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The art of the marauder was first born in the crucible of brutal ship-to-ship skirmishes. Found to be just as--if not more--effective on dry land, this fighting style relies on one's ability to properly direct the force generated by the axe's heavy blade. Thus the techniques employed by a marauder seek to maximize the destructive potential of our chosen weapons. The axe is used to rend, to cleave, and to destroy. It is not our way to simply outfight our adversaries; we seek to overwhelm them. A marauder must be the most powerful and enduring presence on the battlefield; we must account for the most enemies defeated. Our role in combat is that of a steel whirlwind, dealing death and destruction without equal.

The Warrior is a Job in Final Fantasy XIV, introduced as the Discipline of War Marauder in the original release. Players start as a Marauder, and then may upgrade to Warrior using the Soul Crystal obtained from the quest Pride and Duty (Will Take You from the Mountain) after Marauder reaches level 30.

Profile[]

Marauder[]

Marauder Class Artwork ARR.jpg

The marauder is a combat specialist who wields the greataxe—a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is one of brute force, relying on strength and 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 turning the tide of battle between warring nations. Throwing axes, such as the Francisca, supplement the marauders' arsenal, making them fearsome adversaries even at range.

Lodestone

Marauders attack with an axe and equip heavy armor. Their main role in battle is that of a Tank and many of their attacks have the added effect of increasing the enmity in enemies, forcing them to attack the Marauder instead of other party members.

Marauders generally have the highest HP pool of all classes. They possess abilities capable of restoring their own HP while damaging enemies. As such, Marauders are often seen as a more reactive tank, as opposed to the more proactive Gladiator class. Despite being a tank, Marauders have a high damage per second ratio.

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 their art has descended into the shadows of obscurity, where it remains to this day.

Lodestone

Warrior extends Marauder's tanking capabilities, as well as massively increasing their capacity for damage and self-healing. In the right circumstances or in late-game, a Warrior will deal burst-damage every bit as effectively as a melee DPS class, though their trade-off of defensive power for increased healing from attacks means they'll need to frequently use defense-increasing cooldown abilities. Also, their proficiency in self-healing means that in the event of their Healer down, they can force through dungeon bosses by themselves. In story, Ardbert is an important Warrior character.

Story[]

History[]

The Marauders of Limsa Lominsa appeared out of both convenience and necessity. Both the lumbering and maintenance of the pirate's ships necessitated the use of dual-handed axes, naturally leading them becoming tools of war during both boarding at sea and disputes on land.

Manipulation of the Waraxe progressively led to the establishment of a school teaching those uses and the Marauders Guild was founded. With the Galadion Accord forbidding piracy, the Guild lost its secondary goal of utilitarian teachings to focus on the martial wielding of the axe and its membership changed to gloryhounds using their strength for the good of the new Lominsan society.

With the fusion of the Knights of the Barracuda and the Maelstrom, the Yellowjackets, the infantry of the former Navy, effectively became independent and established their new headquarters with the Marauders in the Coral Tower. This reflected in their training mainly comprised of axe-wielding and since recently, gun shooting.

The only text known to have recorded the history and techniques of the Warrior is thought to have been penned more than five centuries ago. No knowledge of Warriors previously to this time has ever been unearthed-the true origin of the clan's fighting style obscured beneath the dust of ages past. No matter their beginnings, however, in the era when the city-states traded in naught but discord and strife, the mountain tribes people who fought with the unbridled ferocity of wild beasts were highly valued as mercenary conscripts.

But despite the many victories warriors earned upon the battlefield, their esteem was tarnished by accounts of frothing berserkers lost to the red haze of carnage-tales of those who had slaughtered friend just as readily as foe. As hostilities between nations gradually shifted towards peace, the fearsome presence of a Warrior, once so welcome in times of war, became a thing to shun. And though it is said that some vestige lives on through a remote clan in Abalathia's Spine, the art of the Warrior has now all but faded from the world

Marauder[]

The Warrior of Light applied as a Marauder to the Guildmaster, Wyrnzoen Saelsmyndsyn. The guild's mission, as of now, was to hunt a massive monster named Kujata that terrorized La Noscea. Thus, he sought many proficient fighters.

Kujata is capable of dealing wounds that cannot be healed so it claimed many victims. After chasing the beast's trace on La Noscea, the guild sent its most proficient fighters alongside the Warrior of Light and finally cornered it. With the guild's Marauders acting as meat shields, the Warrior of Light finally slay the beast.

Warrior[]

The Marauder guild contacted the Warrior of Light, informing them of monsters rampaging in Costa del Sol. The monsters were afflicted by mysterious force, making them go berserk. When they were fighting the monsters, a Roegadyn wearing barbarian armor came to help them. The man introduced himself as Curious Gorge and he praised the Warrior of Light's battle prowess. Curious Gorge hailed from a village in Abalathia's Spine and sought proficient fighters to bestow his village's technique of the job Warrior. Although Curious Gorge warned them about the danger of Warrior's Inner Beast, the Warrior of Light accepted his proposition, and Curious Gorge gave them the Warrior soul crystal.

Final Fantasy XIV: Heavensward[]

FFV World Map Sprite.pngThis section about a quest in Final Fantasy XIV: Heavensward is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy XIV: Stormblood[]

Broken Mountain received a message from the Marauder Guild to do some sparring. Inviting the Warrior of Light and Curious Gorge, they arrived in Moraby Drydocks to face a force of masked Marauders. After defeating them, it appeared the masked Marauders were led by Wyrnzoen, the Marauder Guildmaster himself. Suddenly a lone Marauder was going berserk and attacking the guildmembers, even defeating Curious Gorge. The Warrior of Light was tasked to calm that Marauder, which revealed a Xaela Au Ra named Dorgono Qerel inside. Dorgono said that she was being overwhelmed by the Will of Qeresh-Inner Beast-and she was exiled from her clan. Thus, Broken Mountain decided to train Dorgono in the way of Warrior to tame her Inner Beast.

Broken Mountain, with Dorgono as a Warrior-in-training, called the Warrior of Light for help in subduing a force of rogue Mamool Ja. The group, alongside some Maelstrom soldiers, arrived in the Floating City of Nym and defeated the enemies. Curious Gorge appeared and criticized Dorgono, saying that she held herself too much in fear of her Inner Beast taking over. Dorgono rejected the criticism from a man weaker than herself, so they parted in anger.

At the news of Mamool Ja attacking Wineport, Broken Mountain asked the assistance of the Warrior of Light again. This time, Curious Gorge volunteered to help. They spread out, and while the Warrior of Light defeated their enemies easily, Broken Mountain stated that the Mamool Ja were stronger. Worried about Curious Gorge and Dorgono's group, the Warrior searched for them. Then they saw Dorgono losing control again as Curious Gorge failed to stop her, until ultimately she managed to retake control. Ashamed for losing twice to Dorgono, Curious Gorge fled. Dorgono asked the Warrior to come with her to Azim Steppe as she owed her newfound control of the Inner Beast to them, but the Warrior refused as they still had important duties in Eorzea. After seeing Dorgono depart to Azim Steppe, Broken Mountain revealed that Curious Gorge had fallen in love with her, thus he could not fight with all of his strength.

Broken Mountain worried about his brother, who was last seen boarding a ship to the Far East. He was certain that Curious Gorge was searching for Dorgono, so he asked the Warrior to find him. They found the Roegadyn on Azim Steppe, as he revealed that the Qerel settlement was under attack. Finding Dorgono, she explained that the Qerels were attacked by the Chaghan, people consumed by their Inner Beasts that were exiled from their clan. She was determined to avenge her people and earn back her clan's trust, asking help from the Warrior of Light and even Curious Gorge.

Before the battle, Curious Gorge helped merchants from Reunion. He revealed the vexing emotion that inhibited his true strength was the love he bore for Dorgono. To cast aside any lingering feelings, he planned to profess his love to her. The group arrived in the Chaghans' settlement and a fierce battle soon ensued. They found themselves victorious, but Curious Gorge was overcome by his Inner Beast. Though he seemed beyond reasoning, a confession of love from Dorgono brought him back to his senses. Dorgono asked Curious Gorge to return with her to start anew as part of the Qerel clan, but with a heavy heart he declined. He vowed to become the better Warrior, hoping to someday be worthy of her affection. Dorgono bid both Curious Gorge and the Warrior of Light farewell and departed to at last rejoin her people.

Final Fantasy XIV: Shadowbringers[]

The Warrior of Light met Curious Gorge in Apkallu Falls and recounted their adventure in the First, especially their encounter with the Cardinal Virtue Dikaiosyne. Realizing that his time with Dorgono might be cut short like Dikaiosyne with his princess, Curious Gorge departed immediately to Azim Steppe to find Dorgono.

But, Dorgono actually came to Eorzea with his father, Luvsan, who wanted to express his gratitude to everyone that helped Dorgono overcame her Inner Beast. Meeting with Broken Mountain, Luvsan revealed that he is a boo - a spiritual healer - and decided to heal Broken Mountain's psyche that prevented him to fight again. While hunting for some moss, Luvsan proposed that the Warrior of Light to marry Dorgono, but his daughter rejected it angrily while saying her heart has found another.

The ritual succeeded and Broken Mountain's ability as a Warrior is restored. Curious Gorge, that returned back from a port upon hearing that Dorgono is on Eorzea, saw the Warrior of Light and Dorgono are having a moment. Overcame with jealousy, he's overtaken by his Inner Beast... but Dorgono knocked some sense into him. Realizing his daughter's true feelings, Luvsan proposed that Dorgono stay in Eorzea to train until she's fit to wed. In the end, Dorgono stays with Curious Gorge to train and become the better Warrior.

Equipment[]

An hyuran warrior with the Bravura and Fighter's artifact armor.

Marauders and warriors predominantly wield two-handed axes. Their armor is primarily made up of "Fending" gear that they share with other tanking disciplines, boasting the highest defenses among all armors. At lower levels they also have access to lighter armors used by DPS disciplines. While the these items' bonus attributes may be of use, it is important to weigh their benefits against the defenses lost.

The primary attributes for Marauders and Warriors are strength and vitality, which boost their attack power and HP respectively, and should be prioritized over other attributes. As tanking disciplines, they have access to the tank-exclusive tenacity attribute, which boosts their damage done and healing received, while also lowering damage taken.

Lists of marauder and warrior equipment

Marauder's Arms Marauder's Arms

Head Head
Body Body
Hands Hands
Waist Waist
Legs Legs
Feet Feet

Earrings Earrings
Necklaces Necklaces
Bracelets Bracelets
Rings Rings
Soul Crystal Soul Crystal

Job Gauge[]

Defiance Gauge

The Job Gauge was introduced to players in 4.0 Stormblood. The Warrior uses the Beast Gauge.

The Beast Gauge indicates whether a Warrior is in a defensive stance (Defiance). When the Warrior is in Defiance, the symbol on the gauge will be a bronze, helmet-shaped design. Defiance increases Enmity from the enemies. The gauge itself will fill with Wrath when the Warrior uses certain weaponskills. Wrath is required to execute actions with devastating power, such as their iconic Fell Cleave (acquired at level 54).

In PvP, the gauge is used to fuel specific abilities and can be refilled by utilizing combo attacks.

Abilities[]

Class and job actions[]

Ability Level Type Cast Recast MP Cost Range Area
Heavy Swing
Heavy Swing from Final Fantasy XIV icon.png
Marauder 1 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 150 (Melee Mastery 200).
Maim
Maim from Final Fantasy XIV icon.png
Marauder 4 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 100 (Melee Mastery 130).
Combo Action: Heavy Swing
Combo Potency: 250 (Melee Mastery 280)
The Beast Within Combo Bonus: Increases Beast Gauge by 10
Berserk
Berserk from Final Fantasy XIV icon.png
Marauder 6 Ability Instant 60s
Grants 3 stacks of Berserk, each stack guaranteeing weaponskill attacks are critical and direct hits.
Duration: 15s
Additional Effect: Extends Surging Tempest duration by 10s to a maximum of 60s

Berserk Mastery Upgrades to Inner Release.

Overpower
Overpower from Final Fantasy XIV icon.png
Marauder 10 Weaponskill Instant 2.5s 8y 8y cone
Delivers an attack with a potency of 110 to all enemies in a cone before you.
Defiance
Defiance from Final Fantasy XIV icon.png
Marauder 10 Ability Instant 10s
Significantly increases enmity generation.
Effect ends upon reuse.
Tomahawk
Tomahawk from Final Fantasy XIV icon.png
Marauder 15 Complete quest "Brutal Strength" Weaponskill Instant 2.5s 20y
Delivers a ranged attack with a potency of 100.
Additional Effect: Increased enmity
Storm's Path
Storm's Path from Final Fantasy XIV icon.png
Marauder 26 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 100 (Melee Mastery 120).
Combo Action: Maim
Combo Potency: 380 (Melee Mastery 400)
Combo Bonus: Restores own HP
Cure Potency: 250
The Beast Within Combo Bonus: Increases Beast Gauge by 20
Thrill of Battle
Thrill of Battle from Final Fantasy XIV icon.png
Marauder 30 Complete quest "Bringing Down the Mountain" Ability Instant 90s
Increases maximum HP by 20% and restores the amount increased.
Enhanced Thrill of Battle Additional Effect: Increases HP recovery via healing actions on self by 20%
Duration: 10s
Inner Beast
Inner Beast from Final Fantasy XIV icon.png
Warrior 35 Complete quest "Embracing the Beast" Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 330.
Beast Gauge Cost: 50

Inner Beast Mastery Upgrades to Fell Cleave.

Vengeance
Vengeance from Final Fantasy XIV icon.png
Marauder 38 Ability Instant 120s
Reduces damage taken by 30% and delivers an attack with a potency of 55 every time you suffer physical damage.
Duration: 15s
Mythril Tempest
Mythril Tempest from Final Fantasy XIV icon.png
Warrior 40 Complete quest "Curious Gorge Goes to Wineport" Weaponskill Instant 2.5s 5y radius
Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Overpower
Combo Potency: 150
Combo Bonus: Grants Surging Tempest, increasing damage dealt by 10%
Duration: 30s
Extends Surging Tempest duration by 30s to a maximum of 60s.
Mastering the Beast Combo Bonus: Increases Beast Gauge by 20
Holmgang
Holmgang from Final Fantasy XIV icon.png
Marauder 42 Ability Instant 240s 6y
Brace yourself for an enemy onslaught, preventing most attacks from reducing your HP to less than 1.
Duration: 10s

When a target is selected, halts their movement with chains.

Steel Cyclone
Steel Cyclone from Final Fantasy XIV icon.png
Warrior 45 Complete quest "Proof Is the Pudding" Weaponskill Instant 2.5s 5y radius
Delivers an attack with a potency of 170 to all nearby enemies.
Beast Gauge Cost: 50

Steel Cyclone Mastery Upgrades to Decimate.

Storm's Eye
Storm's Eye from Final Fantasy XIV icon.png
Marauder 50 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 100 (Melee Mastery 120).
Combo Action: Maim
Combo Potency: 380 (Melee Mastery 400)
Combo Bonus: Grants Surging Tempest, increasing damage dealt by 10%
Duration: 30s
Extends Surging Tempest duration by 30s to a maximum of 60s.
Combo Bonus: Increases Beast Gauge by 10
Infuriate
Infuriate from Final Fantasy XIV icon.png
Warrior 50 Complete quest "How to Quit You" Ability Instant 60s
Increases Beast Gauge by 50.
Nascent Chaos Additional Effect: Grants Nascent Chaos
Nascent Chaos Duration: 30s
Maximum Charges: 2

Can only be executed while in combat.

Fell Cleave
Fell Cleave from Final Fantasy XIV icon.png
Warrior 54 Complete quest "The Bear Necessity" Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 460.
Beast Gauge Cost: 50

Nascent Chaos ※Action changes to Inner Chaos while under the effect of Nascent Chaos.

Raw Intuition
Raw Intuition from Final Fantasy XIV icon.png
Warrior 56 Complete quest "Pirates of Shallow Water" Ability Instant 25s
Reduces damage taken by 10%.
Duration: 6s
Additional Effect: Restores HP with each weaponskill successfully delivered
Cure Potency: 400

Shares a recast timer with Nascent Flash.

Raw Intuition Mastery Upgrades to Bloodwhetting.

Equilibrium
Equilibrium from Final Fantasy XIV icon.png
Warrior 58 Complete quest "Slap 'an Chop" Ability Instant 60s
Restores own HP.
Cure Potency: 1,200
Enhanced Equilibrium Additional Effect: Gradually restores HP
Enhanced Equilibrium Cure Potency: 200
Enhanced Equilibrium Duration: 15s
Decimate
Decimate from Final Fantasy XIV icon.png
Warrior 60 Complete quest "And My Axe" Weaponskill Instant 2.5s 5y radius
Delivers an attack to all nearby enemies with a potency of 200.
Beast Gauge Cost: 50

Nascent Chaos ※Action changes to Chaotic Cyclone while under the effect of Nascent Chaos.

Onslaught
Onslaught from Final Fantasy XIV icon.png
Warrior 62 Ability Instant 30s 20y
Rushes target and delivers an attack with a potency of 150.
Maximum Charges: 2 (Enhanced Onslaught 3)

Cannot be executed while bound.

Upheaval
Upheaval from Final Fantasy XIV icon.png
Warrior 64 Ability Instant 30s 3y
Delivers an attack with a potency of 350.

Shares a recast timer with Orogeny.

Shake It Off
Shake It Off from Final Fantasy XIV icon.png
Warrior 68 Ability Instant 90s 15y radius
Creates a barrier around self and all nearby party members that absorbs damage totaling 15% of maximum HP.

Dispels Thrill of Battle, Vengeance, and Bloodwhetting, increasing damage absorbed by 2% for each effect removed.

Duration: 15s
Enhanced Shake It Off Additional Effect: Restores own HP and the HP of all nearby party members
Enhanced Shake It Off Cure Potency: 300
Inner Release
Inner Release from Final Fantasy XIV icon.png
Warrior 70 Complete quest "The Heart of the Problem" Ability Instant 60s
Grants 3 stacks of Inner Release, each stack allowing the use of Beast Gauge actions without cost and guaranteeing that all attacks are critical and direct hits.
Additional Effect: Nullifies Stun, Sleep, Bind, Heavy, and most knockback and draw-in effects
Duration: 15s
Additional Effect: Extends Surging Tempest duration by 10s to a maximum of 60s
Additional Effect: Grants Primal Rend Ready
Duration: 30s
Chaotic Cyclone
Chaotic Cyclone from Final Fantasy XIV icon.png
Warrior 72 Weaponskill Instant 2.5s 5y radius
Delivers a critical direct hit with a potency of 320 to all nearby enemies.
Additional Effect: Reduces the recast time of Infuriate by 5 seconds
Beast Gauge Cost: 50

Can only be executed while under the effect of Nascent Chaos. Effect fades upon execution.
※This action cannot be assigned to a hotbar.

Nascent Flash
Nascent Flash from Final Fantasy XIV icon.png
Warrior 76 Ability Instant 25s 30y
Grants Nascent Flash to self and Nascent Glint to target party member.
Nascent Flash Effect: Restores HP with each weaponskill successfully delivered
Cure Potency: 400
Nascent Glint Effect: Restores HP equaling 100% of that recovered by Nascent Flash while also reducing damage taken by 10%
Duration: 6s (Enhanced Nascent Flash 8s)
Enhanced Nascent Flash Additional Effect: Grants Stem the Flow to target, reducing damage taken by 10%
Enhanced Nascent Flash Duration: 4s
Enhanced Nascent Flash Additional Effect: Grants Stem the Tide to target, nullifying damage equivalent to a heal of 400 potency
Enhanced Nascent Flash Duration: 20s

Shares a recast timer with Raw Intuition (Raw Intuition Mastery Bloodwhetting).

Inner Chaos
Inner Chaos from Final Fantasy XIV icon.png
Warrior 80 Weaponskill Instant 2.5s 3y
Delivers a critical direct hit with a potency of 650.
Additional Effect: Reduces the recast time of Infuriate by 5 seconds
Beast Gauge Cost: 50

Can only be executed while under the effect of Nascent Chaos. Effect fades upon execution.
※This action cannot be assigned to a hotbar.

Bloodwhetting
Bloodwhetting from Final Fantasy XIV icon.png
Warrior 82 Ability Instant 25s
Reduces damage taken by 10%.
Duration: 8s
Additional Effect: Restores HP with each weaponskill successfully delivered
Cure Potency: 400
Additional Effect: Grants Stem the Flow
Stem the Flow Effect: Reduces damage taken by 10%
Duration: 4s
Additional Effect: Grants Stem the Tide
Stem the Tide Effect: Creates a barrier around self that absorbs damage equivalent to a heal of 400 potency
Duration: 20s

Shares a recast timer with Nascent Flash.

Orogeny
Orogeny from Final Fantasy XIV icon.png
Warrior 86 Ability Instant 30s 5y radius
Delivers an attack with a potency of 150 to all nearby enemies.

Shares a recast timer with Upheaval.

Primal Rend
Primal Rend from Final Fantasy XIV icon.png
Warrior 90 Weaponskill Instant 2.5s 20y 5y radius
Delivers a critical direct hit to target and all enemies nearby it with a potency of 700 for the first enemy, and 70% less for all remaining enemies.
Stacks of Inner Release are not consumed upon execution.
Can only be executed while under the effect of Primal Rend Ready, granted by Inner Release.
Cannot be executed while bound.

Role Actions[]

Ability Level Type Cast Recast MP Cost Range Area
Rampart
Rampart Role from Final Fantasy XIV icon.png
Tank 8 Ability Instant 90s
Reduces damage taken by 20%.
Duration: 20s
Low Blow
Low Blow Role from Final Fantasy XIV icon.png
Tank 12 Ability Instant 25s 3y
Stuns target.
Duration: 5s
Provoke
Provoke Role from Final Fantasy XIV icon.png
Tank 15 Ability Instant 30s 25y
Gesture threateningly, placing yourself at the top of a target's enmity list while gaining additional enmity.
Interject
Interject from Final Fantasy XIV icon.png
Tank 18 Ability Instant 30s 3y
Interrupts the use of a target's action.
Reprisal
Reprisal Role from Final Fantasy XIV icon.png
Tank 22 Ability Instant 60s 5y radius
Reduces damage dealt by nearby enemies by 10%.
Duration: 10s
Arm's Length
Arm's Length from Final Fantasy XIV icon.png
TankMelee DPSPhysical Ranged DPS 32 Ability Instant 120s
Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s
Shirk
Shirk from Final Fantasy XIV icon.png
Tank 48 Ability Instant 120s 25y
Diverts 25% of enmity to target party member.


Traits[]

Name Level Description
Tank Mastery
Tank Mastery from Final Fantasy XIV icon.png
Marauder 1 Reduces damage taken by 20%. Furthermore, grants a bonus to maximum HP based on your vitality attribute, and a bonus to damage dealt based on your strength attribute.
The Beast Within
The Beast Within from Final Fantasy XIV icon.png
Warrior 35 Complete quest "Embracing the Beast" Increases Beast Gauge when landing Maim or Storm's Path in a combo.
Inner Beast Mastery
Inner Beast Mastery from Final Fantasy XIV icon.png
Warrior 54 Complete quest "The Bear Necessity" Upgrades Inner Beast to Fell Cleave.
Steel Cyclone Mastery
Steel Cyclone Mastery from Final Fantasy XIV icon.png
Warrior 60 Complete quest "And My Axe" Upgrades Steel Cyclone to Decimate.
Enhanced Infuriate
Enhanced Infuriate from Final Fantasy XIV icon.png
Warrior 66 Reduces Infuriate recast time by 5 seconds upon landing Inner Beast, Steel Cyclone, Fell Cleave, or Decimate on most targets.
Berserk Mastery
Berserk Mastery from Final Fantasy XIV icon.png
Warrior 70 Complete quest "The Heart of the Problem" Upgrades Berserk to Inner Release.
Nascent Chaos
Nascent Chaos from Final Fantasy XIV icon.png
Warrior 72 Infuriate grants the effect of Nascent Chaos, upgrading Decimate to Chaotic Cyclone. Upon reaching level 80, Nascent Chaos will also upgrade Fell Cleave to Inner Chaos.
Mastering the Beast
Mastering the Beast from Final Fantasy XIV icon.png
Warrior 74 Increases Beast Gauge when landing Mythril Tempest in a combo.
Enhanced Shake It Off
Enhanced Shake It Off from Final Fantasy XIV icon.png
Warrior 76 Adds a healing effect to Shake It Off.
Cure Potency: 300
Enhanced Thrill of Battle
Enhanced Thrill of Battle from Final Fantasy XIV icon.png
Warrior 78 Adds an additional effect to Thrill of Battle that increases HP recovery via healing actions by 20%.
Raw Intuition Mastery
Raw Intuition Mastery from Final Fantasy XIV icon.png
Warrior 82 Upgrades Raw Intuition to Bloodwhetting.
Enhanced Nascent Flash
Enhanced Nascent Flash from Final Fantasy XIV icon.png
Warrior 82 Extends the duration of Nascent Flash and Nascent Glint to 8 seconds.

Grants Stem the Flow to target, reducing damage taken by 10%.

Duration: 4s

Grants Stem the Tide to target, nullifying damage equivalent to a heal of 400 potency

Duration: 20s
Enhanced Equilibrium
Enhanced Equilibrium from Final Fantasy XIV icon.png
Warrior 84 Grants healing over time to self.
Cure Potency: 200
Duration: 15s
Melee Mastery
Melee Mastery from Final Fantasy XIV icon.png
Warrior 84 Increases the potency of Heavy Swing to 200, Maim to 130, Storm's Path to 120, and Storm's Eye to 120.
Enhanced Onslaught
Enhanced Onslaught from Final Fantasy XIV icon.png
Warrior 84 Allows a third charge of Onslaught.

PvP Actions[]

Ability Type Cast Recast MP Cost Range Area
Heavy Swing
Heavy Swing PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack with a potency of 1,000.

Additional Effect: Increases Beast Gauge by 10
※This action cannot be assigned to a hotbar.

Maim
Maim PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack to target.
Combo Action: Heavy Swing
Combo Potency: 1,200
Combo Bonus: Increases Beast Gauge by 10
※This action cannot be assigned to a hotbar.
Storm's Path
Storm's Path PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack to target.
Combo Action: Maim
Combo Potency: 1,400
Additional Effect: Absorbs 100% of damage dealt as HP
Combo Bonus: Increases Beast Gauge by 20
※This action cannot be assigned to a hotbar.
Mythril Tempest
Mythril Tempest PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y radius
Delivers an attack with a potency of 600 to all nearby enemies.
Additional Effect: Increases Beast Gauge by 10
※This action cannot be assigned to a hotbar.
Steel Cyclone
Steel Cyclone PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y radius
Delivers an attack to all nearby enemies.
Combo Action: Mythril Tempest
Combo Potency: 800
Combo Bonus: Absorbs 100% of damage dealt as HP
Combo Bonus: Increases Beast Gauge by 20
※This action cannot be assigned to a hotbar.
Tomahawk
Tomahawk PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 15y
Delivers a ranged attack with a potency of 800.
Additional Effect: Increases Beast Gauge by 10
Fell Cleave
Fell Cleave PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack with a potency of 2,000.
Additional Effect: Reduces the recast time of Infuriate by 10 seconds
Beast Gauge Cost: 50
※Action changes to Inner Chaos while under the effect of Nascent Chaos.
Decimate
Decimate PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y radius
Delivers an attack with a potency of 1,200 to all nearby enemies.
Additional Effect: Reduces the recast time of Infuriate by 5s for each enemy hit
Beast Gauge Cost: 50
※Action changes to Chaotic Cyclone while under the effect of Nascent Chaos.
Onslaught
Onslaught PvP from Final Fantasy XIV icon.png
Ability Instant 15s 15y
Rushes target and delivers an attack with a potency of 1,200.
Beast Gauge Cost: 20
Cannot be executed while bound.
Holmgang
Holmgang PvP from Final Fantasy XIV icon.png
Ability Instant 45s 10y
Draws target towards caster, and binds both.
Duration: 3s
Ignores target's bind and knockback resistance.
Attacks cannot reduce your HP to less than 1.
Infuriate
Infuriate PvP from Final Fantasy XIV icon.png
Ability Instant 30s
Grants Nascent Chaos.
Duration: 5s
Maximum Charges: 2
Inner Release
Inner Release PvP from Final Fantasy XIV icon.png
Ability Instant 45s
Allows the use of Beast Gauge actions without cost and nullifies Stun, Sleep, Bind, Heavy, Silence, and knockback and draw-in effects.
Duration: 6s
Nascent Flash
Nascent Flash PvP from Final Fantasy XIV icon.png
Ability Instant 30s 30y
Grants Nascent Flash to self and Nascent Glint to target party member.
Nascent Flash Effect: Absorbs 100% of damage dealt as HP
Nascent Glint Effect: Restores HP equaling that recovered by Nascent Flash and reduces damage dealt by 10%
Duration: 6s
Shake It Off
Shake It Off PvP from Final Fantasy XIV icon.png
Ability Instant 45s 15y radius
Creates a barrier around self and all party members near you that absorbs damage equivalent to a heal of 2,000 potency.
Duration: 10s
When under the effect of Rampart, the effect is removed, increasing barrier potency to 4,000.
Inner Chaos
Inner Chaos PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack with a potency of 2,000.
Additional Effect: Increases target's damage taken by 10%
Duration: 10s
Can only be executed while under the effect of Nascent Chaos. Effect ends upon execution.
※This action cannot be assigned to a hotbar.
Chaotic Cyclone
Chaotic Cyclone PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y radius
Delivers an attack with a potency of 1,200 to all nearby enemies.
Additional Effect: Increases target's damage taken by 10%
Duration: 10s
Can only be executed while under the effect of Nascent Chaos. Effect ends upon execution.
※This action cannot be assigned to a hotbar.

Common Actions[]

Common Actions have no cost.

Action Type Cast Recast Range Area
Low Blow
Low Blow PvP from Final Fantasy XIV icon.png
Ability Instant 30s 5y
Delivers an attack with a potency of 600.
Additional Effect: Stun
Duration: 2s
Bolt
Bolt PvP from Final Fantasy XIV icon.png
Ability Instant 30s
Movement speed is increased.
Duration: 10s
Medical Kit
Medical Kit PvP from Final Fantasy XIV icon.png
Ability Instant 15s
Restores own HP.
Cure Potency: 3,000
Potency increases up to 6,000 as HP decreases.
Maximum Charges: 3

Additional PvP Actions[]

Players are restricted to equipping two Additional PvP Actions at once. These actions have no cost.

Action Type Cast Recast Range Area
Full Swing
Full Swing PvP from Final Fantasy XIV icon.png
Ability Instant 30s 5y
Delivers an attack with a potency of 1,200.
Additional Effect: 15-yalm knockback
Weapon Throw
Weapon Throw PvP from Final Fantasy XIV icon.png
Ability Instant 30s 15y
Delivers a ranged attack with a potency of 400.
Additional Effect: 10-yalm draw-in
Reprisal
Reprisal PvP from Final Fantasy XIV icon.png
Ability Instant 45s 5y radius
Reduces damage dealt by nearby enemies by 20%.
Duration: 10s
Rampart
Rampart PvP from Final Fantasy XIV icon.png
Ability Instant 45s
Reduces damage taken by 20%.
Duration: 10s
Retaliation
Retaliation PvP from Final Fantasy XIV icon.png
Ability Instant 60s
Counters all incoming attacks.
Counter Potency: 800
Duration: 10s

Removed abilities[]

The following abilities have been removed. Removed abilities will still appear on the hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.

Ability Level Type Cast Recast MP Cost Range Area
Foresight
Foresight from Final Fantasy XIV icon.png
Marauder2 Ability Instant 120s
Increases physical defense by 20%.
Duration: 20s

Marauder14 Enhanced Foresight: Shortens recast time to 90 seconds.

Removed in patch 4.0.

Skull Sunder
Skull Sunder from Final Fantasy XIV icon.png
Marauder4 Weaponskill Instant 2.5s(Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 3y
Delivers an attack with a potency of 100.
Additional Effect: Increased enmity
Combo Action: Heavy Swing
Combo Potency: 210
Defiance/Deliverance Combo Bonus: Increases Beast Gauge by 10

Removed in patch 5.0.

Fracture
Fracture from Final Fantasy XIV icon.png
Marauder6 Weaponskill Instant 2.5s(Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 3y
Delivers an attack with a potency of 100.
Additional Effect: Damage over time
Potency: 20
Duration: 18s

Marauder28 Enhanced Fracture: Extends duration to 30 seconds.

Removed in patch 4.0.

Bloodbath
Bloodbath MRD from Final Fantasy XIV icon.png
Marauder8 Ability Instant 90s
Converts 25% of physical damage dealt into HP.
Duration: 15s

Marauder20 Bloodshower: Extends duration to 30 seconds.

Replaced by Bloodbath Role Action in patch 4.0.

Brutal Swing
Brutal Swing from Final Fantasy XIV icon.png
Marauder10 Ability Instant 20s 3y
Delivers an attack with a potency of 100.
Additional Effect: Stun
Duration: 3s (PvP 3s)

Marauder32 Enhanced Brutal Swing: Extends duration to 5 seconds.

Removed in patch 4.0.

Mercy Stroke
Mercy Stroke from Final Fantasy XIV icon.png
Marauder26 Ability Instant 90s 3y
Delivers an attack with a potency of 200.
Can only be executed when target's HP is below 20%.
If delivered as the killing blow, up to 20% of your maximum HP will be restored.

Marauder40 Enhanced Mercy Stroke: Shortens recast time to 40 seconds.

Removed in patch 4.0.

Butcher's Block
Butcher's Block from Final Fantasy XIV icon.png
Marauder30 Weaponskill Instant 2.5s(Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 3y
Delivers an attack with a potency of 100.
Additional Effect: Increased enmity
Combo Action: Skull Sunder
Combo Potency: 300
Defiance/Deliverance Combo Bonus: Increases Beast Gauge by 10

Removed in patch 5.0.

Limit Break[]

Marauders' and Warriors' Limit Breaks focus on drastically raising the defense and magic defense of the entire party for a short period of time. They both have the same Level 1 and Level 2 limit breaks as other Tanks.

Ability Level Description Image
Shield Wall 1 Reduces damage taken by all party members by 20% for a period of 10 seconds. FFXIV Tank Shieldwall.png
Mighty Wall 2 Reduces damage taken by all party members by 40% for a period of 15 seconds. FFXIV Tank Mighty Guard.png
Land Waker 3 Reduces damage taken by all party members by 80% for a period of 8 seconds. Land Waker.png

Other appearances[]

Final Fantasy Trading Card Game[]

Warrior and Marauder appear in Final Fantasy Trading Card Game as Fire-elemental Forward cards.

Behind the scenes[]

Warrior's skillset, choice of weaponry, and artifact armors reflect Berserker than rather than the archetypal Fighter or Warrior that appears throughout the series, or even Final Fantasy XI's Warrior job. This is alluded to in Shadowbringers with the appearance of a Berserker in Heroes' Gauntlet, who functions nearly identically to a Warrior with the only real difference being in the use of a greatsword instead of an axe.

The Warrior soul crystal resembles the Taurus Zodiac Stone from Final Fantasy Tactics.

Square Enix's Eorzea Cafe served a dish called "Roast beef of monsters ~hunted by Marauder~" whose description translates to: Wild beasts hunted by the rock-shattering Marauder done roast beef style. Lather up your opponents in bloodbath sauce and smite them down!

Gallery[]

Arms and Gear sets
Abilities
Removed Actions

Etymology[]

A marauder is someone who engages in banditry such as: looting, piracy, robbery, and theft.

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