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Final Fantasy XIV: A Realm Reborn Collector's Edition by Square Enix

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$49.99

  • Available for download. More info.
  • This product requires: (1) an active internet connection; (2) monthly recurring subscription fees; and (3) agreement to certain license and usage terms (available at FINALFANTASYXIV). Currently, children under age 13 are not permitted to play; users 13-17 require parental consent. Users are granted a limited, revocable license only and do not own any data or intellectual property generated during gameplay.
T
  • Language
  • Mild Blood
  • Sexual Themes
  • Use of Alcohol
  • Violence
  • Platform: PC
  • Publisher: Square Enix
  • Developer: Square Enix
  • Category: Role-Playing, Massively Multiplayer
  • Download Size:0.04MB

Product Details:

Digital Collector's Edition


Helm of Light
The design of this headgear is based on the helmet worn by the Warrior of Light from FINAL FANTASY I and can be equipped by all classes at level one.


Coeurl Mount
Adventurers will be able to ride a variety of mounts for transportation in A Realm Reborn - including chocobos, Magitek armor and more! With this bonus, you'll be able to hop aboard a coeurl and chase down your foes!
* Players will be able to ride mounts once they have reached level 20 and have obtained a chocobo.


Behemoth Barding
In A Realm Reborn, adventurers will be able to do battle against the ferocious enemies of Eorzea alongside their personal chocobo, as well as equip their trusted companions with unique armor! The Collector's Edition includes special Behemoth-themed armor that you can outfit your chocobo with!
* Players must first reach level 20 to obtain a chocobo before they can outfit it with barding.


Baby Behemoth Minion
Adventurers can often be found with their own personal minion by their side as they tame the wilds of Eorzea. The Collector's Edition comes with a baby behemoth minion.
* Minions are vanity pets that do not have any affect on a player's stats.

Product Details

Eorzea. A Land embraced by Gods and forged by Heroes. Seeking control of this realm and its abundant crystal resources, the Garlean Empire sends forth a massive host on a campaign to conquer its southern neighbor. Driven by madness, the commander of the invading forces silently plots to tear the moon from the heavens and hurl it down upon the land. The people of the realm soon learn of this foul scheme, and join their hands in prayer in an eleventh-hour attempt to entreat the aid of the gods, only to see their endeavors fail. From within the moon emerges Bahamut, an ancient terror seething with rage fueled by countless generations of imprisonment. Sensing the tug of Fate, a powerful magus channels the last of his strength to send Eorzea's heroes into a temporal rift. There they wait, untouched by the flames of destruction, until they are needed again. Those heroes are you, and the hour of awakening is now. Come and witness a realm reborn.

Classes

Eorzea is home to myriad disciplinesprofessions that adventurers can take up. So as to be better prepared to brave the wilds, all adventurers begin their journey as either a Disciple of War - a master of arms who lives for the call of battle - or a Disciple of Magic - an erudite researcher of all things esoteric.


Experienced adventurers can take up other martial classes to diversify their skills. If you seek more peaceful pursuits, you may consider becoming a Disciple of the Land - one who gathers and harvests Eorzea's natural resources - or a Disciple of the Hand - one who uses these resources to craft wares and turn a profit.


Gladiator

Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords, be they single- or double-edged, straight or curved. Tracing their roots to the Coliseum, where the roar of the crowd reigns supreme, these melee combatants have learned to seamlessly flow between attack and defense in a dance that delights the eye.


Making use of their skill with the shield, gladiators can also draw the attention and attacks of an enemy upon themselves, thereby protecting their comrades from harm.

Pugilist

The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though pugilists command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.


Their preference for fighting at close quarters makes negotiating distances an absolute necessity. Many among them accomplish this by avoiding burdensome armor, allowing for maximum mobility while they move in for the kill.

Marauder

Marauders are combat specialists whose weapon of choice is the greataxe - a fearsome arm long associated with Eorzea's pirates. Their approach to battle is one of brute force, as they rely on pure strength and good steel to crush enemies and sunder weapons.


They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land or to turn the tide of battle between warring nations. Skilled marauders have been known to take on entire packs of slavering beasts and emerge with little more than a few scrapes and bruises.

Lancer

The lancer is a master of polearms - weapons which have evolved from humble hunting tools. In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. The lancer's weaponry has since expanded to include other lethal implements such as the halberd and trident.


While it is no easy task to wield a polearm as if it were an extension of one's body, those who master the lancing arts come to be as a raging storm before their enemies, capable of delivering a barrage of devastating thrusts and slashes.

Archer

With a bow in hand and a quiver on his back, the archer strikes at the enemy from afar. In Eorzea, two schools of archery have risen to prominence: that of the longbow sentries of the Elezen military, and that of the shortbow hunters among the Miqo'te.


Archers constantly assess the battlefield in order to determine the most advantageous ground from which to loose their arrows, as well as the nature of the shaft, point, and fletching best suited to their foe. It is said that master archers are capable of showering their targets with a veritable deluge of death well before a counterattack can ever be mounted.

Conjurer

Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell.


Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.

Thaumaturge

In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.


To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium - a natural stone imbued with magical properties. Thus armed, the thaumaturge is capable of wreaking considerable havoc via ruinous spells and curses.

Arcanist

Adepts of the art of arcanum derive their might from symbols of power born of geometric techniques hailing from across the southern seas. Held within occult grimoires, these symbols lend shape to the arcanist's aether, thereby allowing him to produce myriad powerful spells.


Using the selfsame symbols to unlock the latent power contained within gemstones, arcanists are also able to summon forth the familiar known as Carbuncle to carry out their bidding.

Jobs

Jobs refer to those martial paths that thrived in former times but have since fallen into disuse. Recent developments, however, have occasioned something of a revival in their popularity.


By achieving sufficient mastery in a certain class, adventurers will be able to begin undertaking the mantle of a related job. For instance, gladiators may rise up as paladins, stout swordsmen who shield comrades from harm; thaumaturges may aspire to become black mages, masters of offensive magic; while conjurers may find a new calling as white mages, masters of healing.


The foremost appeal of jobs is the unparalleled degree of specialization they offer. Their potential is best realized in party situations, where having well-defined roles is the key to success. There can be no doubt that jobs shine the brightest in the company of others.


Paladin

For centuries, the elite of the Sultansworn have served as personal bodyguards to the royal family of Ul'dah. Known as paladins, these men and women marry exquisite swordplay with stalwart shieldwork to create a style of combat uncompromising in its defense. Clad in brilliant silver armor, they charge fearlessly into battle, ever ready to lay down their lives for their liege.


To be a paladin is to protect, and those who choose to walk this path will become the iron foundation upon which the party's defense is built.

Monk

Though now under Garlean rule, the city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks - ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen.


The monks comprised an order known as the Fist of Rhalgr, and it was to this god - the Destroyer - that they devoted their lives of worship. By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats.

Warrior

On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.


In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the frontlines of battle. With the arrival of peacetime, however, their art has descended into the shadows of obscurity, where it remains to this day.

Dragoon

Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.


Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.

Bard

The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions.


In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.

White Mage

White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.


Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions - even the icy grip of death itself.

Black Mage

In days long past, there existed an occult and arcane art known as black magic - a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.


Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Summoner

The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. Yet what is a god to one man is a demon to another, for the city-states of Eorzea see these beings as a grave threat to their collective survival.


In times immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals' essences, thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art have been all but lost to the ages.

Scholar

In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym. Though the history of that age tells of countless wars waged with earth-shattering incantations, it was the brilliant strategic maneuvering of Nym's scholars that allowed their mundane army of mariners to throw back would-be conquerers time and again.


These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries, utilizing the creatures' magicks to heal the wounded and bolster the strength of their allies.

Key Features

All the hallmarks of the FINAL FANTASY franchise, including an engaging storyline, genre-leading graphics, and HD real time cut scenes.

Robust gameplay features such as player-run Free Companies, story-driven player-vs.-player content, and a unique summoning system, all designed to accommodate a dynamic player community.

Incredible new graphics engine that delivers a high level of detail and quality on both the PlayStation 3 and Windows PC platforms.

A flexible class system that allows players to change to any of the eighteen different classes on the fly, simply by swapping their equipped weapon or tool.

Breathtaking musical score by renowned FINAL FANTASY series composers.

Cross-platform play on PlayStation 3 and Windows PC

This product requires: (1) an active internet connection; (2) monthly recurring subscription fees; and (3) agreement to certain license and usage terms (available at FINALFANTASYXIV). Currently, children under age 13 are not permitted to play; users 13-17 require parental consent. Users are granted a limited, revocable license only and do not own any data or intellectual property generated during gameplay.

Specifications:

Minimum

Connectivity
Broadband connection
Resolution
1280x720
Sound
DirectSound® supported sound card (DirectX® 9.0c or higher)
Hard Drive Space
20GB
Operating System
Windows® Vista 32/64bit, Windows® 7 32/64 bit
Processor
Intel® Core2 Duo 3GHz
RAM
2GB (4GB recommended for 64bit OS)
Video Card
NVIDIA® Geforce® 8800 or higher, ATI Radeon HD 4770 or higher

Recommended

Connectivity
Broadband connection
Resolution
1920x1080
Sound
DirectSound® supported sound card (DirectX® 9.0c or higher)
Hard Drive Space
20GB
Operating System
Windows® 7 64bit, Windows® 8 64bit
Processor
Intel® Core i5 2.66GHz
RAM
4GB
Video Card
NVIDIA® Geforce® GTX 660 or higher, AMD Radeon HD 7950 or higher
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