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Creating a character is always the hardest choice in an RPG, MMO or otherwise. It’s an important choice to get right, given that your character will be with you for a great deal of the game, if not the entire length.
In Final Fantasy 14, there are quite a few races available, with each being distinct from the other. Every race is composed of two separate clans, giving you even more options to choose from. Alongside physical differences, each race has a different set of starting stats.
While this won’t change long-term gameplay, especially once you reach the higher levels, these stat differences can have a small impact when starting out, making some jobs a little easier or harder. You shouldn’t consider these stats to be make or break though, they’re just a little factor to keep in mind.
With all this in mind, this guide aims to give you everything you need to know about the Final Fantasy 14 races, from physical features to those aforementioned stat differences. I’ll also provide an insight into the lore of each race and clan, for those who like their characters to be more than just skin deep. Hopefully, this will make your character creation process a little easier.
Hyur
Who better to begin with than the Hyur? Of all the Final Fantasy 14 races, they are certainly the most human-like, which is either the biggest pro or con depending on who you ask.
They are the bread and butter of Eorzea, with the bulk of the NPC population being of this race. They are the second most popular choice for players too, with almost 1.2 million registered player characters, so get used to seeing these guys wherever you go. Hyur physical features are what you’d expect in a human, with fairly even stats, making them a good choice for someone looking to self-insert, or simply avoid the more far-fetched appearances of the other races.
Midlanders
Most of the Hyur you will come across throughout Eorzea will be Midlanders. They have a strong presence in each city, with particular prominence in Gridania, something close to an ancestral home for the clan.
The Midlander clan are a sub-race largely resembling Europeans of average build, measuring in at 5’6 and 5’2 for males and females respectively. Their name is derived from their preference to settle in flat, low-land areas with plenty of greenery, as you’ll see in Gridania. Of all the races, they are said to be the most well-educated, which is borne out in their stats. For anyone looking to start out as a non-healer magic-related job, the Midlanders should be high on your list.
Midlander starting stats are:
- Strength: 22
- Dexterity: 19
- Vitality: 20
- Intelligence: 23
- Mind: 19
Highlanders
Unlike the Midlanders, this clan preferred to settle in the mountains of Eorzea, as their name suggests. Like the Midlanders, this preference did not limit them, as they can be found pretty much all over the world. Highlanders have gravitated toward Ul’dah, establishing a strong presence in the city after their old home was invaded by the Garlean Empire.
The Highlanders are considerably taller than their low-land cousins, with females being 5’8 and males being 6’0. The Highlander’s stature makes them a good fit for physical roles like tanking or damage dealing, though isn’t as well suited to magical jobs to begin with.
Highlander starting stats are:
- Strength: 23
- Dexterity: 20
- Vitality: 22
- Intelligence: 18
- Mind: 20
Miqo’te
To the surprise of absolutely nobody, the Miqo’te are the most popular of all the Final Fantasy XIV races. They sport cat-like features and mannerisms that have enticed close to 1.5 million players to register a Miqo’te character. The physical differences between the clans of this race are not as stark as some others, barring the obvious ones, of course. Instead, the deeper differences are seen in their lore, the importance of which is up to how much you want to roleplay.
While supposedly rare, if the lore is anything to go by, players have ensured that the Miqo’te have a healthy population all across Eorzea. Depending on which clan you pick, this race’s starting stats are unsurprisingly geared toward either DPS or magic. There’s no better fit for a ninja than a feline, after all. If either of those roles grab you, and you aren’t put off by some light bestial traits, the Miqo’te might be a good fit for you.
Seekers of the Sun
As the name suggests, the Seekers of the Sun much prefer the day, unlike their nocturnal cousins, and have their culture largely centered around it. This preference for sunlight has led the clan to settle in warmer areas, notably in La Noscea and sun-bleached Thanalan.
While subtle, there are some physical differences between the Seekers and the Keepers. The Seekers are much more vibrant and warm in color, with their pupils taking the shape of long vertical slits.
Whether due to the sun or for other reasons, a Seeker is likely to be born with heterochromia, a trait prized in the clan. They, like the Keepers, are slight in build, with male Miqo’tes measuring at 5’2 and females at 4’10. This stature lends well to roles requiring agility, archers and pugilists being prime examples.
Seekers of the Sun starting stats are:
- Strength: 22
- Dexterity: 23
- Vitality: 20
- Intelligence: 19
- Mind: 19
Keepers of the Moon
The Keepers are pretty much the polar opposite of the Seekers. They prefer the night, structuring their societies and culture around it. Keepers make their homes in the corners of Eorzea shaded from the sun, with the bulk of their population found in the Black Shroud.
Keepers are much colder in appearance, with their fur largely being blues and greys, though have the same agile build as the Seekers. Their pupils are different too, having adapted to a life in darkness, being large, spherical, and with little emphasis on the iris. As mentioned earlier, the clans don’t differ too much in appearance, rather it’s their behaviors and lore that make them distinct.
Keepers are much more withdrawn and reflective than their energetic cousins, which is reflected in their increased affinity for magical pursuits. This makes Keepers a pretty good choice for anyone interested in such roles, particularly as healers.
Keepers of the Moon starting stats are:
- Strength: 19
- Dexterity: 22
- Vitality: 18
- Intelligence: 21
- Mind: 23
Au Ra
The Au Ra are a tribal race hailing from Othard, a continent to the Far East. Their lore is quite interesting, centering around their possible blood relation to the dragons of old. This is in large part due to their draconic appearance, with scales, horns, and lizard-like tails being notable physical features.
The question of the Au Ra bloodline is one that has captivated many scholars, both in Eorzea and beyond. Some believe the dragon relation to be true, while others argue that certain physical attributes of the Au Ra serve as proof to the contrary. Naturally, both are fiercely convinced their side has the answer.
Regardless, the mysterious origins of the Au Ra might make them a great pick for those that love a bit of backstory to their characters, provided you don’t mind digging through some lore. The starting stats and lore for the Au Ra clans have them well suited to frontline combat or healing roles, depending on which clan you go for.
Raen
The Raen are the peaceful side of the Au Ra coin. Their scales are a glimmering white, reflecting their devotion to the Dawn Father, one of the two founding figures of Au Ra mythology. They prefer to eke out an isolated existence in the valleys of Othard, rather than follow in the Xaela’s nomadic and bloodied footsteps.
This calmer demeanor lets the Raen live side by side with other races, namely the Hyur, which makes them a more common sight than the Xaela, and a sight to behold they shall be. Not only are the Raen striking in appearance, but their stature also makes them hard to miss. The males tower at a full 6’7, making them the second tallest clan in the game. On the other hand, Raen females are the third smallest, measuring only 4’9.
Raen culture makes them well suited to roles as healers, which is bolstered by their starting stats. If such a role appeals to you, or you have a lone wolf (or dragon) style character in mind, a Raen may be a great fit for you.
Raen starting stats are:
- Strength: 19
- Dexterity: 22
- Vitality: 19
- Intelligence: 20
- Mind: 23
Xaela
The Xaela are a warlike clan, thrilled to raid and plunder neighboring tribes, as in the footsteps of their ancestors. They are defined by their dark scales and devotion to the Dusk Mother, one of the two founding figures in Au Ra mythology. Their tribal, unsettled nature has kept the Xaela roaming the Azim Steppe, their ancestral homeland in Othard, warring with anyone close enough to be an option.
This culture of combat is behind their sparse population outside of Othard, though it also prepares them well for brawling. If you’d like a brutish character fit for a tank role, a Xaela should be right up your alley.
Xaela starting stats are:
- Strength: 23
- Dexterity: 20
- Vitality: 22
- Intelligence: 20
- Mind: 18
Lalafell
The Lalafell are the shortest of the Final Fantasy 14 races, with both males and females measuring 2’10, meeting the fantasy genre’s requirement for little folk. They originate from the islands in the south, being blown to Eorzea on the maritime trade winds.
Over time, their commercial skills led them to all corners of the continent, whilst their friendly and social nature allowed them to seamlessly settle down wherever their trade routes took them. Because of this, the Lalafell are one of the most populous races across the land, though their dislike for the cold has kept them out of the frosty north.
While unsurprisingly not the strongest, the tiny bodies of the Lalafell endow them with an unparalleled level of agility. Coupled with their guile and tenacity, the Lalafell are an easily underestimated force to be reckoned with.
Playing as a Lalafell does come with some unique pros and cons to think about. Firstly, though this is somewhat shared by other races, the Lalafell’s unique build requires equally unique clothing, which can often limit your options. By the same token, anything the Lalafell wear is pretty standout, so you might well find that makes up for it.
Secondly, Lalafell characters are especially poised to cause chaos in parties, with their tiny stature making them difficult to spot at a glance. It’s all up to personal preference, but worth mulling over if you’re thinking about a Lalafell.
Plainsfolk
As the name suggests, the Plainsfolk enjoy slow lives in flat grasslands, mostly living as subsistence farmers. The appearance of the Plainsfolk reflect their locale, with their hair and skin generally being lighter and earthy in tone, though this isn’t a hard and fast rule. Plainsfolk, in addition to their height (or lack thereof), have large, elf-like ears as a defining feature. This allows them to have a much more sensitive sense of hearing than some other races.
Plainsfolk have gravitated toward the verdant fields of Limsa Lominsa, where many of them have taken up jobs as farmers or traders. Of more interest to players, their dexterity makes them excellent rogues, archers, or other roles needing a deft touch. For anyone looking to play a lovable, charismatic rogue, with the added comedic factor an ankle-biter brings, a Plainsfolk fits the bill perfectly.
Plainsfolk starting stats are:
- Strength: 19
- Dexterity: 23
- Vitality: 19
- Intelligence: 22
- Mind: 20
Dunesfolk
The polar opposite of the Plainsfolk, the Dunesfolk prefer life under the scorching sun, settling in deserts and arid regions. The appearance of the Dunesfolk is much more varied than the Plainsfolk; their skin and hair tones can vary wildly from one to the next, though you’ll probably see more with darker tones than otherwise. In addition to this and a scaled-back version of the Plainsfolk’s ears, the Dunesfolk usually sport gemstone jewelry on their foreheads.
The vast majority of the Dunesfolk have settled in Ul’dah, a city led by the Dunesfolk Sultana Nanamo Ul Namo. Here, many settle as traders, using their intellect and competitive temperament to their advantage in the cutthroat business. Others with a more adventurous spirit put their Lalafell dexterity to work in compatible roles, while others still make use of their affinity for magic, a skill many Dunesfolk are born with. This makes them an excellent choice for anyone liking the idea of a Lalafell, but would prefer an ill-natured Napoleon over the calmer Plainsfolk.
Dunesfolk starting stats are:
- Strength: 19
- Dexterity: 21
- Vitality: 18
- Intelligence: 22
- Mind: 23
Roegadyn
The Roegadyn are at the other extreme on the height scale, standing quite literally head and shoulders above the rest. Roegadyn males measure roughly 7’0, while females measure 6’3, making them the tallest of the Final Fantasy XIV races. Complementing their height, the Roegadyn are of a musclebound, hulking build, making them the last thing you want to see on the opposing side of a fight. Unsurprisingly, the Roegadyn put their inordinate strength to good use in their work, often making excellent tradesmen and sailors. Roegadyn also excel as adventurers and mercenaries, using their strength to wield steel rather than wood or brick.
Sea Wolves
Originating from the far north, the Sea Wolves are a clan with a deep connection to the sea. They are experts at living off the sea, their skill at fishing unrivaled by any other race. Their knowledge of the sea and raw strength once made the Sea Wolves feared by coastal peoples, as any hope of defending against one of their raids was non-existent. The Sea Wolves are broadly similar in appearance to their Hellsguard cousins, with the main physical difference being their green/blue skin and hair tones.
Arriving in Eorzea due to the winds of trade, the Sea Wolves soon settled the now-prosperous city-state of Limsa Lominsa, where they make up the bulk of the population. Here, the Sea Wolves’ larger-than-life personalities are on full display, their competitive and outgoing natures making them impossible to miss, as if their height wasn’t enough. A Sea Wolf character is a perfect choice for anyone wanting a frontline fighter with a personality as big as their body.
Sea Wolf starting stats are:
- Strength: 22
- Dexterity: 19
- Vitality: 23
- Intelligence: 18
- Mind: 21
Hellsguard
As if the northern hinterlands weren’t inhospitable enough, the Hellsguard chose the opposite extreme, settling in the volcanic region of Abalalthia’s Spine. This preference for the heat makes them a somewhat common sight in Ul’dah, though a rarity anywhere else. Reflecting their fiery home, the Hellsguard have a darker, redder tone, compared to the Sea Wolves.
Living in the volcanic hills has kept the Hellsguard in top shape, with a cultural focus on magic and mysticism leading to sharper minds. Encouraged to cultivate their talents and train from a young age, the vast majority of Hellsguard are adept in combat, either with sword or staff. Quite like the Sea Wolves, a Hellsguard character is well-suited to anyone interested in a frontline brawler. Hellsguard lore and starting stats lend well to magic roles also, though as always that means as much as you want it to.
Hellsguard starting stats are:
- Strength: 20
- Dexterity: 18
- Vitality: 23
- Intelligence: 20
- Mind: 22
Elezen
The Elezen are the most prideful among the Final Fantasy 14 races, an unsurprising trait given their likeness to Elves, a staple in the fantasy genre. They are said to be the first race to settle the Eorzean continent, going as far as to consider it a gift from the gods themselves.
This belief has no doubt contributed to the pride of the Elezen, but has also helped cultivate a strong sense of honor, duty, and grace. These cultural tenets are visible in the appearance of the Elezen, with their main physical attributes being tall, slender bodies, and elegant stature. Male Elezen measure at around 6’4, and females at around 6’0, making them on the taller end of the Final Fantasy 14 races.
Wildwood
True to their elvish roots, the Wildwood feel most at home wherever there are trees. Unlike their Duskwight cousins, however, the Wildwood have adapted to life in more urban settings, making them an integral part of Gridania and other towns in the Black Shroud region. The keen senses and unrivaled dexterity of the Wildwood make them excellent archers. This, in addition to their extensive knowledge of the Black Shroud, make it no surprise that they are responsible for the local Archer’s Guild, alongside other established orders.
Compared to the Duskwight, the Wildwood seem quite aloof and aristocratic, at least as far as lore is concerned. Their pride, whether earned or imagined, make the majority of Wildwood quite unapproachable, as can be seen by many of the in-game characters. Additionally, their cosmopolitan attitudes are partially responsible for the conflict between the two clans, as well as making them seem out of touch with folks living a more humble lifestyle. This makes the Wildwood a good fit for people wanting to roleplay an arrogant aristocrat sort character, or one with a more artistic side.
Wildwood starting stats are:
- Strength: 20
- Dexterity: 23
- Vitality: 19
- Intelligence: 22
- Mind: 19
Duskwight
Contrary to the Wildwood’s preference for the open air and greenery, the Duskwight prefer a reclusive living, typically in the dark caverns of Eorzea. This has developed a much paler skin tone, making the Duskwight appear somewhat vampiric at first glance. While the Wildwood have cultivated a keen eye, the Duskwight have developed a keen ear, making them a nightmarish foe to encounter in the dark, or on the opposing side in an ambush. Though not as deadly with a bow as their cousins, the Duskwight are still incredibly dextrous, proving just as deadly up close as the Wildwood are from afar.
Another considerable difference is in personality. While the Wildwood are quite high-brow, the Duskwight are much more unscrupulous. They often lean on methods like highway robbery and other such crimes for survival, something that has given them a much worse reputation than the Wildwood. If you consider the Wildwood the “good guys”, the Duskwight fill the anti-hero role quite well. This makes them good for anyone wanting to roleplay the morally ambiguous type, especially one that works in the shadows.
Duskwight starting stats are:
- Strength: 20
- Dexterity: 20
- Vitality: 19
- Intelligence: 23
- Mind: 21
Viera
The Viera are one of two fairly unique Final Fantasy 14 races, with only one gender currently available, though this will change sometime around the release of Endwalker, which is slated for November 23rd, 2021.
The lore reason behind this decision is the low male population. Viera societies are roughly 80% female, with males being solitary creatures that tend to keep to their part of the woodland. The Viera are a rabbit-like race originating from the forests and jungles of Southern Othard, taking up the mantle of guardians of the woodland.
They take this role extremely seriously, going as far as to exile any Viera that leave the trees. The Viera display some bestial physical traits, similar in style to the Miqo’te. Of course, where the Miqo’te have cat-like features, the Viera have rabbit-like features instead. Interestingly enough, they are the only one of the Final Fantasy 14 races where the females are larger than the males, measuring 5’10 compared to the males at 5’7.
Rava
All in all, there is little that separates the two Viera clans. The Rava, like the Veena, follow the Green Code, which they use to order Viera society. This leads both clans to live secluded from the other races, making them quite solitary and tribal by both nature and nurture. However, the main cultural difference is that the Rava population has slowly begun to abandon the Code, with an increasing number of young Rava heeding the call of adventure.
The Rava, mostly due to their jungle habitat, have much darker tones in both skin and fur compared to their cousins. Save for that, the two clans are pretty much the same aesthetically. Thanks to a life in the trees, Rava are more nimble and dextrous compared to the Veena, making for a great dagger-wielding tree-hugger. Though let’s not kid ourselves, that is not the reason you’re considering a Viera character.
Rava starting stats are:
- Strength: 20
- Dexterity: 23
- Vitality: 18
- Intelligence: 21
- Mind: 21
Veena
As mentioned, the Veena follow the Green Code. This largely keeps them culturally the same as the Rava, though you could argue they are more devoted. Unlike their cousins, the Veena do not deviate from the Code, rejecting the adventurous or urban lifestyles some Rava have embraced.
The Veena have a much fairer appearance, living in the woodland areas near the Skatany mountain range. Save for their blueish fur and lighter skin, there is little to differentiate the Veena from the Rava. Perhaps due to their stronger adherence to the Code, their starting stats are more weighted toward a magic role. Ultimately, if you’re interested in a Viera character, you should probably prioritize appearance over anything else, given how few differences exist between the two clans.
Veena starting stats are:
- Strength: 19
- Dexterity: 20
- Vitality: 19
- Intelligence: 23
- Mind: 22
Hrothgar
The Hrothgar are the second of the gender-locked races, serving as a near opposite of the Viera. They are by far the most bestial race, with an intimidating stature and lion-like features. Male Hrothgar measure in at around 6’5, making them the fifth tallest race in the game. Females are currently unplayable, though will be coming sometime after Endwalker. They are the newest race to the game, which may be partly why they are the least populous race in-game. If you want to be something of a unicorn, consider either clan of the Hrothgar.
Helion
The Helion originate from Bozja, where they live as a monarchic society. They are expected to serve their queen, which has developed a strong sense of loyalty among the Helion. Partly due to this devotion, partly the recent war with the Garlean Empire, Helions have quite the warrior culture, something that befits their impressive stature.
Helions have a full coat of fur, which tends to be quite warm in color. This represents the main difference between the two clans, as pretty much everything else is the same, even down to starting stats. Quite like the Roegadyn, they are a perfect fit for a frontline combatant, though I’d say the Roegadyn are more fleshed out and have more that make them unique, though your mileage may vary.
Helion starting stats are:
- Strength: 23
- Dexterity: 17
- Vitality: 23
- Intelligence: 17
- Mind: 23
The Lost
As you may have guessed from the name, the Lost are a race of freemen, choosing to free themselves from service to royalty. This makes the clan much more individualistic, holding freedom as a highly important ideal. While the Lost do prefer jobs that don’t impact their freedom, this hasn’t dulled their edge in combat. The Lost are still a force to be reckoned with, even playing an instrumental role in the resistance movement against the Garlean Empire.
The Lost are physically quite similar to the Helion, with the same full fur coat and other lion-like features. However, where the Helion are much brighter in color, the Lost have much darker, colder tones. A Lost character might be a good fit for those wanting the “wandering adventurer” aesthetic, as they are freedom-loving nomads without much of a home to go back to even if they wanted. Beyond that, there isn’t much more that meaningfully separates them from the Helion, as they are just as willing and capable in combat.
The Lost starting stats are:
- Strength: 23
- Dexterity: 17
- Vitality: 23
- Intelligence: 17
- Mind: 23
That’s all there is on the current Final Fantasy 14 races, hopefully, you now have enough information to make a decision you’re happy with. I’ll be updating this guide upon the release of any new races or clans, so be sure to check back in the future. With that, welcome to Hydaelyn!