before-calamity
before-calamity
Before Calamity
170 posts
An adventure into Final Fantasy XIV 1.0
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before-calamity · 1 year ago
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Just a List of Padjali Names
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Nestled in code is this list of Padjali names. While there are plently of Padjalis running around Gridania in 2.0+...not this much...at least not that I know of. Obviously you have the Elder Seed Seer, her siblings, the CNJ mentor, that one that's in Quarrymill, the one in Stormblood WHM job quests and the EW role quest that takes place in Gridania. Of course, I'm terrible with their 3 sectioned names, so I'm not sure which is used and which is not. I don't even know what this means, it might just literally be a list of Padjalis that once existed. An interesting oddity though.
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before-calamity · 1 year ago
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Cut Shield Skills
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Here are two skills that you originally used your shield for to actively block attacks. Now, my understanding of the so-called Sentinel class and how it ties in with the final game is confusing, but Block is definitely cut, and given how Gaurd uses an earlier version of the game's iconography (seen in some previous posts), I'm willing to bit it is also cut as well (but don't hold me 100% to that.) Both require a Shield. Block can be used with all classes, Gaurd just requires a Shield. Only class that can equip a shield is Gladiator, so there might've been plans for all classes to equip shields or it's for the cut Sentinel class (that might've just been tied into with Gladiator.)
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before-calamity · 1 year ago
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Natalan
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Natalan is in 1.0 in Sunny Coerthas. Due to the private server, there are no actual Ixals to fight or prod. And honestly, its similar to 2.0+'s Natalan, other than the snow and the fact that not only empty, but it was sparse. You had similar foritfications,, the Ixal's famous dirigibles, and the towers. There are no aetherytes though. Natalan's aetheryte takes you to the Howling Eye (technically the Hard/Extreme version...Normal version you fly too on the Enterprise), so it's no surprise it's missing.
Unless, of course, it's just another victim of private server stuff not spawning things.
I'm just happy the dirigibles are there. I love those things.
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before-calamity · 1 year ago
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UFO over Ul'dah
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So, FFXIV 1.0 had a lot of interesting things that appear in the sky. Dalamud being a big example, but in Mor Dhona you can see Garlean airships as well. Over Ul'dah is this little thing, which look like either an Ixal Balloon or some sort of Garlean flying thing (the ones that basically look like a pole with wings you see time to time). I dunno. I thought it was interesting, so I took a picture of it. If any of you have an idea what it is, please let me know!
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before-calamity · 1 year ago
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Muskets
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Some muskets that were cut from 1.0. These would've been what you would use for the Musketeer class - basically double barreled revolvers, as opposed to the rifles/shotguns/heavy weaponry that Machinist ended up using (and also with no lunchbox!) Some of these weapons also appeared in 2.0, albeit as NPC weapons (such as what Merlwyb uses, or the ones in the basement of the MRD guild.). One should note - the musketeer class didn't use muskets. Shame.
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before-calamity · 1 year ago
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Lost Arcanist Abilities
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Arcanists in 1.0 could appear to create staffs, animate them and then can launch missile attacks. These missile attacks seem to be inline with the spirit dart or phantom dart we've seen earlier (albiet with a more generic name, making it even more possible Magic Missile is something completely different as there are a lot of cut abilities called Magic Missile, but I'm including it here just cause.)
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before-calamity · 1 year ago
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Gnath Using Cut Weapon Model
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On my main while waiting for Dawntrail to come out, I've been going through and unlocking and working on old beast tribe quests.
Imagine my surprise when I saw that the Nameless One uses the cut arcanist weapon from 1.0!
It's kind of cool that they reused the model, honestly, it sort of works for the Gnath culture.
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before-calamity · 1 year ago
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List of Instanced Raids
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Here is a list of "instanced" Raids/Dungeons from 1.0. Familiar names here, no? The Battle for X names are for Hamlet Defense missions that'd occur through out the day. Only Aleport was ever implemented. Basically - beastmen (Sahagin, Ixal or Amalj'aa) would attack a town, and you adventurers would protect it. I believe Rivenroad was where you fought Nael in 1.0, but could be wrong about that. Sorry for my absence the last few months. Unfortunately, I won't be able to create new content, due to some issues I had with my computer where I essentially lost everything. I still have the old pictures I've captured, and I'll slowly be going through those, but posting will not be as consistent as before, thanks to having new responsibilities and other businesses. There also may be some duplicates, and I appreciate y'alls patience. I appreciate whoever reached out to me, and I'm sorry for not reaching out. Been a few hard months!
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before-calamity · 2 years ago
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Update
As you may have noticed, I haven't really posted in a while. Taking a mini vacation of sorts.
I'm not out of content and still sitting on some juicy posts.
Holidays are pretty tough for me emotionally. I used to have two brothers, but they are no longer alive and so I always miss them around this season. To cope with these feelings, I've basically thrown myself into my streaming career (which helps since I'm basically pretending to be a different character) and self-care with friends, and doing research and writing is unappealing.
I'll be back soon (hopefully in a couple of weeks or so) and back to posting regularly, and I'm sorry.
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before-calamity · 2 years ago
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The Mun-Tuy Cellars
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Hey! I'm doing a Saturday Stream of FFXIV 1.0 on December 9, 2023 at 10am! Come and watch me dig up information on lost skills, explain how I get everything to work, and we're gonna explore some places. Check it out at http://twitch.tv/maria_puddingway. The Mun-Tuy Cellars in 1.0 are different than the version you see in Modern XIV, which bridges South Shroud to East Shroud. This version is a world dungeon and is of Gelmorran design. It was destroyed in the Calamity and rebuilt, because the Gridanians loved using fermented Mun-Tuy beans in their food, and needed a new place to ferment them.
These cellars are outside of Camp Emerald Moss, which would've been in West Shroud, which isn't seen in the game. Quarrymill, which is where the new cellars in modern FFXIV are located, is in South Shroud. Read on to see more about this world dungeon...
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The map is confusing like everything else in FFXIV 1.0. This isn't even FFXI design, this nightmare reminds me of the like you see in Dragon Quest 2.
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These round rooms are all the same and all copy-pasted, and reminds me of something you'd see in Tam-Tara Deepcroft, although I'm not sure if a similar style room is there.
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Here's where the magic happens! Jars of Mun-Tuy beans fermenting in a cold, dank cave. It's weird that this is like an actual brewery, but monsters have taken it over. You'd think that...ya know, the supply of bean-related goods would've dried out by now, unless the fact that the cellars were overrun were because of the incoming cataclysm.
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Lastly, you also see these big kegs, which honestly? Quite cool looking and there's nothing really like this in ARR.
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before-calamity · 2 years ago
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Lost Skills Part 2
Oh yeah, we have a lot of these.
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These are different for multiple purposes. Notice the . infront of the name as well as the odd-harp-like icon (maybe a cut BRD skill?). Mass Fear II gets learned at level 78 as well! XIV 1.0 only went up to 50. Also there's an item in the corner of .Mass Fear II's icon. What is that? I'm thinking it might be the original design of the job stones myself, similar to how the final job stones appear in the corner of released skills (see some of the other skill overviews to see an example).
Now time for the skill itself - it simply just makes enemies flee. That's pretty powerful, and probably wouldn't work on bosses.
But...why? This leads me have a lot of question, because this seemed like a very different mechanic battle mechanics than what we have. Plus kind of a waste of a skill? .Mass Fear II apparantly does the same thing (it could be a cut description and it defaulted to I's description, or it could just be purely lost), but maybe it has more of a chance of doing it.
Read on for more cool cut actions...including a remnant of the cut gathering Shepard class...
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Okay. So the data is filled with "Magic Missile" and most of them are...unfinished, with no description, and they do nothing. One does, and it's for the Arcanist class! This magic missile attack basically launches a ranged attack.
But wait, there's more!
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Ranged magic attacks for both of the casters! These fall in the line of the fact that originally 1.0 had no auto attack. So for casters to do a basic attack...you'd have to do press a button. The auto attacks for casters, as far as I know, have been changed to melee attacks like they were in ARR. However, these skills are kind of sorta in XIV? Spirit Dart is now a variant action and are Logos/Lost actions in Eureka and Bozja, and Phantom Dart made it to ARR but was cut later on, and it was like a ogcd Scathe. I wanna disclaim - these two might've been released in the original 1.0 release, before they changed it to use auto-attacks. But I'm comparing everything to client 1.23b, so these would count as cut/removed content.
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And now...remnants of the Shepard gathering class. You have these two actions - Herd and Herd 2. Both were cut out really early - look at Mass Fear II to see how numerals were handed later on, and they lack a hotbar icon (they don't even appear as the red X, like some other cut actions - they just don't appear at all).
Herd 2's action is pretty suspicious too. "Open negotiations" does fit an action related to the Parley minigame - so I'm wondering if the description for Herd 2 was rewritten by the one for Parley.
Next, we'll be looking at basically some basic attack skills, featuring a bunch of cut classes!
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before-calamity · 2 years ago
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Sorry about not posting the last few days. It's been a rough weekend, and well, I need some self-care. We'll be back to business later this week.
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before-calamity · 2 years ago
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Moonspore Grove
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One of the places I didn't get to visit during my first batch of exploring was Moonspore Grove just because walking there took forever. Moonspore Grove is basically the home of the bad Sylphs in ARR, and where they reproduce. And I was actually surprised about what I found, past these two rocks. Read on for more pictures of Moonspore Grove.
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So even positioning your camera behind these rocks you can see some structures. You see their little banners and these things that look like bleachers or tents, which are just decoration.
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And in the middle of it, a giant shroom. Possibly untextured? Honestly, I can't tell. It looks out of place though.
Other than the fact that in ARR the air gets a lot more purple, this is kind of similar to how the grove looks.
You obviously can't get to the shroom, which would require jumping, which you can't do in 1.0.
Still. It's very different than the usual copy paste mess that we see elsewhere, or in some places, nothing at all.
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before-calamity · 2 years ago
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Lost Skills in 1.0 P1
Let's take a look at some skills that are lost to time in Final Fantasy XIV 1.0. Today, we'll look at probably the most put together of these skills - largely because they have hotbar icons in a similar style to the final game. They all happen to be THM spells, although this might be a placeholder.
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We'll start with a series staple, Slow.
I didn't took this sort of tooltip because it displays some more information about the skill - the other icon do not.
One thing to note about all of these is that there's no wand at the bottom, like other THM spells.
Anyways, Slow simply reduces the target's auto-attack speed. Interesting to note that originally, FFXIV 1.0 had no auto attack (albeit this client does, which is version 1.23b). So either this was a remain of an original plan to get rid of auto-attack or it was a skill that was cut early when the game was released. I'm still counting it here, because hey, it was removed but is still in the client. Read more for lost skills...
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Gravity, another typical "time magic" spell, with an odd icon. It essentially inflicts the person with Heavy. What's interesting is that even in FFXIV 1.0, the ailment is called Heavy, not Sloth.
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Says what it does in the tin - it binds an enemy, and they cannot move, similar to Foot Graze in modern FFXIV.
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Once again, it does what it says in the tin. And the icon here is very different. Also notice that this and Bind have a shorter recast time of 40 seconds, meaning these simply are not default values. Silence skills in FFXIV 1.0 act more as interrupts, while this would've been like a traditional silence ailment as seen in other Final Fantasies.
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Paralyzes the target. Recast goes back to 60, but it has a 2 second cast time.
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And our last one we will look at is Blind, which blinds the target, which acts as an accuracy debuff here. Next, we will look at some two skills that introduces quite a different mechanics, and some basic attack skills for CNJ, THM and a cut class.
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before-calamity · 2 years ago
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Hook (PGL Weapon)
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This was a MNK weapon in 1.0 that didn't make an appearance in modern FFXIV (as far as I know). It's a captain's hook! You can engage in your Captain Hook fantasy, although you'll be missing an additional hand. But hey, nothing better than having two hooks for hands, right? No kettles here, but hooks? Hooks are in.
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before-calamity · 2 years ago
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Macros
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Yeah, like any good MMO, FFXIV 1.0 had macros. The macros are more expanded than what you see in modern FFXIV and are closer to FFXI macros. Unlike modern FFXIV, there is no list of commands you can use, so you have to use an external source.
And yes there are icons. Read more about those.
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The icons are similar and in a much different style than in modern FFXIV and there are * a lot * more icons. The style that they're in is much more like 1.0's art style, with some even simpler in nature.
Configuring the macros are different, and more like FFXI. You don't drop them onto your heart bar, but instead pull up a macro palette with CTRL or ALT, which you configure in the above interface. This means that you can have a lot more macros in 1.0 than you can in modern FFXIV, which makes sense, since modern FFXIV discourages the use of such things.
At one point, I found a macro cheat sheet for XIV 1.0, but I wasn't able to find it again, unfortunately. EDIT: Thanks to user v25, they found it! http://lodestone.fragmenterworks.com/pl/guide/macro01.html
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before-calamity · 2 years ago
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CNJ/WHM Skills Overview: WHM Spells & Traits
These titles are getting wordier...
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Good ole Presence of Mind. Does the same thing as it does in modern FFXIV, but it lasts longer and isn't just for the next spell.
Read on for more WHM skills from 1.0...
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This, however, is different. As everyone knows, Benediction in FFXIV is the classic "oh shit" spell for WHM, as it's a full heal. In 1.0, it's just an AoE heal. A strong AoE heal, but one nevertheless. In FFXI, it's also an AoE heal with an esuna type ability.
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Esuna was only for White Mage, but does the same thing. Nothing too exciting.
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And Holy is basically a WHM Flare and the Bind effect isn't even guaranteed!
Now as for traits...
Lvl 8 Greater Healing - Increases healing magic potency by 8 Lvl 12 Greater Enhancing Magic - Increases enhancing magic potency by 8
I believe enhancing magic is basically support spells.
Lvl 16 Enhanced Magic Accuracy - Increases magic accuracy by 8. Lvl 20 Auto-Refresh - Gradually regenerates MP. Lvl 24 Greater Protect - Increases magic defense gained from Protect Lvl 28 Greater Healing II - Increases healing magic potency by 10 Lvl 32 Enhanced Blissful Mind - increases speed of Blissful Mind accumulation. 32 137 Lvl 36 Enhanced Stoneskin - Increases efficacy of Stoneskin Lvl 40 Swift Sacred Prism - Reduces recast time of Sacred Prism by 30 seconds Lvl 44 Swift Shroud of Saints - Reduces recast time of Shroud of Saints by 60 seconds. Lvl 48 Enhanced Raise - Causes Raise to no longer inflict enfeebling effects.
I believe this means that like in modern FFXIV, raising adds an enfeebling effect (I think in FFXIV it's "Brink of Death", but that might the debuff given from using effects that kill you with Blue Mage). So, this is very powerful, because there's no penalty to death, other than the raise taking a long time to cast and recast.
Now, for the next skills overview...I have something very special for you.
Very special.
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