Patch 2.0

From Final Fantasy XIV Online Wiki
Revision as of 04:31, 18 March 2021 by Feronar (talk | contribs)
Jump to navigation Jump to search
Patch 2.0
"A Realm Reborn"
PatchTitleCard-2-0.jpg
Expansion
A Realm Reborn
Release Date
27 Aug 2013
Promo Page
Link
Patch Notes
None
PreviousNext
Patch 2.1
All content patches


Introduction

A Realm Reborn is a complete reboot of Final Fantasy XIV, created to replace the failed original 1.x version of the game.

Notable Features, Additions, and Changes

System Changes and Additions

  • Total redesign and rebuild of the game from scratch, with a new engine
  • PlayStation 3 and PlayStation 4 support added (The original 1.x was PC only)

New Content

Miscellaneous

Main Story Summary (Spoilers)

Five years after the Seventh Umbral Calamity, the Warrior of Light experiences a vision where he is floating in the aether, and hears a voice calling out: "Hear... feel... think..." as a masked, dark robed figure appears before him. The Warrior conjures up a weapon of light, based on his starting class, and strikes the dark figure down.

Levels 1 - 15 (Starting in Gridania)

The Warrior of Light wakes up on a carriage in the Black Shroud traveling to Gridania, accompanied by Alphinaud, Alisaie, and Bremondt, a traveling merchant. The Warrior of Light encounters some moogles, who ask him if he's seen anything suspicious. Later, the carriage is caught up in a skirmish between Gridanian forces and Ixal beastmen, but manages to escape unscathed. The carriage then continues on and reaches Gridania, where the Warrior of Light registers with the Adventurer's Guild in Carline Canopy, performs odd jobs for the people of Gridania, and learns the ways of his selected class.

Levels 1 - 15 (Starting in Ul'dah)

The Warrior of Light wakes up on a carriage in Thanalan traveling to Ul'dah, accompanied by Alphinaud, Alisaie, and Brendt, a traveling merchant. The carriage is stopped for inspection by corrupt Brass Blades, who "find" contraband herbs, but are ambushed by Amalj'aa beastmen. The carriage escapes and continues on to reach Ul'dah, where the Warrior of Light registers with the Adventurer's Guild in the Quicksand, performs odd jobs for the people of Ul'dah, and learns the ways of his selected class.

Levels 1 - 15 (Starting in Limsa Lominsa)

The Warrior of Light wakes up on a ship off the coast of La Noscea traveling to Limsa Lominsa, accompanied by Alphinaud, Alisaie, and Brennan, a traveling merchant. The ship is later attacked by pirates, but is able to outrun them. The ship then continues on and reaches Limsa Lominsa, where the Warrior of Light registers with the Adventurer's Guild in the Drowning Wench, performs odd jobs for the people of Limsa Lominsa, and learns the ways of his selected class.

The hero is hired by Summerford Farms to investigate alleged kidnappings, and pursues a lead to Seasong Grotto. There he encounters a Miqo'te woman wearing a strange device, but they are ambushed by an enraged goobue. Afterward the hero discovers a blue crystal, and upon picking it up, collapses and witnesses another aethereal vision with a star shower, a giant towering crystal and the same voice "Hear... feel... think...". The voice calls out to the crystal-bearer identifies herself as Hydaelyn, issues a prophecy of light fading and darkness taking its place, presaging an end to life, and beseeches the hero to prevent this fate, and tasks him with gathering the Crystals of Light. The hero wakes up, as the Miqo'te woman has discovered a seafarer's knife in the goobue's back, and is convinced the kidnappings are the work of pirates. The hero returns to Summerford farms to present his findings, where the taskmaster identifies the Miqo'te woman as Y'shtola, and assures the hero that she is unconnected to the kidnappings.

The hero performs odd jobs around the farm, and has to deal with a particular scoundrel named Sevrin who has been causing trouble. The hero is tasked with hunting Sevrin down, and finds him being beaten by two men whom he betrayed. The hero moves to confront them, but is interrupted by a masked, black-robed man who summons a golem to attack. The hero defeats the golem, and witnesses another vision. After returning to the farm, Sevrin explains that he was a member of the Serpent Reavers - servents of the Sahagin - and deserted them. He had planned to hand over his crewmates to save himself, and couldn't go through with it. He headed off to confess and turn himself in to the Yellowjackets - Limsa Lominsa's law enforcement. The hero returns to the Drowning Wench in Limsa Lominsa and asks Baderon the proprietor to put in a good word for Sevrin.

The hero performs miscellaneous tasks, and is eventually tasked with guarding the under-construction Victory - Limsa Lominsa's first ship built since the Calamity - from sabotage. Not long after, a band of pirates attacks and attempts to destroy the ship. The hero fights them off and strikes down their leader, who turns out to be the foreman's estranged father. On his body, a missive in an unknown language is discovered, and the hero takes it back to the Drowning Wench to have it interpreted. It is found to be written in the Sahagin language, and Baderon realizes that the attack on the Victory wasn't the primary objective, but was meant as a distraction from their primary goal - an attack on Swiftperch!

Levels 15 - 20