Translation by the devilishly handsome Savalithos.
Update #3: And there we go, translation finished. Final section added.
Update #2: A section on beasts added. Last part is being worked on.
Update #1: A big chuck of information has been translated. More is on the way.
A Look at Party Play and More
So we’ve finally moved into phase 2 of beta testing. The focus will be adjusting things server-side as well as optimizing the game for various graphics cards. You can look for overhauls in the game system in the upcoming phase 3.
Seeking and Recruiting Parties and Members
It may be the main content of FFXIV, but Guildleves can only be accepted once every two days. As most know, leves let you choose from five difficulty levels. Once you’re past level 10, these quests would prove difficult to complete on the highest difficulty solo. Since difficulty is directly proportional to the reward, adventurers will find parties a good solution to this conundrum. Parties can have up to fifteen players. In XIV, they’ve really tried to lessen the burden on party leaders, sharing the responsibility among willing party members.
First off, the player chooses desired class, rank, party size, location, etc. and begin seeking. Those wishing to join can search and join the party of their choosing with the click of a button. Currently you must be in the same area to join the party, however. Not to mention those who click to join will be automatically added, something that doesn’t gel well with the Japanese play style. It definitely seems like something the developers are still testing out.
Mobilizing
Now that you have your optimal party set up, it’s time to get to work. If you’ve visited the target area’s aetheryte before, you can simply Teleport everyone there. Simply make the party leader someone who can warp there and have them use their Teleport ability. Teleport allows your party to warp without using everyone’s anima in the process.
Aside from the aetherytes which usually act as a main camp, there are also aetherial nodes. Aetherytes usually have various crafting facilities as well as places to purchase sundries. Nodes are more like the front lines of battle. They lack the conveniences of a camp but have tougher enemies in larger quantities. They’re directly linked with their associated aetheryte, so you can certainly make use of both.
When hoofing it to your hunting grounds, it’s best not to get lost. If you target a nearby party member and lock-on, you’ll automatically follow them. This is particularly useful when going somewhere for the first time. Currently the world map doesn’t display party members’ locations or give you a means to relay your own, so regrouping can take quite some time. Good communication is essential, and it’s best to travel in a tightly knit group. Also, if you type /p in the chat window, the default will be set to party chat.
Parties and Leves
Once your weapon rank is 10 you can take guildleves for Skull Valley
If multiple members wish to undertake the same quest, they must all gather near the aetheryte and have the holder of the particular guildleve activate it. If you aren’t nearby, you miss out. When a member activates it, you’ll have a window pop up (just as in solo play) asking if you accept the quest. The flow is the same. Follow the arrow, kill the target.
Depending on your level the campsite will differ. In beta levels 1-9 use Camp Bearded Rock, 10-19 use Camp Skull Valley and 20 onwards use Camp Blood Shore. Leves at Bearded Rock are usually quite simple, such as “kill five rats.” Skull Valley gets a little trickier. A guildleve that originally asked you to simply kill all dodos has you ultimately fighting six of them. So we set to clearing the dodos nearby. When there was but one left, it ran off at a speed we couldn’t match. When we caught up to it, it called a friend for help and increased the number of total targets from six to seven. This kind of gimmick shows up in other guildleves, and there are other nice twists waiting out there for adventurers, no doubt.
If multiple members have similar quests, your’s might be cleared automatically when someone else in the party clears theirs. Since guildleves are only available once every other day, you’ll clear them quickly solo and then have nothing to do. The best route to follow (and the fundamental play style of XIV) is to join people who have varying guildleves and chip away at them all. The selection of guildleves is still limited. Faction Leves, bought with Faction Credit, will allow for a wider variety of guildleves to combine and extend the life of a party.
Fighting some dodos on the highest difficulty resulted in them linking and knocking us out one-by-one.
The last one ran off and summoned help, bringing the total to seven.
Party Battle via Regiments
The real thrill of party battles comes from the tactical combination of various skills to create special outcomes. These Battle Regiments are much akin to FFXI’s skill chains and work as follows:
(1) A member sets their attack in Battle Regiment mode
(2) Participating players then do the same
(3) The one to start the onslaught initiates the Battle Regiment
Battle Regiments can be interrupted by other abilities, and melee classes must have their attacks connect for it to count.
FFXI’s skill chains were based on the element of the weapon skill, but FFXIV’s system isn’t like that. Once the opening move is chosen, the other participating members can choose their abilities to their liking. This includes regular attacks or weapon skills. Once a Battle Regiment is set, the skill you chose will be displayed on-screen.
More than solo play, party play makes storing TP rather hard, so many Regiments in fights against standard monsters will consist mostly of standard attacks. This time around we tried combining regular attacks from a lancer, gladiator, marauder, etc. and came up with effects such as leeching the enemy’s HP or lowering its defense.
The effect will be displayed in the chat log, but that can be difficult to spot since things flow by pretty quickly in the heat of battle. It seems like something you’ll have to go back and check after the fight is over. It would be great if they added some way to tell what sort of effect it had mid-battle. Since there is also no way to tell what combination of skills results in what effect, many players typically act on a whim and repeat. While this does add its own brand of fun, in the future the ability to use Battle Regiments wisely and strategically would be most desirable.
Battle Regiments have the ability to debuff enemies or buff allies.
Watch Out for These Big Baddies!
Many caves in La Noscea appear to have been formed by erosion
Welcome to La Noscea. Many beasts roam the vast field outside of Limsa Lominsa. Many of those found in the highlands are non-aggressive and will not attack without provocation from your blade. However, innumerable fearsome creatures inhabiting caves or shorelines are indeed aggressive and will attack at the drop of a hat. These are but the few that our roving reporter found on his field trip.
Storm Biast: A dragon-like foe found underground in Moraby Bay. Uses long-range abilities. Since it’s aggressive, you had better steer clear if you stumble upon one.
Yarzon Scavenger: (not entirely sure of the spelling) an aggressive monster found unusually close to the road. Low levels best watch out.
Jackal: a beast found near the shoreline south of Camp Blood Shore. There’s also guildleve monsters (Wolves) that uses the same model.
Fallen Captain: (Shades! This translator is now excited, mwahaha) a mysterious humanoid enemy found in the caves near Moraby Bay. You might also run into its friend the Fallen Archmage, too, depending on your luck.
And here are some other monsters you might see:
Carrion Crow (non-aggressive)
Eft (non-aggressive)
Mossy Goobbue (non-aggressive)
Vodyanoi (aggressive!)
Limsa Lominsa Shop Guide
Since the Armory System allows you to change class with a simple change of weapons, we figured it’d be good to show you where you can pick up the tools of the trade.
East Hawkers’ Alley:
If you leave the chocobo stables underneath the Drowning Wench and pass through the Octant plaza, you’ll stumple upon a collection of shops along with a bell to summon your retainer, if you like.
The Weavers’ Guild booth: This female Elezen (her name is something like Eozile?) is selling items involved in the weaving trade. You can buy things such as the main tool “Needle”, sub-tool “Spinning Wheel”, thread, fletching and other materials as well as fabric and thread dyes and canvas.
The Tanners’ Guild booth: This male Hyuran named Arnold sells tanner equipment like the main tool “Knife” and sub-tool “Awl”, hides, alum as well as sheepskin dye, buffalo leather dye, etc.
The Eastern Trade Organization booth: The Mi’qote named Su’Nayakku (spelling?) peddles wares used in the crafting of weapons, such as bow grips, sword grips, harpoon heads, etc.
The Alchemists’ Guild booth: The male Lalafell named Zuzudesu sells glue, growth formula, carbon fiber, beeswax, alum, etc.
The Gridania Crafting Coalition booth: The Lalafell named Kikimo sells Conjurer weapons in both large and small sizes. Aside from the starting weapon, the larger variety is only available for rank 23 and up here. There are different elemental variants of a rank 17 wand available here as well.
Retainer Bell: where you can call upon the retainer in your employ.
West Hawkers’ Alley:
Along with other merchants, you’ll find an NPC here who can repair your gear up to the 50% mark.
Woodworkers’ Guild booth: The female Hyuran named Cicely sells the main tool “Saw”, sub-tool “Hammer”, bows and arrows. She also carries a selection of timber, lacquer, bowstring, and arrowheads.
The Gatherers Support booth: The Mi’qote named Be’Ndorobo sells hatchets, scythes, picks, as well as mauls for finding rocks.
The Ul’dah Crafting Coalition booth: This Roegadyn named Niestblum sells four types of knuckles for pugilists and a large Staff along with a smaller Scepter, Cudgel and Brand for Thaumaturges.
The Goldsmiths’ Guild booth: The male Lalafell Teteu sells accessories such as earrings, chokers, wristlets, rings, Circlets, etc. which boost various parameters and stats. Things here seem a bit pricy.
The Qiqirn Mutual Aid Society booth: this male Elezen (Fusquenei?...Elezen names are hard…) sells metallic materials and ingredients such as metal buckles, etc.
Braetonieu: a repair NPC that restores your items up to 50% durability.
(not clear on the spelling of some of these shop names)
Fishery “Hyallein”: a shop west of the aetheryte plaza. The Roegadyn Horasphis sells tortoise shells and distilled water.
Weapon Store “Thunder Squall”: south of Hyallein. The female Hyuran Refreda sells shields while the male Hyuran Kelihhi sells metallic weaponry. There’s even a level 23 belt called a “Tasset”. Kelihhi also sells the starting weapons for gladiators, marauders and lancers.
Naldiq & Vymelli’s, Blacksmiths’ Guild, Armorers’ Guild: south of Thunder Squall. The Roegadyn Smidheiml here sells the starting blacksmith tools: the main-hand “Cross Pein Hammer” and off-hand “File”. He also sells copper ore, tin, ingots, etc. Outside the building the female Elezen Jaueleaux sells ingredients for use in armorsmithing.
Pharmacy “Sevens’ Sage”: on the north side of the Drowning Wench. The Mi’qote Jo’Lanmaya sells potions and ethers.
Restaurant Bismark, Culinarians’ Guild: On the west side of Sevens’ Sage. The female Hyuran Yosshi behind the guild booth sells ingredients.
That’s it, folks. Hope you had a good read!

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