Every job has a set of Mastery tasks that unlock permanent
bonuses, abilities, or mechanical upgrades. Mastery gives jobs
identity and progression without raising the level cap.
Five tiers of mastery
Completing a mastery level will give that job a permanent
upgrade
Some abilities that can be unlocked: Flurry, Double Shot, Steady Wing,
Tactical SwitchAfflatus Solace/Misery, Sacrosanctity,
Overwhelm (without facing requirements)
Currently three masteries to unlock and more in development
Materia System
Inspired by FFVII, Materia
can be socketed into gear to add stats and customize builds.
Tier 1 & 2 Materia currently available
Tier 1 Materia can be unlocked and then bought with gil
Tier 2 Materia earned through Dynamis, Sea, ZNMs, HNMs, missions,
and other content
Materia can be acquired from Oboro and specialist NPCs in Jeuno
Many gear pieces become viable through custom stat tailoring
!mastery in game for more info
EXP Adjustments
Leveling is faster and supports mixed-level groups.
You can sync to any level, great for helping new players out!
Chain timers increased for EM+ fights
Multiple camps have been reworked for density and respawn rates
Slimes & Shiny System
When a group defeats certain enemies that are higher level than
every member:
5% chance the mob respawns as a Slime/Shiny
Rewards bonus EXP and/or gil,
and a chance at cosmetic items
Slimes can pop across many zones as leveling incentives
Starter zones include Level-1 Slimes granting gil for brand-new
players
Travel & Outposts
Outpost warps can be used by any nation regardless of ownership
Explorer Moogles enable city-to-city fast travel for small item
trades
Major travel NPCs offer
direct warps to BCNMs, Avatar fights, Sky, Sea, ZNMs, and more
Dynamis (Customized)
Dynamis has been modernized while keeping the core encounter
structure.
Personal currency for every participant
Hundos can still drop into loot pool
Drop rates greatly increased compared to retail
Tier 2 Materia currency available in Dynamis
Currency conversion NPCs available
Lockout:
HNMs & Tier System
T1–T4 progression; keys crafted or earned through defeating HNMs
HNMs are able to be
popped at a higher level for more rewards
Increasing difficulty increases key drop rates and HNM
currency earned
HNM abilities and stats
updated/retail-fixed
High-tier fights feature new mechanics and sleep resistance
No claim wars or windows —
all HNMs are force pop
and fought on your schedule
HNM Currency
Each tier awards a custom currency. After a kill, players earn
currency for that tier based on difficulty:
Difficulty 1 → +1
Difficulty 2 → +2
Difficulty 3 → +3
Difficulty 4 → +4
Limit Break Timeline
[LB1] Start at level 45
[LB2] Start at level 50 (if LB1
completed)
[LB3] Start at level 60 (if LB2
completed)
[LB4] Start at level 60 (if LB3
completed)
[LB5] Start at level 60 (if LB4
completed)
Crafting: Tier 1 HNM Key
Synths
Each T1 key is a level 70 craft requiring
all eight geodes plus one crystal based on the craft:
Cooking — Dark
Leathercraft — Lightning
Clothcraft — Earth
Bonecraft — Water
Smithing — Ice
Goldsmithing — Fire
Alchemy — Light
Woodworking — Wind
Empyrean Weapons
A relic beyond a relic. Empyrean weapons are obtainable and will
be
level 75 weapons.
Merits
The merit system has had an overhaul with increased limits.
Increased merit point limits across all categories
Group 2 merits are unlocked from the start
More merit points available to spend overall
...And so much more! Check out the Discord for even more details