Rates and progression: the full table
Triple gil, experience, capacity and tabs; FOV and GOV pages at 1.5x; death costs half of what retail charged; and movement at 1.5x retail, so you never spend an evening commuting.
Progression on DriftwoodXI is generous on purpose. This is a world people live in, and the parts of Vana'diel worth living in are not the ones you repeat. Here is exactly what has been multiplied, so nobody has to guess.
Multipliers
- 3x on gil, bayld, experience, capacity points and tabs. Quest gil pays its triple on the first clear of each quest; repeatable turn-ins pay the retail amount after that, so the bonus rewards playing, not looping.
- 1.5x on experience rewards from Fields of Valor and Grounds of Valor, both of which are enabled everywhere. Books supplement a night of hunting; they don't replace it.
- 3x on fame, so quest chains open at a friendly pace without all opening at once.
- 10x on weaponskill and skillchain points for breaking latents, Magian trials included.
- Every maximum held currency cap is raised, so the faster income has somewhere to go.
Levels and jobs
- Level cap 99 from your first login, no Genkai, no limit break quests, no Maat blocking the road.
- You start on the six starter jobs: WAR, MNK, WHM, BLM, RDM and THF. The other nine on the live expansions unlock through their own quests, and every one of those quests can be accepted at level 1: no level 30 gate, no waiting. The seven jobs whose unlock quests live in Aht Urhgan, Adoulin or behind Wings of the Goddess arrive with those expansions.
- Sub job unlockable at level 1, and the sub job level equals your main job level, no half-level sub, ever.
- Merit points at 75, job points at 99. With the Genkai chain gone, Maat in Ru'Lude Gardens hands over Limit Breaker and Job Breaker on the spot. Walk up, talk, done.
- Max merits held is raised to 99.
- Multiple experience rings can be used, and their recharge restrictions are removed.
Death and downtime
- Death costs half of what retail charged, starting at level 31. Raise spells recover their usual share of it. Bring a healer to the dangerous places; it matters again.
- The party level-gap experience penalty is removed, bring whoever is online. A party's experience is measured against its highest-level member, so a high-level friend in the group means the creatures have to be worth fighting at their level -- but within that range, everyone gets the full share.
- Experience is awarded for creatures up to 25 levels below you. The bottom of that range pays a trickle; every level closer to your own pays more.
- The climb doesn't stop at even match: creatures above your level keep paying more, up to the maximum against one 12 levels over you. Anything higher than that pays the same as 12 -- the reward is capped, the danger is not.
- Healing tick delay is one second, and the TP reduction while healing is gone.
- Ability cooldowns are reduced by 15%.
- Movement is 1.5x retail on foot and mounted, so you don't waste time commuting. Vana'diel is enormous; crossing it is not the evening.
