
Final Fantasy XI deel IV
Deel IV alweer van het Final Fantasy XI topic op GoT
Final Fantasy XI is de eerste Final Fantasy die online als MMORPG te spelen is. Over het feit of dit ten goede is voor het "FF gevoel" zijn de meningen nogal verdeelt. Niettemin is FFXI volgens vele een MMORPG die tot nu toe bij een van de betere online RPG's hoort.
In Final Fantasy Spelen PS2 en PC users op dezelfde servers, ook Japanners Europeanen en Amerikanen spelen op dezelfde server.
Final Fantasy XI is te koop via www.playonline.com, men heeft een credit card nodig voor de maandelijkse kosten of je moet een prepaid card bij playonline aanvragen (hiervoor heb je dus geen credit card nodig!).
Final Fantasy XI speelt zich af in de wereld van Vana'Diel maar daar verderop meer over.

Het 6e topic alweer ^_^ kijken of we deze ook vol kunnen krijgen.
Final Fantasy XI Deel I
Final Fantasy XI Deel II
Final Fantasy XI Deel III
Final Fantasy XI Deel IV
Final Fantasy XI Deel V

Korte Geschiedenis
Steden
Rassen
Jobs
Screenshots
System requirements
maps
GoT @ FFXI
Links
FAQ

En dan nog iets over de geschiedenis van Vana'DielThe world of Vana'diel stands at the brink of a war. Three powerful nations, united in their plight against the beastmen forces, look to their last hope - brave adventurers like you!
Will the beastmen gain the upper hand, and thrust the once peaceful Vana'diel into another war? Step into the world of Vana'diel and journey forth on grand adventures with players from all across the globe! How you play is up to you, with limitless possibilities for adventure. Set out on your own to discover the countless secrets of Vana'diel, or form a party with your friends to purge the beastmen forces and bring home sensational spoils.
Many aeons ago, there was a sentient jewel. A living stone by which all life was created, banished the darkness, and spawned forth Gods of infinite power. Their prized creation was the world of Vana'diel, their celestial playground. Here the gods played, until eventually they fell into slumber. It was during this time that the children of the gods began to create their own civilization. They traveled through the sky, extracted gold from stones, and gave birth to grasslands across the world. These were the Ancients. But, one day, the Ancients seeking to join their god parents decided to gain entrance into paradise. Enraged by such a brazen display of insolence, the holy gatekeeper destroyed their path and cast their homes to the bottom of the sea. Shortly thereafter, the goddess Altana awakened and saw the ruin that had had once been Vana'diel. Seeing this she felt an emotion which gods seldom feel, sadness. She wept for the tiny world and her tears cleared away the damage done, but that was not all. 5 divine tears fell to the new soil. Each of these 5 tears was the birth of one of the races of Vana'diel. Hume, Elvaan, Taru, Mithra, and Galka. All different, all the same. Altana's sorrow left and she once again departed, leaving the world to grow in peace and harmony. But the story does not end there. There was another god, awakened and watching, from his place in the shadows. Promathia, God of Twilight, angered by what he had seen saw fit to condemn her work. Bringing out each of the 5 races darkest attributes - the elvaan's arrogance, the hume's apathy, the envy of the mithra, the cowardice of the taru, and the galka's rage. This would curse them to constant internal conflict. Finally, to seal the deal he created races of his own. These dark races, the beastmen, were charged with fighting the people of Vana'diel and occupying their minds. Never again would they think to open the door to the gods.
De hele geschiedenis kan jehier lezen.
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De speler kan tussen drie verschillende naties kiezen, dit heeft effect op je startplaats en de verschillende missies die je doet voor je natie.

![]() | This kingdom of proud Elvaan warriors is situated to the north of the Quon continent and was built on the ashes of a brutal civil war. It has been ruled by a succession of kings from the d'Oraguille royal family for a span of more than five hundred years.The kingdom's capital of San d'Oria is a walled city fended by two orders of knights: the Royal Knights, who patrol the country's borders and seek to expand its territories, and the Temple Knights, responsible for protecting the city itself and maintaining domestic tranquility. |
Despite the fact that San d'Oria's culture revolves around the use of iron, it is a technologically stagnant society. However, with traditional methods passed down over generations, San d'Orian bladesmiths forge weapons that rival the swords of the East and are known throughout the world for their quality.The ancient forest capital shows signs of deterioration, but with population growth in a state of gentle decline and many residences left vacant, overcrowding has not become an issue. The region is also blessed with an abundance of fertile land for crops, and food is plentiful. However, heavy taxes and long military tenures leave few hands to work the fields, making life a challenge for the citizens of San d'Oria. | ![]() |
![]() | Even though it lies in a relatively cold region, San d'Oria has long been able to export its verdant crops of wheat and rye, along with shipments of lumber, through the independent town of Selbina. Also, large imported Selbina sheep can be seen grazing in the furthest reaches of the kingdom. The San d'Orian army is divided into two arms: the Royal Knights and the Temple Knights. As well as having different duties, both orders are structured in different ways. |

![]() | In the southern reaches of Quon lies the Republic of Bastok, a nation founded by the technologically gifted Humes. The president, elected from among the Hume population every few years, takes an active role in leading the government.Bastok was originally built on the wealth gained from the mining of mythril, a precious metal. But with recent developments in metal refining and processing techniques, Bastok has become famous as a craftsman's town. The southern area of the city is home to many Galka, a race of hulking humanoids. They have made valuable contributions to the expansion of the mines, but despite this, there is a deep-seated tension between the Galka and the Humes. |
Surrounding the city of Bastok is the inhospitable Gustaberg region, an unforgiving land of sparse vegetation.Beyond the refinement of iron, the craftsmen of Bastok have made numerous breakthroughs with new kinds of metal, such as mythril, darksteel, and cermet. The research of Cid, a genius engineer, has led to the development of engines that utilize crystal energy and allow rapid advances in technology. The rich, spiritual culture of the Galka is rapidly being assimilated by the materialistic Hume lifestyle. To say that Bastok's culture has become predominantly Hume would not be far off the mark. | ![]() |
![]() | With practically no rainfall during the course of the year and all of the ground water concentrated under the city of Bastok, the surrounding environs are a barren, desolate landscape. Besides popotoes, very little can be grown; the Republic of Bastok must rely heavily on imported foodstuffs. However, a ready supply of copper, iron, silver, gold, and mythril ore provides a bountiful source of wealth for the industrial town. The Republican Army is an organized militia where the president serves as high commander. The army is formed by citizens and adventurers who join as part of a voluntary conscription system. Even the legions that make up the core of the army are generally not career soldiers. |

![]() | Tribes of Tarutaru from the sweeping grasslands and neighboring islands of southern Mindartia united to form this league of states. It is governed by a council of representatives from the five ministries of magic, legacies of the five founding tribes. Their decisions are based on the prophecies of the mystic Star Sibyl who resides in the fabled Heavens Tower. In one section of the city live the Mithra, a race of natural hunters whose skills have brought a new source of wealth to Windurst.The capital, Windurst City, was razed in the war twenty years ago, but this prominent center of learning has since been restored to its former glory. Windurst is surrounded by the vast fields of West Sarutabaruta and East Sarutabaruta, a wild grassland home to many unique species of plants. |
A highly advanced form of magical energy is used in many aspects of Windurstian life. The doll-like Cardians and brightly glowing fluoro-flora are just a few examples of this power put to practical use. Industry in Windurst also includes the refinement of bronze, but the use of metallic substances is generally not favored.The individual cultures of the Tarutaru and Mithra tribes are respected and treasured, and evidence of this can be seen in every area of the city. The Federation of Windurst was the hardest hit by the ravages of the Great War, but with the assistance of the Mithra, the damage has been completely repaired. Tarutaru culture is far from materialistic. In relation to the Tarutaru's small size, their residences are spacious and comfortable. The city always has an abundance of food; Tarutaru magic enhances crop yields, and the Mithra use their hunting and fishing skills to keep the markets overflowing with meat and fish | ![]() |
![]() | The environment surrounding Windurst does not receive large amounts of precipitation, but nevertheless features numerous rivers and streams. The warm climate has encouraged the Tarutaru to grow a wide variety of crops, which they cultivate and harvest with the help of magical techniques. Many of these crops are exported to other countries. Tarutaru farmers also raise rabbits knowns as "Rarabs," while the Mithra in Windurst Woods raise towering Dhalmels. This livestock provides Windurst with a source of milk, meat, and leather. The Federation Forces of Windurst are led by a Warlock Warlord, chosen once a year from the Parliament of Patriarchs, and consist of twelve brigades of War Warlocks and four brigades of Mithra Mercenaries. |

![]() | A booming city-state built upon Heavens Bridge, a structure that allows passage between the Quon and Mindartia continents. Jeuno's national policy is one of neutral mercantilism, and is governed by a set of relatively loose regulations. This encourages a constant flow of traders of all races, from Hume shopkeepers to Goblin merchants, to visit this colorful, cosmopolitan town. Jeuno is also the only country to retain the ancient skills required to construct airships, which provides a rapid method of travel between nations. At the time of the beastmen invasion several decades ago, this small nation took leadership of the countries of Vana'diel. Jeuno forged those countries into the Alliance of Altana, and succeeded in repelling the onslaught. |
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Zoals we gewent zijn van het genre kan er in het spel gespeelt worden met verschillende rassen die qua uiterlijk aangepast kunnen worden aan de wensen van de speler. Er kan gespeeld worden met 5 verschillende rassen.

![]() | Making their home in Bastok, Humes have spread to the farthest reaches of Vana'diel. Humes are characterized by equally-balanced abilities, and are intelligent and highly skilled. This combination of traits has played no small role in Bastok’s growth into a prosperous nation of technology and industry. |

![]() | A race of proud warriors, The Elvaan are the founders of two legendary orders of knights in the nation of San d'Oria. Physically, they are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled swordfighters. . |

![]() | The Tarutaru are a race of skilled magic users who call Windurst their home. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them. Their dedication and hard work fueled the rapid reconstruction of Windurst after its destruction in the Crystal War. The Tarutaru enjoy a friendly relationship with the Mithra, who call Windurst their home as well |

![]() | The Galka are a hulking race of powerful warriors. The Galka's capital city, located in the Altepa desert of Zepwell Island in the southwest corner of the Quon continent, fell to an attack from giant ant creatures six hundred years ago. The surviving Galka spread throughout Vana'diel, and a large number of them eventually settled in Bastok. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines in Bastok. However, it seems that some Galka have less than fond feelings for members of the Hume race. |

![]() | The Mithra are a predominantly female race of hunters who live alongside the Tarutaru in Windurst. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief. The Mithra enjoy a friendly relationship with the Tarutaru, and this attitude of mutual cooperation has made Windurst a nation of peace and rosperity. |
De speler kan zelf zijn character samenstellen op basis van een aantal variabelen.
Hieronder staat een link naar een Character trial maker waarin je
naar hartelust kan experimenteren met het maken van een character.
Helemaal onderaan deze link kan je de trial maker vinden:

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![]() | • Black Mage The Black Mage specializes in attack magic. High in intelligence and magical ability, no other class is able to inflict magical damage quite as well as the Black Mage. However, the Black Mage is weak in combat skills and cannot take much damage in a fight. The Black Mage is most effective in a group standing back and blasting down the group's enemies. |
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![]() | • Monk The monk specializes in martial arts and hand to hand combat. They wear light armor in order to retain speed and flexibility and their weapons are limited to claws and other weapons that directly attach to the hands. The Monk is a powerful offensive fighting force. |
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![]() | • Red Mage The Red Mage is the jack of all trades of Vana'diel. He can cast both black and white magic, just not as good as the specialists in those magics. He can also wield enough weapons and wear enough armor to fight in close when necessary. He also gets his own set of abilities and spells. |
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![]() | • Thief The thief has the unique ability to steal items and gil from his enemies. He wears lighter armor and instead relies upon his agility to evade attacks. He also relies upon quickness and sneakiness to maximize the damage from his attacks, preferring the sneak attack or attack from the rear as his primary fighting style. |
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![]() | • Warrior The warrior is the basic tank class of the game. Able to use almost all weapons and armor, and to taunt the enemies off of other party members, warriors are at the front of every battle. They primary role of the warrior in a group is to take the brunt of the enemy damage and keep him off the other party members. |
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![]() | • White Mage White Mages are the healing class of the game. A white mage can heal wounds, cure poison, disease and other problems and even raise characters back from the dead. White mages also get defense spells and buffs to help other party members in a battle, and even get some offensive spells. While not essential to an experience party, the White Mage benefits the party many times over. |
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![]() | • Bard The he bard's songs do a variety of things, making him very versitile and useful in any group. Bards can speed their party to their goal, buff the party members, increase their mana and hit point regeneration, and also debuff enemies in order to make them easier to kill. No class has quite the variety of abilities as the bard. |
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![]() | • Beastmaster The Beastmaster can tame savage beasts to become his pet and fight alongside him. He also uses his knowledge of the beasts to increase his attacks on them. |
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![]() | • Dark Knight The dark Knight is a combination warrior and black mage, and as such is a master at inflicting damage. He is able to wield most weapons and wear most armor and also wield basic elemental magic to inflict damage on his enemies. |
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![]() | • Dragoon The Dragoon, or Dragon Knight, is a specialist at the art of controlling and slaying dragons. He is able to summon a pet dragon to fight with him and also has special jump attacks to inflict damage upon his enemies. There are 3 types of Wyverns -- Offensive, Healer, and Multipurpose (mixture of the offensive and the healer Wyvern). Each Wyvern has a different breath attack, according to what type of Wyvern it is, and the type you can summon depends upon your sub-job. |
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![]() | • Ninja The ninja is a lightly armored master who can sneak through the enemy lines and inflict deadly damage through his use of throwing weapons and the sword. The ninja relies upon speed and stealth rather than armor and hit points. On top of that, the Ninja is the master of using Ninjutsu powders, which have a variety of magical effects. |
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![]() | • Paladin The Paladin is a combination warrior and white mage. As such, he can wield most weapons and wear most armor, and he can also heal the wounds of his party members. Even though the Paladin gets the ability to heal, his main role in a party will be as a "tank" type. |
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![]() | • Ranger The Ranger is the master of ranged combat. No other class is as good with a bow or a gun as the Ranger. The ranger is also a master of the wild, and as such can track his enemies and forage the land. |
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![]() | • Samurai The Samurai are a pure fighting class specializing in speed, power and strength. They are the best in the game at using TP weapon specialties. |
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![]() | • Summoner The summoner is a magical class that calls forth elementals from another dimension to come forth and fight for them. In order to call upon most of these elementals, they must first defeat them in battle. Once they have, they are able to summon them and command them to use their considerable power to fight for the summoner. |
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Hier zijn een paar screenshots, voor meer screens moet je de links onderaan deze paragraaf even volgen.
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Verder zijn er nog een aantal Live Cams. Dit zijn live feeds vanuit de wereld van Vana'Diel. Hier kan je kijken hoe het eruit ziet als je een tijdje niks te doen hebt
Vana'Diel Wind
Meer Screenshots
Nog meer Screenshots
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- Operating System: Microsoft® Windows® 98 / 98SE / Me / 2000 / XP
- CPU: Intel® Pentium®III 800Mhz or faster processor
- Memory: 128 MB RAM
- Graphics Card: NVIDIA® GeForce� series graphics processing unit with 32MB or ATI® RADEON� 9000 series graphics card
- Sound Card: DirectX®8.1 compatible sound card
- Hard Drive Space: 6 GB free hard disk space
- CD-ROM Speed: 4x CD-ROM drive (required only at installation)
- Other: Keyboard, mouse
Een van de oude kan je hier downloaden:De nieuwste hier:
Of je speelt FFXI natuurlijk op je PS2 (helaas in europa niet mogelijk) of binnenkort op de PS3 en Xbox 360. Misschien ook de Revelution, maar hier is helaas nog geen bericht van.
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Dan is hier dan de world map van Vana'Diel (klikbaar voor de FFXI Atlas)

Alle maps met NM's, ENM's AF locaties, coffers, etc zijn te vinden op http://ffxi-atlas.com/
Voor een zeer interessante en handige zone-map klik je hier:
http://www.clanwind.com/ffxi/zonemap.asp
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[ Voor 255% gewijzigd door 6K op 16-10-2006 20:28 . Reden: opmaak ]
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