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Conquest
So here's a question. What is there to do in
this big, wide world of Vana'diel? Sure, wandering around and
killing things is fun for a while, but it gets a little thin
with no overarching goal to give it purpose. That purpose, in
theory, is provided by Conquest, the continuing rush by the
three nations of the world to grab hold of as much territory in
the neutral wilds as possible. After all, while no state of open
war exists, there's still no point in standing idly by while the
other guy grabs a bigger slice of the pie than you do.
The world map is marked with different flag
icons in each region, indicating who controls that area. Each of
the three countries has its own icon, and then there's a neutral
black icon, representing unclaimed wilds. If you'd like to claim
some glory for your home country, not to mention yourself, form
a party and go out to try and plant the flag in a
monster-controlled region. Clearing an area of monsters earns
conquest points for your country, and the country with the most
conquest points controls that particular region. Every week, in
game time, the points are toted up and regions change hands
accordingly. The monsters are a player in this phase as well --
if the player death rate in a particular region is more than 10%
(i.e., 10% of the players from all countries that go in don't
come out alive), that area reverts to neutrality.
Anybody can pass through or do battle in an
area presently controlled by another country -- player-killing
is not allowed in Final Fantasy XI, so competition doesn't lead
to direct conflict between adventurers from rival nations.
However, there is still a direct incentive to control territory.
As noted in the section discussing Crystals, adventurers
traveling in a region controlled by their country also get an
advantage in Crystal acquisition, in the form of signet
enchantments from their border guards.
A nation's "influence" depends on the number of regions under
its control, and has a large impact on its economic status. As a
player, you will receive points as you participate in the
conquest, allowing you to obtain special items as your conquest
points increase.
Once a region comes under your nation's control, border guards
will be dispatched to stand guard there. These guards play a
vital role in supporting the crystal-gathering activities of
players.
The more
regions your nation controls, the more prosperous it will
become. And a strong nation will surely result in innumerable
benefits for adventurers like you.
Let us take a brief look at the historical origins of the
conquest in Vana'diel. Although there has been a marked decrease
in large-scale coordinated attacks from the beastmen since the
end of the Crystal War, constant sweeps are required to hunt
down wandering bands of beastmen that threaten small villages
and travelers.
Yet the
nations of Vana'diel are exhausted from the war, and continue to
harbor doubts about their allies. As such, they are reluctant to
dispatch large numbers of their own troops to deal with the
problem.
Troubled by
the situation, Grand Duke Kam'lanaut of the Grand Duchy of Jeuno
proposed the conquest system. This awards the right to control a
region to the nation that contributed the most to ensure its
safety. As the nation of Jeuno is a crossroads of trade and does
not desire any further territory of its own, it acts as the
impartial judge and sponsor of the conquest.
The
representatives of the three great nations of Vana'diel gathered
in Selbina, and agreed that a force was needed to deal with the
beastmen scourge. The representatives signed the "Selbina Pact
for Conquest." Since then, each nation's border guards have been
authorized to deputize adventurers of the same allegiance to
participate in the conquest. This has ushered in a new era in
the history of Vana'diel: the Age of Adventurers.
Duration of Signet
(Earth Hours)
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Nation
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Rank
1 |
Rank 2 |
Rank 3 |
Rank 4 |
Rank 5 |
Rank 6 |
Rank 7 |
Rank 8 |
Rank 9 |
Rank 10 |
|
1st |
2 Hr |
3 Hr |
4 Hr |
5 Hr |
6 Hr |
7 Hr |
8 Hr |
9 Hr |
10 Hr |
11 Hr |
|
2nd |
3 Hr |
4 Hr |
5 Hr |
6 Hr |
7 Hr |
8 Hr |
9 Hr |
10 Hr |
11 Hr |
12 Hr |
|
3rd |
4 Hr |
5 Hr |
6 Hr |
7 Hr |
8 Hr |
9 Hr |
10 Hr |
11 Hr |
12 Hr |
13 Hr |
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Distribution of
Conquest Points
Normal Case
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Nation
|
Conq. Area
#1 |
Conq. Area
#2 |
Conq. Area
#3 |
|
|
#1 |
1X |
2X |
2X |
|
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#2 |
2X |
1X |
2X |
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#3 |
2X
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2X |
1X |
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Joint Conquest Case |
Nation
|
Conq. Area
#1 |
Conq. Area
#2 |
Conq. Area
#3 |
|
|
#1 |
1X |
2X |
2X |
|
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#2 |
3X |
1X |
1X |
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#3 |
3X
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1X |
1X |
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Conquest Items Icon(s) |
There are 4 types of items. The item that has a yellow icon,
the one that has a green icon, the one that has both icons,
and the one with no icon(s).
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Items with no icons are normal items, you can do anything with
them. |
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- Yellow icon items cannot be traded, but can be sold in
the Auction House. |
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- Green icon items cannot be traded, or sold in the Auction
House. It can be sold at a normal shop though. |
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- Green and Yellow icon items cannot be sold, or traded at
all. |
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