Races and their Stat Differences

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Thought I'd post something to help people out if they wanted to know the stat differences of each race. You distribute your own stat points when you level so this is only in the very beginning and I don't think it should decide your choice entirely:

Midlander Hyur:

The Midlander clan comprises over half of the total population of Eorzea's Hyur. They have established themselves throughout every city in the realm and lead lives as diverse as their heritage.

Trained in letters from infancy, the Midlanders are generally more educated than many of the other races and clans. Despite the fact that males tend to be slightly taller than females, there are no significant differences between the genders.

Spoiler:
250px-Midlanders.png

Midlander.jpg


Highlander Hyur:

The Highlanders were the first of the Hyur to reach Eorzea. Their name derives from their long tradition of building strongholds in the mountains. Compared to their Midland brethren, the Highlanders are noticeably larger in build. They adhere to the doctrine of the Twelve, and are devout followers of Rhalgr, the Destroyer.

Ancient Highlander practices of tattooing and tooth filing are still very much alive today. Of late, Highlanders have become an increasingly rare sight in Eorzea, their number represented almost exclusively by those who fled Ala Mhigo after its fall, and now work in the other city-states as mercenaries and sellswords.

Spoiler:
Highlanders.png

Highlander.jpg


Wildwood Elezen:

For hundreds of years the Wildwood Elezen have lived in the safety of Eorzea's lush forests. They possess an incredibly keen sense of sight - a contributing factor in their unparalleled expertise as archers. With the formation of the realm's governments, many Wildwood ventured forth from the forests, drawn either to the exhilarating cosmopolitanism of the urban centers or the simple nomadism of the plains.

Spoiler:
250px-Wildwood_Elezen.png

Wildwood.jpg


Duskwight Elezen:

The Duskwight Elezen have spent centuries in the peace and seclusion of Eorzea's caves and caverns. They have developed an acute sense of hearing, capable of detecting the faintest of sounds. This natural gift, and the uncanny awareness it grants, has proven advantageous in the field of hand-to-hand combat. Many of the reclusive Duskwight resort to robbery and pillaging to survive, earning them the scorn of their woodland relatives.

Spoiler:
250px-Duskwight_Elezen.png

Duskwight.jpg


Plainsfolk Lalafell:

The flat landscapes of the Plainsfolk's home islands are dotted with the clan's traditional thatched huts, beneath which lie intricate networks of underground passageways. Their distinct hair coloration—a myriad of earthy and grassy tones—helps them to blend in well with their environment, acting as an effective camouflage against would-be attackers. The long, pointy ears of the Plainsfolk are extremely sensitive, said to be able to detect the faintest scampering of the prairie's various fauna.

They are a clever and opportunistic people, and crafty with their words. These traits have helped the Plainsfolk excel in the arena of business. The generally accepted view of Plainsfolk males is that they are a cheerful lot, with a weakness for festivals and celebrations.

The generally accepted view of Plainsfolk females is that they are a vibrant lot, with a penchant for excessive conversation.

Spoiler:
250px-Plainsfolk.png

Plainsfolk.jpg


Dunesfolk Lalafell:

Perhaps the most unique characteristic of the Dunesfolk is their native dwellings—structures affixed to the backs of large beasts of burden. It is in this way that they are able to traverse the vast desert expanses of the islands which they call home. The luminous eyes of the Dunesfolk are a result of a glossy, protective layer which covers the pupil, an evolutionary response to the region's glaring sunlight.

Many individuals wear a small, traditional gemstone on their forehead, a symbol of their zodiacal sign. They are adamant about scholasticism, placing the advancement of knowledge before all else. Other races tend to perceive male Dunesfolk as introverts who care more for books than the goings-on of the realm.

Other races tend to perceive female Dunesfolk as gentle souls with a love for fortune-telling and divination.

Spoiler:
250px-Dunesfolk.png

Dunesfolk.jpg
 
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Seekers of the Sun Miqo'te:

The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun.

They are perhaps known best for their striking eyes- the result of their vertically aligned pupils and faintly colored irises. It is also not uncommon for their eyes to be disparately colored from birth, a trait considered auspicious amongst their kind.

The Seekers are widely regarded as quick-witted and prone to action, and many exhibit a tendency to bore easily.

Spoiler:
250px-Seekers_of_the_Sun.png

KeeperOfSun.jpg


Keepers of the Moon Miqo'te:

The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, with most offering their piety to Menphina the Lover, goddess of the moon.

They are distinguishable from their diurnal cousins by their darker fur, larger ears, rounder eyes, more pronounced canines, and longer, skinnier tails. The ritual application of war paint to the face is still regularly practiced, as it is believed the vivid colors grant lunar powers.

The Keepers are known for their reticent and brooding personalities, but are also respected and sometimes feared for their tenacity.

Spoiler:
250px-Keepers_of_the_Moon.png

KeeperOfMoon.jpg


Sea Wolf Roegadyn:

The Sea Wolves originally hail from the islands of the far north seas, where they still subsist as fishermen and women. Long ago, no vessel or coastal village was safe from their maritime brand of brutality. Now, it is not uncommon to see them employed as sailors or naval mercenaries on all manner of vessels.

Spoiler:
250px-Sea_Wolves.png

SeaWolf.jpg


Hellsguard Roegadyn:

The Hellsguard are a clan of Roegadyn with body and mind tempered by the unforgiving heat of the volcanic regions they inhabit. Believing these mountains of flame to be gates to the underworld, their line has for centuries stood vigil over them to prevent the passage of souls back to the realm of the living. Their sheer girth and steely demeanor open to the Hellsguard a wide range of paths, from the martial to the monastic.

Spoiler:
250px-Hellsguard.png

Hellsguard.jpg



Stats

Strength:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Strength. The more AP put into Strength, the more AP needed to increase the stat. Strength governs Physical Attack power, but the specific manner in which it does is currently unknown.

Dexterity:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Dexterity. The more AP put into Dexterity, the more AP needed to increase the stat. Dexterity governs physical accuracy.

Dexterity is primarily used by Disciples of War, as it determines the accuracy of physical attacks. However, some weapon-based attacks used by all classes require it, so some DEX is necessary even as a Disciple of Magic. It may also determine your evasion, though this is uncertain.

Vitality:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Vitality. The more AP put into Vitality, the more AP needed to increase the stat. Vitality governs Physical Defense- but the manner in which it does so is currently unknown.

Each point VIT also affects your maximum HP, in combination with your class and rank. Disciples of War generallly gain more HP from VIT than Disciples of magic, the Hand, or Land.

Intelligence:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Intelligence. The more AP put into Intelligence, the more AP needed to increase the stat. Intelligence governs Magic Potency.

INT is primarily used by Disciples of Magic to boost the power of their spells; however, INT will be useful to any class with a magical-based ability, or to anyone who wishes to set spells from another class on their current one.

Mind:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Mind. The more points put into Mind, the more points needed to increase the stat. Mind governs Magic Defense. Mind also affects the strength of Healing magic such as Sacrifice and Cure. In addition, increasing Mind also increases a player's maximum MP value.

* As of Open Beta, MND increases your MP by a significant amount
o 1 MND = 2-3 MP Disciples of War
o 1 MND = 9-10 MP Disciples of Magic

* Note: You cannot boost your MP above the amount of your Rank will allow you. For example if you are rank 5 and physical 10 with 60 Points, after using 40 your MND will not longer provide you with MP Boost until your rank is higher.

* 2 MND = 1 additional HP healed with Cure and Sacrifice as a Disciple of Magic.

Piety:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Piety. The more AP put into Piety, the more AP needed to increase the stat. Piety governs Magic Accuracy.

Many magic spells such as Absorb ATK can be useful to Disciples of War, since all classes possess MP- However, to land these spells on a target you will need a certain amount of PIE.

Hope this helps!
 
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NOOOO JP you're on selbina? Dammit i went to melmond ><
 
It does help. I didn't realize each race would have ethnic backgrounds.
 
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NOOOO JP you're on selbina? Dammit i went to melmond ><

I'm surprised you didn't go to Lindblum with everyone else. I have one on Selbina to play with people there (and because the name is awesome!) and one on Lindblum to play with people there.

It does help. I didn't realize each race would have two different elasticities.

You learn something new every day.
 
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The race selection has very little influence on the character, since stat points are alloted by the player (as JP mentioned in the initial post).

I picked what I thought was the most aesthetically pleasing with the best back-story, and I'd be surprised if people let the initial stats decide for 'em.
 
Aye, unless there are drastic changes in the progression system, your starting stats are functionally irrelevant.
 
Kinda on topic, but what about all the moon shit it asks you to pick? Does that even make a difference in game? I just tried to pick the description that most sounded like a physical type. And for the moons #'s pretty much random.
 
Kinda on topic, but what about all the moon shit it asks you to pick? Does that even make a difference in game? I just tried to pick the description that most sounded like a physical type. And for the moons #'s pretty much random.

Moon and Sun doesn't make a difference, it makes it so it picks the guardian corresponding to it. You can change the Guardian yourself still no matter what. The guardian I don't think makes a difference either.
 
Aye, unless there are drastic changes in the progression system, your starting stats are functionally irrelevant.

I'd disagree. 2 more native strength potentially means 2 more strength at cap depending on spec, or 2 points to be allocated into dexterity. I'm assuming here that strength gives attack, and dexterity still gives critical.
 
Yeah I agree with Romper, that's why I picked Moon Miqo'te because, no matter what, a cat girl I had to be! Plus, I prefer magic classes, so thats why I went moon, they have stronger mind, since I think in the end I'll start as a CNJ.
 
Stats

Strength:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Strength. The more AP put into Strength, the more AP needed to increase the stat. Strength governs Physical Attack power, but the specific manner in which it does is currently unknown.

Dexterity:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Dexterity. The more AP put into Dexterity, the more AP needed to increase the stat. Dexterity governs physical accuracy.

Dexterity is primarily used by Disciples of War, as it determines the accuracy of physical attacks. However, some weapon-based attacks used by all classes require it, so some DEX is necessary even as a Disciple of Magic. It may also determine your evasion, though this is uncertain.

Vitality:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Vitality. The more AP put into Vitality, the more AP needed to increase the stat. Vitality governs Physical Defense- but the manner in which it does so is currently unknown.

Each point VIT also affects your maximum HP, in combination with your class and rank. Disciples of War generallly gain more HP from VIT than Disciples of magic, the Hand, or Land.

Intelligence:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Intelligence. The more AP put into Intelligence, the more AP needed to increase the stat. Intelligence governs Magic Potency.

INT is primarily used by Disciples of Magic to boost the power of their spells; however, INT will be useful to any class with a magical-based ability, or to anyone who wishes to set spells from another class on their current one.

Mind:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Mind. The more points put into Mind, the more points needed to increase the stat. Mind governs Magic Defense. Mind also affects the strength of Healing magic such as Sacrifice and Cure. In addition, increasing Mind also increases a player's maximum MP value.

* As of Open Beta, MND increases your MP by a significant amount
o 1 MND = 2-3 MP Disciples of War
o 1 MND = 9-10 MP Disciples of Magic

* Note: You cannot boost your MP above the amount of your Rank will allow you. For example if you are rank 5 and physical 10 with 60 Points, after using 40 your MND will not longer provide you with MP Boost until your rank is higher.

* 2 MND = 1 additional HP healed with Cure and Sacrifice as a Disciple of Magic.

Piety:

Attribute Points gained in battle can be used in the Main Menu to increase the player's Piety. The more AP put into Piety, the more AP needed to increase the stat. Piety governs Magic Accuracy.

Many magic spells such as Absorb ATK can be useful to Disciples of War, since all classes possess MP- However, to land these spells on a target you will need a certain amount of PIE.

Added what each stat does! Mind is a lot better than what it was in Closed Beta (only Magic Defense).
 
so THATS what piety is for... so I'm still glad I went with moon keeper miqo'te since their piety is higher than sun seeker base stat. Mmmm absorb spells XD I like PIE lol
 
Wait, so stats can affect your professions? Or can you fight as, lets say, a miner so you gain boosts from your strength and dexterity? I was assuming that the gathering and crafting professions were more solo play. Are there times where you group with other harvesting professions for stuff?
 
Wait, so stats can affect your professions? Or can you fight as, lets say, a miner so you gain boosts from your strength and dexterity? I was assuming that the gathering and crafting professions were more solo play. Are there times where you group with other harvesting professions for stuff?

I'm a little confused at what you were saying at the beginning so let me explain it a bit more for you.

You have Physical level and Class ranks. When you level up your Physical level, you get points to increase your states and resistances. When you level your Rank, you get abilities and traits and spells and such. So if you were Rank 6 Conjurer and 10 Physical level, when you switch to let's say Lancer, you are Rank 1 Lancer and 10 Physical level. I don't know if I misunderstood your "gain boosts from your strength and dexterity" or not but yeah.

As for gathering and crafting being in groups, I'm not sure. But you can fight as a miner in case you aggro I guess.
 
I'm a little confused at what you were saying at the beginning so let me explain it a bit more for you.

You have Physical level and Class ranks. When you level up your Physical level, you get points to increase your states and resistances. When you level your Rank, you get abilities and traits and spells and such. So if you were Rank 6 Conjurer and 10 Physical level, when you switch to let's say Lancer, you are Rank 1 Lancer and 10 Physical level. I don't know if I misunderstood your "gain boosts from your strength and dexterity" or not but yeah.

As for gathering and crafting being in groups, I'm not sure. But you can fight as a miner in case you aggro I guess.

Fuck, Beta needs to work on my laptop. This is confusing haha
 
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