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  1. #1
    Relic Weapons
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    Materia: A Matter of Mystery (08/26/2011)

    Living in a Materia World
    Melded to gear, materia is said to imbue the bearer with enhanced powers, ranging from herculean strength to imperviousness to torrid flames. It takes not a scholar to see that the advent of materia will change our way of life—even how we wage war.

    Yet whence came these stones of such power and versatility? The answer will at once shock and amaze: materia is born of trusty old equipment that has seen better days.

    Without further ado, let us examine the origins and uses of materia, that the shroud of mystery surrounding it might be lifted.

    http://static.finalfantasyxiv.com/to...dbbf393e0756fd


    The Origin of Materia
    That the revolutionary technique for the creation and application of materia was brought to Eorzea by the goblin geomancer Mutamix Bubblypots is a well known fact. The truth behind the origin of the stones, however, remains the subject of heated debate. Some believe that materia is advanced military technology painstakingly appropriated from Garlemald, while others speculate that it was born of Near Eastern wisdom that had long slumbered within the ancient tomes of the Great Library.

    Though the origin theories are many, all are agreed that, at some point in time, a fraternity of goblin scholars calling themselves the Illuminati acquired the secrets of materia. Governed by a code of secrecy, the coterie jealously guarded the knowledge. However, they were ultimately betrayed by one among their own—aye, Mutamix. Resolving that materia should be allowed to benefit all folk rather than remain the curio of a select few, Mutamix proceeded to propagate the secrets of the craft to adventurers. And so it was that the age of materia dawned over Eorzea.


    The Makings of Materia
    The production of materia requires an apparatus known as a materia assimilator, which adventurers can use to transform to materia equipment with which they have achieved full spiritbond—the measure of an object’s aetheric alignment with a person. The assimilator works by reducing gear to its aetheric state, which it then crystallizes into a substance not unlike a gemstone in appearance. Thus is materia created.

    As might be expected, different items produce materia of varying properties. For instance, the gladius, a tool of war, houses the dual aetheric energies of a slashing weapon and its wielder's desire for victory; from it materia that grants enhanced vision can be created.

    http://static.finalfantasyxiv.com/to...811685757a17f6

    * The same gear does not necessary convert into the same materia. Although certain trends may be observed in the transformation, adventurers can expect materia of varying types and potency to be created from the same item.

    http://static.finalfantasyxiv.com/to...81d38d41603d07

    Materia comes in four degrees of potency, indicated via numerals (I-IV).

    *Sample Materia
    Intelligence: Increases intelligence
    Ironman’s Will: Increases strength and vitality
    Fire: Increases the power of fire-based attacks
    Sagacious Aim: Increases magic critical hit rate


    Enhancing Gear with Materia
    Materia can be attached to equipment, thus strengthening it, by using an apparatus called a materia melder. For instance, attaching a heavens’ eye materia to an iron spatha will imbue the latter with a bonus accuracy attribute. The melding process requires the use of a compatible catalyst item.

    http://static.finalfantasyxiv.com/to...4f5c0576a7d9b8

    * In order to attach materia to a certain piece of equipment, Disciples of the Hand must fulfill the class and level requirements for crafting it.
    * Catalyst items are obtainable through gathering only.
    * It is possible to have equipment purged of materia by paying a fee in gil to certain NPCs. Be warned, however, that any purged materia will permanently be lost.


    The Dark Side...
    Much remains unknown about materia and its full potential. There are dark whispers, however, that tell of a forbidden branch of the craft that leads to power beyond imagining…but only at great cost.

  2. #2
    E. Body
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    Sounds cool, but I wish they would have told us if gear can only have one piece of materia attached to it and if all gear can have attachments. Such as rings, belts, bracelets, etc or if it is just the major gear like weapon and the 5 body pieces. Can't wait for more info!

  3. #3
    XI was, and will always be, better.
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    Quote Originally Posted by Darte View Post
    [b]Much remains unknown about materia and its full potential. There are dark whispers, however, that tell of a forbidden branch of the craft that leads to power beyond imagining…but only at great cost.
    inc relic

  4. #4
    Groovebox
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    Not being able to have crafters attach it to rare/ex gear sounds like an epic fail to me.

  5. #5
    Bagel
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    Looks good, I hope they display it as 'Attribute + ?' rather than the 'Increases Attribute' though, that got annoying in XI having to guess shit through parsing. Wouldn't be as annoying as XI though I guess, seeing as we should be able to see the exact amount added through Gear & Attributes windows this time round, but still.

  6. #6
    F5 Like A Boss.
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    Quote Originally Posted by Reapz View Post
    Looks good, I hope they display it as 'Attribute + ?' rather than the 'Increases Attribute' though, that got annoying in XI having to guess shit through parsing. Wouldn't be as annoying as XI though I guess, seeing as we should be able to see the exact amount added through Gear & Attributes windows this time round, but still.
    This actually works? Gtfo. O_o

  7. #7
    E. Body
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    Quote Originally Posted by Groovebox View Post
    Not being able to have crafters attach it to rare/ex gear sounds like an epic fail to me.
    Where did it say we can't attach to R/ex gear. Maybe reading is just hard for me but I didn't notice it say that. I know we can't trade it obviously, but hopefully they would implement some way for crafters to put materia into your R/ex gear. Maybe something similar to the way we get R/ex gear repaired. Especially for people like me who don't craft this is a must!

  8. #8
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    Quote Originally Posted by Arximiro View Post
    Where did it say we can't attach to R/ex gear. Maybe reading is just hard for me but I didn't notice it say that. I know we can't trade it obviously, but hopefully they would implement some way for crafters to put materia into your R/ex gear. Maybe something similar to the way we get R/ex gear repaired. Especially for people like me who don't craft this is a must!
    From the lodestone:
    http://forum.square-enix.com/ffxiv/threads/277

    * In order to attach materia to a certain piece of equipment, Disciples of the Hand must fulfill the class and level requirements for crafting it.
    * It is possible to have others attach materia on your behalf, as long as the gear you wish to enhance is tradable.
    So basically if you meet the specific level requirement in that craft you can attach materia to your own r/ex gear, otherwise you're SOL and need to have tradeable stuff.

  9. #9
    Mithra Ero-Sensei
    Sex Manthra

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    Looks like a good change. New possibilities to make specialized gear for dps, tanks casters et. Something to finally something to use the millions of gil just sitting around (or to make millions)

  10. #10
    Relic Weapons
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    I hope this means they are getting rid of slot cost with this new system as well. Fuck slot cost!

  11. #11
    Puppetmaster
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    Yoshida mentioned a "forbidden materia (working title)" in development that would be more (only?) suitable for using with HQ crafts. I'm hoping that means normal materia gives like stat bonuses and the other one gives special effects (on proc or whatever).

  12. #12
    New Odin
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    I do think the "other one" means putting more than one materia to gear. It's not different materia per se, just a 'forbidden' means of attaching it to a gear.

  13. #13
    Vuitton
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    http://forum.square-enix.com/ffxiv/threads/277

    Darte should have quoted both links. This link has all of the details about the materia system. You can attach up to 5 materia to an item if you're an advanced crafter, but the risk of failure increases for each additional materia.

    [dev1017] Materia crafting system (name tentative)

    * This feature, planned for patch 1.19, is still in development, and therefore subject to change.
    • Patch 1.19 will see the introduction of the materia system.
      A new attribute called “spiritbond” will be added to gear, which will appear as a percentage value. Items with which the player has achieved full spiritbond can be transformed into materia and subsequently used to enhance equipment.
      • Spiritbond
        A player's spiritbond with an item increases through use. Specifically, spiritbond increases as players battle, gather, or craft while equipped with the item in question. An item's current spiritbond value can be examined via the inventory display.
        * Selling or trading an item resets your spiritbond with it.
      • Creating Materia
        Creating materia requires the “materia assimilator” key item, an apparatus which can be obtained via a quest available to players level 18 or above.
        * Certain gear cannot be converted into or enhanced with materia.
        • Materia
          Players can convert gear into materia by using the abovementioned materia assimilator. There exist diverse varieties of materia, each granting different benefits. Materia further comes in four tiers of potency, indicated via Roman numerals (I – IV).
          * Gear is permanently lost upon conversion to materia.
          * The same gear does not necessarily convert into the same materia.
          * Players can freely trade and sell materia.
          • Sample Materia
            Intelligence: Increases intelligence
            Ironman's Will: Increases strength and vitality
            Fire: Increases the power of fire-based attacks
            Sagacious Aim: Increases magic critical hit rate
      • Attaching Materia
        Attaching materia requires the “materia melder” key item, an apparatus which can be obtained via a quest available to Disciples of the Hand level 18 or above (with the exception of culinarians and alchemists). The apparatus allows players to attach one piece of materia per item.

        Players who have met certain requirements can obtain the more advanced ”augmented materia melder,” which allows the attachment of up to five pieces of materia per item. Players can never fail to attach the first piece of materia. However, the success rate progressively decreases with each subsequent piece of materia. A failed attempt to attach materia will result in the loss of all items involved in the process, barring the key item.
        * In order to attach materia to a certain piece of equipment, Disciples of the Hand must fulfill the class and level requirements for crafting it.
        * It is possible to have others attach materia on your behalf, as long as the gear you wish to enhance is tradable.
        • Catalyst Items
          Melding materia requires the use of catalyst items such as carbonized matter, germinated matter, and calcified matter. There exist several varieties of catalysts, each of which is suitable for use only on certain materia.
          • Obtaining Catalyst Items
            A new ability will be implemented which will allow Disciples of the Land to find and obtain catalyst items. The ability can be learned via a quest available to Disciples of the Land level 18 or above.
      • Purging Materia
        It is possible to have equipment purged of materia by paying a fee in gil to certain NPCs. Be warned, however, that any purged materia will permanently be lost.
        * The purging process does not destroy gear itself.
        * Only NPCs can purge materia.

  14. #14
    Falcom is better than SE. Change my mind.
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    Quote Originally Posted by dfdfpp View Post
    Yoshida mentioned a "forbidden materia (working title)" in development that would be more (only?) suitable for using with HQ crafts. I'm hoping that means normal materia gives like stat bonuses and the other one gives special effects (on proc or whatever).
    IIRC that was for high risk/high reward system where you can try to add 2 materia to one peice of gear.

  15. #15
    Vuitton
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    Quote Originally Posted by Corrderio View Post
    IIRC that was for high risk/high reward system where you can try to add 2 materia to one peice of gear.
    From my post above:

    Players who have met certain requirements can obtain the more advanced ”augmented materia melder,” which allows the attachment of up to five pieces of materia per item. Players can never fail to attach the first piece of materia. However, the success rate progressively decreases with each subsequent piece of materia. A failed attempt to attach materia will result in the loss of all items involved in the process, barring the key item.

  16. #16
    Falcom is better than SE. Change my mind.
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    Ouch, that does sound more severe.

  17. #17
    Cerberus
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    I'm not sure what I think about a failed slotting destroying everything including the equipment. I almost ragequit Aion on more than one occasion when trying to slot a 6-slot weapon with green crit/attack stones, only to have a break and lose them all on the final slot. If I lost my weapon as well, that woulda been it. I think only the truly daring or disgustingly rich will push their luck with anything other than cheap NQ weapons/armor. Though I'm sure a 5 materia NQ would probably beat out most HQs with one or two materia slotted.

  18. #18
    The Once and Future Wamoura
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    I've been avoiding crafting on my character, but I guess I'll have to do so now :s

  19. #19
    Falcom is better than SE. Change my mind.
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    Same here. I just realized if I want to gem my Solid Scale Mail I need to get my ARM up. ><

  20. #20
    Chram
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    Reminds me of Ragnarok Online card system, getting a decent crit dagger took fucking forever.

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