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This game is defunct. |
Final Fantasy XIV (also known by the acronym "FFXIV" and its patch number, 1.0) is the second installment of the Final Fantasy MMORPG series originally directed by Nobuaki Komoto. The game had numerous issues with lag, server crashes, and bugs, leading to Nobuaki getting kicked out of the team by Square Enix. He was eventually replaced by Naoki Yoshida, who then made the decision to shut down the servers and remake the game into Final Fantasy XIV: A Realm Reborn.
While a few unused models and certain background tracks made their way to A Realm Reborn, everything related to the original XIV and its contents was terminated as of August 27, 2013. There's no way to obtain an official copy of the original XIV other than buying an outdated CD version for Windows from an already existing Legacy player.
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Unused Disciplines#
In the files are lists of all of the playable Classes and Jobs, including many that are unused. These can be found at xtx/text_jobName and xtx/text_skillName in Seventh Umbral Workshop. Many of these were revealed in a leak on the now-defunct website FFXIVcore.com in 2010. It is possible that some of these unused disciplines were planned for future patches or potential expansions, but they may have also been scrapped earlier in development and left in the files.
Unused disciplines are shown in Bold for clarity.
ID |
Short |
skillName |
jobName |
Weapon |
Note |
|---|---|---|---|---|---|
1 |
SPN |
Adventurer |
Adventurer |
Unarmed |
Placeholder discipline for characters that are not holding a weapon. SPN stands for "Suppin", its Japanese name. A Realm Reborn has the same placeholder discipline but abbreviated as "ADV". |
2 |
PGL |
Pugilist |
Pugilist |
Hand-to-Hand |
|
3 |
GLA |
Gladiator |
Gladiator |
Sword |
|
4 |
MRD |
Marauder |
Marauder |
Axe |
|
5 |
FNC |
Fencer |
Fencer |
Fencing |
Had a higher parry chance and dealt Piercing damage. |
6 |
ENF |
Enforcer |
Enforcer |
Club |
Dealt Blunt damage. |
7 |
ARC |
Archer |
Archer |
Archery |
|
8 |
LNC |
Lancer |
Lancer |
Polearm |
|
9 |
MSK |
Musketeer |
Musketeer |
Gunnery |
Had a guild in Limsa Lominsa, which showed some of its animations and weapon models. Seemingly one of the most finished unused classes. Dealt Projectile damage. |
10 |
SNT |
Sentinel |
Sentinel |
Shield |
Was used as a Sub-Class until 1.20, where it was removed and had its skills redistributed. This was used in order to have a shield in the off hand when holding a weapon in the main hand. |
11 |
SAM |
Samurai |
Samurai |
Great Katana |
Likely similar to the Final Fantasy XI version of Samurai, which it introduced in its first expansion. Eventually added in the Stormblood expansion. |
12 |
STV |
Stavesman |
Stavesman |
Staff |
|
13 |
ASN |
Assassin |
Assassin |
Dark Arts |
Assassins appear in Final Fantasy Tactics Advance (as a Job similar to Archer) and Final Fantasy VI (as another term for Ninja). |
14 |
FLA |
Flayer |
Flayer |
Whip |
|
15 |
MNK |
Wep15 |
Monk |
Monk |
Added in patch 1.21 as an upgrade to Pugilist. |
16 |
PLD |
Wep16 |
Paladin |
Paladin |
Added in patch 1.21 as an upgrade to Gladiator. |
17 |
WAR |
Wep17 |
Warrior |
Warrior |
Added in patch 1.21 as an upgrade to Marauder. |
18 |
BRD |
Wep18 |
Bard |
Bard |
Added in patch 1.21 as an upgrade to Archer. |
19 |
DRG |
Wep19 |
Dragoon |
Dragoon |
Added in patch 1.21 as an upgrade to Lancer. |
20 |
WEP20 |
Wep20 |
武器20術士 (Weapon 20 Doushi) |
Weapon 20 |
Grouped with the other Job upgrades. Given its position, this was likely a planned upgrade for Musketeer. |
21 |
MYS |
Mystic |
Mystic |
Mysticism |
Dealt Astral magic damage (Fire, Wind, and Lightning). |
22 |
THM |
Thaumaturge |
Thaumaturge |
Thaumaturgy |
Had more of a focus on debuffs before patch 1.19, which aligned it closer to Black Mage. |
23 |
CNJ |
Conjurer |
Conjurer |
Conjury |
Had more of a focus on damaging spells before patch 1.19, which aligned it closer to White Mage. |
24 |
ACN |
Arcanist |
Arcanist |
Arcanima |
Had a guild in Limsa Lominsa, which showed some of its animations and weapon models. Seemingly one of the most finished unused classes. Used a two-handed "Distaff". Damage type varied with equipped item. Had a focus on laying traps. Dealt Umbral damage (Ice, Earth, and Water). Eventually added in A Realm Reborn with a focus instead on controlling a summoned Carbuncle. |
25 |
BRD |
Bard |
Bard |
Musical |
Different to the Bard that was added in patch 1.21. This iteration focused on using music. Probably closer to the Final Fantasy XI version of Bard, which is a support Job. |
26 |
BLM |
Mag6 |
Black Mage |
Black Mage |
Added in patch 1.21 as an upgrade to Thaumaturge. |
27 |
WHM |
Mag7 |
White Mage |
White Mage |
Added in patch 1.21 as an upgrade to Conjurer. |
28 |
MAG8 |
Mag8 |
魔法8士 (Magician 8) |
Magic 8 |
Grouped with the other Job upgrades. Given its position, this was likely a planned upgrade for Arcanist. In A Realm Reborn, Arcanist was given two Job upgrades (Scholar and Summoner). |
29 |
CRP |
Carpenter |
Carpenter |
Woodworking |
|
30 |
BSM |
Blacksmith |
Blacksmith |
Smithing |
|
31 |
ARM |
Armorer |
Armorer |
Armorcraft |
|
32 |
GSM |
Goldsmith |
Goldsmith |
Goldsmithing |
|
33 |
LTW |
Leatherworker |
Leatherworker |
Leatherworking |
|
34 |
WVR |
Weaver |
Weaver |
Clothcraft |
|
35 |
ALC |
Alchemist |
Alchemist |
Alchemy |
|
36 |
CUL |
Culinarian |
Culinarian |
Cooking |
|
37 |
CRA9 |
Cra9 |
合成9師 Synthesis 9 Master |
Craft 9 |
Placeholder slot for a ninth Disciple of the Hand. |
38 |
CRA10 |
Cra10 |
合成10師 Synthesis 10 Master |
Craft 10 |
Placeholder slot for a tenth Disciple of the Hand. |
39 |
MIN |
Miner |
Miner |
Mining |
|
40 |
BTN |
Botanist |
Botanist |
Botany |
|
41 |
FSH |
Fisher |
Fisher |
Fishing |
|
42 |
SHP |
Shepherd |
Shepherd |
Herding |
Cut Disciple of the Land. There was a building with the Shepherd's Guild icon and a paddock in Falcon's Nest in Coerthas. |
43 |
HRV5 |
Hrv5 |
採集5師 (Collector 5) |
DoL 5 |
Placeholder slot for a fifth Disciple of the Land. |
44 |
HRV6 |
Hrv6 |
採集6師 (Collector 6) |
DoL 6 |
Placeholder slot for a sixth Disciple of the Land. |
Maps#
Miscellaneous Maps#
Icons#
Removed Text#
AUTO TRANSLATE
,0,1,2,3,4,5
,str,str,str,str,u32,u32
DEBUG Commands
,0,1,2,3,4,5,6
,str,s32,bool,bool,bool,str,str
10001,//dev set (player) warp zone.(string),1,true,true,false,//dev set <me> warp zone.[ゾーン名],指定キャラクターを指定ゾーンにワープさせます。
10002,//dev set (player) warp (number) (number) (number),1,true,true,false,//dev set <me> warp [座標x] [座標y] [座標z],指定キャラクターを指定座標へワープさせます。
10003,//dev set (player) warp (number) (number) (number) (natural),1,true,true,false,//dev set <me> warp [座標x] [座標y] [座標z] [リージョン番号],指定キャラクターを指定リージョンへワープさせます。
10004,//dev set (player) item (key.itemData) (natural),1,true,true,false,//dev set <me> item [アイテムカタログID] [スタック数],指定アイテムを生成します。
10005,//dev set (player) item (key.itemData) (natural) (number) (number),1,true,true,false,//dev set <me> item [アイテムカタログID] [スタック数] [クオリティ] [消耗度],指定アイテムを生成します。
10006,//dev set (player) tribe (key.tribe),10,true,true,false,//dev set <me> tribe [部族番号],部族を変更します。
10007,//dev set (player) quest (key.quest),10,true,true,false,//dev set <me> quest [クエストID],クエストをオファーします。
20001,//gm register,1,true,true,false,//gm register,セーブアクターのワーク定義を登録。
20002,//gm list,1,true,true,true,//gm list,NPCのインスタンス名の一覧を表示します。
20003,//gm get (chara) (string),1,true,true,false,//gm get <t> [ワーク名],指定ワークの値を参照します。
20004,//gm set (chara) (string) (number),1,true,true,false,//gm set <t> [ワーク名] [数値],指定ワークの値を設定します。
20005,//gm set (chara) (string) (string),1,true,true,false,//gm set <t> [ワーク名] [文字列値],指定ワークの値を設定します。
20006,//gm questget (player) (key.quest) (string),10,true,true,false,//gm questget <me> [クエストID] [ワーク名],オファー中のクエストの指定ワークの値を参照します。ワーク名は savework. か tempwork. で始めて下さい。
20007,//gm questset (player) (key.quest) (string) (number),10,true,true,false,//gm questset <me> [クエストID] [ワーク名] [数値],オファー中のクエストの指定ワークの値を設定します。ワーク名は savework. か tempwork. で始めるか、complete を指定して下さい。
20008,//gm questset (player) (key.quest) (string) (string),10,true,true,false,//gm questset <me> [クエストID] [ワーク名] [文字列値],オファー中のクエストの指定ワークの値を設定します。ワーク名は savework. か tempwork. で始めるか、complete を指定して下さい。
30001,//test raise (chara),1,true,true,false,//test raise (キャラクター),自分を戦闘不能から回復させます。
30002,//test cd (string) (natural) (natural),1,true,true,false,//test cd [ジョブ名] [レベルの値],スキル種と、レベルを設定し、アビリティや装備も変更します
30003,//test glget (key.guildleve),1,true,true,false,//test glget [ギルドリーヴID],ギルドリーヴIDを指定し、各種データと一緒に取得させる
30004,//test weather (number),10,true,true,false,//test weather (天候ID8001以上),天候番号を設定する
30005,//test playlog (number) (number),10,true,true,false,//test playlog (プレイログID) (プレイログのVALUE),プレイログのIDとそれの中の数値を指定
30006,//test recast (chara) (string),1,true,true,false,//test recast (キャラクター) (モード),"リキャストを設定する(mode=reset,all)"
30007,//test recast (chara) (key.command),10,true,true,false,//test recast (キャラクター) (コマンドID),リキャストをコマンド指定で設定する)
30008,//test music (natural) (natural),1,true,true,false,//test music (通常曲) (バトル曲),曲を設定する
30009,//test iv (chara),1,true,true,false,//test iv (キャラクター),キャラを指定し無敵にする
30010,//test death (chara),1,true,true,false,//test death (キャラクター),キャラを指定し戦闘不能にする
Models#
NPC#

Removed Music#
These tracks were used in-game when Final Fantasy XIV existed. However, some of the soundtrack did not get carried over to A Realm Reborn in their original form. Thus they shall never see their original intended purpose again.
Town Music#
Born of the Boughs - Gridania (This was added back in 4.1 in The Aquapolis. as an Orchestrion Roll, but no longer plays in Gridania.)
The Twin Faces of Fate - Ul'dah (This was added in The Lost Canals of Uznair as an Orchestrion Roll, but no longer plays in Ul'dah.)
Normal Battle Themes#
Nail of the Heavens - La Noscea Battle Theme
The Forest's Pulse - The Black Shroud Battle Theme
Leve/Behest Themes#
In the Shadow of the Colossus - La Noscea Leve Battle Theme
Desert Moon Defied - Thanalan Leve Battle Theme
No Quarter - Behests (This was added in 4.25 in Eureka as an Orchestrion Roll.)
Dungeon Themes#
The Seventh Gate
Cutscene Music#
Piece of Mind (There's a track in Heavensward with the same name, but it's completely different.)
From the Heart
Unused Titan Scene#
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Titan and Leviathan both were supposed to make their appearances as primal encounters at some point in development. However, neither were never part of the story, as Square Enix felt they would be insensitive due to the earthquake and tsunami that ravaged parts of Japan that same season. A model for Titan, slightly different to his appearance in A Realm Reborn, went unused in the game files.