
Enzo
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The Pro's and Con's of each Weapon type for RP combat.
Enzo replied to Enzo's topic in Character Workshop
That is super awesome! By no means are you bound by the limitations of the weapon alone. You can always use your body to aid you in combat in so many different ways I could not even begin to list them. My purpose is simply to help people understand their weapon a bit better :3 You all teach me more and more about fighting each time and I am happy for you all to share your knowledge with me. -
The Pro's and Con's of each Weapon type for RP combat.
Enzo replied to Enzo's topic in Character Workshop
As I am returning to FFXIV this weekend and excited to be getting back into role playing. I remembered this post in all this downtime I have spent twiddling my thumbs waiting for Saturday to arrive. I have been on a long Hiatus because of school but am now finally able to return and apologize for not updating this sooner. But I have updated it and added Daggers! Apologies if it is not as well done as the other ones as for whatever reason it did not show everything in colors, italics, and boldness as I typed it like I feel like I remember it doing before. So I had to quickly learn the alien letters that are trapped in [ ] boxes in order to add the new section on arrows and knives. I also could not reference the actual models for the knives in game and had to do so from pictures on the wiki. So I hope all the information is still accurate. Feel free to correct me if I am wrong on something and I shall fix it as soon as possible! I again thank everyone who has given awesome information regarding weapons and how they can be used. I can't make any promises but with only one weapon type (Fist Weapons) to go. I hope I can get all of the disciple of war weapons down for everyone to reference and learn to use before the expansion comes out (And I am forced to add 2 more weapon types to my to do list) I hope you all can make use of my list and you all enjoy your role play to the fullest extent :3 -
Fortunes, Forecast, Lucky Charms! (Test subjects needed)
Enzo replied to SilverWolfIMHP's topic in Character Workshop
Love your idea and I finally made (Not in game yet) a character that can interact with people and enjoy these little things. So I asked for my fortune in PM. It is awesome that you have a system for it :3 Hopefully we can meet in game sometime (When I get it) -
I do not have my character living in Ishgard currently. I was thinking his father would have helped him run away. My character would be in no means nobility and after he escapes Ishgard it is highly likely they would not want him back. But my character is a strong believer in Halone so I am unsure if herecy is a problem (Beyond abandoning Ishgard there at the end) For the most part I think he was a good ishgardian boy himself, but his father kept him out of drafts with the excuse that he was sickly but he still did other work to help serve Ishgard. Then with Ishgard's lifestyle seemingly getting worse he tried to get his son out of Ishgard so he can live a better life. Does that make sense? So I would imagine it to be fairly difficult to brand my character himself as a heretic while he was in Ishgard, but it may brand his father as a heretic after my character leaves and they won't let my character back in. I read that really only important people live in Ishgard. But from the screenshots it looks like there is some really poor areas. So is it still possible to have lived in Ishgard if my character's father was higher ranked in the military. But he got degraded to the slums that all the unimportant people who serve the important people live? http://imgur.com/a/beYpN/noscript <- here are pictures of Ishgard and it looks like it has a lot of poor/slumish areas.
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I was thinking that the Father would have switched from outside forces to a guard status for Ishguard in order to spend more time with his son. He would probably need a nanny for the first few years, But it would not be someone Enzo really remembers. After that his father would leave him alone but return at least once every two days to take care of him for a bit. Keep him in line and such. I imagined his father as a caring figure and the reason he keeps losing standing is because he takes so time off for his son. He is high enough up there to get away with some things normal soldiers couldn't but is still slowly worn down for his taking care of his only half ishgardian son. But the older Enzo gets the less reliant he needs to be on his father. I left kind of the fact that his father could be alive out in the open. Infering that it could have happened as his health was getting poor. But not confirming it. Ah, also in regards to half breeds. I do not think the character I made could really stand against the people in power in Ishgard and being raised in Ishgard does not really help. I also don't really want to put him in a emotionally binding past relationship or anything like that. Being suspected as a heretic would most like get him killed. I really just wanted to play a Miqo'te. But also really wanted to be a Ishgardian. I can't see a miqo'te family getting into high enough power to pull off this situation normally in Ishgard. While I do agree it is rare and it makes me a bit nervous. I heard there would actually be more mixed racial plots in the upcoming expansion which may infer they are not as rare as we might think. It is not directly half and half either. I would go far more miqo'te in gene's than Hyur. To source my information; http://www.bluegartr.com/threads/122723-FFXIV-A-Realm-Reborn-Articles-and-Translated-Interviews under Heavensward and under side quests.
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My very first RP character I made on here was an Ishgardian. Granted I knew very little of the lore but I tried to make do with what I did know. I think my character was over dramatic and failed miserably I always had a bad habit of making overly dramatic characters. But jumping between a Gilgamesh for End Game and Balmung for RP was inconvenient and made me tend to not put as much effort in the ability for my characters to last for very long. I have come to enjoy more slice of life roleplay and I have found others around me have as well and would like to return to my roots for a second time and see if I can make a lasting Ishgardian character to be my new RP and Endgame main on Balmung. I have looked around the forums a bit on old posts regarding Ishgard and answered the 100 questions to ask your RP character to help flesh out my character. But I am still wondering what else I can do to support him and what more information I can gather on Ishgard. So any advice for my character, knowledge regarding Ishgard, or possible distant connections you may want to make with my character are well appreciated. I would also like to know who plays Ishgardians still (I remember there was a small community a while back, but I don't know who still plays) What I was thinking for my character is that I want his father to be a Hyur from Ishgard and his Mother to be a Sickly Miqo'te who the Hyur met on his travels around coerthas with the military and who died from childbirth. Leaving the Hyur alone with my character who I have decided to call Enzo, he could not bear to abandon him and so used his semi high rank in the Ishgardian military to allow Enzo to stay in Ishgard with him. But it took a toll on his rank and eventually put Enzo and his father in poverty. His father would have sheltered him under the excuse that he was sickly later on and would recently help him escape Ishgard to seek out a better life (As the events that may take place and are foreshadowing with the Ishgard expansion may force Enzo into the military which his father has been trying to avoid) That is the basics. I can send the 100 questions and their answers over PM to anyone interested in learning more about his story in detail and possibly wanting to make some sort of connection with him (Although I would prefer nothing TOO close. You will understand why if you read the 100 questions) Again, if this backstory seems unrealistic feel free to tell me and I will make an effort to fix it. I wanted him to be somewhat different. But have a relatively undramatic and believable situation. Any knowledge on Ishgard that may have not been in previous posts is appreciated if shared and I would like to get to know other players who play Ishgardians and how their roleplay has been. :3 Thank you
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Hello! This is Xef~ Unaware if you all remember me it seems this community has grown even more and that is awesome. Looking around I still see a few familiar forum members and it seems they are doing well which is good :3 Because I am a student when my Summer Break ended I suddenly found myself short on time that was overly abundant during the break. And with characters who's detailed plots were unfinished and who some other people relied upon. I sincerely apologize to anyone who was affected by my leave, but after my bad track record with school it was absolutely necessary that I took the proper steps to get my school life on track before I became too absorbed into Eorzea. Now I am doing very well in school and have found more time than I know what to do with. I have tried to find ways to spend it without playing games but my friends eventually convinced me to play WoW again with them. I bought the expansion and played for a while, but my friends decided I was not playing well enough or often enough to be associated with them. So I ended up playing by myself more often than not. I only really played WoW because I thought I would have people to play with but that assumption turned out false. If I am going to be alone anyway I might as well play FFXIV which I like more anyway. So that is why I am returning. I will not be able to be as active as I was before, make any terribly detailed plots, or get involved in extremely detailed plots where I may be heavily relied upon until this summer when I have more time. (I have a bad habit of not being a very reliable person either for plot roles, so I can't make a character for your plots in specific ) But I would like to casually role play and enjoy Eorzea and its wonderful community once again. So I hope you can all re-accept me and we can role play together.
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The Pro's and Con's of each Weapon type for RP combat.
Enzo replied to Enzo's topic in Character Workshop
I added your addition to the official list, I did not fact check it because I am lazy but I trust that you probably know way more than I do about bows and thank you very much for your filling that part out. I have been in absence (Explained in the notes on the main list) and hope you all can forgive me, I will try to work on this list more and see it through to completion starting hopefully this weekend. I may go over it and add little bits here and there if perhaps a bow type was left out or something (Is there really only four bow types in FFXIV? I can look for special bows) but for the most part the addition looks flawless. Again thank you for your help and for everyone else in supplying wonderful information on the weapons of FFXIV and how to use them. -
balmung Servant for hire (Can do anything! ... Within reason)
Enzo replied to Enzo's topic in Chronicled Connections
We will see. While breaking away from his captors IS a possibility... Unless you have a reason to buy a Servant/Slave I don't see how you could get him to save him in the first place. So it would probably be out of character unless you come up with some excuse for buying him. The Syndicate can try to cover it up somewhat that he is a Servant/Slave, but it becomes pretty obvious if they try to hand you a crystal and he has to wear a collar. So we can talk about it, but is there anyone else interested? -
balmung Servant for hire (Can do anything! ... Within reason)
Enzo replied to Enzo's topic in Chronicled Connections
Ahh... STILL looking for someone to fill my role <3 I will say on here when it is taken! -
The Pro's and Con's of each Weapon type for RP combat.
Enzo replied to Enzo's topic in Character Workshop
I did some revising based on this information, as the hooking of armor is something I did not think of and could be very vital in combat. -
The Pro's and Con's of each Weapon type for RP combat.
Enzo replied to Enzo's topic in Character Workshop
Added Pole Arms. Sorry if it is a bit sloppy, a mix of tipsy and tired. -
The Pro's and Con's of each Weapon type for RP combat.
Enzo replied to Enzo's topic in Character Workshop
Spear gets my vote, if only to complete the Fire Emblem trinity sword>axe>spear (>sword) Seriously, though, kudos for getting all of this info out here in one place. after spears I will do fist weapons, I forgot to include grand company weapons but that can be added later. I also want to do Bows, shields, and possibly Flintlocks/gun blades. I will probably try to add Dual daggers after ninja comes out as well. I am not touching magic. Magic is too unpredictable and I can't tell people how to play their magic. But I would like to help out as much as I can in the world of understanding your characters weapon. Because an adventurers weapon is such a heavy player in how they adventure and the way their character fights. -
The Pro's and Con's of each Weapon type for RP combat.
Enzo replied to Enzo's topic in Character Workshop
Tons of yes! Thank you for your contribution to the world of RPPVP <3 -
The Pro's and Con's of each Weapon type for RP combat.
Enzo replied to Enzo's topic in Character Workshop
-Continued from the top (Because of lack of space) Fist Weapons Fist weapons are one of the most down to earth and thrilling weapons you can fight with. They can be as simple as a metal bar to go over your knuckles to as advanced as claws and knives being attached to the end of the weapon. But what remains the same is the fact you get close to your enemy and brawl with them in a way you would not with other weapons. Fist weapons are not for the faint of heart, but for a skilled user it can be an adrenaline rush that leaves all your opponents as a pile on the floor. Fist weapons work best against nearly any opponent so long as they are within close range. As you are as maneuverable and powerful as your body lets you be. But at a range, any Pugilist will find themselves in a bind. Hora Briefing The Hora is a common and cheaply obtainable Fist Weapon made of bone or shell. While most of it is lower quality and fairly round. Higher quality shell Hora can have spikes on the knuckles making them a pain to get punched with. They are what most beginner fist weapon users start training with. How to use it The Hora in its cheaper forms is good for blunt force and would be used alongside any form of martial arts your character may know or is being trained in. Even if it is just back street Ul'dahn martial arts. It is guaranteed to give some bruising but when in the hands of a stronger character the Hora if given a good shot can even break bones. The higher quality shell Hora are even more brutal and their protrusions over the knuckles can easily deal damage to anyone it gets a hit upon. Most combat with the Hora will involve dodging and striking. It is not suggested to parry against another weapon with a Hora. Pro's *Extremely maneuverable. *Features cheap low quality and reliable high quality variants. *Lower quality Hora can be good for scuffles, higher quality for seriously hurting. Con's *Unable to parry other weapons, forced to rely on dodging. *Cheaper Hora can break rather easily when up against metal weapons/armor. *Weaker Blunt weapon and more difficult to do damage with, (Any damage may go unseen) Knuckles Briefing Knuckles are much like Hora in that they are rounded at the ends. But are made of a variety of different strong and weak metals and are weightier than their hora counterparts. They also lack the protrusions of the shell hora, but their weight makes them no less deadly. How to use it A blunt weapon of sheer force and metal. It can slow you down a bit to wield heavy metal Hora, but it would be like punching people with an metal bar and can quickly do internal damage if too much force is used. Its fight style mimics that of the Hora in that it is combined with any number of kinds of martial arts. Only you swing more weight around. Pro's *Knuckles are heavy and hit much harder. *Knuckles can be found in affordable metals and stronger reliable metals. *Knuckles can be highly damaging despite their non sharp appearance. Con's *Can slow you down more than a Hora. *Is a strong blunt weapon and more difficult to predict damage done. Can cause unwanted internal damage if one is not careful. Note: Spiked Knuckles can do even more damage and can easily become a killing device. Not suggested for crowd control. Knuckles are weapons more for doing serious amounts of damage. Cesti Briefing The Cesti is much more controllable in the amount of damage you output as a fighter because it is made of hardened skins that make a large lump on the fist weapon to punch people with not unsimilar to a boxing glove. It is hard enough to do damage if needed and light enough for sparring or scuffling as well. For those who want to improve upon the weakness of a Hora but don't want something as extreme as Knuckles. A Cesti can be found made from medium quality to high quality materials. How to use it The Cesti can use either the fighting techniques of the a blunt Hora or the Metal Knuckles depending on how much damage they are wanting to do. Again it is commonly mixed with the martial arts that go with blunt hand to hand combat. It is not suggested you try to parry a bladed weapon with these fist weapons. Pro's *Is lighter than Knuckles but heavier than Hora. *Can do variable amounts of damage. *Can normally be found made of good to great quality materials. Con's *Can not match the speeds of the Hora or the strength of Knuckles. *Is a blunt weapon and can cause unwanted internal damage. (Or totally wanted) *Moderately expensive Fist Weapons. Claws Briefing Claws are different from the previous three fist weapons because it normally features two and sometimes three sharp metal hooked blades that sprout from the fist weapon. It allows more visible damage, the ability to parry bladed weapons, and the ability to hook or entangle armor and weapons. How to use it While basic martial arts can still be incorporated into your combat. A lot of claw combat now revolves around hooking your enemy with the sharp claws and tearing off armor, being able to slash at vital points, and being able to parry, entangle, or possibly even break weaker weapons with your claws. Pro's *Able to parry, entangle and hook. *Now a sharp weapon. *Made of medium to very high quality material. *Lots of claw designs. Con's *More expensive than blunt fist weapons. *If you block an attack, the force goes almost directly into your hands (Painful) *Not as maneuverable as the blunt fist weapons. Note: Baghnakhs act exactly like Claws only they are made of much higher quality material and often sport 3 claws or 2 very large exotic claws. They are much rarer and much more expensive but good for anyone who likes claws. Patas Briefing Patas are fist weapons that protect the hand then have a knife blade affixed to the end of them. They are good for stabbing in the same fashion that you would punch and can be good for defensive parrying. They can be rather expensive but can be a very good quality weapon to its users. How to use it The Patas will act as a stabbing weapon that can do some slashing. But it is held in the same manner as fist weapons and utilizes the martial arts that you may learn alongside using fist weapons. It is far more deadly to punch with as it is a sharp bladed weapon and can also do some parrying. Although blocking with the weapon will result in the same painful feeling you would get should you block with a claw as the force of a heavy strike goes through your hand. Pro's *Can act as a weaker dagger and as a punching weapon. *Is a sharp bladed weapon that can do serious damage. *More maneuverable than claws. Con's *Can be rare and somewhat expensive. *Does not have the hooking benefits of a claw and can only do minor entangling. Note: Himantes are similar to leather Hora and function the same with only a slightly higher price value. They would be inbetween Hora and Cesti in their use. Hooks are not getting their own section, but are like a one bladed claw that cannot cut, it can only be used for piercing, entanglement, and parrying alongside whatever punching you may want to do with it. -
This post is exactly what the title implies, a list of each weapon type, how to use it, pro's and con's and its affects on RP. I would like to create a database for combat RPer's on each weapon as while skill, experience, emotions, and the environment all affect RP combat. I believe the weapon you hold and how it interacts with others is also just as Important. I will not pretend to know every weapon perfectly but any weapons I don't know I will try to explain and any suggestions you guys leave for a weapons Pro's and Con's and way you could use it will be added a to the database to help aid those who do not know the weapon well and how to use it. I will not be going over special weapons like the Primal Weapons and some others, only going over weapons that could be widely attained. I am also only going over weapon classes like Broadsword and Bastard sword, the material (Except in some rare cases that need to be noted) Simply affect the hardness and stability of the weapon but do not change its fighting style. Thank you. Swords Are one of the most versatile weapons on the battlefield. They are somewhat strictly a cutting weapon but can often be accompanied by a shield allowing a good offense or a good defense. Disregarding individual skill they are strongest against Pugilists, at evens with Marauders, at a slight disadvantage towards Lancers, and at heavy disadvantages towards Archers and Magic classes. The Short Sword Briefing The short sword is one of the easiest weapons to attain in Eorzea and is often found in the hands of new adventurers and gladiators. It is a relatively cheap weapon but if put in the right hands could be just as deadly as any other. How to use it The short sword is exactly that, shorter of a sword than most others. It is at a disadvantage towards a longer sword when it comes to range but it sports more mobility and anyone who uses a short sword will often try to get "Up close and personal" with their enemy. A short sword works especially well when partnered with a large shield where the extra mobility can be rather handy and the shield can allow you to get closer to your enemy. Pro's *A short sword is often sturdier and harder to break when the sword's metal is less stretched to accommodate longer lengths. *Increased mobility because of its shorter length. *Cheap to make and easy to attain. Con's *Lacking in reach that other swords would have. *Difficult to find in stronger materials than Iron. *Straight wide blade still has thrusting as an option, but its length makes it more difficult of a task then other swords. *Lacking much hand guard protection The Bastard Sword Briefing The Bastard Sword is at a length comparable to that of a long sword and is often found in affordable materials such as Bronze and Brass. It has a noticeable fuller which helps hold the integrity of the sword at its longer length but like the short sword is lacking in the hand guard compartment. It could work well as a sword on its own or when paired with a medium to smaller sized shield. A larger shield is doable but could prove to be cumbersome in combat to anyone smaller than a strong Midlander. How to use it Seeing that this is a bastard sword this weapon has the slightly longer hilt to accommodate two handed use and can be used on its own. Or paired with a medium to small sized shield for extra protection. It is more open to thrusting because of the long thin sharply pointed blade and can do very good cutting as well. What one will have difficulty with when using this weapon is the lack of hand guard which could leave the hand open towards other longer bladed weapons and its longer length could get you tangled up when clashing with a weapon like an Axe or a Broadsword. Pro's *Longer length allows for further reach in combat. *Better thrusting capabilities because of the long thin pointy blade. *Can work well on its own as a one handed or two handed sword or with a shield. *Cheap materials make it easier to attain than some other swords. Con's *Lacking of a hand guard allows you to be disarmed if your opponents weapon decides to meet your hand. *Long blade can be entangling in combat when fighting Axes or Broadswords. *Cheap materials and longer length can equate to weaker blade. The Viking Sword Briefing The Viking sword is not quite as long as the Bastard or Longsword but sports a strong hand guard. Its blade is also not as thick and could be more susceptible to breaking but it has an even better point for thrusting than a Bastard sword. It could be used as a one handed sword and accompanied with a shield of any kind and could also be sported alone as a one handed sword or a hand and a half sword. A viking sword can be found in cheap materials such as Bronze or Brass but can also be made in a very appealing and high class manner like in the case of the Vintage Viking Sword. How to use it The Viking sword is more clash friendly as the weapon sports a large hand guard. This weapon allows you to stay at a distance or get up close and personal. Although if nicked hard right near the tip of the blade could suffer considerable damage should the blade be made of cheaper materials. The blade is pointer than the previous two even still and is most probably the ideal blade for thrusting among all existing swords so far. It has medium range for a sword and is a good defending weapon when paired with a shield. Its thinner build still than the bastard sword allows it to be used with any form of shield by any race without the fear of it becoming over cumbersome. Although you might hit your guard on the shield if you are keeping the sword too close to it. Pro's *The weapon sports a strong hand guard. *The weapon's blade is one of the best out of all the sword for thrusting. *The blade is of medium long length and can be used at longer distance and up close because of its hand guard. *Can be found in cheap and expensive materials. Con's *The tip of the weapon is more susceptible to damage. *Not quite as long as the Bastard Sword or the Longsword *Lacking fuller can be less structurally withstanding towards heavy weapons when made of cheaper materials. *Hilt heavier for those who prefer heavier blades. The Spatha Briefing The Spatha is an even shorter weapon than the Short Sword yet is still preferred by many gladiators and sword swingers alike. The reason being that it is more structurally stable with its own fuller despite the short blade and it is not straight. It features the slight curving which would make cutting and absolute breeze. This weapon with its rounder tip can stab but not the most efficiently. It can be found in cheap and moderately cheap quality materials, but is one of the best slashing swords right under Scimitar's and Shamshir's. How to use it The Spatha can work well with a Large shield much like the short sword can. The main focus will be getting in your enemies "Too close!" space much like the short sword. Spatha will focus heavily on slashing and cutting with its slightly curved blade more than it will thrusting. It has the structural integrity to take a beating although it is up to the person's own physical strength if they can block a Broad Sword with it. Pro's *It is the best cheap slashing weapons you can get. *It's blade is more structurally sound than that of its Short Sword cousin. *Works well with shields and functions much like a better Short Sword. Con's *Even more length is sacrificed than even the Short Sword which could put you at a heavy disadvantage to people with long range. *Barely a Hand Guard much like the Short Sword. *While structurally superior to the short sword, is still often made of cheap materials and can still break or nick to a much harder sword with a much stronger swing to back it up if put between a rock and a hard place. The Macuahuitl Briefing This tribal weapon is more of a crushing weapon than it is a sword, but it has blades on it and can be just as deadly as one if underestimated. It is not the most wonderful stabbing weapon but it is good for slashing and has the size to offer a fair amount of protection and hard swings to those who are more strongly physically endowed. It is made out of wood which could leave it in a hard spot if chopped up against a Marauder but it is still fairly sturdy for combat for those who know how to use it well. How to use it The Macuahuitl can actually be very sharp, sharp enough to decapitate a man if unaware. But it is as slow as a club and requires space to swing around. A swords thrust would be faster than a Macuahuitl's swing which means the wielder must be careful and make their moves wisely and with great strength to knock them off guard. The weapon can be most effectively used as a two handed weapon for smaller and medium sized races but could work as a single handed weapon or with a shield. Although it would slow one down significantly and would be difficult to pull off for anyone smaller than a Highlander. Pro's *More expensive Macuahuitl's feature more claw like blades that can ensnare straight blades and spears. *Can be very sharp and strong. *The exotic weapon can leave many combatants at a blank as to how to fight a Macuahuitl user. *Can function like a sharp club for those with the strength to toss people around. Con's *Requires more time to swing because of its size and shape that may be slower than some people prefer. *Is made of wood and stone and can be chipped up easily if gotten cheap or facing a very hard weapon. *Not the greatest lunging weapon. *May be difficult to transition from using a Macuahuitl to a traditional Sword or vice versa. The Broadsword Briefing The Broadsword is a heavy sword with a huge almost club like blade that functions good as a slashing and smashing weapon but has little to no stabbing capabilities whatsoever. It is often found made out of medium to high quality materials such as Steel and Mythril and is not cheap to attain. But this weapon serves wonderfully as a two handed weapon or for those more physically endowed as a one handed weapon that could be accompanied by a shield. It's strong material and heavy weight make it very good at knocking opponents around and if turned to the flat is wide enough to serve as a small shield itself from heavy or magic attacks. How to use it The weapon is a sharp crushing weapon. One would put a majority of their physical strength into knocking people around with it like a club but it is also very sharp and can cut making it twice as deadly. Although any and all stabbing capabilities are pretty poor. This weapon would work wonderfully as a two handed weapon and could be used as a one handed weapon for those of great physical strength. It could be accompanied by a shield but the flat of the blade is comparable to that of a small shield itself and could be used as so. This is the kind of weapon that would be shattering other peoples weapons if stuck between a rock and a hard place. This weapon is significantly slower than other swords and users must be careful when fighting people with smaller more mobile weapons. Pro's *The weapon is like a sharp club and for the physically strong can knock smaller people around with ease. *The weapon is often made of medium to high quality materials making for a very strong blade that can really take a beating. *Can function as a small shield on the flat for those who wish to use it as so. Con's *The weapon has little to no stabbing capabilities whatsoever. *The weapon is heavy and slower to swing around. *The weapon is not easy to attain because of its more expensive build. The Falchion Briefing The Falchion is a longsword that has a a sharp prong coming out of one side at the tip. While it can be treated as a bastard sword, it is found in medium quality materials like steel and the extrusion on the blade can affect the tide of battle. How to use it When using a Falchion all the basic rules of using a bastard sword apply. It is lacking in a hand guard which is something to watch out for. It has a long reach and can be good for light thrusting and slashing all the same. But the single talon like extrusion sprouting forth from the back of the tip of the blade can be used to hook weapons and guide them in the direction you would like them to go. Or you could stab it into someone like a claw. The possibilities of this little game changer are many and if used wisely could put the wielder at a significant advantage. Pro's *All the traits of a stronger Bastard Sword. *The prong which can be used in a variety of means to change the outcome of the battle. Con's *The prong can keep you from doing full thrusts because of its position. *A oddly shaped weapon or blade could hook onto the prong itself and wrench the blade from the users hands. The Longsword Briefing The Longsword is one of the longest swords you will find around. It is commonly sported in medium to high quality material make up and is what most people upgrade to from Viking Swords and Bastards Swords if they have the money to do so. As the weapon sports all the perks of the Bastard Swords length and all the defense of the Viking Swords hand guard. It is also made of better materials than both of those weapons are normally found in. The wielder can toss a shield in the other hand then you have a wall of metal and a strong sword with long reach to back it up. It may be difficult to use for those not strong enough to hold a heavy shield and a big sword at the same time but will be perfectly comfy to the physically endowed. Just don't catch the hand guard on the edge of your shield. How to use it The weapon can be used one handed or two handed and functions like a mix of a Bastard sword and a Viking sword, sporting the perks of both and the ability to use a shield fairly well, while also having the downside of entanglement that comes with having the longest blade of all the sword types. Thrusting is still not as great as the Viking Sword but it is very much there and slashing can be very deadly with the comfortable distance the user can keep from their enemy. Pro's *The weapon sports almost all the perks of the Viking Sword and the Bastard Sword combined. *The weapon is of medium to high quality material make up and can be very strong and very sturdy. Con's *The weapon is one of the longest swords available and as such can easily be entangled by exotic weapon surfaces different from the traditional straight sword. *The weapon being of medium to high quality is not easily attained without a fair amount of Gil. The Scimitar Briefing The Scimitar is a very sharp curved blade often found only in very high quality materials. Its curving makes it a absolutely unparalleled slashing weapon and a fearsome opponent on the battlefield. It has little to no stabbing capabilities whatsoever but when accompanied by a small to medium sized shield the weapon can be far more deadly than most stabbing weapons. Cuts come like butter to this weapon and while their high quality makes them difficult to obtain, they are sturdy weapons to have. How to use it A Scimitar will be primarily a slashing weapon and because it is fairly light it can be used with any kind of shield, although it requires a bit of space and visual to use it to its full potential so massive shields are discouraged. But its unique blade design allows you a mobility that is not seen in straight bladed weapons and while it cannot stab its cutting is like butter slicing. Pro's *The best slashing sword you can get. *Medium length allows close or medium ranged combat. *Very high quality materials make for a durable weapon. Con's *The high quality material makes it difficult to attain. *The lack of length can leave many at a disadvantage towards longer reaching weapons. *Smaller hand guard than some may be comfortable with. *Has little to no stabbing abilities. *Can take time to transition to from traditional straight bladed weapons and vice versa. The Katzbalger Briefing The Katzbalger is much like the Short Sword although it is only found in high quality materials like Cobalt and has no stabbing capabilities. But its slashing is still very much like the short sword if not better. It also has little hooks at the end which can be used to entangle weapons or grab the edges of shields which could be a game changer much like the prong of a Falchion. How to use it Traditional Short Sword combat methods apply, although it is lacks the stabbing capabilities and has attained the entangling capabilities of an exotic weapon which can be used to hook shields or weapons in combat and change the flow of battle to the users liking. Pro's *All the perks of the traditional Short Sword only much higher quality material. *The entangling ability of an exotic weapon that can be used to change the flow of battle. Con's *High quality material makes it difficult to obtain. *It has lost its stabbing capabilities as a Short Sword *Still has all the negatives that come with such a short blade. The Shamshir Briefing The Shamshir is much like the Scimitar and has many of its perks although it is significantly heavier and the blade is wider. This makes it slower but more useful for parrying and harder hits. How to use it It functions much like a Scimitar but is not a Scimitar. It is more for people who prefer more blade heavy weapons but the shape of a Scimitar. It allows for more forceful slashes but in turn has slightly slower speeds. Pro's *It has a curved blade and the slashing ability of a Scimitar. *It is made of high quality material. *Is a heavier weapon that can producer deeper results than a Scimitar *Better for parrying Con's *Is heavier than a Scimitar and its shape makes it a bit slower. *Still lacks stabbing capabilities and most of the other cons of a Scimitar. The Winglet Briefing The Winglet is a long bladed straight sword with little hand guard like the Bastard Sword. But it sports a far more structural integrity on the lower end of the blade and the fuller supports its long length. It is made of higher quality materials and can be used as a one handed sword or a hand and a half sword. It can also work well with a shield (Don't worry, there is no handle guard to catch on the edge of your shield <3) How to use it The weapon acts much like a Bastard Sword only it is far stronger in what it can withstand because of the wider blade and supported handle. Also because it sports much higher quality material. It still lacks some stabbing capabilities compared to other swords because of its rounder tip, but it can function well as a long ranged slashing weapon and can even be used as a moderate crushing weapon with its strength if the user is physically endowed enough to knock people around. Pro's *The weapon has many of the perks of a Bastard Sword only it is far more structurally stable. *The Weapon is made of high quality material. Con's *The weapon has a little less stabbing capabilities than the Bastard Sword because of its wide blade and rounder edge. *The weapon is difficult to obtain because of its high quality materials. *The blade is less prone to getting entangled because of its wide blade, but it is still a very possible issue. The Carnage Sword After seeing an article on how to interpret the Carnage Sword IC and how people could have an excuse to use it, some of the conclusions made me think that it deserved to be on here. What I have here is merely a hypothesis about how to interpret the Carnage Sword for those who desire to use it and by no means does anyone have to follow it. Briefing The weapon is a normal Bastard sword but gets its purple hue because it is made out of a strong condensed crystal instead of metal. This makes it stronger than your average bastard sword and while sharing the same pro's and cons as the Bastard Sword itself has a few possible perks from being made out of crystal itself. How to use it Take all the information from the Bastard Sword than consider this. If the Carnage Sword is a Bastard Sword made of crystal then considering Crystal's normally magical properties it would be easier to enchant such a sword. Or possibly it could have the abilities to disrupt the aether from spells cast towards it with its own making it a sword that could sometimes cancel out spells cast at the user. It is just food for thought. Pro's *All the Pro's of a Bastard Sword. *Could be Magically enhanced or Magic canceling Con's *All the Con's of a Bastard Sword *The Sword could chip easier or have bad after effects if it did break. *The weapon could also have undesired affects on magic because of its aetherical makeup. Possibly amplifying that Fire three spell cast at you instead of negating it like you hoped it would. Axes Axe's have been a favored choice by Pirates and those who simply love to smash things alike. The can have a sharp cutting end or two but the real power of the axe is its crushing power. You may get a cut from the axe but the real damage is those three broken ribs beneath what you can see. An Axe is slow but a very deadly competitor that should be taken seriously. The weapon works best against Lancers, neutral against Gladiators, is at a slight disadvantage towards pugilists and at a major disadvantage towards Archers and Magic users. The War Axe Briefing The War Axe is a massive single edged axe made of normally cheaper quality material but forged thick and heavy. It swings slow but steady and it may only take one hit from this Axe to be out for good. Because of its one bladed edge you can choose to hit your enemies hard with the sharp edge and using its weight break through what ever weak attacks they try to throw at you, or you can use its thick blunt edge to smash them and render the attacked subject dazed, at least for a few ticks. How to use it The War Axe is overall a killing weapon, you can hit with the blunt end but it can still do some crushing damage and internal bleeding that will require a immediate healer. And the sharp end if catching a wooden weapon such as a spear or a macuahuitl inbetween a rock and a hard place could easily snap the weapon in half. The disadvantage of such a large deadly crushing machine is that it is terribly slow, and the user may often find himself having to catch his breath after a heavy strike. Someone could easily guess the direction of their strikes if paying attention and could get in their face and away from the axe head. Pro's *Heavy weight weapon with high crushing capabilities. *Cheaply made so easily attainable. *Features a blunt end and a sharp end for bladed or smashing attacks. Con's *Terribly slow. *Easily predictable. *Cheaper quality Axes can chip during heavy use. *Blade only faces one side. The Labrys Briefing The Labrys is a smaller double bladed variant of axe that can feature blades ideal for chopping, and improved blades that's edges can hook or spike your enemy called Spiked Labrys. The Labrys is often made of cheaper quality materials but can be found as the Wolf Labrys or Cobolt Spiked Labrys which is of higher quality. Because of the smaller axe head the weapon is faster than a War Axe and without the blunt end of a War Axe relies more on its cutting power from its double blades. The spiked variant is also good as an exotic weapon in that is can entangle other weapons or spike someone if used in a sweeping lunge. How to use it The Labrys is meant to be used for its crushing power like most axes, but it is far less heavy than its War Axe brother and with double blades relies more on its cutting power. A while the weapon is still a deadly crushing weapon it may not knock everyone onto the floor like the War Axe would but it is much faster and you may find yourself cut by its sharp edges, or worse, spiked. A user may not be able to smash weapons as easily with this axe but if they swing hard enough they can still probably knock people around. A Spiked Labrys user may also be able to entangle enemy swords and swing them in the direction of their favor. Something to watch out for when using this weapon is while faster a swords thrust is still most probably faster than your own. With an extra long handle and a smaller blade than a War Axe you may find the buisness end to be smaller than you would prefer to combat a quickly moving enemy. You also lack the added force that comes with weight to daze your enemy with every hit. But on the bright side it will shorten the wait for yourself after hits for your body to recover to strike with the axe again. Pro's *Smaller build and less weight allows it to be swung around faster and making you less fatigued. *Double blades allows you more cutting power. *Spiked blades can entangle enemies weapons. *Spiked blades can add another method of injuring your enemy. *Cheap build makes non spiked axes easily attainable. Spiked only a little less attainable, although some axes are built of good quality materials. Con's *The cheaper built axes could result in easier chipping. *Lacks the weight behind a War Axe. *Lacks the blunt force capabilities of a War Axes blunt end. *Blades can prove to be too small for comfortable swinging. *Handle can prove to be too long for comfortable mobility up close. The Bill Briefing The Bill is a weapon that can be found made of cheaper to more vintage quality materials. It has a hooked blade and resembles more a Halberd than an Axe but is still an Axe all the same. (By Eorzean standards) When using this weapon the user will keep his enemies at a distance. They can slash with it or they can entangle their enemies shields or weapons with its hooked blade. The hook can also serve as a spike but the top of the blade as no cutting ability what so ever. The weapon is one that is difficult to use but if learning where to hook and where to slash could prove to be scary on the battlefield. How to use it The Bill is a slashing weapon relying far more on its entanglement and sharp hook than the normal crushing power of an Axe. Users will want to keep their distance with this weapon as it can work great at a distance and in pulling down shield for others to strike, but if allowing your enemy to get too close you may find yourself in a bind with little blade to actually work with around its long handle. Pro's *The weapon has great reach compared to other Axes. *The weapon's hooked blade at the end can be used for Spiking or for Entangling an enemies weapon into going into the direction of battle you prefer. Con's *The weapon has little defensive capabilities and works better for offense or support. *Has little crush value compared to normal Axes. The Bardiche Briefing The Bardiche is a large axe that is thinner but can cover more area than a War Axe. It can have Spikes on the reverse side of the blade or another smaller blade which could be used as weapons as well as the main massive axe head. The weapons special shape also allows it to entangle a weapon head on through the circular intrusion on the front of the blade making it a weapon to be feared. How to use it The Bardiche functions much like a War Axe only its thinner blade makes it a bit lighter and easier to swing around. It is normally made of medium quality materials and up but can chip if meeting another Axe on the battle field. Other than that though it can wreck havoc in melee combat because of its massive blades reach. This weapon may not knock you clean off your feet but it can knock you around if unprepared. It's curving could make it a deadly cut if the blade touches you. Although because of the blades massive size this weapon could prove difficult to be mobile with despite its lighter weight. And mobility with Axes is already a problem as it is. Pro's *The Bardiche can be good for head on entanglement with its exotic shape. *The weapon's large blade can cut a large area of what it is swung at. *The weapon has a small blade or spikes on the reverse end which can be used as additional deal making persuaders. Con's *Not the most aerodynamic blade around because of its large size. *Can be chipped if met by another exotic weapon or axe. *While faster than a War Axe can still be slower than most of the other Axe types. *Like most axes is not good for close combat. The Bhuj Briefing The Bhuj is an exotic weapon in the case that it is normally two weapons at one. We have a nice medium sized Axe head on one side then on the reverse of that we have a little spike that can be used however he user pleases. The blade can be good for entangling and could even break a weaker sword or disarm their enemy if they catch their sword in the middle between the blade and the handle. It has the blade of a good Labrys but also the spike at the reverse end which can make it very good for spiking and opponnet off guard. The second weapon of the Bhuj is the dagger that is often hidden in the pommel of the weapon. While its length makes the weapon formidable at a range, if anyone gets too close then the user can pull out the dagger from the Pommel and protect themselves from there as well. The weapons handle is also shorter than many Axes making it more mobile than normal, but it lacks the crushing power that a heavier axe would sport. The weapon is normally found made of medium to high quality material. How to use it A Bhuj user will have to stay somewhat close to their enemy. Their weapon is not the easiest to entangle with but it can do it. Although the majority of your attacks will be slashing with the axe blade or stabbing with the spike head. The Bhuj does not have as long of reach as other axes but is good for medium range to close combat. Many Bhuj's have a dagger in the pommel which you can whip out in combat to fight your opponent even closer. While this axe is a master of close range, it is still slower than a sword and will suffer in longer range fights against say a lance or a spear. Pro's *The Bhuj is one of the best close range Axes there is because of its shorter handle and moderately long axe head. *More mobile. *Sports a dagger hidden in the pommel on some. *Sports a spike on the reverse end of the Axe head. *Made of medium to high quality materials that make it very difficult to chip or break. *While having a smaller chance of entanglement of enemy weapons. Entanglement has a higher chance of equating to disarming or the breaking of cheap weapons. Con's *Not easily attainable because of its high quality build. *Shorter handle makes it difficult to use at longer range. *Does not have quite the crushing power of other Axes. Note: the thunderstorm axe is discluded as well as the other elemental themed axes. They function as regular War Axes except for the thunderstorm axe which has a spike on the reverse end. It simply has the additional Pro of a spiked end and loses the Pro of a blunt end. Polearms Spears are one of the oldest weapons to exist, ever sense a Miqo'te could strap a sharp bone on a stick they have existed. And they still are an absolute necessity to combat in Eorzea today wether it be from the Gridanian lancers or the Ishgardian Dragoons. Their long range combat allows them to impale you before your sword or axe can even get within a yalm of them. Combat with spears is almost completely thrusting and keeping your opponent away from your bubble space. Lancers have a slight advantage towards Gladiators and Pugilists, a slight disadvantage towards Marauders and a strong disadvantage towards Archers and Magic Users. The Spear Briefing The Spear is one of the most traditional pole arms as it is pretty much just a double sided knife blade at the end of a long pole. The Spear can work wonderfully for stabbing, lunging, and even slashing from a distance. While difficult to use as a defense weapon. It makes a wonderful offense weapon and can keep your opponent at bay.The Spear can often be found made from cheap to medium quality materials and spears can be attained rather easily. Often being the first weapon any practitioner of Lancing begins with. How to use it To use a Spear you keep your enemy at a distance and keep the Spear point between the two of you. If your enemy gets past your Spear point they can overwhelm a spear user or they can chop off the blade of the Spear rendering it useless as anything other than a stick. Although a skilled Spear user can simply turn a warriors charge into the warriors of self impalement. As long as you keep the spear head pointed at them then you are generally safe. The majority of a Spear users attacks will be Lunges but the spear has the ability for slashes too although it slashing can ruin the whole "Spear is always pointed at your enemy" thing and give your opponent an opportunity to strike. You have to think out your strikes wisely. Pro's *Allows you to keep your opponent at bay a comfortable distance away from you. *Can attack in Lunges, Stabs, and Slashes from a distance. *Cheap Materials make the weapon easy to obtain but also there is room for further upgrading to moderate quality materials down the road. Con's *Can be overwhelmed or have your spear rendered useless if your opponent moves too close. *Can be slow on slashing because of its significant length. The Harpoon Briefing The Harpoon much like the Macuahuitl is a weapon of tribal appearance and is often underestimated because of its usage of Bones for its spear point instead of metal. While blunter than your average Spear the bones on Harpoons are actually rather hard and can cause some serious damage with the leverage of distance that the Harpoon holds. They can be found made in cheaper quality Bone material which could break under the pressure off a strong sword or axe, but they can also be found in medium to higher quality material builds such as Yarzon shells which are very hard and won't break easily. They are also somewhat heavy and the person the bone is being picked with does not want to get hit by the Harpoon at all if he values his consciousness. How to use it The Harpoon is a heavier blunter spear that uses bone instead of knife points. Users of the Harpoon while able to lunge would probably rely more on their slashing or pushing around as the Harpoon has a bit more blunt force and weight to do more damage in that regard. You still want to keep an enemy at a distance and do not want to let your Harpoon tip get between a rock and a hard place otherwise it could break or chip under heavy force if it is of lower quality or the opponents weapon of harder material. But if a Harpoon user gets a solid hit on their opponent, they can do a lot of blunt force damage. Pro's *Is heavier and can do more blunt force damage. *Can be found made from easily attainable low quality materials all the way up to high quality ones. Con's *While still a good lunging weapon its stabbing capabilities are less than those of other spears. *Can be broken not only on the pole but on the Harpoon point of lower quality Harpoons. The Lance Briefing The Lance's only capabilities are in lunging and stabbing but it is the best Pole arm for the job. The lance can be found from moderately low to high quality materials and if given the force to back it up will pretty darn well pierce through anything. While it is easier to bat away the one single point on a lance that can hurt you. If a lance point finds its way to you then you are in for a whole world of hurt. How to use it The Lance is a defensive weapon that was normally wielded by many users to make a wall others would have difficulty of breaking through. It is mainly used for stabbing/piercing. While I am sure you can thwack someone across the head with the blunt rounded sides, I am sure it won't take long to realize that method's ineffectiveness towards a large rampaging and now pissed off Eorzean. But if you can keep your opponent distracted or they are in front of the deadly point of your lance, it will not be difficult to keep your opponent at bay. If you bring them in injury to the leg then it will be more difficult for them to get past your lance. When wielding a Lance you will work best if you stay on the defensive at all times. Because the Lances heavy end will make it difficult to defend with if your opponent gets past it. Pro's *Is the best stabbing weapon you can attain. *Can get relatively easily and can upgrade multiple times down the road to medium and even high quality Lances. Con's *Mainly used for defense. *While harder to break can still have the head of the Lance severed from the pole. The Guisarme Briefing The Guisarme is a versatile Pole Arm that can cause a lot of pain and can do serious damage to armor. It has the Traditional Spear point for lunging but it also has a spike for Spiking your enemy in the chinks of their armor or anywhere if they are not wearing armor. Its hook can also be used for catching on armor and damaging it off. Making it a very dangerous weapon for armor users and non armor users alike and one not many want pointed at them. It can be found made of moderately cheap quality materials up to vintage quality. How to use it The Guisarme can be used for lunging and its sharp point can do a lot of damage from doing so. But a Guisarme user can also swing their weapon and either spike their opponent or they can hook their weapon or a part of their armor to cause trouble and steer the battle in the direction they choose. As always there is the possibility of your opponent getting in your bubble and chopping the head off of your Guisarme but all those fancy hooks, spikes, and pointy bits are on the your Guisarme to keep your opponent from doing that. Pro's *The weapon has a Hook and Spike attached to its traditional spear making it something of an Exotic weapon with its spiking and armor hooking capabilities. *Can be easily attainable to those on the cheaper spectrum but can appeal to those who only go vintage quality. Con's *Is still just as decapitatable as any other Pole Arm if the opponent is allowed to get too close. *Can probably lose its spike if put between a rock and a hard place on cheaper quality models. The Battle Fork Briefing The Battle Fork is a double pointed traditional Spear that has the same lunging and slashing capabilities although it can also be used to ensnare your opponents weapon between its two spears heads. Making it something of an exotic weapon for minor entanglement. Could work especially well against axe heads although if the person is swinging around an Axe, they may be stronger than you. The Battle Fork is often found made of medium quality materials. How to use it The Battle Fork is not used to eat your enemies like it sounds. But functions as a normal spear with two spear heads and can be used for slashing and more primarily lunging. But make sure to make good use of its entangling capabilities and don't let the fork get wrenched out of your hands from the entangling of your opponents weapons. It would be better to use the momentum from your opponents swing to "Guide them in the right direction" between your blades, and then quickly lunge at them before they can recover But remember entangling stops your spear and gives them a chance to get past it. Pro's *Features two spear heads for double the stabbing capabilities. *Can do minor entangling which can help guide the flow of the battle in the users direction. Con's *Can still lose the Fork head if your opponent gets to close and be overwhelmed. *Can lose your own Fork to your own entanglement if not paying attention. The Halberd Briefing The Halberd is often made of medium to high quality material and features a spear point, a hook, and a small axe head. the weapon serves well as a lunging weapon and has the hooking abilities that come with having a hook on your weapon like armor breaking. It is also good for long cleaves with the axe it sports on the side of the spear. How to use it The Halberd would act similar to a Guisarme only instead of a spike it would have a axe making it more cleaving friendly. The overall function beyond the added cleaving is generally the same though. Pro's *Has all the pro's of a Guisarme only with a small Axe blade instead of a spike. *Is often made of Medium to High Quality material. Con's *Is difficult to obtain because of its higher quality. *Can lose the head of of the Pole Arm and be overwhelmed if the opponent gets too close. Note: The Hart Guisarme works effectively as a mix between a trident and a Guisarme only with a second hook instead of a spike. So it shares the Pro's and Con's of both. The Wolf Guisarme is pretty much the same thing. The Trident functions much like the Battle Fork only it has Three Blades instead of two and can be better for entangling Swords instead of Axes. Bow and Arrow Predating recorded history and common to most known cultures all across Hydaelyn, the bow and arrow is a venerable weapon with many variations, but all aligned towards the same goal: penetrating your target with a devastating shaft of metal and wood. The weapon provides a strong advantage against any melee combatant at range and is even effective at stopping magic users in their tracks. Its downside lies in its fragility, use of limited ammunition, and complete lack of utility when engaged in melee. The Shortbow Briefing The simplest and cheapest of all bow varieties, the short bow can be seen in use all across the world thanks to its ease of use, light weight, and cheap construction. It can often be employed as a secondary weapon thanks to these factors. It will not, however, be able to output as much range or firepower as any other type of bow. In exchange, it is often far easier to fire rapidly with a shortbow, and it also causes less fatigue in its use. How to use it Use lightweight arrows and loose them only when the target gets closer. Don't hesitate to nock more arrows. Keep applying pressure to the target. Make use of its light weight and ease of use to wear your opponent down. As with all bow varieties, but especially with shortbows, carrying a secondary weapon is strongly recommended. Many archers use daggers to defend themselves in close combat. Pros *Lightweight *Easy to use *Small in size *Cheap Cons *Less firepower *Low overall range *Quite fragile due to cheap construction *Affected by temperature and humidity The Longbow Briefing The next most commonly used variety of bow, longbows come in all sorts of shapes but typically stand 2-3 yalms long, with many varieties being longer than their users are tall. Most longbows are of the "self bow" variety, where they are made out of a single piece of treated wood. Their great length means far more stored energy, which translates to greater range and greater penetrating force, in addition to larger and heavier arrows. Its size, however, can be quite unwieldy, and holding the bow's drawstring while aiming can be very tiring. How to use it Make each shot count. Take a stable firing position and aim well. Effective use of a longbow is all about patience and foresight. A single good arrow shot is usually all that's needed to bring a foe down. However, if engaged in melee combat, the longbow must be discarded before drawing a more appropriate weapon. Pros *Incredible range *High firepower *Can penetrate armor with the right arrowheads Cons *Friggin' enormous *Can cause fatigue over extended use, particularly during aiming *Not just useless, but actually detrimental in melee combat *Affected by temperature and humidity The Composite Bow Briefing The term "composite bow" does not describe a particular size or shape of bow, but rather a method of construction. Composite bows are made out of multiple different types of material - traditionally horn, wood, and sinew. The combination of materials allows a composite bow to store more energy for the same length of bow than self bows. Naturally, however, a composite bow requires more materials and is thus more difficult and time-consuming to construct, as well as being more vulnerable to moisture than a simple self bow. Note that most high-level bows in Eorzea are of this variety. How to use it As composite bows can vary in size, how you use one is essentially identical to the equivalent size of bow, with the added bonus of extra force per arrow. Pros *Higher firepower for the same length of bow *Otherwise identical to standard bow of the same size Cons *More expensive than standard bows *More vulnerable to moisture *Otherwise identical to standard bow of the same size The Compound Bow Briefing The most modern variant of the bow, compound bows make use of mechanical aids, typically involving cables and pulleys, to aid the user. Compound bows are more energy-efficient than the other types of bow. In particular, holding the bow at a draw requires considerably less strength than other bow types, allowing the user to aim more accurately and easily, especially when shooting multiple arrows in a row. In addition, it is less affected by changes in temperature or humidity than standard bows, granting it superior accuracy, velocity, and distance. Unsurprisingly, most compound bows in Eorzea are of Allagan design, as the technology simply has not yet been conceived by Eorzeans. How to use Excellent general-use ranged weapons, compound bows can be used even more freely than shortbows. Make prodigious use of its ease-of-use and high accuracy and you will be afeared by all who know your name. Just make sure to take good care of it. Pros *High accuracy *Great range *High firepower *Less fatigue, especially during the draw *Less affected by temperature and moisture, and thus more versatile Cons *Very rare *Can be complex and difficult to maintain, especially if obtained from long-lost sources *Your enemies will want to steal it for themselves Arrows Can't use a bow without arrows to shoot! Arrows come in a variety of shapes and sizes, though they all have one thing in common: they MUST be aerodynamically shaped or they're just not going anywhere. Arrows can also be used for self-defense in melee in a pinch, though they are not a substitute for forged melee weapons. Size An arrow's size (and thus weight) has a major effect on its performance. They can range from half a yalm to nearly 2 yalms long, though most tend towards a range around 1 yalm. Longer and heavier arrows can confer more force upon the target but suffer from reduced range that the user must compensate for, and are only appropriate for use with larger bows with heavier drawstrings. Very short arrows, on the other hand, have extremely good range and can be used to snipe opponents without fear of retaliation if they do not have similar equipment. Shaft The shaft of the arrow can be made of many different materials, though it is traditionally made out of a type of wood. The stiffness of the shaft is referred to as its "spine", meaning how little the shaft bends when compressed. An arrow that bends less has more "spine". Groups of arrows must be similarly spined for consistent results. "Center-shot" bows can be used to gain consistent results with a wide range of spines, but most traditional bows are not center shot and the arrow has to deflect around the handle in the Archer's Paradox (this is getting complicated...). To put it short, the arrow's spine has to be made to allow the arrow to deflect correctly around the bow. Higher draw-weight bows typically require more spine for the right amount of flex when shot. Footed Arrows Arrows made out of two different types of wood (a hardwood near the arrowhead and a softwood for the rest of the shaft) fastened together are referred to as "footed arrows", and proffer the superior survivability of hardwood with the flexibility and light weight of softwood arrows. Gridanians are most likely to use these types of arrows. Arrowheads Arrowheads are extraordinarily varied, and can be designed to best a wide variety of targets. Any arrow designed to penetrate its target can be dipped in poison to further its effect. Note that this list is not exhaustive, though it should cover most types likely to appear in Eorzea. *Armor piercing (needle bodkin) - The most expensive type of arrowhead, these are always made out of some type of hardened metal and forged into a shape designed to penetrate even the toughest plates of armor. It should be noted that, on planet Earth, arrowheads of this design were not in common use due to the development of firearms which had no problems penetrating plate armor. Apparently this does not apply in Eorzea, as archers are still commonly seen despite the simultaneous development of full-body plate armor and firearms. These arrows will cause less harm to poorly armored targets than broadhead arrows, and the weight of the heads gives them poorer flight characteristics, so these are used exclusively for fighting armored legions, Garleans especially. *Bifurcated - A.k.a. "Frog-Crotch", "Fishtail", or "Forked" arrowheads, these heads are shaped in a V or crescent shape with points extending outward on either side. The cutting edge can be in the inside of the curve, though sometimes the entire head is sharpened. These arrowheads are commonly used as rope-cutters, and can be used to cut through a ship's rigging, climbing cords, and even other archers' bowstrings. *Bodkin points - Short, rigid points with a small cross-section made of unhardened iron. Used for greater range or accuracy as well as cheap production. Ineffective against armored targets. *Blunt - Unsharpened arrowheads occasionally used for target shooting or for stunning the target without penetration. In Eorzea these may be made of metal or hard rubber. Note that the shaft is capable of penetrating the arrowhead and/or the target, so safety is still paramount with their use. *Broadheads - The most common type of arrow in use in Eorzea for war and hunting, broadheads are made out of some type of hardened metal and have two or four wide, sharp blades intended to bleed the target by cutting major blood vessels. They are designed to cause further damage upon removal as well, making them extremely dangerous. They are also expensive, can damage most targets, and are usually not used for target practice. They can come in two types: **Fixed-blade - What it says on the tin. **Mechanical - Uses some of the kinetic energy of the arrow to deploy its blades out into the target when struck. They possess better flight characteristics due to their more aerodynamic design, but less penetrative power due to some of the energy being lost during blade deployment. *Cage Fire - An arrowhead commonly used by Eorzeans, cage fires are designed to be ignited with elemental fire before being released into the fray to set an area alight. They have poor aerodynamic properties and thus must be lobbed into the area at moderate ranges rather than shot freely. They are frequently reusable. *Whistling - An arrowhead slightly hollowed out with four to six holes bored into it. A whistling arrowhead, once launched, releases a high-pitched whistling noise as it flies. Whistling arrowheads are not designed for combat, but instead designed to signal others from a distance or to scare off foes. Fletching Fletching is found at the back of the arrow and is usually made out of the feathers of wild birds, particularly dodos. They are used as airfoils and provide a small amount of force that helps to stabilize the arrow in flight, reducing its tendancy to pitch and yaw and thus keeping it flying true to its target. Feathers used on an arrow mut come from the same side of the bird as bird feathers have a slight natural twist depending on where they come from. This same twist helps the arrow rotate in flight, increasing accuracy. Arrows designed to travel the maximum possible distance will often have little-to-no fletching, while arrows with broadheads will have long and high fletching to counteract the aerodynamic effect of the arrowhead. Note: Credit to Zyrusticae for this section as she is the one who gave all the wonderful information on Bow's and the information on Arrows. Daggers Dual wielding Daggers is the weapon of choice by both the Rogues of Limsa Lominsa and the Ninjas of Doma. Daggers allow a large range of maneuverability and quick precise stabs and slashes while also being easily concealable. Taking a little more time to master, Daggers can be deadly even to opponents with far bigger weapons if used by skilled wielders. Daggers can work well against modestly armed Pugilists and slow moving Marauders, it is at a slight disadvantage against longer reaching weapon users such as Gladiator, and is at a larger disadvantage against Lancers and Archers. Knives Briefing Knives are the most basic and cheapest type of dagger. With one edge and normally of rough make they can end up unreliable against stronger weapons and armor if of poor material. Thankfully knives can be found in most metals offering more reliable strength to more experienced daggers user. How to use it As stated above knives have one edge. This edge can be used for slicing and you can use the point for fair stabbing. You will need to be within a very close range and will want to remain that way, as moving back will make it easier for your opponents weapon to land a hit on you and harder for you to get back within usable range. Use the fact that the weapons are small and can maneuver into spaces and in ways that other weapons can not. Often it is preferable to start a attack with daggers as a surprise attack. Pro's *A small single edged blade that can do quick slashing and alright stabbing. *Cheap and easy to attain. *Easily concealable. *Can be quite reliable when made of higher quality material. Con's *Can be fragile if made of cheaper metals. *Not the best dagger for either slashing or stabbing. *Not the longest reach. Daggers Rather redundant right? Dagger daggers. But these weapons are distinct from other daggers as a whole. Although these could be considered the most common type of dagger. They are shorter but also double sided with a spear point tip. This makes them better for stabbing than their knives counterpart but also quite able for slashing. How to use it Following the same premise as the Knives you can both stab and slash. The double sided blade lets you rest without the worry of hitting your enemy with the blunt edge of your dagger and can provide stabbing an even sharper point. The more pointed tip of the blade makes it more suitable for stabbing. Although don't let that fool you into thinking it can't cut. Pro's *Spear point tip allows better stabbing. *Can be found in most a large variety of metal types. *More stable of daggers than knives. *Concealable Con's *Shorter blade size equals even further decreased range *Not the best for cutting because of the smaller blade. *Can lose edge if made of weaker materials. Baselards Briefing Baselards are larger daggers than the previous two entries and features a more needle point blade making it even better for stabbing. Its long blade surface area on both sides make it good for slashing as well making the blade comparable to that of a small sword. How to use it Baselards can be used well as either a slashing or stabbing device. They are a bit more difficult to conceal because of their size but are good for people who don't mind missing out on a surprise attack for more sword like versatility. You will of course still remain close as with all daggers and focus more on the maneuverability advantage you have over most other weapons. It is more feasible to parry with these weapons but not recommended. Pro's *Almost like a smaller sword. *Longer blade and needle point tip make it good for both slashing and stabbing. *Can be found in stronger reliable metals. Con's *Can be more expensive. *Sacrifices some of the maneuverability of smaller daggers. *Less concealable. Pugiones Briefing Pugiones are a very Spatha type weapon only in dagger form. They can be good for concealed combat and its curvature gives it the same cutting edge you would expect in a Spatha. It is more structurally stable than other daggers and can make a fair defense compared to other daggers. How to use it It can be used similar to a normal Daggers only its blade design makes it much less for stabbing (Although it of course still can) and more for slashing. Its thicker build makes it structurally stable for small defense. Pro's *Much more structurally stable. *Similar to the Spatha in blade design. *Good for slashing. *Normally made of reliable metal. Con's *Much less for stabbing. *Similar to the Spatha in blade design. *Can be more expensive and difficult to find. Stilettos Briefing Stilettos are different from other daggers in that they have no slashing edge. They are a stabbing only weapon and that is what they do best. Being the best stabbing daggers you will find. But they are also relatively rare to find and are not made of easy to obtain metals. How to use it With Stilettos you will want to begin with a surprise attack or get as close as possible as soon as possible to get a stab into a vital area in. Using Stilettos is much less about slashing your opponent and waiting for them to bleed out and more of getting precise stabs into important areas that will hinder your opponent from fighting you further. Pro's *The best stabbing daggers there is. *Good metal quality. Con's *Unable to be used for efficient slashing. *Expensive and rare. *Longer blade with little support makes it prey for snapping if caught between a rock and a hard place. Kris Briefing The Kris is a heavily slashing weapon with lots of edge area normally in very curvy and flashy shape. It can be extremely good for entangling and confusing the opponent with its unique blade and deliver good defense alongside its slashing damage. How to use it The blades rarity and exotic blade style makes it something that can intimidate most opponents and it can entangle other blades and catch them in its curves. Allowing it some level of parry it is unlike any of the other daggers and allows much more open fighting than the dodging and surprise attacks the other daggers normally require. Just be aware that these are still DAGGERS if you get any idea of trying to block and axe with them. Pro's *Very sturdy build and made of good materials very often. *Great for defensive and offensive fighting. *Can more easily parry and can possibly entangle or damage other weapons. *Look exotic and intimidating. Con's *Expensive and rare. *Lacking in the stabbing department. *Unlike other daggers and may require more specialized training. Special note for Cleaver and Machete like weapons. They lack tips almost completely and are not good for stabbing whatsoever. They function more like short swords and are normally of exotic and rare make. While still daggers I did not feel like they needed their own section but still leave this footnote for those looking for information on them. To be continued lower down the page :3
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balmung Servant for hire (Can do anything! ... Within reason)
Enzo replied to Enzo's topic in Chronicled Connections
Yay thank you <3 -
balmung Servant for hire (Can do anything! ... Within reason)
Enzo replied to Enzo's topic in Chronicled Connections
Well as badass as your character is, unless its about combat. My character is pretty lame at talking. -
So I have switched my main character from Gilgamesh to Balmung after a long hiatus. Gilgamesh is awesome but I just find myself playing on Balmung more and neglecting my actual main character because of it. So I ended up just moving him over and made a new back story for him seeing that the culture of what is accepted in a back story is a bit discluding of the special snowflake he used to be. Anywho this is my idea for the new story. My character is thirty years old and he would have grown up during the annexation of Ala Mihgo, I plan on making him from Ala Mihgo and while prejudice towards Garleans, understanding of their way of doing things and their technology. Especially liking Magitek technology and its capabilities. After an event killing his parents after they escaped Garlean controlled Ala Mihgo he ended up becoming and adventurer and devoting his life to training in combat. As his father was big on training him in combat with a sword he spent the majority of his life just learning tactics, fighting, and becoming a veteran of as many battles as possible ever sense he could hold something that could be even slightly considered a weapon. But because of spending all his time only practicing fighting he did not know how to do much else. When the flames started enlisting people he was one of the first to sign up and he rose in their ranks and was known for his very good combat skills. But after the battle of cartaneau it was recommended to him that he give up a life of combat and actually live out in the real world. My character has quick reaction skills, decisive thinking, and quite strong but he is overspecialized in one field and that makes him at a loss when it comes to anything outside of fighting, He was able to stay in the flames for a bit longer but then his commanding officers decommissioned him thinking that it would be better for him to experience the real world before he was too old to do so. After being retired early he ended up joining the brass blades because that was the only accepting line of work he knew how to do, he had little to zero social skills and could not deal with people to become a merc. But as the syndicate became more controlling of his specific branch of the brass blades he realized what was going on was wrong and he began to plot to rebel. But the syndicate caught on and arrested him. As punishment they put a collar on him forcing him to do whatever the holder of a certain crystal says (Within reason) and decided to sell this crystal and him as a servant to the highest bidder, so they can make gil off his punishment. They have a master crystal which can override the crystal they sell so they can always resell him if things go awry. But theoretically anyone is allowed to buy him, from criminal organizations working for the syndicate, to a woman who owns a flower picking shop and needs help potting plants. It just depends on the demand and what interests the syndicate as a punishment. So that is how we come to my character being a servant for higher. It is not exactly by choice. But a servant is a servant! I am a heavy RPer mostly so I would prefer that whoever highers him plays at LEAST once a week, and if they really play that infrequently at least give him something to do IC during idle time. If a person proves to be too inactive, then I will inform them and we can try to work things out, although the end result could be him being repossessed by the syndicate and sold again. But other than activity, I can go with most types of RP and while my character is good at fighting would VERY much enjoy non fighting RP as well. Having a character who grew up only fighting and knowing nothing about the real world could be just as fun as a learning experience potting plants as intense action scenes if not more so for the parting from the norm. But if he gets put in a fighting role and is commanded by his owner to fight then he can. Anyone in interested in possibly getting him feel free to message here or PM me <3 Any feedback is well appreciated and hopefully I can make lots of enjoyable RP and experiences as I get integrated into the Balmung commiunity with my main. Thanks~! P.S. You don't have to be rich and wealthy to get my character as a servant. They are kind of auctioning him off to anyone and if they seem interesting enough could make a deal with someone rather poor in exchange for their services. They are asking around on the backstreets and out in the open, of course out in the open sounding more friendly and peaceful of a servant to help humiliate him into potting plants for some poor farmer. It is half punishment as well. Giving him another killing job unless highly beneficial to them does not really make a good lesson because he does that anyway.
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Thought Experiment: Entering the World of Eorzea
Enzo replied to Zyrusticae's topic in FFXIV Discussion
Darn, I finish this long elaborate post and the page resets taking it ALL away lol. The overview of what I said was that I believe the difficulty would be upped and the fact that their was more intelligent NPCs in game would equate to the fact we would become minecrafters in a minecraft world to Garleans. Intelligent Garleans have the tools needed and the ability to completely just blow all of Eorzea sky high but in the 2.0 campaign they made them ridiculously easy not giving them justice to how much trouble they could cause with their massive amount of airships that pretty much have guns on them the equivalent of AC 130's. Even in a world of magic, they have an outrageous advantage and despite not being able to kill the "Adventurers" could lay waste to the land around us especially with the new more realistic dynamics of a living world. And we would respawn, the land wouldn't. We MIGHT be able to fight them off. But I imagine the effects of them ACTUALLY sending massive full scale invasion instead of just a tiny fraction of their army would leave us stomped into dust. Another thing is I don't know if all the servers would combine to make one mega server, that would kind of make sense seeing that the world would become absolutely massive and even if it took all the players from every server we would still be a minority. Of course we would still have an outrageous amount of special snowflakes even if it did individualize by server. While making the most sense population wise, class wise if all the servers combined the amount of special snowflakes would heavily unbalance the worlds natural order. Another thing I THINK I remember from 1.0 is that hydaelyn is not just a infinity pot of aether, it has a limit and I have no idea what all these super powerful aether consuming special snow flakes would do to the worlds natural environment, as heavy changes in Aether can kill whole landscapes and drive all its monsters feral. What I would do personally is live my life to be best of my ability. We are all immortal now, but I would make it a hobby of mine to protect players from other players who decide to make player killing their hobby. Although if we are able to kill NPC's I don't know if we can. But if we can, then any griefer could easily go on a rampage and take on a whole army of NPC's. Heck if they got a fair group of special snowflakes and could control their class abilities well. Then they could smash through the gates of Ul'dah and claim the throne of sultana for themselves. Player characters are all together way too powerful and that kind of power would go to the heads of the people and the adventurers would destroy the world. I feel many people would still consider it to be a game and while things may balance out later down the road, if no one acts immediately and rounds up everyone under laws and enforces them themselves, it could very possibly be too late to fix any problems caused by the powerful player groups that want to F__K around and do harm to the world of which we live in, we already screw up our real world, and we are powerless here. When you give people power in a game and they think it is a game it will be like giving a child TNT on minecraft and showing them a MASSIVE world in which is beautifully detailed all for them to destory. Only... You can't get anything back. -
Plot twist, Othard has no farms! Everyone eats each other for sustenance and the young eat the old.
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Ahh what I meant by this is as they adapted to their enviorment, they adapted for the long term, making their bodies adjusted to low aether and unable to use high enough amounts to cast magic. If a garlean were to come to Eorzea, that fact they cannot use high amounts of aether would not change and if it were definitely not for at least a few generations of living there and adapting to the environment. Also I am very happy for the reponses Liadan gave and for the input everyone else has given. I learned a lot about what is in the game and what is majorly unexplained :3 While I do wish we could work together to set some guidelines I guess it truly is impossible and while slightly disheartened I expected it. I still appreciate everyones responses. <3
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*Quickly Google searches Bordello, upon finding it puts on educated smart people glasses* Ahem, I think it could be a fancy smancy wonderful tip top idea! If you still want to do it anyway. If you desire to do other RP then by all means abandon it. But if it is the kind of RP you enjoy doing, than you should not need to stop. *Cough* so where does this place open up at?... *Cough*
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In a world of magic and fantasy there seems to be unlimited possibilities in the uses of its foreign undefined laws. Most of the time it is extremely vague as to how magic works in a fantasy world other than that fact that it simply... works? Playing in a lawless reality can be fun, but it can also become a bit ridiculous as laws ARE there for a reason. That is to keep order and keep chaos to a minimal. But being someone who always toyed with magic in role play, I of course never really knew what I was talking about because I have never really payed to much attention to the lore of magic classes. Although I would very much like to. I simply always tried to come up with my own logical explanation that SOUNDS like it could work. I ask the question of "To what degree do you limit magic" to get the community to really think. Because while I have hardly researched I also have not seen a guide on magic right in my face, and you would think it would be rather relevant in a world dependent on magic. The magical substance is literally the life force of Hydaelyn and without it nothing can possibly live. Or might not even exist? Unsure. Now the world is obviously not chaotically filled with black mage's destroying whole towns with the snap of their fingers and training of magic is obviously not easy. But I would like to as a community acollect all the information on Aether and magic and formulate it into a guide with community bound laws and guidelines to help guide players when it comes to magic characters and their capabilities using the lore as much as is there and logical reasoning for the rest. At least until more of aetherical knowledge and lore is released from SE. I will try to contribute what I know, although take my knowledge as a grain of salt because as stated before, no research and I will probably butcher the existing lore as much as humanly possible in this thread because of my lack of magical education. I am no wizard. Firstly to my knowledge the source of the ability to use magic is Aether. Aether is the life force of Hydaelyn and seems to flow throughout the planet. But not in a perfectly balanced manner either. To the point where some areas accumulate massive amounts of aether compared to others. If I am correct in remembering, in 1.0 it explained that an area in Mor Dhona or so? Where the Garlean flagship had a fight with the king of dragons dude, has a extremely massive amount of aether to the point of the Garleans feeling it absolutely crucial to take it and sending as massive an army as they could in fear that the Aether levels in the area could let the beastmen pretty much give their primals endless life. It is somewhat well known the Garleans do drink tea cheerfully with the primals. So what really dictates where Aether is strongest and how does it really affect the environment. Obviously without Aether the environment would die but it seems that with too much aether the environment simply becomes a crystal wasteland much like mor dhona's case. You can't exactly grow your orange farm in hard crystal. Another thing if I remember correctly is that massive amounts of aether or sudden changes in aether can drive wildlife crazy cant it? Wasn't this a big problem in 1.0? Aether sickness is mentioned in the beginning of FFXIV:ARR and my guess is that this occurs when you travel a long distance and the air-aether content is at a significantly different level and your body needs to adjust to it. When I think of how aether could affect an environment and its inhabitants it also makes me wonder why some people/creatures seem to be able to harness magic and others cant. As far as I know most creatures cannot use magic in Eorzea but elemental's and the likes can. (Side question. What are elementals? Embodied aether that took a control of a certain element of its environment and started hovering around aimlessly?) There could be animals in game that can use magic too, but I do not know of any and regardless it does not really change the nature of the question, what allows some of them to use magic and what restricts others? Are the bodies of some simply rejecting of Aether in large amounts? Or is it an environmental adaptation? Are all creatures able to use magic but some simply not smart enough to use it? Then what about Garleans? Garleans are just as smart as everyone else but yet they still can't use magic themselves. One explanation I tried to come up with myself is that sense the center of Eorzea is on the the biggest Aether hot spots in the world that it allowed are bodies to adapt over time and be able to control large amounts of aether, enough to be able to cast a spell at least. But for Garleans where they grew up Aether was not overly abundant in the air as it would be in Eorzea or Othard so their bodies did not adjust to be able to use the amount of aether needed to cast a spell. It makes you wonder if a Eorzean were to go to Garlemald and cast a spell what exactly would happen with the significantly smaller air-aether content. If it would even cast at all? But we don't know and it is simply a far out there guess of mine. Another thing is Aether in its solidified form seems to be crystal, or in massive condensed amounts it turns things to crystal. I am not really sure. And we know that is is possible to extract this aether and turn it into energy to power magitek. But to what degree does crystal actually affect magic. If you were touch a giant aether infested crystal then cast a spell would it be amplified by the greater power source? Could ones body even HANDLE that much aether flowing through them to cast a spell? How much CAN a persons body handle aether wise? You would think there is a limit. Can some races handle larger amounts of aether better than others? (Like in the Garleans case?) What would happen if you cast a spell ON a crystal? Would it absorb it? Or perhaps explode with energy like putting fire to gun powder? Also a topic to touch upon is the actual USING of magic. It seems impossible to use magic without casting something normally through a medium of some sort like an arcanist's book of geometric shapes and jibber jabber or a Conjurers big wooden stick. Most also take time to cast. What is actually going on? And how does one actually CAST magic? Does it really require a medium? as from what I know Black mages pull from the "Black" or something and that does not seem to require a medium to cast other than ones own body. (Another side question; What is the black and what is the void? They seem like awkward cousins of aether that I definitely do not understand.) I am pretty sure I have seen people roleplay for arcanists as having to write intricate geometric shapes/symbols into a book to activate a cast. But why do they have to do this? It seems like with conjurors they can just cast from surrounding aether (*Does not know how a conjuror works*) and wouldn't it be far easier just to do what they do? Or does pulling from raw aether outside of a pretty symbolized medium require a stronger body handling of aether that would prove too difficult to some so they are forced to revert to arcanist methods. For all I know arcanist magic and conjuror magic could have ABSOLUTELY nothing to do with aether and each other. Although I hope they would because it would be a whole hell of a lot more confusing if they were not at least distantly related. Another thing is (I may be a bit redudent here I am kind of forgetting what I have already gone over ) is to what DEGREE you can harness the aether and turn it into magic with. Primal's seem to ABSORB aether and get extremely powerful. Dalamund as it was getting dragged towards Hydaelyn was also sucking up a crap ton of aether from the planet itself as the elder primal Bahamut fed of its energy correct. How much can a primal actually hold? Could it absorb the whole planet? Or would it eventually break down from the absolutely insane amount of aether? There must be some limit as to how much a person or primal can take even if it is just a certain amount of the surrounding air content otherwise what stops a primal from being a aetherical black hole and just sucking all the aether from the planet whenever is spawns? To what degree is it limited? And more importantly to what degree is it limited on a player? In the intro cut scene you see the old archon dude build a extremely huge badass shield that protects from Bahamuts mega flares of awesomeness, what allows him to get THAT powerful? And what kept him from being powerful enough to hold it and it eventually shattering his staff. Was it his staff that was just an insanely powerful medium and him controlling it well? Or did he actually have the ability to control aether to that extent? If the former does this mean that even an amatuer in magic could do MASSIVE destruction if given a medium that could handle it? Or is there actually personal limitations depending on how long you have practiced using it. Is it like a muscle in that the more you stress it at a steady and organized pace the stronger it gets and will grow? But even muscles have limitations... Don't they? I kind of wonder the science of magic and what you can actually do with it and what you can't do with it. You can conjure elements with it. You can heal wounds with it. But to what degree? Do you have to be able to see/imagine what you are doing? Meaning if you want to cast a fireball do you imagine the aether surrounding your hand combusting then controlling it from there? And for healing does it only heal injuries you can visibly see and imagine healing? Which is why more grievous injuries require more concentration to imagine repairing all the damadge done and why for some people it is supposedly difficult to repair damaged vocal chords because I mean, how to you imagine repairing damaged vocal chords? I do not even know what they look like! Or is it something ENTIRELY different? Ahh... I can't really think of much more at the moment (*has stayed up all night and is very tired*) But I know there is definitely more questions that could be asked and I highly encourage anyone and everyone who has a question about aether and magic and their abilities to post it in the comments. Not all these questions have answers in the lore I am sure. But I would like to learn everything there is to know about magic that is IN the lore then fill in the blanks with as I said before, community decided guidelines that make sense until SE releases an official explanation. So any facts you find. Post them! Educate the rest of the people like me so that way next time I talk aether I can actually feel like I slightly know what I am talking about! And any suggestions for how the grey areas of aetherical lore work should ALSO be posted! As any and all ideas are welcome in the pursuit of order and greater knowledge of how things work in this world of magical beauty. I hope that if we can get enough information and fill in the blanks with our own we can make a guide on Aether and magic with how it works that can be somewhat understandable and help guide RPers in how to use and handle magic. It might help avoid those situations where under one characters logic it seems impossible to heal a broken bone instantiously while under others they can instantly heal a whole BODY of broken bones to somewhat good health. Then there is conflict on who is magically correct in their healing abilities. I would also still love to hear answer to the title question. I apologize for this being a giant thread of questions but I merely want to get the best understanding of Aether/magic that I can.
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So, I always try to play at least two characters as I often get into moments where one cannot role play but I still want to RP. As I spend almost all of my waking day RPing. As of right now it seems that I may lose one of my two characters and if I don't at least one of them will be played less far more significantly as he becomes busy with other things. Really neither of my characters are getting a whole bunch of RP time but that is a issue I kind of brought upon myself. ANYROAD, this has got me planning for the next character I will make to correct my around two characters balance. What kind of backstories, what kind of personalities he/she will have, ect. And I had an idea which I thought could be really cool and provide lots of RP, but it is requiring of an active group for it to run as efficiently as it should. The idea is something along the lines of an adventuring group. It would take a minimum of four people to run and a maximum of 8 or so. The point would be that the characters acollect into a group of adventurers who do dungeons IC and go through the games content while RPing at the same time. It is not a group where you do a IC dungeon once a week or so. It would for those who want a character that is a devoted adventurer and will try to be on to do content with us while having fun RPing at the same time in a stress free environment. Of course not everyone will always be on at the same time but for full 8 man dungeons we could organize somewhat to make sure we all get on at the same time, then as long as we have 5+ active people, we could switch around with other members of the adventuring trope for our four man party if others do not seem to be available at the time. This is not something that will happen immediately. But it could happen soon and I would like to collect names of anyone who could be interested. You do not have to have a specific back story and you do not need to make a new character for this. You simply have to have the IC desire to be an adventurer and be somewhat active. I would kind of prefer that your class somewhat matches your character though. As if we are roleplaying in a dungeon with a person who calls themself a craftsmen in full decked out dragoon gear having never even set foot in coerthas... It may not make a lot of sense IC... Anywho I plan on being a Warrior/Marauder tank. Which means we still need 2 DPS and a healer. If we can get those 3 slots filled then we can work on getting the next four filled for our 8-man. The character I use will simply be a small town La nocea boy who is skilled with an axe and wants to see the greater world. So he has fliers put up throughout the city states recruiting for active adventurers to join his group for the longer term. If anyone is interested please feel free to say so and I will contact you when this RP is ready to be set in motion! :3