Final Fantasy XIV - Systems
The systems that hold Final Fantasy XIV together, from the Armory System that lets one character level every job to the Duty Finder, the crafting classes and the endgame raid ladder. Each entry covers what the system is for and the parts of it a new player has to understand early, because most of th...
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of 15 entries
· updated 2026-09-15
| Name | Type | Description | Points Of Interest |
|---|---|---|---|
| Armory System | Progression | The defining system of the game. Instead of a character being locked to one class, the weapon or tool in hand decides the active job, and every class and job levels separately. | Gear sets bound to hotbars Separate experience per class and job All crafting and gathering classes on the same character Armoury Chest storage in the inn room |
| Duty Finder | Matchmaking | The automatic matchmaking tool for dungeons, trials, raids and PvP. | Level and item level sync Duty Roulette daily bonuses Role-in-need bonuses for tanks and healers Unrestricted Party option for undersized runs |
| Party Finder | Matchmaking | The player-run recruitment board used for anything the Duty Finder will not fill sensibly: Savage raids, Extreme trials, treasure map parties, hunts and social events. | Data-centre-wide recruitment Loot rules and strategy notes in the listing Role slots that fill as players join Saved listings for recurring statics |
| Role Trinity | Combat Structure | Every group activity is built on tanks, healers and DPS. | Enmity and tank stance Mitigation cooldown planning Raid-wide and tankbuster damage patterns Role actions shared across jobs of the same role |
| Main Scenario Quest | Story Progression | The single continuous questline that carries the whole game. | Quest steps gate zones and duties A Realm Reborn through Dawntrail in one line New Game+ for replaying completed chapters Unending Journey for rewatching cutscenes |
| Crafting and Gathering Classes | Economy | Disciples of the Hand and Disciples of the Land are full classes, not side activities. | Eight crafting classes and three gathering classes High Quality and collectable turn-ins Crafting rotations with progress, quality and durability Gathering nodes with timed windows |
| Free Companies and Linkshells | Social | Free Companies are the game's guilds: player-run organisations with ranks, a company chest, company actions that grant buffs and, at the top tier, an estate with a house and workshop. | Company actions and buffs Company chest and workshop Free Company estates and airships/submersibles Cross-world linkshells for statics |
| Market Board and Retainers | Economy | Retainers are the player's storage and sales staff: each one can be sent out on ventures, holds items and lists stock on the Market Board for a tax. | Two free retainers, more with the subscription tier Retainer ventures and exploration Region-wide pricing across city-states Market tax and the retainer sale history |
| Housing and Wards | Social | Players and Free Companies can own houses, apartments and private chambers in the residential wards attached to each city-state. | Wards and plot lotteries Apartments and Free Company chambers Furniture placement and housing storage Gardening and cross-breeding |
| Glamour System | Cosmetics | Glamour overwrites the appearance of equipped gear with another item's model, which is why fashion is treated as endgame content. | Glamour prisms and dispellers Glamour plates per gear set Glamour dresser storage Job-specific glamour restrictions |
| Gold Saucer | Side Content | The Manderville casino holds most of the game's non-combat content: the Cactpot lottery, Chocobo Racing, Lord of Verminion, Triple Triad, the jumping puzzles and the timed GATE events. | Jumbo Cactpot draws Chocobo Racing and breeding Triple Triad card collecting GATE events on a fixed timer |
| Raid Tiers and Difficulty | Endgame | Endgame PvE is a ladder rather than a single mode. | Normal and Savage eight-player raids Twenty-four-player alliance raids Extreme trials Ultimate raids with fixed compositions and titles |
| Duty Support and Trust | Solo Play | Duty Support fills a story dungeon with NPC allies instead of other players, letting a solo player finish the Main Scenario without queuing. | NPC parties for Main Scenario dungeons Trust levels for the Scion roster No queue times for story progression Slightly slower clears than a player party |
| PvP | Competitive | PvP runs on its own action bars, with condensed job kits that share a smaller set of abilities. | Crystalline Conflict ranked and casual queues Frontline battlegrounds Separate PvP action bars and hotbars Wolf Marks and PvP gear vendors |
| Cross Hotbar | Controls | The controller interface that makes the game fully playable on a gamepad. | Two cross hotbars per set with L2 and R2 Expanded cross hotbar with both triggers Per-job hotbar sets Mixed controller and keyboard play |
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