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Miqo’te

i.imgur.com_c4mjjbk.jpg i.imgur.com_zgv9bit.jpg

Of all the races in Eorzea the Miqo’te are the newest and fewest in number. They came during the last Great Age, the Age of Endless Frost when the Calamity before last (this most recent Calamity of Bahamut breaking free of Dalamud, it’s prison) when the seas froze solid and fauna from new lands came to Eorzea. The Miqo’te followed the food with their 26 tribes and came to Eorzea in search of warmer, more hospitable climes and sources of food to live off of. It is through this that they came to Eorzea and came to stay as well. At this time the Miqo’te were only a single clan, the Seekers of the Sun. They came to Eorzea for a better life and quickly found that they were not only welcome but that the nature was permitting of their presence.

Despite Eorzea’s acceptance of the Miqo’te they are fiercely territorial to this day which causes many of them to lead solitary lives, males in particular shy from contact with the outside world at least they did before the most recent Calamity changed the face of Eorzea and her peoples forever. The ancestors of the Miqo’te are well adapted to a hunting and gathering lifestyle, unlike the more civilized methods of the Eorzean races the Miqo’te still cling to a tribal sort of mentality and insular nature and are slow to warm to the other races that exist in Eorzea. Due to their relatively territorial nature though they have not set about to create a city like the others, nor have they joined into any of the large cities around Eorzea, instead choosing to be relatively isolated from the rest of the world whenever possible.

It was some time after their arrival in Eorzea that the Miqo’te split off into two separate Clans, the Seekers of the Sun and the Keepers of the Moon. The Seekers of the Sun are a diurnal Clan that prefers the warm life giving rays of the sun and worship the Goddess Azeyma the Warden, goddess of the sun with devout reverence. Relatively few of the Seekers of the Sun have integrated into Eorzean society with many taking place in Limsa Lominsa and the other major settlement in the Sagolii desert where they hunt among the scorching sands and clash with the beastmen tribes. The Seekers of the Sun possess strong hunting instincts which share a superb sense of smell with their nocturnal cousins the Keepers of the Sun, both groups share powerful leg muscles and a keen sense for hunting and fighting as the result of long evolutionary pressure geared towards survival.

The Keepers of the Moon shy away from the garish light of day, clinging to the shrouding shadows of night with the majority of their clan offering prayer to Menphina the Lover, goddess of the moon. The Keepers of the Moon held a long tradition of hunting in the forests of their home and they quickly settled into the Black Shroud, much to the annoyance of the Gridanians, their Padjaal and the Wood Wailers. Because of their hunting tradition, doing so without the forest’s blessing or trying to appease the Elementals, the Gridanians were thrust into a conflict with the Keeper of the Moon families who condemn their practices as poaching. As of the Calamity however the few Keeper of the Moon families that still rely on hunting unsanctioned have turned into bands of bandits and rogues that have been hunted down by the Gridanians, the God’s Quiver and the Wood Wailers. Several if not the vast majority of the Keepers of the Moon families migrated to the city of Gridania or else its many hamlets and towns nearby or at least took it upon themselves to properly seek permission in order to hunt, rather than wanton hunting and killing without regard for the Elementals that call down the Greenwrath.

Originally it was only the females of the Miqo’te that ventured out into modern Eorzean society, integrating themselves into the fabric of the land. But soon after the Calamity whatever misgivings the male Miqo’te had was brushed away by the devastating damage caused by Bahamut and the resulting Calamity. And soon too the even the Male Miqo’te were venturing out of their insular tribes to join in Eorzea society and explore the land that they had been home to, but had never ventured further than their own races. Despite the Miqo’te still being quite insular and leading isolated lives due to their old, traditional mentality of tribes and difficulty moving into the future of industry of a people that hail from an entire continent or land like Eorzea rather than a small tribe or even a large city, they are recognized and participate in the politics and goings on of Eorzea as a whole and were instrumental in the fight against the Garlean Invasion on several fronts.

Adventuring in particular has seen a marked rise in Miqo’te ranks, as several from all walks of life, Seeker of the Sun, Keeper of the Moon, male or female alike have taken to adventuring to swell the ranks of the adventurers all hoping to become a Warrior of Light. The Adventurer’s Guild has seen a marked rise in Miqo’te population and who can blame them for joining the ranks of the growing adventurers? Adventuring is perfectly suited to the keen hunting senses of the Miqo’te and their desire to fight and slay other creatures meshes perfectly with the common requests of the smallfolk among Eorzea and further helps to make a name for themselves, particularly the male Seekers of the Sun who left their tribe as a tia and one day hope to make their own tribe for themselves. Without daring adventurer deeds they would have a hard time attracting enough attention to make their own tribe, but with the aid of adventuring they have a fighting chance at creating their own tribe and making their own mark on history all at the same time. This is often why we see so many Miqo’te running around the city states and on the fields of battle, they often outnumber the Roegadyn five to one, and are one of, if not the most, plentiful adventuring races.

Miqo’te Naming Conventions

Miqo’te have a tribal heritage and it is quite prominently displayed in their language and in the way they name things, and not just each other. The two Clans differ greatly, more so than any other Clan in the game. The Seekers of the Sun are named after particular tribal names with a letter to represent each animal and a way of pronouncing that letter by itself that is sometimes quite unique and different from what would be expected. The Seekers of the Sun are highly patriarchal with males not taking their fathers name and competing for rule over the tribe as their Nunh. They constantly compete to be the best and in this sense it breeds a sort of inter-conflict that most races don’t have, while at the same time it makes sure that the best Miqo’te get to breed with the tribe and are given a position befitting the strongest or wisest of them as their leader. Challenges are often met again and again until one of the old or yet to be Nunh die or are forced to leave the village or tribe.

While on the other hand the Keepers of the Moon are highly matriarchal and because of this they take the family name passed down from mother not the father. They live more reclusive lives than the Seekers of the Sun and are less sociable. Both Clans have extra emphasis on certain places of their names like “Bhee” or “Pahsh” which represents a slight hissing or spitting sound when the name is pronounced. But this sound is often hard if not impossible to reproduce by the other races of Eorzea.

The extra h’s we see in names such as “Bhee,” “Kuzh,” and “Pahsh” are indicative of a hissing or spitting noise that is only reproducible by the feline Miqo’te. Most other Eorzean races cannot accurately pronounce or reproduce the sound and so the extra emphasis often is left out of the name except by other Miqo’te, giving the race a sort of cohesion and subtlety that most other races are incapable of having.

Seekers of the Sun

The first name of any Seeker of the Sun will always be proceeded by the letter that represents their tribe. Back in the Fifth Umbral Era, 26 Seekers of the Sun tribes crossed the seas which had frozen solid from the Calamity of that age to Eorzea in search of food and warmer, more hospitable climates. When they came to learn of the Eorzean language and realized that there were in fact the same number of tribes as the number of letters in the Eorzean alphabet the Seekers of the Sun took it as a sign from the Twelve that they were destined to make Eorzea their new home. So they quickly set about assigning each tribe with a letter and sound that most closely represented their name, over time this changing of the pronunciation began to resemble the Eorzean alphabet and their enunciation of their letters more than the tribe’s original word. We can see this more readily evidenced in names like Bear for F, Gigantoad for H or Buffalo for I, these give us peeks into the past of the Seekers of the Sun and how they might have pronounced the letters of the Eorzean (and therefore English) alphabet.

Tribal names were originally based off of traditional animals and monsters such as beastkin, scalekin, or cloudkin, which are meant to embody the spirit of the tribe and grant them protection. Below is the list of tribal names along with the letters they are associated with:

  • A: Antelope (pronunciation: short Ah)
  • B: Boar (short Bee)
  • C: Coeurl (short Ka)
  • D: Dodo (short Deh)
  • E: Eft (short Eh)
  • F: Bear (short F)
  • G: Gryphon (short, hard Goo)
  • H: Gigantoad (short Hah)
  • I: Bufflalo (short Ee)
  • J: Jackal (short Jah)
  • K: Hipparion (short Koo)
  • L: Viper (short Lee)
  • M: Marmot (short Meh)
  • N: Aldgoat (short N)
  • O: Mole (short Oh)
  • P: Basilisk (short Peh)
  • Q: Puk (short Key)
  • R: Raptor (short Ruh)
  • S: Zu (short Soo)
  • T: Condor (short Tuh)
  • U: Drake (Ooh)
  • V: Vulture (short Vah)
  • W: Wolf (whort Wah)
  • X: Lynx (short She)
  • Y: Jaguar (short Yah)
  • Z: Ziz (short Zoh)

Female

A female’s first name will always begin with the letter of her tribe followed by an apostrophe and then her name, her last name is the first name of her father and in this way only a female’s forename is her own, such that a name like R’Sushmo Rhiki, the first letter would represent her tribe the Raptors, her father would be Rhiki Nunh and her own name would be Sushmo though never pronounced apart from the tribe. For Seekers of the Sun their tribe is part of who they are an they are part of the tribe, the two are inseparable unlike how many people consider surnames to be descended from a family the Seekers of the Sun believe themselves part of the tribe, one piece of it rather than the tribe being one piece of them. They give themselves wholly to the tribe and it becomes who they are with each person making up a small portion of the tribe until they all make together the whole.

Due to the mentality of the tribe being one with the person, the letter of the tribe and thus the pronunciation of the female Miqo’te’s first name rolls together into one flowing sound. Such that “Y’shtola” would be pronounced “Yash-Toe-Lah” not “Ya. Shtoe-Lah” The Y sounding like the Ya of Jaguar and her given name of Shtola would flow together to symbolize that the tribe and person are one, and that they are not separable. We’ll use some NPC names for examples so we can get an idea of how they’re formed and to get some ideas on how you could use some their inspiration to create a name of your own. Only in very rare cases between two very close friends or companions would the tribal letter and therefore sound be dropped from the first name, so Y’shtola would become Shtola to her very close friends. The names still follow common English phonetics so with certain names and letter pairings that would be difficult or impossible to say in English, the tribal name is separated but still flows into the name all the same despite the break in the syllable being at the tribe’s name such as “A’zumyn Bhen.”


  • N’bolata Raha (N for Aldgoat is her tribe’s name, her name is Bolata and her father is Raha Nunh)
    • Pronunciation: “Nab-O-Lat-Ah” “Ra-Ha”
  • A’zumyn Bhen (A for Antelope is her tribe’s name, her name is Zumyn and her father is Bhen Nunh)
    • Pronunciation: “Ah-Zum-In” “Beh-En”
  • H’amneko Odh (H for Gigantoad is her tribe’s name, her name is Amneko and her father is Odh Nunh)
    • Pronunciation: “Hamh-Nee-Ko” “Ode”
  • J’nangho Tyaka ( J for Jackal is her tribe’s name, her name is Nangho and her father is Tyaka Nunh)
    • Pronunciation: “Jah-Nan-Go” “Tie-Aka”


Males

Male Miqo’te do not take family names, as they are each considered to be the origin of a new family and so they cannot continue an old one, and as it would happen, this also means that females are unable to carry their father’s name because each father’s name ends at one generation, barring anything…unsavory from happening but we’ll assume they’re all stand up guys and they don’t skip generations, in which each generation is only applicable to a handful of men whose offspring quickly either start families of their own or their grandchildren carry the name of their father and not their grandfather. Instead Males are given a title that denotes their position within the tribe, for male Seekers of the SUnt here are only two positions available, breeding males (nunh, pronounced “Noon”) and all others (tia, pronounced “tea-ah”). All males are originally born as tia and at any time a tia can challenge a nunh to battle, if the tia is the winner he takes the nunh’s place as the tribal leader and breeding male until he is challenged and defeated or dies. If the nunh becomes defeated he becomes tia once and is then able to challenge the nunh again to combat and earn back the title of nunh. Generally based on the size of the tribe there can be multiple nunhs at once, at a ratio of about 50 females to one nunh.

Seekers of the Sun are highly competitive and base great merit and honor on skill and power as well as cunning and decisiveness and it is through that way alone that the nunh are able to come to power as most females will refuse to court with a male who is not nunh as they are scarcely impressed by males who cannot beat the best there is. While it is mentioned and sometimes suggested that the nunh are not really leaders, in several instances they serve the same role, navigating their tribe while often being a nunh at the same time. Rarely is a tribal leader not a nunh, but at the same time a nunh does not automatically equate to being a leader, it just happens to be a high coincidence.

Not just any tia can challenge a nunh however. There is often a sort of “pecking order” which is best to think of it like a ladder structure of ranked tias descending from the nunh. In order to challenge the nunh the tias below him must be defeated in order and bested, only then will the ranking shift to allow this new tia into the ranks. There is a clear case of this in the Sagolii desert where one tia must beat another tia that is currently ranked just below the nunh if he wishes to challenge the current nunh and so he bides his time waiting until he can win. This is just one of the few additions that the game has layered onto the way we view the society and there are a few more sprinkled throughout the game that give hints at a more complex view of the society besides breeding patterns.

The only other way (besides combat ) that a tia can become a nunh is to leave and start his own tribe, which obviously requires several females to accomplish and most female Seekers of the Sun wouldn’t bother with a tia who couldn’t defeat a nunh, not when they have the protection and power of a nunh nearby and the perilous journey with an untested tia that may get them killed or hurt. In this way we rarely see Miqo’te strike it out on their own save for adventurers who leave not for the purpose of creating a new tribe but to fulfill their wanderlust and desire to do things beyond the reaches and rules of their tribes.

All males have the name of their tribe as their first name, their given name following that and their title afterwards. Male Seekers of the Sun do not have any surnames unless they give up their tribe to become adventurers or something beyond what the Seekers of the Sun are.


  • O’raha Tia (O for Mole is the name of the tribe, Raha is his name and Tia is his rank)
    • Pronunciation: “O-Ra-Ha”
  • O’bhen Tia (O for Mole is the name of the tribe, Bhen is his name and Tia is his rank)
    • Pronunciation: “O-Ben”
  • U’odh Nunh (U for Drake is the name of the tribe, Odh is his name and Nunh is this rank)
    • Pronunciation: “Ood-Ha”


Keepers of the Moon

Unlike the Seekers of the Sun their dark cousins of the night are matriarchal in nature. The Keepers of the Moon with their highly matriarchal society has family names passed down from the mother, not the father to their children, both male and female receive their mother’s name. It is said that several of the surnames still in use to this day by the Keepers of the Moon have survived since the very first Astral Era. While the Keepers of the Moon live far more socially quiet and reclusive lives, even solitary in some cases compared to the Seekers of the Sun, they still do form communities though they are much smaller, rarely consisting of more than two or three families. This gives them a tighter knit society and to form closer relationships but makes them less of a tribe and more of an extended family like a clan.

Because of this the Keepers of the Moon do not use tribal names as they have no need for them, and no tribal letters are assigned or used for the Keepers of the Moon. The Matriarchal nature of the Keepers of the Moon is present in all names and gives equal amounts of power and honor to the mothers of children as the nunh receive by their select status. Though unlike the Seekers of the Sun the Keepers of the Moon choose their men and not the other way around. They choose who they wish to spend their life with, whom they wish to court and how they wish it to be, no title will persuade them if they do not already wish to pursue the man.

Female

Further evidence of the matriarchal strength of the Keepers of the Moon is that the female’s first names are short that closely resemble the names of the Seekers of the Sun with one or two syllable constructions. The shortness of their first name places more emphasis on their surname which in turn draws more attention to the surname, which is the same surname of their mother and her mother’s and so on down the line to the first mother of that lineage and remains so until the lineage is broken. We can also see that despite the apostrophe use, the unpronounced (by the rest of Eorzea at least) stresses of the h’s is still present in their names.


  • Ohki Nbolo (Ohki is her name and Nbolo is her matriarchal lineage)
    • Pronunciation: “Oh-Key” “Nu-Bo-Lo”
  • Cemi Jinjal (Cemi is her name and Jinjal is her matriarchal lineage)
    • Pronunciation: “Sem-E” “Jin-Jail”
  • Sizha Epocan (Sizha is he rname and Epocan is her matriarchal lineage)
    • Pronunciation: “Sizs-Hah” “Ep-Oh-Can”


Male

As if additional evidence of how important the Keepers of the Moon believe the mother is was needed the male names stress the fact even further than the female names do. In addition to taking the mother’s surname and assuming the name of the matriarchal lineage, males also take the mother’s forename adding a suffix separated by an apostrophe to the end to designate the order in which they were born. In this way the males have even less self identity than those females of the Seekers of the Sun. They have no real name to themselves they carry both the matriarchal lineage and their mother’s name with the only possible distinguishing factor as being the order of their birth. Which is truly no identity at all as several others would be born at the same order as any other male and thus make male individuality a pipe dream at best. There are ten suffixes for the male sons and they are:

  • First son: 'a
  • Second son: 'to
  • Third son: 'li
  • Fourth son: 'sae
  • Fifth son: 'ra
  • Sixth son: 'ir
  • Seventh son: 'wo
  • Eighth son: 'ya
  • Ninth son: 'zi
  • Tenth son: 'tan

The lack of any other suffices beyond the first ten is not particularly on purpose by want of the women. It is not as if they would completely disown and refuse to name a tenth son. But it’s simply the fact that nature has decided for whatever reason to gift the Keepers of the Moon with more female children than male and in the whole history of their culture there has never been a documented case of more than ten sons to any particular family.


  • Okhi’a Nbolo (Okhi is the mother’s name, ‘a stands for the first son and Nbolo is the matriarchal lineage)
    • Pronunciation: “Oh-Key-Ah” “Nu-Bo-Lo”
  • Cemi’to Jinjahl (Cemi is the mother’s name, ‘to stands for second son and Jinjahl is the matriarchal lineage)
    • Pronunciation: “Sem-E-Toe” “Jin-Jail”
  • Sizha’sae Epocan (Sizha is the mother’s name, ‘sae stands for fourth son and Epocan is the matriarchal lineage)
    • Pronunciation: “Sizs-Hah-Say” “Ep-Oh-Can”


As we can see the names for Miqo’te are among the more complex to pronounce and complex to reproduce accurately. While the Lalafell names have an easy guide to follow the Miqo’te don’t have quite an easy time doing so as they don’t have any additional guides like rhyming or alliteration to help make proper names. Often times a name can look off and even if we manage to make a proper name it can be so hard to pronounce that only the creator will have any hope of pronouncing it. And who among us really wants to have to explain how to pronounce their name every single time they meet somebody and they grate your ear holes with the horribly botched and mutilated pronunciation of your name? This is likely why very few players have bothered to learn the naming schemes behind the Miqo’te and that’s to say nothing about the blatant sexism both Clans possess in surprising amounts.

Arguably the Keepers of the Moon are worse as the male children have absolutely zero identity, they are emasculated by not even being allowed their own name, at least the females of the Seekers of the Sun have that much. As well the descriptions and in game text make it seem as if the Seeker of the Sun females choose their mates, generally from among the nunh rather than having the nunh force themselves onto them which would perpetuate a whole different sort of culture nobody should really want to touch with a ten foot pole. Make that a thirty foot pole actually. All that aside, the names are the second most complex to make and properly pronounce outside of RP servers where people make it a mission to learn all this information. The hardest names to pronounce and to learn you might as? Well the mighty Roegadyn of course!

Comparison Between Miqo’te and Mithra

The Miqo’te changed quite a bit from Final Fantasy XI’s Mithras, mostly because the Miqo’te allow the use of their male counterpart where as even after ten years FFXI has not yet been able to release the male counterparts to the Mithra. This is one of the major attractions to the race as the Miqo’te males all have quite interesting animations that seem made to fit in 2.0 better than most others, their run and jump animations are more realistic and fluid than any other race even their female cohorts.

As you’ll be able to see below the coloration of the Miqo’te and Mithra are relatively identical even though the two are different races with different hair and skin colors the similarities are staggering. Mithra only had one type of tail allowable whereas the Miqo’te allow for a variety of tails, as with the Hyur / Hume and Elezen / Elvaan the differences are mostly cosmetic with a few alterations for anatomical correctness here or there. Most of the upgrades were graphical tweaks to provide more realism or a better structure but none of them changed the inherent spirit of the Mithra during the translation from Final Fantasy XI to Final Fantasy XIV: A Realm Reborn.

Vs.

Attribute Table Per Job

Below we’ll go into as much detail as possible with the data available into all the Level 50 job attributes for both Seekers of the Sun and Keepers of the Moon Clans. Luckily I was able to procure the data for MP for the Miqo’te but due to the lack of data for any other race I have opted to exclude it simply because it has little to no bearing with nothing to compare it to as I only have data for Seekers of the Sun and not both clans, without any comparisons it’s effectively worthless. However I do have the data for ACN, SMN and SCH and will be including those. My earlier thoughts of the stats being similar were close but not exact as SMN, ACN and SCH all have much higher STR than I would have thought with SCH having a curious 12pt loss of MND but a 12pt gain of INT over WHM.

Seekers of the Sun Miqo’te Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50
Base Attributes Gladiator Paladin Marauder Warrior Lancer Dragoon Pugilist Monk Archer Bard Conjurer White Mage Thaumaturge Black Mage Arcanist Summoner Scholar
HP 2,044 2,504 2,129 2,589 1,870 2,100 1,625 1,870 1,540 1,785 1,540 1,785 1,540 1,785 1,540 1,785 1,785
MP N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
STR 192 203 203 213 225 245 215 235 172 182 102 112 81 91 172 182 182
DEX 183 193 183 193 193 204 204 214 226 246 204 214 193 204 193 204 204
VIT 214 234 214 234 202 212 191 202 191 202 191 202 191 202 191 202 202
INT 99 119 58 78 78 88 88 99 159 169 200 210 222 242 222 242 222
MND 190 201 100 110 120 130 170 180 150 160 223 243 140 150 150 160 231
PTY 161 171 80 90 141 151 121 131 161 171 222 242 232 242 202 212 242
Keepers of the Moon Miqo’te Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50 Level 50
Base Attributes Gladiator Paladin Marauder Warrior Lancer Dragoon Pugilist Monk Archer Bard Conjurer White Mage Thaumaturge Black Mage Arcanist Summoner Scholar
HP 2,000 2,460 2,085 2,545 1,826 2,056 1,582 1,826 1,497 1,741 1,497 1,741 1,497 1,741 1,497 1,741 1,741
MP N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
STR 189 200 200 210 222 242 212 232 169 179 99 109 78 88 169 179 179
DEX 182 192 182 192 192 203 203 213 225 245 203 213 192 203 192 203 203
VIT 211 231 211 231 199 209 188 199 188 199 188 199 188 199 188 199 199
INT 100 120 59 79 79 89 89 100 160 170 201 211 223 243 223 243 223
MND 194 205 104 114 124 134 174 184 154 164 227 247 144 154 154 164 223
PTY 163 163 82 92 143 153 123 133 163 173 224 244 239 244 204 214 244


As we can see from the stat table that the two are quite different clans, as different as night and day one might say (please forgive the terrible pun!). While the Seekers of the Sun are relatively well balanced with above average STR and the second strongest DEX in the game, they are well rounded enough to avoid having any 0 above delta stats, their lowest being INT which makes them a relatively poor candidate for Black Mage or Summoner, but they make up for it slightly by having higher than average MP through the way of increased PTY. Their STR and VIT are decent, VIT being average and STR being above average so they can be capable tanks with a decent DEX rating to give them what is more than likely a completely imperceptible boost to Shield Block and Parry rates. That being said, they are nothing like the Keepers of the Moon who are practically antithesis to the Seekers of the Sun in every way except for their DEX. Being cats one would assume they would have the highest DEX rating of any class, but I suppose that doesn’t carry over too well even if it was that way back in Final Fantasy XI.

Regardless we can see that the Keepers of the Moon excel at Healing more than anything else, with them being arguably the best healing clan in the game with a whopping 6 points of MND above delta and 5 points of PTY above delta. While some may argue they should tie with the Lalafell Dunesfolk, anybody who knows the formulae for healing and how such things are calculated will know that every point of MND beats out PTY every single time without even the simplest of contestation. But they pay for their capacity to heal by gimping their capacity to be a Caster as well as their capacity to be either a Melee or Tank. Truly this is a case of “all eggs in one basket” as a Keeper of the Moon would be hard pressed to compete with any other race for Tanking or Melee capacity due to their single point of STR above delta and their 0 points of VIT above delta making them an exceptionally poor Tank and exceptionally poor Melee at the same time. Unfortunately they aren’t even that inclined magically besides healing with only 2 points of INT above delta they aren’t even “average” in terms of INT strength and they’re only marginally above average with DEX at 4 points above delta. As I said before, this is a case where it seems the Keepers of the Moon were almost tailor made to a specific role.

Best and Worst Jobs

Based on the stats the race has naturally we’ll list the best and worst Jobs for the Miqo’te, for those that don’t want to go through the issues of sorting through everything themselves, I’ll make it simple by listing the best job and the worst job based on the stats for a given clan, to help along with the decision without having to compare every table for every race.

Seeker of the Sun Jobs

  • Best Job: Bard
    • Reasoning: With the second highest DEX in the game next to the Plainsfolk Lalafell and one point behind the Wildwood Elezen the Seekers of the Sun Miqo’te have a very high amount of DEX with a reasonable amount of PTY to give them a decent amount of MP. A few points extra of VIT don’t go amiss for fights like Twintania in The Binding Coil of Bahamut Turn 5 where every job needs to soak up a certain amount of damage. Aside from that somewhat niche use though, they lose out just slightly to the Plainsfolk Lalafell and fall to Rank 3 on the list of best clans for Bard due to their lack of MP compared to the Plainsfolk, it’s a small gripe but enough of one to potentially shift favor to them over the Seekers of the Sun. In truth it’s a toss-up.


  • Worst Job: Black Mage or Summoner
    • Reasoning: With only a single point of INT over delta the Seekers of the Sun have one of the weakest INT ratings, placing them at 8th ranking out of the 10 clans with Highlander Hyur and Sea Wolf Roegadyn falling behind them at 9th and 10th respectively. Due to this, they would have to work a bit harder than other classes in order to pull off being a competent Caster if you wanted to nitpick. Their Melee classes are all about average with good STR rating at 4 points above delta and their ranged physical Jobs would be well kept at the second highest DEX rating in the game. It would seem to make up for their strengths on the physical front, they were weakened magically, less weakened on the Healer aspect but still below average for MND unfortunately which leaves room to be desired.

Keeper of the Moon Jobs

  • Best Job: Scholar or White Mage
    • Reasoning: With the best stats for a Healer the Keepers of the Moon excel at all manner of Healing beyond the other races. They have the highest MND stat in the game and the second highest PTY stat in the game and since MND is worth its weight in gold to Healers they have the best stat split possible for being a Healer aside from two 6 points over delta for both, which no race has or probably will ever have. It is because of this that the Keepers of the Moon seemed almost singularly created to be the best Healer clan out of all ten. There is no other clan that can hold a candle to their capacity to heal and that is the simple truth. A Scholar or White Mage may be able to make do with a different clan, they may even do well but if they were to be a Keeper of the Moon they’d be even better.
  • Worst Job: Paladin or Warrior
    • Reasoning: With 0 VIT over delta and only a single point of STR over delta the Keepers of the Moon severely lack in both the physical prowess and stalwartness categories. They will fold easier due to their weaker HP pools and they’ll be less effective than the other clans at blocking and parrying due to their lower mitigation as well as less enmity generation from lower STR. The difference between a clan with 0 points of VIT over delta and one with 6 points over delta at end game is roughly a 3% loss of HP for the 0 point clan such as Keepers of the Moon, which means compared to more appropriate clans they lose 3% HP simply by being the clan they are which is enough of a reason in itself to list PLD and WAR as their worst job. That goes even if we were to dismiss their abysmal STR rating at very poor, with only 1 point of STR over delta which would also make them very poor melee such as MNK or DRG as well.

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