Armoury

Revision as of 02:13, 9 August 2010 by *>Rorycasey (→‎Disciples of Magic)

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"To discern the true nature of man, one need look no farther than the palm of his hand."
- from
Treatise on the Principles of Self-Actualization, Rhylsygg Bhirlonsyn


The Armoury system is one of the foundations of the Final Fantasy XIV experience, simultaneously being both the impetus behind character development and a key factor determining individual gameplay.

By merely equipping any of a variety of weapons or tools, players can instantly change their active skills, thus enabling them to dramatically alter their style of play as well as their character's outward appearance. To take an example, let us follow a day in the life of Leeroy.

Leeroy recently chose to begin the journey down the path of the gladiator, trying his hand at the age-old art of swordplay for the first time. Even today, he woke at dawn to spend the daylight hours drilling relentlessly on the tiny wildlife just outside of town. Alas, opportunities often present themselves when least expected...

Without prior notice, some friends invite Leeroy to partake in an expedition in some nearby ruins. Upon joining their ranks, however, he observes that the other party members are seasoned warriors and accomplished mages all. Dismayed yet not given to despair, Leeroy sheathes his sword and takes up his well-worn staff, assuming the role of thaumaturge, his most advanced class. He bids farewell to the rodents and worms and races to meet his companions, basking in the confident light of his spellcasting abilities.

The party members go their separate ways following a successful outing, and while following the river back to town Leeroy is suddenly taken by the urge to fish. He secures his staff to his back in a deft, practiced motion, and on the recoil pulls out his beloved fishing rod. The gladiator and thaumaturge are gone now, and all that remains is Leeroy the fisherman. Three shining trout! Not a bad haul.

Upon arriving home, Leeroy puts aside his fishing rod and takes up his trusty hammer, blacksmithery having ever been one of his passions. He knows, as does any adventurer, that preparation is the key to any battle, and so sets to working the dents out of his armor and sharpening the edge of his blade. It's all in a day's work.

This is but a mere sample of what players can expect from the Armoury. With flexibility of gameplay and effective use of time at its core, the system is designed with emphasis on not only the in-game lifestyles of characters, but those of the players themselves as well. The Armoury awaits you!

Desciples of War

Pugilist

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.



Hand-to-Hand:
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Baghnakhs
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Cesti
Cesti.jpg
Fangs
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Himantes
Himantes.jpg
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Hora
Hora.jpg
Metal Knuckles
Metal Knuckles.jpg
Panzerfauste

Gladiator

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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.

Swords:
Bastard Sword
Gladius
Gladius.png
Hawktail
Hawktail.png
Scimitar
Sword1.jpg
Spatha
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Shields:
Lantern Shield
Lantern Shield.png
Round Shield
Round Shield.png
Buckler

Marauder

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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.
Great Axes:
Labrys
Spiked Labrys
War Axe

Archer

Archer225x260.png
The enduring popularity of the bows 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.



Bows:
Long Bow
Bow2.jpg
Composite Bow
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Arrows:
Iron Arrow
Silver Arrow
Silver Arrow.png
Obsidian Arrow
Twintail Arrow
Twintail Arrow.png
Poison Arrow
Poison Arrow.png
Trinity Arrow

Lancer

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.



Polearms:
Lance
Lance1.jpg
Spear

Disciples of Magic

Conjurer

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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.




Raticals: Wands:
Radical
Staff2.jpg
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[[Wand]
Staff1.jpg


Disciples of the Land

Disciples of the Hand

See Also