Advertisement

New Final Fantasy XI leveling changes detailed, scrutinized


For those of us at Massively that own Final Fantasy XI it's been a little while since we sat down and played the game. This newest version update, however, is causing us to consider a return. Our biggest gripe with Final Fantasy XI was that while grouping was a lot of fun, it was also ridiculously hard to find one. So with that in mind, the three biggest pieces of this update are Level Sync, removal of level restrictions for gear and reduction of the experience curve. Level Sync allows a party leader to bring any higher-level players within the party down to their level. It will essentially allow any low-level players to group with high levels, which is a big win for everyone, unless you really don't want to play lower-level content again -- even with your friends.

Square-Enix is making it easier to not only find groups but also to level up into the end-game content, of which there is a ton. Our only worry is whether or not higher level players will really feel like playing in the lowbie zones again, even if it does mean they get to play with friends. Regardless of our worries, this is really a change that should have come a couple years ago, but we're happy to finally see it regardless. We've posted the all-important leveling tweaks after the break.



  • The new "Level Sync" system has been implemented.
    Through this system, players are now able to receive equivalent experience points while in the same party regardless of any disparity in levels between them.

  • Level restrictions no longer prevent players from equipping gear of a level beyond that restriction.

  • Enemies which check as "easy prey" and "decent challenge" now yield more experience points when defeated.

  • The combat skill required to learn the first weapon skill for each weapon type has been lowered from 10 to 5.

  • The levels of certain monsters in the following areas have been adjusted:
    West Ronfaure / East Ronfaure / La Theine Plateau / Valkurm Dunes / Jugner Forest / Batallia Downs / North Gustaberg / South Gustaberg / Konschtat Highlands / Pashhow Marshlands / Rolanberry Fields / West Sarutabaruta / East Sarutabaruta / Tahrongi Canyon / Buburimu Peninsula / Meriphataud Mountains / Sauromugue Champaign / Qufim Island / Behemoth's Dominion

  • The potency and frequency of special attacks for certain monsters in the following families has been adjusted using a low-level standard. PCs at lower levels will now find these monsters easier to fight:
    Mandragora / Funguars / Crawlers / Lizards