Hamlet Defense is a special event from Final Fantasy XIV, in which players of all classes are required to supply the small hamlets around Eorzea and aid them in battles against invading forces of Beastmen.
There are two phases to Hamlet Defense: a 50-hour non-combat phase where Disciples of the Hand and Land can enhance hamlet readiness for battle, and a 25-hour combat phase where Disciples of War and Magic can join the local militia and fight beastmen directly, while Disciples of the Hand and Land can aid in the effort in other ways.
During the non-combat phase of hamlet defense, players will be asked to contribute to the hamlet’s stockpiles by crafting and delivering several different items. Hamlets start this phase with a "supply rating" of zero, which is increased by a certain number of points every time a required item is delivered. Once this value reaches certain breakpoints, the hamlet supply rating will increase. Higher supply rating determines the strenght of the beastmen forces and the rewards obtained by victory during the combat phase. Currently, level 2 is the highest achievable rating.
- Disciples of War and Magic can increase hamlet readiness by completing Caravan Security missions related to that hamlet (For example, doing Treespeak caravan security will increase Hyrstmill's supply rating)
- Disciples of the Land and Hand: Delivering items requested by the hamlet militia quartermaster, or any materia-enhanced weapon or piece of gear, will contribute to the hamlet’s supply rating and award the player with Anima points used for teleportation.
After the 50 hour non-combat phase, beastmen will start attacking the hamlet. For the next 25 hours, players of all jobs and classes will have multiple opportunities to join the local militia in fending off the invading forces.
All battles are fought within instanced areas. A battle is won by either defeating the beast tribe leader, or protecting the hamlet’s four supply caches for the duration of the raid. To join the fight, it is required to be on a level 45 and above class, and in a full party.
Each type of discipline has a certain role during the battle phase:
- Disciples of War and Magic - Engage the beastmen in direct combat, with the aid of several militia NPCs. After a certain amount of time, a powerful beast tribe leader will enter the fray. The leader will actively give orders to his soldiers, changing their current focus of attack. The battle is won once the leader is defeated or the time runs out, but only there's at least one supply cart (of four) still intact.
- Disciples of the Land - Help weaken the invading beastmen by collecting alchemical pots stored throughout the hamlet and delivering them, intact, to the militia quartermaster. Different pot combinations result in different enfeeblements.
- Disciples of the Hand - can help enhance the militia allies by crafting instruments of warfare with parts found in the hamlet, and then delivering the completed items to the militia quartermaster.
Rewards are calculated by a point system affected by several different factors; certain point thresholds increase the number of chests and chance of getting better items. Hamlet Defense rewards players with unique "Militia" gear, some of which are amongst the best equipment for their respective slot (specially for crafting and gathering classes), as well as beast tribe seals required to begin the Relic Weapon quests.
Some of the known actions that affect the score are the following:
- Hamlet readiness level (flat multiplier, level 2 hamlet = 2X bonus applied on final score)
- Time remaining.
- Number of surviving non-player characters.
- Number of enemies killed by non-player characters.
- Number of enemies killed.
- Number of times that DoL/DoH effects have been used.
- Number of deaths.
- Number of provision craters remaining.
- Using all different types of DoL/DoH effects.
- Using multiple DoH/DoL effects at the same time.
- Top 20 provisioner present in party.
- Not having any battle line breached.
- Killing "special" enemies (such as beastmen with unique weapons or "scout" animals).
- Emote use:
- /psych targeting oneself before the first wave begins.
- /rally targeting the troop NPCs before the first wave begins.
- /laugh targeting the beastmen leader right after he spawns.
- Gear condition:
- Score bonus by using level 10 or below weapon / tool.
- Score bonus by using broken (0% durability) weapon/tool.
- Party composition:
- All party members on the same class.
- All party members on the same job.
- All party members on different classes.
- All disciplines of war present.
- All disciplines of magic present.
- All discipline types present (at least 1 DoL, 1 DoH, 1 DoW and 1 DoM).
- All party members on same discipline type.
- Number of party members using a job crystal.