Ala Mhigo is at last free from imperial rule, but that liberty may prove fleeting as the Empire moves to both reclaim this bloodied nation and subjugate all of Eorzea. In their hour of need, however, they cannot turn to the Warrior of Light. Nor to the Scions, who yet slumber, their souls adrift. The realm is left to struggle without its saviors, for they have been beckoned beyond time and space─beckoned to the First.
Here a new adventure begins in a world where light ushers all unto oblivion. But hope is not yet lost, for where there is light there is shadow.
Hero becomes villain as the Warrior of Light embraces the dark, and embarks upon an adventure that transcends worlds. Pore over these records─learn about the lands and the foes that await─and prepare for the trials ahead.
THROW WIDE THE GATES AND
BECOME THE WARRIOR OF DARKNESS
BECOME THE WARRIOR OF DARKNESS
The Flood of Light rendered the vast majority of the First devoid of life, with Norvrandt remaining as the last bastion. Being a reflection of the Source, its climates and environs resemble those of Eorzea, though the cultures of its diverse range of inhabitants have taken an entirely different course over its troubled history.
- The Crystarium - A bustling city that developed around the Crystal Tower in the years following its sudden appearance in Lakeland. It serves as a safe haven for people of all races and creeds as they join hands in the struggle against the merciless sin eaters.
- Eulmore - With its influence extending across the majority of the isle of Kholusia, this powerful military nation once stood firm against the onslaught of the sin eaters. Recent years have seen a drastic shift in Eulmore's position, with the wealthy upper classes turning their backs on the plight of the world, indulging in an endless parade of decadence and debauchery.
- Il Mheg - Tucked away in the mountains, this enchanted land was once home to the Kingdom of Voeburt. When men abandoned it following the Flood of Light, it instead became home to the fae folk, the playful and childlike pixies chief among them.
- Rak'tika - Once, long before its towering trees were seeds, in this millennia-old forest stood the royal capital of an advanced magical civilization─the Ronkan Empire. The stony remnants of its lost grandeur can still be spied beneath the shadowy boughs.
- Amh Araeng - It was on the edges of this vast desert, occupying the southern expanse of Norvrandt, that the Flood of Light was halted. Inhospitable from the beginning, it now lies on the threshold of life and all-consuming radiance.
- Lakeland - A verdant region centered around the Source, the great lake whence it derives its name. Rich in aether, this land has long been held sacred by the elves, its original inhabitants. Nowadays, it falls under the aegis of the Crystarium, mankind's final bastion in the war against sin eaters.
- Kholusia - The largest island in Norvrandt, the greater part of Kholusia lies under the dominion of Eulmore, the city of final pleasures. Compared to other lands, it is known for experiencing few sin eater attacks, a reputation which draws throngs of refugees to its shores.
- Gunbreaker - The Hrothgar of northern Ilsabard have passed the art of the gunblade from one generation to the next. The weapon itself combines a sword with a firing mechanism, emitting a range of magical effects by utilizing aetherically imbued cartridges. Originally employed by Queen Gunnhildr's personal guard, they were once known as "Gunnhildr's Blades" and differ greatly from the similarly named weapons used in the Garlean Empire.
- Dancer - From the Near Eastern nation of Thavnair comes a troupe of bewitchingly graceful performers. Though certainly elegant and beautiful, their movements also speak of martial discipline─of a pulsing, persistent energy whose rhythm can inspire souls and soothe troubled hearts. Inured to the hardships of the road, these dancers have learned to land throwing weapons with the same exacting precision as their footfalls, removing any who would obstruct the endless beat of the dance.
- Viera - Of tall stature and slender frame, the Viera's physical appearance is strikingly similar to that of the Hyur and Elezen, save for their distinctive long ears. Adhering to a strict code known as the Green Word, they are prohibited from contact with the outside world under threat of exile. Their society is purely matriarchal, and males of age are seldom, if ever, found within the bounds of any village. They instead serve as protectors of the wood from the shadows, that no evil may ever encroach on their sacred lands.
- Hrothgar - Hailing from the distant shores of Ilsabard, the Hrothgar are a burly people of lionlike appearance—or the males are, at least. Females number staggeringly few among their population, and thus are rarely so much as glimpsed by the other races. The Hrothgar's imposing countenance─mitigated not at all by their sharp claws and still sharper fangs—incited panic amongst Eorzeans upon their arrival. As they were also unable to communicate, initial interactions with the commonfolk often escalated into conflict. It was not until the Hrothgar gained mastery of the common tongue that fears were allayed, and in time they would be as neighbors, welcome in all corners of the realm.
In Shadowbringers, players will have the opportunity to challenge dungeons with a party of trusted non-player characters, including various Scions of the Seventh Dawn—though the traditional party matching systems will of course remain intact.
The Dragonsong War has long since ended, but its scars yet remain. As man and dragon work together to restore the Holy See to glory, they aim to lay the cornerstone of the new Ishgard─the Firmament. However, nations are not rebuilt in a day, and this one has come to find it wants for helping hands...
- Level Cap Increase
The level cap will be raised to 80 with the release of Shadowbringers. With this will come new actions for classes and jobs—as well as new foes on which to hone your skills.
- New Game +
This brand-new system will allow for replay of previously completed quests while retaining one's current progression and job level.
- New Gear and Crafting Recipes
With new adventures come new opportunities, so expect a plethora of new recipes to craft and resources for the taking.
As light threatens to engulf Norvrandt, her people would seek sanctuary in shadow. Yet even the dark denies them solace. What new dangers lurk in the dungeons of Shadowbringers?
- Titania - A being of great power, Titania holds sway over the pixies and other fae folk of Il Mheg─folk who, despite their notoriously temperamental natures, bow before their ruler one and all.
- Innocence - Innocence sits at the top of the hierarchy of sin eaters─the beings that emerged from the Flood to plague what remains of mankind. Beyond that, its nature and purpose remain shrouded in mystery.
This exciting new raid written by guest creators YOKO TARO and Yosuke Saito will see FINAL FANTASY and NieR come together as never before! What grand adventure awaits the enigmatic automaton garbed in white?
Beyond the boundaries of Norvrandt lies the Empty─a land drowned in the primordial light of the Flood. To redress the balance of the elements, our hero must wield a power the likes of which the First has never known. The power of Eden.
Featuring character design work by famed director and designer Tetsuya Nomura.
- Pixies - Though they boast a command of magic unrivaled in Norvrandt, pixies generally limit their sphere of activity to Il Mheg, dancing amongst the winds on colorful wings. Do not be fooled, however─they are often as cruel as they are carefree.
- Nu Mou - Though somewhat canine in appearance, the Nu Mou are indeed members of the fae, and make their homes in Il Mheg. They are more fairly disposed toward man than their pixie cousins, however, and maintained close ties with the people of Voeburt in its day.
- Dwarves - This insular tribe dwells upon Mt. Gulg in Kholusia, its diminutive people rarely leaving the community of their birth. Dwarves are known for their skill at mining, metallurgy, and crafting mechanical marvels, but they themselves consider the true marks of dwarfhood to be respect for tradition and adherence to strict ancestral laws.
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