The Skirmish System from 1.0 was a short-lived addition to the game. Added in 1.23, it would only see a few months of use before the servers shut down. Skirmish dropped unique weapons that contained materia slots, which was highly desirable for end-game players.
follow url Giantsgall Claws
Stats: DMG 106, DEX +5, ACC +10, MEVA +10, delay 4.2, DPS 38.57, projectile
Equip: level 50 (required), ARC, BRD
Buy: – (sell: 7,140 gil)
Archer’s Arm, Convertable: Yes, Meldable: Yes
Stats: DMG 146, PIE +5, ACC +10, MEVA +10, delay 3.7, DPS 39.46, piercing
Equip: level 50 (required), LNC, DRG
Buy: – (sell: 7,140 gil)
Lancer’s Arm, Convertable: Yes, Meldable: Yes
Stats: DMG 70, INT +5, MACC +10, MEVA +10, MPOT +10, Spell interrupt resist +50, delay 4.3, DPS 16.28, blunt
Equip: level 50 (required), THM, BLM
Buy: – (sell: 7,242 gil)
Two-handed Thaumaturge’s Arm, Convertable: Yes, Meldable: Yes
Stats: DMG 115, MND +5, ACC +10, MEVA +10, delay 3, DPS 38.33, slashing
Equip: level 50 (required), GLA, PLD
Buy: – (sell: 5,304 gil)
Gladiator’s Arm, Convertable: Yes, Meldable: Yes
Stats: DMG 70, MND +5, MACC +10, MEVA +10, Healing MPOT +12, Spell interrupt resist +50, delay 4.3, DPS 16.28, blunt
Equip: level 50 (required), CNJ, WHM
Buy: – (sell: 7,446 gil)
Two-handed Conjurer’s Arm, Convertable: Yes, Meldable: Yes
Giantsgall War Axe
Stats: DMG 169, VIT +5, ACC +10, MEVA +10, delay 4.3, DPS 39.3, slashing
Equip: level 50 (required), MRD, WAR
Buy: – (sell: 7,344 gil)
Marauder’s Arm, Convertable: Yes, Meldable: Yes
Final Fantasy XIV 1.0’s attribute and materia system was completely different than the current version of the game. Here’s a more detailed look on what the specific differences were.
(Source: 1.0 Lodestone)
- Increased damage dealt by physical attacks
- Increased damage prevented when blocking attacks with a shield
- Reduced damage taken from physical attacks
- Increased maximum HP
- Increased accuracy of physical attacks
- Increased chances of evading physical attacks
- Increased critical hit rate of physical attacks and resulting damage
- Increased parry rate for certain weapons
- Increased damage dealt by magic attacks
- Reduced damage taken from magic attacks
- Increased maximum MP
- Reduced chances of your magic attacks being resisted
- Increased your chance of resisting magic attacks of others
- Increased damage dealt by attacks of that element
- Reduced damage taken from attacks of the opposing element
Disciplines of War & Magic
The game still recommended the same stats for the war & magic classes. However, magic’s stats weren’t that straightforward.
|Absorb, Damage over Time (DoT)||PIE|
Discipline of the Land & Hand
This was the truly bizarre part of 1.0. Disciples of the hand & land had recommended stats too. The reason for this was because the game allowed you to play through it entirely as a Disciple of the hand or land! So the recommended stats for land were:
Disciples of the Hand:
|Main Hand Tool||Off Hand Tool|
The materia system, added in 1.19, was very cumbersome compared to today’s system. Not mentioned in the video was the fact that certain materia could only be melded in specific types of gear as well.
Materia such as Lifethirst could only be attached to legs and shield.
Strength and Dexterity could only be melded to body gear, while Mind and Intelligence could only be melded to head gear. In a way it did make sense.
If you want the full stats of the old materia, I recommend checking out this article from Final Fantasy Wiki!