Endgame
In Final Fantasy XIV, the endgame consists of a broad range of combat and non-combat activities that for the most part become available after the player has completed the Main Story Quests and has leveled at least one combat job to the maximum level.
Each expansion brings with it an increase of the level cap by 10, and a new set of endgame duties, which are added gradually during the expansion's life cycle. The endgame activities from previous expansions remain available, but are considerably less populated than current endgame duties. But they may become much easier to complete as well thanks to the "Unrestricted Party" ("unsync") feature that allows players to complete many duties at the current maximum level rather than at the level for which they were intended.
Combat endgame activities
High-end duties
High-end duties are combat encounters of very high difficulty. Unlike main story quests or other normal difficulty duties, it is not possible to complete these on one's first try. Rather, they need a lot of practice as well as, in most cases, preparation with video guides and other player-created materials. They require the best available gear from normal difficulty duties and a thorough familiarity with one's job and the combat system. Most players will take several weeks, if not months, of practice to complete a new high-end duty.
In order of increasing difficulty, the high-end duties include Extreme Trials, Savage Raids, Criterion Dungeons and Ultimate Raids. They reward titles and other cosmetic rewards, as well as gear that is better than what is available from normal difficulty duties. However, such gear is only of benefit for (and also required to progress) other high-end duties. The acquisition of this gear is time-gated, such that it takes several weeks to fully equip a single job, at least until these restrictions are lifted late into the lifecycle of an expansion.
Field operations
Most expansions provide players with a set of field operations, which are large-scale combat settings with their own storyline, mechanics, progression system, trials or raids. Players in field operations are limited to the level cap of the respective expansion. Field operations are unlocked at the end of their expansion's main story quest, and are generally of normal difficulty (i.e., comparable to main story quests), but some include additional high-difficulty duties. They tend to be actively played even after their expansion is over, which allows even new players to participate in them.
The two currently available field operations are The Forbidden Land, Eureka (level 70) and Save the Queen: Blades of Gunnhildr (level 80). The Occult Crescent field operation (level 100) is to be added in the future, likely in 2025.
Relic weapons
Each expansion also provides a new set of Relic Weapons. These are sets of weapons that players can obtain by "grinding" very many combat encounters, such as dungeons or, depending on the expansion, field operations. These weapons are visually very distinct and are made more attractive by showy light effects when unsheathed.
They are also the best available weapons in their level range, but only at the very end of an expansion's lifecycle, such that their practical impact for clearing high-end duties is very limited. They are, however, normally considered "best in slot" for their expansion's Ultimate Raids. But generally, players "grind out" relic weapons for aesthetic or collection purposes, rather than for improving their stats. The same applies to the "relic tools" available for crafters and gatherers in some expansions.
Deep dungeons
Deep Dungeons are the "roguelike" game mode of Final Fantasy XIV. The earlier floors of each deep dungeon are relatively easy, at least with a party. But clearing all floors of a deep dungeon, especially solo, takes a great deal amount of practice and dedication.
There are three deep dungeons, which unlock as players progress the main story: Palace of the Dead, Heaven-on-High and Eureka Orthos.
PvP
Player versus player (PvP) fights have an endgame reward track of their own, called Series Malmstones. Resembling the battle passes of other games, this feature provides regular PvP players with a series of cosmetic rewards that change every few months. These rewards become available as soon as PvP is unlocked during the main story quest.
Non-combat endgame activities
When it comes to non-combat activities, the distinction between endgame and normal game features is less clear. That is because most of these features become available to players as they progress through the main story quests, although to make the most of these features players generally need to have completed all main story quests.
That said, the following facets of Final Fantasy XIV are regularly frequented by maximum-level players, and can therefore be considered part of the non-combat endgame:
- Glamour, or improving the looks of one's character through clothing and hairstyles, can take a lot of time and gil. There are fan websites such as Eorzea Collection that document popular fashion trends.
- Collecting achievements, mounts, titles, Framer's Kits, minions and other cosmetic rewards can also take a lot of time, especially for completionists.
- The Hunt is technically a combat activity, consisting of hunting large world bosses across the game's open-world zones. But in practice this happens in player-organized "hunt trains", where up to hundreds of players attack the same boss at once, and getting one hit in is sufficient for rewards.
- Fishing is in essence a minigame of its own, and enthusiasts can take years to catch all of the game's elusive "Big Fish".
- Likewise, the Gold Saucer minigame Triple Triad can hold years of fun (or so one assumes) for those who want to collect all cards, and there are also players who only subscribe to the game in order to play Doman Mahjong.
- Housing is probably the game's biggest money sink (in-game and in real-life terms, as houses are demolished if the game subscription lapses for too long), but provides a set of activities that can hold the attention of players for a long time, such as interior and garden design, growing plants, or training one's chocobo.
- Finally, the game's social aspects, such as Free Companies, as well as a range of player-organized roleplaying activities such as nightclubs, are what keeps some players in the game for years on end.