garlean Wizard could have a staff which recharges magic energy over time and uses that charged staff to cast spells. Their spell slots recovering when the staff recharges at the end of a long rest.
Third Eye. You gain proficiency in the Perception skill. Additionally, ranged weapon attacks you make have an increased normal range of 10ft. You can speak, read and write Common, Garlean and one extra language of your choice. The Garleans and the Garlean Empire have incurred the disdain of many races across the land. Those who within the Empire are often patriotic within the homeland, while hateful in the annexed regions.
As such most races who are not Garleans have a hatred for them until they prove their intentions are good. During the Third Astral Era, Queen Gunnhildr united the fragmented tribes of Hrothgar to rise up and drove off the Allagans, eventually going on to found the nation of Bozja. Hrothgar had a difficult start in the world initially, lacking knowledge of the common tongue of the land, they often found themselves at odds with their more well spoken races of the world.
In time these fiercely misunderstood people managed to learn the language of the land and peace was brokered between them and the other races. Afterwards, a friendly neighbourly relationship formed between their home nation of Bozja and the rest of the world. The Hrothgar are a powerful people who boast broad frames, feline reflexes and fierce appearances which are marked by their sharp claws and pointed fangs. Their race suffers from having a large disproportion between the males and females of their kind, which males make up a staggering number of their kin.
This has also led to the Hrothgar to adopt a matriarchy in their homeland which rallied many, but drove many away as well, leading to them becoming known as The Lost. The Hrothgar split into two distinct groups of people over their ways of life coming into conflict. The Helions, who are easily identified by the warm colours of their fur, were found mainly in the southern parts of their homeland and their lives revolved around their Queen. General most Helions are devout servants to their Queen.
In comparison The Lost boasted a more free spirited, nomadic life style, wanting to live their lives unbound by the whims of a Queen. As they live as nomads they often practice various professions from seasonal work, to mercenary, to merchant. Often they avoid professions which will force them. Their fur is often coloured in cool hues, which is said to reflect their independence and the choice to leave the warm embrace of their Queen. The Hrothgar hail from a tropical region in Southern Ilsabard known as Bozja.
Born of an intense struggle against the allagan empire centuries ago, Bozja is lead by Queen Gunnhildr, a title bestowed upon the woman with the greatest aptitude for a rare power of future sight, who goes on to select her successor. Due to a severe accident that leveled the capital city, Bozja has become a war torn land controlled by the Garlean Empire, dutifully fought for by a resistance of patriots trying to save their homeland.
The Hrothgar have seen their kind split based on lifestyle choices between servitude and freedom. This ideological decision drives these people forward, the Helions setting off on adventure in the name of their Queen to protect her or their homeland, while for The Lost adventure is a key part of their existence, needing to constantly travel to survive. Hrothgar names generally are shared between the Helions and the Lost, the difference in their naming stemming from traditional family names.
The Helion clans are always three syllable names which begin with A, while the Lost always end their name in "-asch. Male Hrothgar Names. Female Hrothgar Names. Hrothgar tend to live about as long as most of their neighbouring races. Helions lean towards lawful alignments, be it their upbringing to obey their Queen's wishes and uphold her rule in her lands. The Lost have embraced life on the road and lean towards a more chaotic alignment.
As always there are oddities within every group with Helions who shirk their servitude or members of The Lost putting down roots. Hrothgar are known to have tall, powerful frames marked by muscle and fur. At their tallest the Hrothgar stand at 7ft. Generally they way over lbs. Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.
Your sharp claws are a natural weapon, which you can use to make unarmed strikes. The Hrothgar come from two different clans. Select one of the two subraces of Hrothgar. The Helions come from a matriarchal society whose males greatly outnumber the females. These loyal and dutiful people will risk life and limb for their queen and bring that ferocious dedication to defend their friends. Helions often have a warm colour to their fur, reflective of the warm embrace from their queen.
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Scattered and worldly, The Lost hail from a bloodline of Hrothgar to left the matriarchy which their kind hails from and sought to strike out in the world. Often times they take on the roles of traders and mercenaries, preferring nomadic jobs and lifestyles which prevent them from setting down roots.
Their cool coloured fur is said to show the loss of the warmth they had received from their Queen so long ago. The Hrothgar found themselves largely at odds with the other races of the world initially.
Once they had mastered their tongue things generally smoothed over. We can appreciate the path they walk. They could be great friends or great rivals depending on the day. Seems strange that usually the females only ever show themselves. Thal's Balls I'd forgotten what it was like to feel so alive! Not since leaving the Bloodsands have I had the privilege. Not since the Bull of Ala Mhigo hung up his swords.
Back then, the outcome might have been different. But I do not begrudge you your victory. I know how far you have come, how much you have endured. Our fight only confirmed it. We shall have to do this again one day, when time allows. Around years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing.
Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world. The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevalent in all cities.
Highlanders in comparison are taller than their Midlander counterparts, boasting a more powerful, muscular build.
The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular. These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions. Hyur as a whole make up a large percentage of the population in the world.
Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Ala Mhigo.
In recent years, the Ala Mighans were forced from their homes to immigrate across the world, mixing into the cities across the world themselves. The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure.
Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another's behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action.
The names of the Hyur are in the common tongue of the land. Midlander may take names which are appropriate for the culture in which they live while Highlanders take names which have a harshness in their pronunciation. As a surname, Midlanders will often take a descriptive name for their physical traits or profession.
Highlanders prefer to earn their surnames in battle, using feats of martial prowess or names with violent imagery. Male Midlander Names. Female Midlander Names. Male Highlander Names. Female Highlander Names. Midlander Surnames. Highlander surnames.
Fury, Burne, Savage, Stronge. Hyur are prevalent throughout the world, and because of this most will welcome a Hyur into their lives without prejudice. Overall the Hyur are met with courtesy wherever they wander. The Dunesfolk, will rob you blind with your thanks. I have no qualms with them. Your Hyur character has a variety of natural abilities tied to their heritage of being a diverse peoples.
Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old. Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted.
Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Spread of Culture. You gain proficiency with a set of artisan's tools, gaming set or musical instrument of your choice. You can speak, read and write Common and two other languages of your choice. The Hyur have changed over time based on where they lived over the past millennium.
Select one of the two subraces of Hyur. As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated. Variable Education. You are proficient in an additional set of artisan's tools of your choice.
The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.
These children are grow white hued animal horns as they get older and were chosen by the elementals at birth. This places them in a position of holy reverence in Gridania. These people stop aging around their teens and have a natural latent power for conjury. But I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissoultion of the sultanate. No more shall this nation bow to the whims of a privileged few. The Lalafell are generally a cheery race of people.
Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul'Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them. Lalafell anatomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs.
But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs. The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert.
Additionally, out of tradition, Dunesfolk sometimes place gemstones associated with their zodiac sign on their foreheads. The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world.
The Dunesfolk began and remain as desert dwelling folk, their bodies adapting to the harsh conditions. The Lalafell can trace their ancestry back to two key area. The Plainsfolk began as farmers on fertile lands across the southern seas, farming the fertile lands of their namesake. The Dunesfolk were not so lucky to have farmable land and instead turned to animal husbandry.
Traditionally Dunesfolk built their homes on the backs of beasts of burden, traveling with their herds. Eventually the Dunesfolk founded a great city of wealth, where many Dunesfolk live today. Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves.
Lalafells may be small, but they take on the world in a big way. Both the Plainsfolk and the Dunesfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Lalafells generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Lalafell have their own rule set detailed below. Each letter indicates a syllable or pair of syllables.
Male Plainsfolk Names. Male Dunesfolk Names. Female Dunesfolk Names. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties. Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd business men may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories.
Lalafells are a diminutive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Lalafellin Nimbleness. You can move through the space of any creature that is of a size larger than yours. Thanks to their charming demeanors and financial ties across the world, Lalafells are one of the few races who can say it is on good terms with nearly everyone.
Most Lalafells are kindly and outgoing, allowing them to seem like the younger sibling of all the races. The Lalafell come from two distinct groups of people. Select one of the two subraces of Lalafell. As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk.
Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you. As a Dunesfolk, you've adapted to the harsh desert environments and thrived. The land from which you hail is known for its riches and merchantry as much as its known for his corruption.
Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.
There is a third subrace option for Lalafells available in Appendix B of this book on page The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready.
Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic. The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.
The Miqo'te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun's ears are wider with thicker fur, while the Keepers of the Moon's ears are longer and stylized, with shorter fur. Futhermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded.
Many more women are born into the tribes and clans of the Miqo'te people. The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo'te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the god Azeyma.
In contrast the Keepers live in a matriarchal society and worship the goddess Menphina. The hot, arid deserts of Southern Thanalan are home to one of the most famed tribes of the Seekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live.
Keepers of the Moon have taken to the dense forests away from the heat of the sun. The Miqo'te tend to differ on their approach to life depending on their ethnicity.
The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo'te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group. Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Keeper will stop at nothing to protect that which they cherish.
Seekers of the sun use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches H end up going silent when read.
They do not take a family name, but instead are given the name Tia at birth. A Tia may change their surname to Nunh by challenging the tribes breeding male and defeating him in battle. If successful the two trade titles. Female seekers' first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.
The female Keepers use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother's surname is passed on to the children. The males born into the Keepers' communities take both of their mother's names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.
Male Seeker Names. Female Seeker Names. Male Keeper Names. Female Keeper Names. Keeper Surnames. Your Miqo'te character has a variety of natural abilities related to their natural physical traits. Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old. Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people.
Those who are born or live in more diverse settings tend to lean in no particular direction. Miqo'te are a proud people with powerful leg muscles.
Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium. Your eyes have adapted to help you see in the dark. You can speak, read and write Common and one language of your choice.
When speaking Common, your pronunciation of "r" sounds are sometimes extended with a purr. The Miqo'te are made up of two distinct clans. Select one of the two subraces of Miqo'te. As a Seeker of the sun, you come from a race of renowned hunters.
The Seekers live in a patriarchal society which worships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency. As a Keeper of the Moon, you come from a highly spiritual matriarchy. Actions are chosen from menus and carried out in real time, unless another action is already taking place, and players control up to 4 characters at a time. Live now One of the best reasons to collect all of the mirage creatures in World of Final Fantasy is to fill out the Mirage Manual, a catalog of creatures with some very colorful flavor text.
Final Fantasy X was released in and was re-released and remastered in in high definition HD. Share Favorite. Introduction Version History. Version 1. The only major differences between the NES versions and Origins are name changes and a modifications to a few enemy stats. The battle system is classic. World of Final Fantasy.
0コメント