Disciples of War
Disciples of War (DoW) are physical combat classes and jobs that use weaponskills as their primary offensive abilities. In the starting classes, Gladiator, Marauder, Pugilist and Lancer are melee classes while Archer is a ranged class.
DoW Jobs and Classes
Job | Role | Primary Class |
---|---|---|
PLD | Tank | GLA |
WAR | Tank | MRD |
DRG | Melee DPS | LNC |
MNK | Melee DPS | PGL |
BRD | Physical Ranged DPS | ARC |
NIN | Melee DPS | ROG |
DRK HW | Tank | None |
MCH HW | Physical Ranged DPS | None |
SAM SB | Melee DPS | None |
GNB ShB | Tank | None |
DNC ShB | Physical Ranged DPS | None |
RPR EW | Melee DPS | None |
VPR DT | Melee DPS | None |
DoW Starting Classes
Gladiator
Gladiator is one of the starting Tank classes for A Realm Reborn. They utilize Swords with Shields and must become Paladins at level 30.
- The class is unlocked at the Gladiator's Guild located in Ul'dah.
Marauder
Marauder is one of the starting Tank classes for A Realm Reborn. They utilize Greataxes and must become Warriors at level 30.
- The class is unlocked at the Warrior's Guild located in Limsa Lominsa.
Pugilist
Pugilist is one of the starting Melee DPS classes for A Realm Reborn. They utilize Fist Weapons and must become Monks at level 30.
- The class is unlocked at the Pugilist's Guild located in Ul'dah.
Lancer
Lancer is one of the starting Melee DPS classes for A Realm Reborn. They utilize Polearms and must become Dragoons at level 30.
- The class is unlocked at the Lancer's Guild located in Gridania.
Archer
Archer is the starting Ranged Physical DPS class for A Realm Reborn. They utilize Bows and must become Bards at level 30.
- The class is unlocked at the Archer's Guild located in Gridania.
Rogue
Rogue was introduced in Patch 2.4 and is a Melee DPS class that utilizes Daggers. Unlike the other classes, it cannot be chosen as a starting class upon creating a character and must be unlocked by completing a quest. Rogues must become Ninjas at level 30.
- The Rogue's Guild is located in Limsa Lominsa. The class is unlocked by completing the quest My First Daggers.
Expansion Jobs
Dark Knight
Dark Knight was introduced as a Tank job with the Heavensward expansion. They start at level 30 and utilize two-handed Greatswords.
- Dark Knights have no guild and are instead unlocked by completing the quest A Dark Spectacle.
Machinist
Machinist was introduced as a Ranged Physical DPS job with the Heavensward expansion. They start at level 30 and utilize Firearms.
- The Machinist's Guild is located in Foundation. The job is unlocked by completing the quest So You Want to Be a Machinist.
Samurai
Samurai was introduced as a Melee DPS job with the Stormblood expansion. They start at level 50 and utilize Katanas.
- Samurai have no guild and are instead unlocked by completing the quest The Way of the Samurai.
Gunbreaker
Gunbreaker was introduced as a Tank job with the Shadowbringers expansion. They start at level 60 and utilize Gunblades.
- Gunbreakers have no guild and are instead unlocked by completing the quest The Makings of a Gunbreaker.
Dancer
Dancer was introduced as a Ranged Physical DPS job with the Shadowbringers expansion. They start at level 60 and utilize Throwing Weapons.
- Dancers have no guild and are instead unlocked by completing the quest Shall We Dance.
Reaper
Reaper was introduced as a Melee DPS job with the Endwalker expansion. They start at level 70 and utilize War Scythes.
- Reapers have no guild and are instead unlocked by completing the quest The Killer Instinct.
Viper
Viper was introduced as a Melee DPS job with the Dawntrail expansion. They start at level 80 and utilize Dual Blades.
- Reapers have no guild and are instead unlocked by completing the quest Enter the Viper.
Lore
Specialized Disciplines
In recent years, adventurers have begun exploring specialized forms of combat, including arts both new and newly rediscovered. The following sections seek to explore these alternative practices and the manner in which they differ from the more established adventuring professions.
Rediscovered Disciplines
In the present age, those martial and arcane disciplines that have stood the test of time have seen their techniques gradually standardized by the establishment of the various guilds. But while such institutions have eased the passage of knowledge from one generation to the next, the simplified structure of their lessons gradually eschewed the complex, and often dangerous, skills required to master older forms of battlecraft. Ever since the Calamity first threatened to break over Eorzea, however, adventurers began to reconsider the risk and rewards of these forgotten ways.
Towards the end of the Sixth Astral Ern, the reformation of the grand companies after a thousand-year absence served to kindle a realm-wide obsession with past glories. The old and the ancient became the focus of renewed interest, from the works that recreated the classic brush strokes of long-dead masters to the Allagan relics of budding antique dealers. But this phenomenon did not end with paintings and crumbling pottery. Even those desperately seeking the means to survive the Calamity were swept along in the furor, and began searching for salvation in the records and ruins of history.
What began with a few stray adventurers practicing the wisdom of old, quickly swelled into a movement that caught the attention of entire nations. It is said that the Maelstrom has formed a provisional unit of elite troops who are being trained in the ways of the Abalathian warrior clans. In similar fashion, the Order of the Twin Adder is rumored to be considering the integration of bards and their traditional battlesongs into the company's regular army. Military leaders across the realm are taking notice, and none can deny that the race to revive disciplines long thought lost is steadily gaining momentum.
Unknown and unpracticed outside of Ishgard for many centuries, the traditional combat arts of the dragoon are said to have prevented the city-state's downfall during many a siege battle. [1]
New Disciplines
Disciplines that are referred to as rediscovered," after being lost or simply falling out of favor, are not defined by any one period in history. The art of the summoner began in the Third Astral Era, whilst black mages, white mages, and scholars did not emerge until the Fifth. Even more recently, the techniques of paladins and dark knights were not established until after the beginning of the Sixth Astral Era. What all of These disciplines do have in common, however, is the use of soul crystals to pass on the knowledge and experience of their forebears.
This brings us to the present time, and the emergence of entirely new professions. The most prominent of these must be said to be the firearm-wielding machinists and their inception in the city-state of Ishgard. Combining the techniques of Lominsan musketeers with the revolutionary technology of the aetherotransformer, this unique discipline has continued to evolve on the very crest of modern accomplishment. In the absence of established guilds, the proponents of such nascent arts will be responsible for taking up newly crafted soul crystals, and recording their discoveries and achievements for the benefit of future generations. [2]
References
- ↑ Encyclopaedia Eorzea: Volume I, page 216
- ↑ Encyclopaedia Eorzea: Volume I, page 217