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First of all sorry if I missed an already existing thread on the matter...

And my question is rather simple at first, but... What do you do of Aetherytes ICly? Especially the teleport mechanic that goes with them? Now then, they are obviously enforced by the lore, mind you, but what is your personal approach to them?

Even in the MSQ, there is sometimes a huge dichotomy when they speak about travel (like, you know, when you help resettle those Doma refugees in huge caravans... so why not using the aetheryte network if airship is not possible? Because not everybody can attune or something similar?).

If so, if it's not everybody's possibility to use them, I would myself be even more weary to use them ICly since it already grants you some kind of special powers in itself... But that's just me.

Also, more on a lore appreciation matter, I understand that they primarily stem from a gameplay mechanic, and I take them as such more as real tools ICly, but I also tend to think that they detract a lot on the meaningfulness of the concept of journeys, voyages, pilgrimages... When you stop going by foot or carriage, and start using jet airliners or instant teleportation, well... it ruins the grandiose a bit.

How people deal with that usually?
Aetheryte travel is only used by a small fraction of the population. The reason for this is that it both requires a great deal of mental fortitude and endurance. Most people don't have the strength, aetherically, to use teleportation on a day-to-day basis. This is why you still people using chocobos and caravans and the like to get around.

Adventurers, on the other hand, tend to be a bit more disciplined. Stronger. Have a larger pool of aetherial energy, essentially. These people are able to use aetheryte travel more reliably because of this. However, it's still taxing, and constant teleportation technically goes against established lore.

See, back during 1.0, teleporting was limited by what was known as anima, which was basically your spiritual energy. You started with a stock of 99 anima, and each teleport took away a certain amount of anima depending on the distance traveled. Your anima regenerated slowly over time, which meant if you teleported often, you would reach a point where you'd have to wait for your anima to recharge before you could teleport again. This mechanic was removed with ARR, however, and anima turned into a gil fee for gameplay reasons.

That being said, the concept is essentially the same. Even the strongest of adventurers can only travel by aetheryte so many times in a short period before their body gives out from exhaustion. It's a very taxing procedure.

The short version is that aetherytes act as giant aetherial beacons. Once you've attuned with a crystal, you know it's presence. You know where it is, you know what it feels like. When you teleport, your body breaks down into the aether it's comprised of, and you ride along in the lifestream. Normally you wouldn't be able to exit. However, because of these aetherytes acting like beacons, they pull at your essence and direct you to the location you focused in on.

[You can find a more in-depth explanation here on all of the above, however.]


So, basically, unless your character is strong on a spiritual / aetherial level, using teleportation should be either extremely taxing or near impossible.

Lots of people handle the exhaustion tied to aetheric travel in various ways. Some have their characters feel sick to the stomach when they exit. Some have their characters physically and mentally exhausted after a few teleports used in succession. It ultimately depends on the direction you want to take it, or how often you use aetherial travel.
Merri gave a pretty good summarization. I don't think I have anything to add there. (Also because it's 6am on a weekend and I woke up with the intention of getting back to sleep)

You can also find some related discussions at these links:
http://ffxiv-roleplayers.com/showthread.php?tid=5263
http://ffxiv-roleplayers.com/showthread.php?tid=7737
http://ffxiv-roleplayers.com/showthread.php?tid=14060
Basically what Merri said also!
I tend to get around this by walking where possible, and myself and Nirri have characters that actually get quite ill from aetherite use; played out kind of like motion sickness in aether form. It's exhausting and nauseating - also fun to play! From what I can tell, most of our FC will actually walk to an aetherite crystal where possible as well, save for those times it's not viable. Perhaps it makes it easier to focus at the source?
Zach is a researcher of aethereal udnerstanding and has crafted a aethryte shard for his own personal use however it only lets him go home its not a two way street. Everywhere else he walks ,rides,flies there.  Maybe if you want ot use tlpeortation have an item to allow you towarp there might help?
I'm a bit late to the punch, but figured I'd drop some lore compilations on Aetherytes and Aetheryte travel.

As Merri pointed out, teleportation is not something most of the population has access to. It is limited to those who possess great aetherial fortitude or anima, which is largely limited to adventurers, magi, or mercenaries types, etc. Even these people can only teleport so often during a set period of time before fatigue sets in and the possibility of injury increases with each teleport.

Another limitation for teleportation is that aetherial travel is limited mostly to one's immediate person. Meaning, merchants and the like cannot teleport large crates of goods and the like as this is far more taxing to do. This is why things like airship and caravan travel are preferred by the majority. It is slower, but safer and more practical. Bringing up airships, it wasn't until recently (the last five years really) that airships became more commonplace for personal use. Prior to the Calamity, airships were in such short supply in Eorzea that they were mainly only used for cargo transport or military applications. It wasn't until advancements from the Garlond Ironworks and eventually the Skysteel Manufactory, using Ironworks modifications, that airship travel became more widely used for civilian travel.


(11-15-2015, 07:56 AM)Valence Wrote: [ -> ]Even in the MSQ, there is sometimes a huge dichotomy when they speak about travel (like, you know, when you help resettle those Doma refugees in huge caravans... so why not using the aetheryte network if airship is not possible? Because not everybody can attune or something similar?).

This can specifically be answered by the fact that the Doman refugees had not yet attuned to Eorzea's aetherytes, and therefor would be unable to benefit from them. Remember that you can only teleport to places you've attuned with prior. We also know that Eorzea is a land rich in aetherial energy. It's possible that lands outside of Eorzea, whose continents possess a much more diminished aetherial environment, may not have as many if any working aetherytes in which to use, so aetherial travel may be an entirely foreign concept to those immigrants. (We have no confirmation of this, but its a theory.)



Finally, I'll drop some lore quotes and links that should help give a more in depth analysis on aetheryte lore:
-Airship and Aetheryte Lore Compilation
-Gamerescape's Lore Lowdown

Show Content


Hope this helps! ^^
Mhh lots of great answers. 
I'm still not quite sure to think about every adventurer being able to teleport like that, even with such limitations... I guess i'll have to work around it.

Also yes, what of those modern teleportation magics Urianger spoke of?
(11-15-2015, 12:13 PM)Valence Wrote: [ -> ]Mhh lots of great answers. 
I'm still not quite sure to think about every adventurer being able to teleport like that, even with such limitations... I guess i'll have to work around it.

Also yes, what of those modern teleportation magics Urianger spoke of?

Not necessarily every adventurer, just that adventurer types are the most common users of teleportation magicks, being generally more hardy folk, etc. You must also actually learn how to teleport in the first place.

Nicia Wrote:And, because signatures of past attunements are maintained within our bodies, it is possible (with some spiritual training, of course) to ignore the pull back to the strongest resonation, and travel to another beacon. Many refer to this as "Teleportation."

Nicia infers that there is some amount of training that goes into learning how to teleport and return, as well as the atunement process. So not only do you have to have the anima and fortitude to teleport, you must also be taught how to do it.

The modern teleportation magicks referenced by Urianger refers to the "Teleport" and "Return" spells we use in game. Both of these require lengthy cast times and the utmost concentration on the part of the caster. As I briefly explored in this post on the topic, it takes two and a half minutes Eorzean time to cast Teleport and Return, meaning that those wishing to cast the spell successfully must remain still, in concentrated meditation, chanting the incantation for approximately the length of Johnny Cash's "Ring of Fire." Interruptions or breaks in concentration during this cast could interrupt the spell or worse, make the teleportation itself go horribly wrong, maiming the caster.
I myself will usually walk to where I am going with the exception of it being half way across Eorzea. Then I will pop a teleport and usully appear to be a little dizzy or something.

But seldom have I had need to teleport anywhere during an RP session.
(11-15-2015, 07:56 AM)Valence Wrote: [ -> ]Also, more on a lore appreciation matter, I understand that they primarily stem from a gameplay mechanic, and I take them as such more as real tools ICly, but I also tend to think that they detract a lot on the meaningfulness of the concept of journeys, voyages, pilgrimages... When you stop going by foot or carriage, and start using jet airliners or instant teleportation, well... it ruins the grandiose a bit.

How people deal with that usually?

One the greater weaknesses of Aetheryte travel is that you actually need an Aetheryte to go to. That means even an adventurer with a lot of anima who's skilled at teleporting still needs to travel by foot (or chocobo) a fair amount to get anywhere interesting. Sure, L'yhta can teleport to Idyllshire... but to get to the Library, or the Arboretum, or anywhere else in the Hinterlands, she has to walk, ride, or fly. Personally, I find the limitation of only being able to go to Aetherytes a way to reestablish the grand feel of the world; teleportation gets you near the action, but to actually get there, you have to trek.