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Final Fantasy XI reveals Shantotto art contest winners

Filed under: Fantasy, Final Fantasy XI, Contests, Fan art, Lore


Her ascension has come, her name is well-known -- Shantotto is blessed both afar and at home. Final Fantasy XI's resident genius has long been admired as clever and devious. Not so very long hence, you'd recall our report that a contest was held, an artistic sport. After all, who could deny that true inspiration would come from a lady of such reputation? That contest is over, the judging all done, now look through the images to see who has won!

Three pages of entries await to be seen, a collection of art unrivaled on one's screen. The portrait above, while quite suited for framing, was not the first winner in the contest we're naming. That image must indeed be seen and admired, but all of the portraits should meet one's desires. At the top of the tier, there's more than just rotes, for each entry is graced with the professor's own notes! View all of the entries, we gladly suggest, for Shantotto as subject is quite hard to best.

The Daily Grind: What features would you like to see combined?

Filed under: Game mechanics, Opinion, The Daily Grind, Academic


Some things don't go well together. Like peanut butter and soap, or open PvP in a neutral quest hub, or melee attacks for a spellcaster. On the other hand, there are some things that seem as if they'd go together so perfectly that it's a wonder it hasn't already been put into place. Final Fantasy XI's multiple jobs paired with the unique nature of Warhammer Online's classes, for instance. Or the skill-based approach of Guild Wars in a classless game such as Fallen Earth. Or Sword of the New World's multi-character system combined with, well, more or less anything.

When you've played enough games, you start seeing how systems could be stapled together to produce something very different in the end, and possibly even something better than either system individually. What systems would you like to see combined? Would you want them to be in a current game, a new game, or in a sadly-deceased game that would have been uncommonly excellent with the two things put together? Or would you not even look at systems, and just like to port the engine of one game (such as the gameplay of City of Heroes) into a totally different setting?

New Final Fantasy XI wedding service is live

Filed under: Fantasy, Final Fantasy XI, Culture, Events, in-game, Roleplaying

It was announced some time ago that Square-Enix would make it easier for Final Fantasy XI players to get married in-game, with the vague insinuation that the feature would go live at around the same time as the version update. Sure enough, the new wedding system is now in place, and it makes the entire procedure so much easier that it's almost trivial. After all, you already get to avoid meddling in-laws, reams and reams of wedding invitations, and the joy of finding a caterer who won't server your guests microwaved dog food.

The official page offers all the details you could want on the wedding system, including the procedure for crafting all of the wedding items if you prefer that option to purchasing them. It also offers traditional Vana'diel wedding vows, a nice touch for a roleplaying event, especially one supported by the game's official systems. So go ahead and tie the knot in Final Fantasy XI, free and without the bulky and restrictive system of the past. No rumors yet of a messy and acrimonious divorce system being added into the game, but now that marriage is simpler, perhaps it's in the cards.

Final Fantasy XIV support page located

Filed under: Fantasy, Events, real-world, New titles, Consoles, Rumors, Final Fantasy XIV


Sometimes new information comes from the strangest sources. Apparently, when Square-Enix made their last update to the Final Fantasy XIV with two new jobs revealed, they added a little something unexpected. Not what would have been expected, either -- it was the support site for the game. Since the game is yet to be released or even have a finalized date published, said site contains only a handful of questions, which largely contain no new information... but there are at least two interesting pieces to be gleaned from the site, one minor and one slightly larger.

The smaller piece of information is the list of supported platforms for the game: Windows PC and Playstation 3. That isn't exactly new information, but it's confirmed. The slightly larger tidbit is the confirmation that Japanese releases of Final Fantasy XIII will contain a code to obtain an exclusive in-game item for Final Fantasy XIV. The answer specifies that plans to include said code in the North American or European releases have yet to be decided... which could mean anything. Will the item be exclusive to Japanese players to compensate for the game having a global launch instead of one in Japan first a la Final Fantasy XI? Will the item be cosmetic or have some game impact? Will there be different items based on region? No answers are yet forthcoming, but it should be an interesting tidbit for fans looking forward hungrily to the game's release some time in 2010.

Final Fantasy XIV details two new classes and weapons

Filed under: Fantasy, Classes, News items, Final Fantasy XIV


Those of us looking forward to Final Fantasy XIV have a bit more to look forward to now, with a new update to the official site. Continuing the slow reveal that the recent updates have included, this update contains two classes who have been previously named but not discussed in detail, the Gladiator and Pugilist. In addition, the update offers some details regarding the weaponry used by these classes -- which, as we've reported earlier, are the central element for each class in the multifaceted world of the game.

Gladiators are what their pictures would tend to indicate, heavily-armored sword wielders with a penchant for close melee combat. They're also slated to be masters of throwing knives, and will have the option of using a shield or eschewing it for more offensive combat. Among their weapons are a number of swords and shields, including the blade-encrusted Lantern Shield that offers simultaneous offense and defense. Pugilists, by contrast, are lightly-armored melee fighters that use a variety of hand-to-hand attacks -- shades of the classic Monk. Their weapons are a bit less novel, but any player familiar with Final Fantasy XI will feel some nostalgia at the sight of baghnakhs and cesti. Take a look at the official site for more information, including the galleries of weapons and multiple images of the new classes.

Final Fantasy XI releases version update minus crafting

Filed under: Fantasy, Final Fantasy XI, Expansions, Game mechanics, Patches, Crafting


Well, maybe we should just be happy the Summoner updates went live now. The much-discussed November version update for Final Fantasy XI was released today, but it's lacking something that had just recently been announced -- namely, the entire evolith and synergy system that was promised to be dropped along with the version update. Square-Enix officially stated that the change is coming in another version update past mid-November. And, sadly, it gets a little worse before it gets better -- one of the promised ranger changes, reduced threat from ranged attacks at longer distances, has been nixed.

But let's not dwell on the negatives, really. After all, the crafting is coming soon enough, and it's not as if this update was sparse on content to begin with. There are a pile of new quests available, new improvements to the Moblin Maze Mongers service, and all the other updates and job changes we've covered previously. Not to mention that the add-on scenario A Shantotto Ascension is ready to play, something likely to produce at least some joy and spontaneous fits of rhyming. Take a look at the list of official patch notes for all the details, and don't fret -- there's enough content that you're sure to find something to do until mid-November.

Pumpkin contest winners for Final Fantasy XI

Filed under: Fantasy, Final Fantasy XI, Contests, Fan art, Events, real-world, News items


As Halloween fades into a memory of candy, costumes, and cheaply-made outdoor decorations, the MMOsphere slowly closes its doors on the various holiday events. Final Fantasy XI's pumpkin-carving contest on Allakhazam has finally drawn to a close, with the votes in and tallied and the winners determined. And if you doubt that there's a great deal of talent and originality on display with the contest, the excellently-rendered San d'Orian knight charging into battle above wasn't the winner -- they placed fourth.

Third place went to a rendition of the title image for this year's Halloween event, while second place went to Final Fantasy XI's resident mad professor herself. First place went -- quite deservedly -- to this hauntingly well-rendered image of a tonberry in the darkness. The official announcement includes a tally of the votes, but that might not be quite as exciting to casual observers as a gallery of all the entries. Congratulations to the winners, and here's hoping that next year brings still more pumpkin-carving fun for FFXI.

Still more details on Final Fantasy XI's coming update

Filed under: Fantasy, Final Fantasy XI, Events, in-game, Game mechanics, Patches, Making money

At the rate we're getting swamped with information about the upcoming Final Fantasy XI version update, we'll soon be finding out that the update is also adding two new jobs and a level cap increase. Well, maybe not, but Square-Enix has released yet more news about the upcoming November version update. Already we've heard about new gear enhancements, new crafting, job updates, and a reward for content-minded players. The most recent information involves some of the more miscellaneous activities of Vana'diel's inhabitants, including chocobo racing and fishing.

Chocobo races are being changed over to a new schedule system that keeps races running on a consistent real-world schedule to make coordination easier for players. The system is also adding new purchasable items that will have a variety of bonuses for the devoted race enthusiast. Of course, the new items won't be cheap -- nothing in Final Fantasy XI is -- but first through third-place winners in each race will be receiving a much larger amount of chocobucks for their placing, which should make affording things much more fesable. On top of that, there's a promise of more fish to turn in for the popular "In the Belly" quest, with the hint of new equipment. Keep your eyes peeled, as we might well have not seen the last of the additions to this now-massive update.

Details on Final Fantasy XI's new Synergy system

Filed under: Fantasy, Final Fantasy XI, Patches, Crafting, Professions, Grouping

We've been seeing a great deal of news and information coming out from Final Fantasy XI -- which probably means the end times are coming, but be that as it may. Just the other day we found out about the upcoming Evolith system, with its cryptic mentions of the integrated "synergy" system and a promise of more details shortly. Sure enough, we already have an idea of what synergy will look like when it drops alongside the rest of the filled-to-bursting November version update. And it promises to be quite a deviation from the status quo for crafting right away -- it's an art practiced not by one person, but by a full six-person party.

In keeping with the extant nature of Final Fantasy XI's crafting, synergy doesn't promise to be simple. A number of reagents and elemental energies are dumped into the pictured "synergy furnace," at which point the entire part must begin carefully modulating and controlling the flow of elements therein. Crystals can be used to help alter the elemental composition, but will not be absolutely necessary from the sound of things. A failed synthesis can cause the whole mess to blow up in your face -- literally -- while success yields both slotted items and "cinders" that can be turned in for equipment to help boost your skill at the craft. There's a lot to digest here, so take a look and get ready for the most mold-breaking crafting yet seen in FFXI.

Evolith system coming to Final Fantasy XI

Filed under: Fantasy, Final Fantasy XI, Game mechanics, Patches, Crafting

The November version update for Final Fantasy XI is going to contain a number of new and improved features -- for many of the game's players, just the changes being made to several jobs will alter the game significantly. However, the just-revealed Evolith system is going to add even more wrinkles to the gameplay, allowing players to insert powerful stones with a variety of properties into equipment. Not only is the system based around a new form of synthesis -- in essence an entirely new form of crafting -- but it promises to allow further customization and equipment improvement.

In order to obtain the Evolith stones themselves, players will need to hunt down notorious monsters as part of a new set of "hunt regimes" (which seem as if they'll likely be similar in nature to the Fields of Valor training regimes and enhancements). Equipment can both have new slots added to it via synergy, and then have the Evolith attached to the slots based on elemental properties. Original? Not precisely. But it's a new way for players to improve their abilities and their equipment, and it's a pretty large change for a regular patch. Take a look at the full article for more details and for a sneak peek at what some of the stones will offer.

Buy all Final Fantasy XI add-ons and start teleporting

Filed under: Fantasy, Final Fantasy XI, Expansions, Patches


The last of Final Fantasy XI's add-on scenarios is coming out in just about a week, but that's not all that's coming with it. Players who have purchased all three of the mini-expansions (A Crystalline Prophecy, A Moogle Kupo d'Etat, and A Shantotto Ascension, all of which have small flash sites) will receive a special in-game item following the next version update. The fact that it's a cape may not sound like much, but veteran players would be rather interested in the item's special enchantment: it allows you to teleport.

Players who haven't experienced Final Fantasy XI might not realize just how difficult and frequently dangerous transport through the game can be. Most leveling is done by working your way to a dangerous location, surrounded by monsters that can easily slaughter a lone player. The Nexus Cape reward will transport the user instantly to the party leader's location, thereby enabling easy movement from one spot of relative safety to another. It's only usable once per day, but it's a nice added bonus for those who've grabbed all of the additional scenarios. If you're holding out for the Ultimate Collection due on the tenth, don't despair -- as it contains all three add-ons as well, players with the collection will also receive the Nexus Cape. More details on its mechanics are available on the official announcement.

Final Fantasy XI's A Shantotto Ascension releases new trailer

Filed under: At a glance, Fantasy, Trailers, Final Fantasy XI, Expansions, Previews, News items


Final Fantasy XI's final new add-on adventure, A Shantotto Ascension, comes out the ninth of November. Should eight more days prove too long a delay, you might just be pleased at what we have to say. A new trailer, you see, has been put on the site, with our dear professor in the center spotlight. And if you lacked apprehension regarding Shantotto, this new trailer may have you pull quite the reversal.

The trailer makes mention of rituals demonic, a threat whose recurrence is horribly chronic -- but lest you assume that the danger's routine, you had best keep a watch on this unfolding scene. For Shantotto denies that she has lost her mind, and thinks herself flawless (or so she's opined). Yet all of the images that we see within leads us to believe something mad will begin -- and while we don't mean to drive players to terror, to not say the truth would be too much an error. For Shantotto seems poised upon something gigantic, and appears to enlarge to proportions titanic! If you've made Final Fantasy XI your home, be prepared to defend all the roots that you've sown. The release is still pending, but you may purchase today -- so go view the trailer, no need to delay!

More bits on Final Fantasy XIV in Connect! On translation

Filed under: Fantasy, Classes, Game mechanics, New titles, Previews, Final Fantasy XIV

We have a bit of a linguistic issue when it comes to information about Final Fantasy XIV -- while no one could argue that it's not being heavily anticipated worldwide, there's the simple reality that the slow trickle of information to news magazines are going to be in Japanese. Great if you can read the language, slightly less so if you can't. But luckily, the intrepid fans at FFXIVCore have a number of people who can at least manage it well enough to bring us the latest tidbits from Connect! On magazine, which had the benefit of having some input from someone who at least briefly got to experience the game hands-on.

It's already been hinted that Lancers, much like Archers, will be affected by the range of their weapons. The magazine goes into further detail regarding this -- for example, if the Lancer is too close to the enemy they'll have to swing the haft of their spear rather than jabbing with it, but they can also potentially sweep the lance like a staff to hit multiple enemies. There's also talk about the difference in tools that crafters can use and what some of the expanded features of the crafting might involve, possibly including the ability to craft multiple items at once (a welcome expansion for those familiar with crafting in Final Fantasy XI).

There's still no word on when exactly we'll be seeing Final Fantasy XIV, but it can't be soon enough. Take a look at the full translation for more details, speculation, and a clearer picture of how the game is different from its predecessor.

Pet-users in Final Fantasy XI get some new treats

Filed under: Fantasy, Final Fantasy XI, Classes, Game mechanics, Patches, Previews

Final Fantasy XI's November update is just around the corner (what with the end of October fast approaching), and that means we're hearing more about what job abilities are due for an upgrade. This time around, we're getting information about the game's two classic pet-using classes, the Summoner and the Beastmaster, and what new abilities are in store for them. To summarize in brief: pure, unadulterated awesome.

Summoners will learn a new ability called Avatar's Favor at level 55, which provides a passive benefit to all party members and reduces the MP cost of keeping an avatar active. With a two-hour duration, the ability is clearly aimed at the longstanding irritation many players have had about the "preferred" approach to summoner pets. Traditionally, the class has been forced to summon their pet, use one of its party-buffing abilities, and then immediately dismiss it due to its low utility in normal combat and the high MP cost of keeping it active. Avatar's Favor obviously rewards keeping a single avatar active on the battlefield to reap the most benefit, and its promise of a cost reduction makes that more fesable.

Beastmasters, meanwhile, are gaining the ability to directly control the special abilities used by their called beasts (as opposed to beasts tamed on the field). The system is explained in brief, but it should help provide some utility and control to a class that has slowly been making the shift over to called pets instead of tamed ones. Both updates should be welcome by the classes, and lend more support to the idea that if the November update is one of the last ones to grace Final Fantasy XI, it will be going out on a high note.

Final Fantasy XI expands wedding services

Filed under: Fantasy, Final Fantasy XI, Culture, Events, in-game, Roleplaying

Weddings in MMOs are sort of an odd beast at best, but the setting and atmosphere found in Final Fantasy XI suited the feature even way back when it was first introduced. Unfortunately, actually going through the process in-game has always been something of a hassle, what with the additional fees, the scheduling problems, a convoluted registration feature and so forth. Considering your only reward was usually an in-game wedding ring, it didn't light many people on fire. However, even though the game is entering its twilight years (or possibly because of that), Square-Enix is rolling out a new and more straightforward system to make marriage less of an issue -- in-game, at least.

Rather than having an ornate application to fill out, the game will be instituting a page in which you can simply schedule a time, date, and place. The nation's wedding masters will be added in as NPCs, allowing you to talk with them at any time to retrieve a certificate as a house furnishing once you've gotten married. In addition to all of this, you'll no longer have to jump through hoops for most of the wedding items (presumably including the game's tuxedo and wedding dress), as they'll be purchasable by anyone who requires them. If you prefer having a more ornate wedding, however, there's an optional Player Event system in place allowing you to expand beyond the confines of the existing system. It's not exactly a Vana'dielian Vegas, but Final Fantasy XI's updates to the system should at least make it a bit easier to tie the knot.

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