Hello Eorzeans!
I'm Lukile Bravestone, and welcome to another episode of Remnants of a Realm!
Last week we looked at The Mun-Tuy Cellars, Cutter's Cry and Battle Regimen.
Now today I've got some nice treats for you.
Let's just jump into our first location!
Aleport!
In 1.0, Aleport was a Hamlet located in Western La Noscea, a short walk away from Camp Skull
Valley in the North, Swiftperch Tower in the East, and Halfstone to the West.
Aleport was once one of many coastal communities, but a band of pirates known as the Serpent
Reavers burned all of them down – all except for Aleport.
With its dangerous and impenetrable cliffs, Aleport was more or less protected from Pirate
attacks.
Aleport's main industry is, as the name implies, ale, having the biggest brewery in
the region.
However, despite being protected from pirates, Aleport is frequently attacked by the Kobolds.
Aleport was accessible through two cave tunnels, which often caused massive confusion for people
trying to get to Aleport, as there was no indicators on the map to tell you that this
was the entrance – pair that with the fact that all the cave entrances looked the same,
and that La Noscea had loads of them – and you've got yourself an exploration party.
Aleport had no actual purpose until patch 1.22, when Hamlet Defense was added to it.
Before then, it served mostly as a fishing location, and a location as a part of the
2010 Starlight Celebration event.
Other than that, Aleport was nothing.
Not even leves.
But as patch 1.22 hit, Aleport finally started shining.
Becoming the first (and last) Hamlet Defense location in La Noscea.
After the Calamity, Aleport grew rapidly.
Today it actually looks like a proper port, with an Aetheryte Crystal, a levemete, chocobo
stables as well as ferries and vendors.
The location is also featured heavily in the Main Scenario and the port also has several
sidequests you can do.
The location of Aleport is more or less the same as in 1.0, but the surrounding areas
are completely different.
Gone are the annoying cave entrances and the cliffs – instead large walls now protect
Aleport from the pesky beast tribes.
The difference between 1.0 Aleport and 2.0 Aleport is like night and day with practically
nothing left of the 1.0 version in the 2.0 one.
I tried to look for SOMETHING similar to the 1.0 version, but I found nothing.
Except for the shape of this building.
It KINDA looks like the 1.0 main building thing, but not really.
I guess that's a good thing.
Let's leave Aleport behind for now and head into an instanced dungeon – Dzemael Darkhold!
Oh yes, here we go.
In 1.0, Dzemael Darkhold was located in the Coerthas Central Highlands, close to the aetherial
gate in Boulder Downs to the southwest, and Camp Dragonhead to the north.
Dzemael Darkhold was intended to be Ishgard's bastion in their continuing conflict against
the dravanians.
However while mining the depths of the caverns for crystals, the Ishgardians found a strange
statue that came to life as they tried to move it, killing most of the miners.
Ishgardian knights and hired hands were sent in to deal with the creature, but as soon
as they made it to the dungeon, Imperial troopers had stormed the Darkhold's entrance and
had no trouble taking over the place.
The dungeon required a Full Party of 8 to complete, and had a 60 minute time limit.
The dungeon had 2 bosses – The Deepvoid Slave.
And the final boss, Batraal.
In addition to these two, a monster called the All Seeing Eye constantly stalks you throughout
the dungeon casting aoes that really hurt your party.
This monster could not be killed.
To get around the dungeon, the party had to stand in magitek circles to unlock certain
doors.
There were three types of these circles, each requiring a certain amount of players inside
them to unlock the door, the number required was shown by the symbols on the circle.
The dungeon was part of the Grand Company Quest "Into The Dark", which required
you to enter the Captain's Quarters to complete the quest.
There were multiple optional paths in this dungeon, most of them leading to treasure
coffers that contained gear.
In addition to the regular dungeon gear, artifact gear for Monks and White Mages was to be found
in the Deepvoid Slave room.
After killing Batraal, you were presented with up to 5 treasure chests.
As usual, the amount of chests that would spawn was based on your performance.
The requirements for these chests were: - Kill NW-most Orobon inside the Chocobo Stables
- Activate all circles in the dungeon - Kill the last boss, also known as the dungeon
clear chest.
- Defeat Batraal in 25 minutes or less.
- And getting every regular chest during the run.
As the game transitioned over into 2.0, Dzemael Darkhold's outside changed drastically.
Where there once was just a wooden fence there is now a massive stone wall with a giant iron
gate.
The actual dungeon entrance is now further inside a chamber, with torches, waterfalls
and soldiers guarding the sealed door to the Darkhold.
The inside tells a similar story.
The first floor is just the first half of the original 1.0 design, ending in the Grand
Hall.
After that, there is nothing left of 1.0's design, as we're in this two part area.
The time limit has been increased to 90 minutes and the dungeon is no longer a level 50 dungeon,
now unlocking at level 44 and requiring a Light Party of 4.
Despite the dungeon layout being different after the first half, all the original bosses
are still there.
But they have changed dramatically.
The All Seeing Eye is actually a boss now and is killed early on in the dungeon.
The Deepvoid Slave has been renamed Taulurd, and Batraal is now alone in the chamber, no
longer summoning skeletons to aid him.
The Magitek circles have changed too, no longer requiring a certain amount of players in them
to unlock doors, instead it starts counting down - the more people inside the circles,
the faster it counts, and the doors will open quicker.
The Darkhold sure has changed, for the better?
Let me know in the comments!
Now for this last part we're gonna take a look at something that didn't even make
it into 1.0!
Insane, right?
Ok ok, let me explain.
In October of 2010, ffxivcore.com collected a ton of information about Final Fantasy XIV
through datamining, and found a lot of good stuff that was planned to be implemented in
the original Tanaka version of Final Fantasy XIV.
On this list was a section named Unimplemented Classes.
And boy, what a treat it was indeed.
On the list we found the following classes: Arcanist, Assassin, Bard, Enforcer, Fencer,
Flayer, Musketeer, Mystic, Samurai, Sheperd and Stavesman.
Now keep in mind that this was in October of 2010, this is before the big restructuring,
so we're looking at classes, not jobs.
So let's start from the top here with the information we got.
Arcanist – This class was planned to be implemented pretty early on, as the guild
was already placed in Limsa Lominsa and NPCs were actually wearing the Arcanist canes – yes
– canes.
This is the original description of the 1.0 Arcanist:
A Disciple of Magic that makes use of magic along with mechanics.
- Their magic skill is called "Arcanima."
- Their auto attack is called "Magic Missle", which uses "arcance" magic.
Damage type varies with equipped item.
- They can use "Create Distaff" to create Arcane Distaffs and use "Animate Distaff"
to animate them, placing them down and activating them.
Distaffs are items imbued with power by the arcanist.
They can be placed down as traps, arcanima fields, and more.
There is a limit number of distaffs that can be placed down per party, and they have a
set duration.
- Their actions "Create Distaff" and "Animate Distaff" are similar to "Refill" as Archer
or normal attacks as classes.
They cost no action points, MP, or TP.
- Their weapon is a combination of a staff and mechanics.
- Their weapon deals various element damage similar to other magic users.
Their primary elements are Ice, Earth, and Water (identical to Thaumaturge), which is
actually Umbral damage.
So this is probably the most detailed description of any of the classes that didn't make it
into 1.0, and looking at it, it seems like this didn't quite make it into 2.0 either.
This is a very different kind of Arcanist compared to the 2.0 version.
Next up is the Musketeer.
- A Disciple of War.
- Their guild is currently located in Limsa Lominsa.
- Their skill is called "Gunnery."
- Their weapon deals Projectile damage.
Now this isn't much to go on, but this class also had a guild in Limsa Lominsa.
This class was most likely absorbed into the Machinist class, and I doubt we'll ever
see this one implemented in the game.
There is also a mention of Samurai and Bard, however there was no specific information
tied to this other than the names.
Considering that this was before the Job system, we were probably looking at a Bard more akin
to that of a Final Fantasy XI Bard – a full on support class.
Now let's look at Fencer.
- A Disciple of War.
- Their skill is called "Fencing."
- Skilled at parrying (higher parry chance).
- Their weapon deals Piercing damage.
So this is a class that first showed up in Final Fantasy Tactics, and is basically a
Red Mage without the magic.
It would have been somewhat interesting to see this one implemented, but this one to
me, is not a big loss.
Next we have Enforcer.
- A Disciple of War.
- Their skill is called "Club."
- Their weapon deals Blunt damage.
This one confused me a bit.
I cannot recall this ever being a class or job in Final Fantasy, and a quick search shows
results for a Final Fantasy XV gun.
This might have been an attempt at creating a unique class for Final Fantasy XIV, or a
sub-class like the sentinel for gladiators.
Next up is Mystic - A Disciple of Magic class.
- Their skill is called "Mysticism."
- Their weapon deals various element damage similar to other magic users.
Their primary elements are Fire, Wind, and Lightning (identical to Conjurer), which is
actually Astral damage.
Another Final Fantasy Tactics job planned for Final Fantasy XIV.
Even the description implies that this class was gonna be pretty similar to other casters
in the game.
Seeing as Mystics in Final Fantasy Tactics primarily attacked with negative status effects,
it's safe to assume the Arcanist and Summoner replaced the need for Mystic.
In the game's code there was also the mention of Assassin.
There is no information on this class, but it's again safe to assume that Ninja covers
the need for Assassin, hence why it was scrapped.
There is also a mention of flayer and shepherd.
These were two disciple of land classes planned for the game.
We know the shepherd was indeed planned, because their guild icon and building was already
in place in Falcon's Nest in Coerthas, however they were later scrapped.
These two classes were supposed to supply crafters with leather and wool.
Instead, today we have to farm karakuls and peistes ourselves to get the desired materials.
That's it for this episode!
Thank you so much for watching.
Leave a like if you enjoyed and subscribe for more.
And let me know what you thought about this episode!
And let's talk about the classes we never got in the comments!
Anyone of them you really want in-game?
Any theories as to how some of them would work?
I'm curious!
Anyway, I'll be back next week with another episode of Remnants of a Realm!
See you then, and may you ever walk in the light of the Crystal!
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