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.
Rewards of the Conquest
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.
The History of the Conquest
TLet 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) |
Nation |
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 |
| |
|
|
|
|
|
|
|
|
|
|
Distribution of Conquest
Points
Normal Case |
Nation |
Conq. Area #1 |
Conq. Area #2 |
Conq. Area #3 |
|
| #1 |
1X |
2X |
2X |
|
| #2 |
2X |
1X |
2X |
|
| #3 |
2X |
2X |
1X |
|
| |
|
|
|
|
| Joint
Conquest Case |
Nation |
Conq. Area #1 |
Conq. Area #2 |
Conq. Area #3 |
|
| #1 |
1X |
2X |
2X |
|
| #2 |
3X |
1X |
1X |
|
| #3 |
3X |
1X |
1X |
|
| |
|
|
|
|
| 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). |
| - Items with
no icons are normal items, you can do anything with them. |
| - Yellow
icon items cannot be traded, but can be sold in the
Auction House. |
| - Green icon
items cannot be traded, or sold in the Auction House. It can
be sold at a normal shop though. |
| - Green and
Yellow icon items cannot be sold, or traded at
all.
|
|