How DriftwoodXI plays — the numbers at a glance
Progression at 3x, drops and gil at 2x, combat at 1.5x with items a deliberate 3x, movement at 4x retail so you never commute, and death that still costs something. The whole server on one page.
DriftwoodXI is tuned around a single question: does this number make the game shorter, or just less tedious? Tedium loses. Content stays.
Here is every multiplier that matters, in one place. The four rate posts on this page — progression, combat, drops, crafting — carry the full detail.
The numbers
- Progression: 3x — gil, experience, capacity, tabs and fame. An evening moves you somewhere, and 99 is still a journey worth taking.
- Drops and mob gil: 2x — gear is quick to get and still worth having.
- Combat power: 1.5x across the board — every school of magic and weapon skills, one number, no favourites. Fights are snappy; nothing is trivial.
- Items: 3x, on purpose — potions and ethers are a combat strategy on this server, not vendor fodder. Stock up before the hard fight.
- Movement is 4x retail on foot and 6x mounted, so you don't waste your evening commuting. Vana'diel is enormous; crossing it is not the content.
- Death costs half of retail from level 31 up, and Raise recovers its usual share. Danger is on the menu, and a bad pull costs you a moment, not a night.
- Lottery NMs spawn at five times retail's chance, with half its cooldowns. Camps are short — and a claim still means something.
- Crafting: every craft to 70, your three chosen crafts to 110, HQ at 2x. Being the server's bonecrafter is an identity, not a checkbox.
- Dynamis every 6 hours, ENMs daily — one run an evening, whenever your evening happens to be.
Starting out
- New characters get 5,000 gil, every map and every outpost warp.
- You start on the six starter jobs. The other sixteen are behind their own unlock quests, and every one of those quests opens at level 1 — the job is the quest, not a level gate.
- Merits open at 75, job points at 99. There is no Genkai chain here, so Maat in Ru'Lude Gardens simply hands over Limit Breaker and Job Breaker when you get there. One conversation, no fights.
The things that make it this server
- Your sub job runs at your full main job level. It makes builds here unlike anywhere else, and it is not going anywhere.
- No tool breaks, one-second healing ticks, no party level-gap penalty, no weakness on Raise beyond retail's, ability cooldowns 25% faster, sneak and invisible three times as long. Downtime is not content.
- No cash shop. No pay-to-win. No wipes.
If a number in game disagrees with a post here, say so — one of them is wrong, and it usually gets fixed the same evening.
