
I merely used the Earth term for that kind of magical-mathematical symbolism which is typically called "sacred geometry". In fact you're quite right in the idea that its the least mystical of the magical classes.
A FIRM BELIEVER in the Favour System


Indeed. And it's very much in keeping with the pragmatic nature of Lominsan culture (freedom in strength born of wrought-iron cannons and arms; let's eat and be merry, and loot while we can, arr!), and highly reminiscent of Enlightenment-era England. England in that period of history was developing an intellectual tradition that was uniquely its own, one based more on empirical science than the more theoretical metaphysics of continental Europe. English scientists and philosophers of this era — Hume, Newton and Bentham, to name a few — were more interested in phenomena that were observable and measurable. They would have been the real-world equivalents of Eorzea's arcanists.
And it can't be coincidental that England was as much a piratical state as Limsa Lominsa is in this era. Hard science goes well with guns and muskets, I reckon.![]()



Is that why Alchemists make most of the books in the game?

A FIRM BELIEVER in the Favour System



Kind of, yeah.
This was explained in one of the Alchemist's quests; here, lemme quote it:
"(...) For an arcanist to weave his spells, he must conjure in his mind the image of distinct mystical diagrams known as arcane geometries. These geometries are inscribed upon the pages of a grimoire, such as the one you constructed at my request.
The most important aspect of any grimoire is the quality of the ink used to illustrate its pages. Geometries drawn with ink that is especially conducive to the flow of aether allow the arcanist to more effectively channel his magical strength.
Thus when one is in need of a new grimoire, one must turn to an expert in the making of this liquid gold─an alchemist. (...)"
Last edited by Exodus-E; 11-27-2015 at 06:42 AM.

I love reading threads like this, it's so interesting! So thank all of you for your wonderful hypothesising and such. ^^


Arcanists don't really deal in disease; they deal in Entropy - the manipulation and acceleration thereof.
Disease is just one, easily-applicable vector - easy for the average Eorzean to understand,easy for the mind to conceptualize. Easier than trying to explain the target is really being picked apart by thousands of extremely tiny Maxwell's Demons, any rate.

You forgot Ice.
One can argue about whether or not Bio is a Dark element spell based on various past games. One can also argue in game that Salted Earth, Power Slash and most of Dark Knight is actually based or infused Dark elements despite all being labeled as unaspected. My theory as to why is probably so many things that should be an element are non elemental is probably due to how elemental damage is handled (or not) in game.

This is something I've often pondered when looking at the skills and spells available to blm and smn.
And, often in-hand with the above thinking, I've wondered why monsters and bosses don't have elemental weaknesses so ever-present in console FF games (and most RPGs, too).
What immediately comes to mind, however, is the design choice to prevent having "flavour of the month" skill tree builds, such as fire mage etc.


After 1.0 they nixed Elemental Damage (as well as gear having unique stats i.e. "Enhances Jump Damage" on Gae Bolg, "Additional Effect: Fire Damage" on Ifrit Primal Weapons.
What's odd though is they kept elemental damage in the flavor text, despite it being worthless. Also the auras of the element remain intact when casting magic.
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