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** [[spoiler: Gnath: The Non-mind Gnath are a splinter group detached from the Gnath's Overmind, having individual perspectives, thoughts, personalities, and tastes. They mainly seem concerned with ubiquitous (for them) sensory experiences, relishing bizarre and unique foods when compared with the other Eorzean races - though being unique from each other, they can disagree on the subjectivity of those experiences.]]
** [[spoiler: Vanu Vanu: Split into two factions, the war-like Vundu, and the peaceable Zundu. The Zundu lead a monk-like ascetic lifestyle, concerned with the harmony of the body and spirit in juxtaposition to the natural world. Each member of the Zundu must pass a coming-of-age ceremony to determine the skill and ability they'll be able to contribute to the broader community. The Zundu reject the aggressive nature of their Vundu counterparts, seeing the Vundu's worship of the primal Bismarck as misplaced devotion made to a corruption of the Vanu Vanu's creation god.]]
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* MightyGlacier: Gladiators use heavy armor and shields. Marauders fit the trope even better, with heavy armor and hard-hitting two-handed weapons.

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* MightyGlacier: Gladiators use heavy armor and shields. Marauders fit the trope even better, with heavy armor and hard-hitting two-handed weapons. [[spoiler: And then ''Heavensward'' brings us the ponderously-slow, weighted swings of a Dark Knight's claymore.]]
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Moving Mythology Gag to its own page like for Dissidia


* MythologyGag:
** Other than the obvious fact that the game's races are based on ''VideoGame/FinalFantasyXI'''s, the Garlean Legatus look dangerously similar to [[VideoGame/FinalFantasyXII Judges.]] And they use [[VideoGame/FinalFantasyVIII Gunblade]]s and variants such as a Gunhalberd.
** Servers are named after towns and kingdoms from previous FF games, such as [[VideoGame/FinalFantasyVI Figaro]], [[VideoGame/FinalFantasyVII Wutai]] or [[VideoGame/FinalFantasyX Besaid]]. In previous beta phases, they were named after famous villains and bosses in the series. Taken a step further in patch 2.2 where a several [=NPCs=] seek refuge in Eorzea when their homeland was torn apart by war. That homeland just happens to be [[VideoGame/FinalFantasyVI Doma]].
** The Echo's ability to dive into someone else's memory is markedly similar to [[VideoGame/FinalFantasyVIII Ellone's powers.]]
** The battle theme used on the battle against King Moggle Mog XII? [[VideoGame/FinalFantasyV The moogle theme]]. His strongest attack? [[VideoGame/FinalFantasyXI Crystalline Flare]].
** One of the major changes planned for version 2.0 (see NothingIsTheSameAnymore) is a total revamp of the game map, which will be explained in game by a major catastrophe that will bring the "Seventh Umbral Era". This major catastrophe was basically [[VideoGame/FinalFantasyVII Meteor]]. It then turned out to be [[spoiler:Bahamut]].
** Your reward for completing the main scenario is a [[VideoGame/FinalFantasyVI Magitek Armor]] mount. What's more, the trailer showing it off featured ''VI's'' opening music and three characters modeled after Biggs, Wedge, and Terra. Terra's theme plays while you're riding it.
** One Miqo'te says that she always imagined Cid Garlond would be "[[VideoGame/FinalFantasyIV older, and shorter. Perhaps a bit less groomed... markedly gruffer... and somewhat more outspoken. Oh, and he would definitely have a pipe...]] [[VideoGame/FinalFantasyVII or maybe a cigar.]]"
** During a fight scene in the main plot in Ul'dah, a [[VideoGame/FinalFantasyII certain piece of music plays]], complete with partial samples from the NES original.
** Arcanists resemble [[VideoGame/FinalFantasyIII Evokers]], and are also a stepping stone to the proper Summoner job class.
** Several of the Pugilist class quests have guildmaster Hamon 'Holyfist' that shares several parallels with Tellah the Sage from VideoGame/FinalFantasyIV in that both are crippled by their age and recover their memories. Hamon's story is a lot less of a TearJerker than [[HeroicSacrifice Tellah's ]][[SenselessSacrifice was.]]
** The 2014 Heavensturn seasonal event featured [=NPC=]s who referred to chocobos as "horsebirds", a translation which caused no small amount of controversy in 1.0. (See the LostInTranslation entry above.)
** When Thancred calls out Ungust for allying with the Amalj'aa to line his pockets, Ungust tells him to "blame yourselves or the gods," a nod to VideoGame/FinalFantasyTactics' infamous GoodBadTranslation.
*** On the subject of ''Tactics'', the process of upgrading your relic weapon from Atma to Animus involves undergoing the trials of the Zodiac Braves. There's also a minor group of bandits called the Corpse Brigade.
** During the first phase of his fight, Gilgamesh will pull the exact same ISurrenderSuckers that he pulled in ''VideoGame/FinalFantasyV'' by begging for mercy, buffing himself, then ambushing the tank with Jump. He even ''verbatim'' quotes his exact same lines from V as he does it. In fact, ''many'' of Gilgamesh's lines in this game are taken or paraphrased from his place of origin. Gilgamesh will also inflict Mini, Confusion, and Toad on the party, a nod to the standard debuffs used in the older ''Final Fantasy'' titles.
*** The second time you fight Gilgamesh and he initiates his iconic multi-arm form, he'll drop his famous "And now we fight like men! And ladies! And ladies who dress like men!" line. What makes the line even more hilarious is female player characters can wear certain gear that makes them look more fitting on a male, making Gilgamesh's taunt ring true.
** The random name generator for Hyur will suggest surnames of past ''Final Fantasy'' protagonists, such as [[VideoGame/FinalFantasyVII Strife, Fair,]] [[VideoGame/FinalFantasyVI Branford]] and [[VideoGame/FinalFantasyXIII Farron]].
** The entire Crystal Tower is one massive homage to ''VideoGame/FinalFantasyIII''. The first half, Labyrinth of the Ancients, is based on the penultimate dungeon, the Ancients' Maze, and Phlegethon on its boss Titan[[note]]see the Trivia page's LostInTranslation entry for the whole mess around that[[/note]]. The second half is called Syrcus Tower, which was an alternate name for the Crystal Tower itself in ''III'', and nearly every enemy is a direct homage to the enemies and bosses found in that game. Several characters related to the events of the Crystal Tower in its original incarnation also make an appearance, adapted to fit the lore of ''XIV''.
** In the last wing of Crystal Tower, Cloud of Darkness' appearance is based on her original sprite, but all her particle beam variations are, right down to their names and appearance, based on her HP attacks from ''VideoGame/DissidiaFinalFantasy''. The minion you can rarely get as loot for beating her also takes her appearance from ''Dissidia''.
** One of the Paladin's actions is named [[Anime/FinalFantasyTheSpiritsWithin "Spirits Within"]]
** The backstory of the Scholar job describes a war that the nation of Nym took part in, which would come to be known as the [[VideoGame/FinalFantasyVI War of the Magi]].
** The Alchemists' Guild quest line centers around the guildmaster and his attempts to [[{{Necromantic}} bring his lost lover back to life]], not unlike [[VideoGame/FinalFantasyVI a certain treasure hunter]]. [[spoiler:And at the end, he ''does'' succeed in doing just that, just long enough to say goodbye.]]
** The Warriors of Light in the main story are described as faceless beings shrouded in light that saved Eorzra from destruction, but no one can remember who they were or even remember how they were saved. Eorzea wasn't the only one [[VideoGame/FinalFantasyI that also went through a similar experience]].
** 2.3 added class-unique idle animations when a character has their weapon out. For male Lancers and Dragoons, the idle animation is Kain Highwind's ever iconic pose from the title art of ''VideoGame/FinalFantasyIV''.
** The fight against Ultros and Typhon takes place in the [[VideoGame/FinalFantasyVI Dragon's Neck]]. What's more, the scenario leading up to it involves Ultros working as a receptionist at the Coliseum, just as he did in ''VI''. The battle theme when fighting against them is also directly used from their respective game in its original form, and the Wind-up Ultros minion obtainable from the battle looks just like his overworld sprite.
** The legendary figure that the Black Mage soulstone is inherited from is named [[VideoGame/FinalFantasyXI Shatotto]] and was said to be so powerful by herself that she could take on an entire army and win. Gerolt takes a few tries to get the name right, outright dropping Shantotto as one of them, and the achievement for completing the first level Stardust Rod is Shantotto's NoblewomansLaugh.
** [[spoiler:The Ultima Weapon]] is based on the series' recurring superboss, and shares many details with its predecessors.
** An Ahriman boss uses an attack called [[VideoGame/FinalFantasyVIII Eyes On Me]].
** A somewhat removed one, but a mythology gag nonetheless, as the games share a character designer, publisher, and overall style. One late game quest is called [[VideoGame/TacticsOgre Let Us Cling Together.]]
** Karasu's [[spoiler:or rather, Gekkai's]] squadron of Garlean ninja are known as Imperial Shadows, which was the name of an enemy in ''VideoGame/FinalFantasyII'' (an [[DegradedBoss undead doppelganger of]] TheEmperor).
** When fighting [[spoiler:Nabriales]], he'll cast Double and Triple, followed up by another spell that hits twice and thrice respectively. ''VideoGame/FinalFantasyVIII'' had a similar concept for its magic system as well.
** At the Chocobo Square, Joe, the infamous difficult opponent to race against in ''VideoGame/FinalFantasyVII'', makes an appearance (though his name is changed to Joseph). Joe even has the same mannerisms as he did in his original appearance and has a feeling he had met you before, though he won't actually race you this time. To top it off, there's an NPC who is fuming that he can't beat Teioh in the races, which is also another nod to Joe being difficult to beat since it was his chocobo.
** The final Trial of the Heavensward Expansion [[spoiler: involves an elaborate endphase where the titular Heavens' Ward attack you in a manner very similar to the Knights of the Round summon of VII, culminating in the final attack of the phase 'Ultimate End'.]]
** The Golden Saucer not only shares its name with the FinalFantasyVII location, but also remixes its theme and includes activities such as Chocobo racing like the original. Although the Triple Triad cardgame is taken straight from FinalFantasyVIII and plays a remix of the match theme from that game as well.
** During the battle with Shiva, she will summon a group of Ice Soldiers to aid her. This is reminiscent of the fight with Shiva in FinalFantasyV.
** Ishgard's Hunt is overseen by [[VideoGame/FinalFantasyXII Clan Centurio]].
** A part of the Heavensward storyline is a huge shoutout to FinalFantasyI, when you meet Y'shtola's former master, [[spoiler: Matoya. The music that plays in her cave is an instrumental performance of the music in the FFI version of Matoya's cave, and one of the background touches is an animated broom, several of which were in the FFI rendition's cave. The latter is a double shoutout, as talking to the broom gives you [[SouthPark "Evol gnipeews s'tel"]], which is a reference to a song from "Fun With Weapons" and the backwards talking the brooms did in FFI.]]
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** A part of the Heavensward storyline is a huge shoutout to FinalFantasyI, when you meet Y'shtola's former master, [[spoiler: Matoya. The music that plays in her cave is an instrumental performance of the music in the FFI version of Matoya's cave, and one of the background touches is an animated broom, several of which were in the FFI rendition's cave. The latter is a double shoutout, as talking to the broom gives you [[SouthPark "Evol gnipeews s'tel"]], which is a reference to a song from "Fun With Weapons" and the backwards talking the brooms did in FFI.]]
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** The fight against Ultros and Typhon takes place in the [[VideoGame/FinalFantasyVI Dragon's Neck]]. What's more, the scenario leading up to it involves Ultros working as a receptionist at the Coliseum, just as he did in ''VI''. The battle theme when fighting against them is also directly used from their respective game in its original form.

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** The fight against Ultros and Typhon takes place in the [[VideoGame/FinalFantasyVI Dragon's Neck]]. What's more, the scenario leading up to it involves Ultros working as a receptionist at the Coliseum, just as he did in ''VI''. The battle theme when fighting against them is also directly used from their respective game in its original form.form, and the Wind-up Ultros minion obtainable from the battle looks just like his overworld sprite.

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** The legendary figure that the Black Mage soulstone is inherited from is named [[VideoGame/FinalFantasyXI Shatotto]] and was said to be so powerful by herself that she could take on an entire army and win. Gerolt takes a few tries to get the name right, outright dropping Shantotto as one of them, and the achievement for completing the first level Stardust Rod is Shantotto's NobleWomansLaugh.
** [[spoiler: The Ultimate Weapon]] resembles the recurring boss Ultima Weapon down to the smallest of details.

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** The legendary figure that the Black Mage soulstone is inherited from is named [[VideoGame/FinalFantasyXI Shatotto]] and was said to be so powerful by herself that she could take on an entire army and win. Gerolt takes a few tries to get the name right, outright dropping Shantotto as one of them, and the achievement for completing the first level Stardust Rod is Shantotto's NobleWomansLaugh.
NoblewomansLaugh.
** [[spoiler: The Ultimate [[spoiler:The Ultima Weapon]] resembles is based on the series' recurring boss Ultima Weapon down to the smallest of details. superboss, and shares many details with its predecessors.



** Karasu's [[spoiler:or rather, Gekkai's]] squadron of Garlean ninja are known as Imperial Shadows, which was the name of an enemy in ''VideoGame/FinalFantasyII'' (an [[DegradedBoss undead doppelganger of]] TheEmperor).



** The final Trial of the Heavensward Expansion [[spoiler: involves an elaborate endphase where the titular Heavens' Ward attack you in a manner very similar to the Knights of the Round summon of VII. Culminating in the final attack of the phase 'Ultimate End'.]]

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** The final Trial of the Heavensward Expansion [[spoiler: involves an elaborate endphase where the titular Heavens' Ward attack you in a manner very similar to the Knights of the Round summon of VII. Culminating VII, culminating in the final attack of the phase 'Ultimate End'.]]



** The Ishgardian Hunt is overseen by [[VideoGame/FinalFantasyXII Clan Centurio]].

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** The Ishgardian Ishgard's Hunt is overseen by [[VideoGame/FinalFantasyXII Clan Centurio]].
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* MacGuffinDeliveryService: [[spoiler: Late in the 3.0 story line, the Warrior of Light and their allies discover that the BigBad, Archbishop Thordan VII, is seeking Azys Lla, an ancient Allagan facility, and that a key to it is located in the Sea of Clouds. There, they discover that it was consumed by the primal Bismarck. So the Warrior of Light does what they do best: they slay the primal and retrieve the key. Naturally, the Archbishop and the Ascians arrive, incapacitate the Warrior with dark magic that renders them helpless, and take the key, gaining uncontested access to Azys Lla.]]
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* MechaMooks: [[spoiler:Azys Lla]] is swarming with Allagan security robots.

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* MechaMooks: The Garleans make use of many {{Magitek}}-powered mechs. [[spoiler:Azys Lla]] is swarming with Allagan security robots.

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* MechaMooks: [[spoiler:Azys Lla]] is swarming with Allagan security robots.



* OneHitKill: Each primal has some sort of mechanic or condition during their battles that must be fulfilled to reduce their Astral Flow damage down to survivable numbers. Complete failure to do so means an unavoidable 9999 damage hit.

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* OneHitKill: Each primal has some sort of mechanic or condition during their battles that must be fulfilled to reduce their Astral Flow damage down to survivable numbers. Complete failure to do so means an unavoidable 9999 (or higher!) damage hit.
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* The Ishgardian Hunt is overseen by [[VideoGame/FinalFantasyXII Clan Centurio]].

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* ** The Ishgardian Hunt is overseen by [[VideoGame/FinalFantasyXII Clan Centurio]].
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* The Ishgardian Hunt is overseen by [[VideoGame/FinalFantasyXII Clan Centurio]].
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** Fishing is this among the gathering classes, working entirely differently from the ground up. Until Heavensward, it didn't even have any abilities that use GP.
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** During the battle with Shiva, she will summon a group of Ice Soldiers to aid her. This is reminiscent of the fight with Shiva in FinalFantasyV.
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* NeverTrustATrailer: Done deliberately to preserve a plot twist. [[spoiler: Near the end of 2.4, you see the Archbishop of Ishgard sitting at the throne with Lahabrea standing right behind him. This led many people to assume that the old man was being controlled by the Ascians. When ''Heavensward'' was released, the story reveals that the roles were reversed; it was Archbishop Thordan manipulating Lahabrea by playing along with his plans, and then betraying him at the last minute by becoming a primal and using Nidhogg's eye to absorb Lahabrea's soul, effectively killing him!]]
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Changing \"Keepers of the Sun\" to \"Seekers of the Sun\"


* NameOrderConfusion: An unusual in-setting example. All characters have a first and last name. For most peoples of Eorzea, this follows Western naming orders, where the first name is a personal name, and the last name is a clan or family name (in the case of Elezen and Roegadyn), a family name or business title (Hyur), or part of a personal name (in the case of Lalafell). The exception is Miqo'te Seekers of the Sun, who put their clan name at the very beginning of their first name before the apostrophe. For female Keepers of the Sun, the last name is an extreme version of a patronymic. (It's literally just their father's name, completely unmodified) For Keepers of the Moon, it's a standard familial surname, save that it's matrilineal instead of patrilineal.[[note]]Male Keepers of the Moon don't actually have their own names in the sense we'd consider it -- they share their mother's full name, with an apostrophe-separated suffix on the first name indicating what birth order of son they are -- first son uses ''''a''', second son uses ''''to''', and so on through different suffixes.[[/note]] For Seeker of the Sun males, however, the last name indicates whether the character is a Tia (non-breeding male) or Nuhn (breeding male), a status that can change multiple times over one's life and which does not reflect general leadership status. Seekers thus can find themselves being called [[TheyCallMeMrTibbs "Mr." Tia, although no Seeker [=NPC=]s make this mistake]].

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* NameOrderConfusion: An unusual in-setting example. All characters have a first and last name. For most peoples of Eorzea, this follows Western naming orders, where the first name is a personal name, and the last name is a clan or family name (in the case of Elezen and Roegadyn), a family name or business title (Hyur), or part of a personal name (in the case of Lalafell). The exception is Miqo'te Seekers of the Sun, who put their clan name at the very beginning of their first name before the apostrophe. For female Keepers Seekers of the Sun, the last name is an extreme version of a patronymic. (It's literally just their father's name, completely unmodified) For Keepers of the Moon, it's a standard familial surname, save that it's matrilineal instead of patrilineal.[[note]]Male Keepers of the Moon don't actually have their own names in the sense we'd consider it -- they share their mother's full name, with an apostrophe-separated suffix on the first name indicating what birth order of son they are -- first son uses ''''a''', second son uses ''''to''', and so on through different suffixes.[[/note]] For Seeker Seekers of the Sun males, however, the last name indicates whether the character is a Tia (non-breeding male) or Nuhn (breeding male), a status that can change multiple times over one's life and which does not reflect general leadership status. Seekers thus can find themselves being called [[TheyCallMeMrTibbs "Mr." Tia, although no Seeker [=NPC=]s make this mistake]].
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* MechanicallyUnusualClass: The [=Pugilist/Monk=]. Whereas other melee DPS classes use Combo Actions to enhance the effects of certain weaponskills, Pugilists and Monks have a mechanic called "Greased Lightning": by completing a cycle of weaponskills that changes their stances from Raptor to Coeurl to Opo-Opo, they earn a stack of Greased Lightning that increases attack power and speed.
* MegatonPunch: Final Heaven, the level-3 LimitBreak for melee DPS classes, takes the form of an explosive punch.

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* MechanicallyUnusualClass: The [=Pugilist/Monk=]. Whereas other melee DPS classes use Combo Actions to enhance the effects of certain weaponskills, Pugilists and Monks have a mechanic called "Greased Lightning": by completing a cycle of weaponskills Each class has something that changes their stances from Raptor sets them apart well-enough to Coeurl to Opo-Opo, they earn a stack of Greased Lightning that increases attack power be considered this, but Ninja and speed.
the New Jobs in ''Heavensward'' take the cake, see the character page for specifics.
* MegatonPunch: Final Heaven, the level-3 LimitBreak for melee DPS classes, Monks, takes the form of an explosive punch.

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updating the trope to more recent events


* NothingIsTheSameAnymore: WordOfGod states that this will happen in the storyline to increase the sense of danger and excitement in the world. From a meta perspective, this is also happening to the game, which is and will continue to undergo massive changes to mechanics and gameplay to try and fix the numerous issues it had at launch. For ''A Realm Reborn'' the game has been redone from top to bottom, with all game systems revamped or changed completely and major graphical improvements.

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* NothingIsTheSameAnymore: WordOfGod states that this will happen in Many of the storyline to increase the sense of danger and excitement in the world. From a meta perspective, this is also happening to the game, which is and will continue to undergo massive changes to mechanics and gameplay to try and fix the numerous issues it had at launch. For ''A Realm Reborn'' the game has been redone playable areas from top to bottom, with all game systems 1.0 were revamped or in 2.0 and was justified by the Calamity caused by Dalamud/Bahamut. This mostly meant a lot of large areas were sealed off in some manner while others got some touch ups to make them fit with 2.0's direction, but Corethas gotten the biggest change by becoming a frozen wasteland when it was once a mountainous region filled with lush grass and trees, along with certain old areas being sealed off. The Corethas Western Highlands, once it was made open by 3.0, also shows how much had changed completely since 1.0; not only is everything frozen over, but a lot of the old settlements are now frozen wrecks. Even an atheryte in one of the old settlements is frozen solid and major graphical improvements.knocked over to show that things have changed and are probably never going back to how it used to be.
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* NonStandardGameOver: In the Steps of Faith and Limitless Blue trials. [[spoiler: Fail the former, and you watch as the boss destroys the gates to Ishgard, unable to stop him. Fail the latter, and the giant whale primal who had been whittling away at the island you were fighting it atop finally ''eats you''.

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* NonStandardGameOver: *NonStandardGameOver: In the Steps of Faith and Limitless Blue trials. [[spoiler: Fail the former, and you watch as the boss destroys the gates to Ishgard, unable to stop him. Fail the latter, and the giant whale primal who had been whittling away at the island you were fighting it atop finally ''eats you''. ]]
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*NonStandardGameOver: In the Steps of Faith and Limitless Blue trials. [[spoiler: Fail the former, and you watch as the boss destroys the gates to Ishgard, unable to stop him. Fail the latter, and the giant whale primal who had been whittling away at the island you were fighting it atop finally ''eats you''.
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** The Golden Saucer not only shares its name with the FinalFantasyVII location, but also remixes its theme and includes activities such as Chocobo racing like the original. Although the Triple Triad cardgame is taken straight from FinalFantasyVIII and plays a remix of the match theme from that game as well.
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** Heavensward nerfed many AoE attacks that were staples of mobbing Flare and Holy were hit the hardest now have their damage reduced with more targets hit. Presumably to help mitigate the popular speed running tactics.
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** The final Trial of the Heavensward Expansion [[spoiler: involves an elaborate endphase where the titular Heavens' Ward attack you in a manner very similar to the Knights of the Round summon of VII. Culminating in the final attack of the phase 'Ultimate End'.]]
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* TheOtherDarrin: ''Great googly moogly''. While casts in other languages remained consistent, ''Heavensward'' featured a huge amount of swapping-out of the voice cast in the English version. This was for major characters, too - Alphinaud, Cid, Urianger, Tataru, Raubahn, Ilberd, ''Hydaelyn Herself'', all of them have new voice actors. The only ones who didn't get changed out were existing Ishgardian characters from 2.4 and 2.5.
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* TheOtherDarrin: ''Great googly moogly''. While casts in other languages remained consistent, ''Heavensward'' featured a huge amount of swapping-out of the voice cast in the English version. This was for major characters, too - Alphinaud, Cid, Urianger, Tataru, Raubahn, Ilberd, ''Hydaelyn Herself'', all of them have new voice actors. The only ones who didn't get changed out were existing Ishgardian characters from 2.4 and 2.5.
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[[{{VideoGame/FinalFantasyXIV}} Back to the main index]]

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* OurDragonsAreDifferent: The Dravanian Horde, the ancient enemy of Ishgard, is composed of many different kinds of dragons, from western style dragons to giant turtles.
** Bahamut himself is the Elder Primal of an ancient dragon horde that existed alongside the Allagan Empire.

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* OurDragonsAreDifferent: The Dravanian Horde, the ancient enemy of Ishgard, is composed of many different kinds of dragons, from western style dragons to giant turtles.
**
turtles. Bahamut himself is the Elder Primal of an ancient dragon horde that existed alongside the Allagan Empire.Empire. It's also explained in Heavensward why Dragons always seeking {{Revenge}} thousands of years after the perpetrators are killed, as a long lived species their memories don't allow them to forget what happened a thousand years ago and it still ''feels'' like it's something that's happening to them even now.
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* OnlyOneName: Averted. Unusually, especially for an MMORPG, player characters have both fore ''and'' surnames. This makes Final Fantasy XIV one of the few MMO's wherein players can share a name besides Phantasy Star Online/Universe, although in those games, name-sharing was achieved by identifying characters by database ID rather than an input name.

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* OnlyOneName: Averted. Unusually, especially for an MMORPG, player characters have both fore ''and'' surnames.surnames, and have people refer to each appropriately[[note]]For example, your name is John Smith. The Scions will refer to you as John, while your Grand Company compatriots will call you Private/Sergeant/Lieutenant Smith[[/note]]. This makes Final Fantasy XIV one of the few MMO's wherein players can share a name besides Phantasy Star Online/Universe, although in those games, name-sharing was achieved by identifying characters by database ID rather than an input name.



* OrderReborn: The story line of the Legacy 1.0 "7th Umbral Era" revolved around this. With the Garlean Empire knocking on Eorzea's door, and building it's first fort in Mor Dhona, Castrum Novum (Latin for "The New Fortress"), Gridania, Limsa Lominsa, and Ul'Dah all decide to reform their individual Grand Companies. The three being the Twin Adders, Maelstrom, and Immortal Flames respectively. Which the players join, and help out. However, initially, they each refuse to work with each other, all trying to secure resources for themselves, or refusing to accept assistance. However, as the threat became more dire, the leaders of the Grand Companies, began to question their methods. Between the player's help (with a bit of a push from the Circle of Knowing) they become convinced to put aside their differences, and reform an even greater order, the Eorzean Alliance.

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* OrderReborn: The story line of the Legacy 1.0 "7th Umbral Era" revolved around this. With the Garlean Empire knocking on Eorzea's door, and building it's first fort in Mor Dhona, Castrum Novum (Latin for "The New Fortress"), Gridania, Limsa Lominsa, and Ul'Dah all decide to reform their individual Grand Companies. The three being the Twin Adders, Maelstrom, and Immortal Flames respectively. Which the players join, and help out. However, initially, they each refuse to work with each other, all trying to secure resources for themselves, or refusing to accept assistance. However, as the threat became more dire, the leaders of the Grand Companies, began to question their methods. Between the player's help (with a bit of a push from the Circle of Knowing) they become convinced to put aside their differences, and reform an even greater order, the Eorzean Alliance. [[spoiler: This almost backfires spectacularly at the end of the 2.0 storyline, when the leaders of the Grand Companies realize that they have to unite to respond to Garlemald's ultimatum, but fail to realize that they can unite their forces to share the burden of battle, still thinking of the Alliance in terms of their own forces rather than the combined might. As a result, they almost surrender when in fact they are more powerful than the Garlean forces in Eorzea.]]
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** The primals constantly try to temper the Warrior of Light, only to fail due to the power of the Echo. [[spoiler: They then imply that the Warrior of Light has ''already'' been tempered, by ''Hydaelyn''. Given the player's actions, which include devotion to the light and utter trust in the good will of Hydaelyn, there's probably some truth to the claim.]]
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* MightyGlacier: Gladiators use heavy armor and shields.

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* MightyGlacier: Gladiators use heavy armor and shields. Marauders fit the trope even better, with heavy armor and hard-hitting two-handed weapons.
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* ManaBurn: There are a few enemies that can damage your TP (what physical classes use to execute attacks), though they're blessedly rare. It ''used'' to be averted for MP, but patch 2.1 added the Zu fight in the Pharos Sirius--the boss will spawn additional monsters called Zu Cockerels, which will drain MP, and naturally almost always [[ShootTheMedicFirst head for the healer first]].
* MightyGlacier: Gladiators use heavy armor and shields.
* MinigameZone: The Manderville Gold Saucer has a variety of minigames and events to partake in, including Chocobo Racing, basketball, strongman games, and [[FinalFantasyVIII Triple Triad]].
* MortonsFork: The Ishgardians' preferred method of hunting down those they believe to be traitors, reflecting the real life witch-hunting practice of "dunking." They take the accused to a cliff and throw them off. The innocent will die, be remembered as heroes and given a proper burial. The guilty will transform into a dragon or call on their dragon allies to save themselves, at which point they will be shot and killed by waiting archers.
* {{Mondegreen}}: Over two years passed between the debut of the theme ''Answers'' and Square-Enix [[http://forum.square-enix.com/ffxiv/threads/58479-Answers-Answered! posting the official lyrics online]] so fan-copies of the lyrics circulated online were full of these, especially in the overlapping choral parts ([[http://www.ffxivpro.com/forum/topic/34373/answers-song-lyrics-from-end-of-an-era-trailer/ here's one for comparison]]).
* MechanicallyUnusualClass: The [=Pugilist/Monk=]. Whereas other melee DPS classes use Combo Actions to enhance the effects of certain weaponskills, Pugilists and Monks have a mechanic called "Greased Lightning": by completing a cycle of weaponskills that changes their stances from Raptor to Coeurl to Opo-Opo, they earn a stack of Greased Lightning that increases attack power and speed.
* MegatonPunch: Final Heaven, the level-3 LimitBreak for melee DPS classes, takes the form of an explosive punch.
* MerchantCity: Each city state has an area dedicated for business, but Ul'dah is all about merchants and even the leaders of the city are composed of merchants.
* MercyInvincibility: Averted. Players and enemies can rack up massive amounts of damage to themselves if they are hit with multiple attacks at once. Being revived after losing all your HP doesn't protect you from further attacks, which makes it possible to be downed again as soon as you get up; that reason alone is why most players choose to accept a revive later when the coast is clear. This makes using the level 3 healer limit break difficult because you don't get to wait to accept the resurrection. You get up right then and there taking whatever attacks happen to be pointed in your direction. However, patch 2.1 changed the revive mechanics where players can move sooner after being revived and they have a few seconds of invulnerability to prevent being knocked out again. They are still vulnerable to the unsavory secondary effects of any attacks during this time, such as knock-back, petrification, paralysis, heavy, etc.
* MisfitMobilizationMoment: The open world events called FATEs tend to cause this. Success usually depends on everyone knowing what they should be doing without a word spoken.
* MoreTeethThanTheOsmondFamily: Goobbues have three rows of teeth in very large mouths.
* MugglesDoItBetter: The Garlean Empire are composed of people who cannot use magic due to their genetic makeup. The Garleans make up for their shortcomings by being highly advanced in weapons and technology and they do it a lot better than most of the nations in Eorzea.
* MundaneMadeAwesome: The "In The Company of Heroes" quest is this on its face, in essence making a quest out of enjoying the celebration that you had set up, worth eight thousand experience points by itself, and even ramps it up further at one point when you taste the meal you provided for the party.
---> "Tasting the exotic feast triggers a divine revelation. In that brief transcendent moment you glimpse the true form of reality, comprehend its fleeting nature, and cry out to the heavens in celebration." Even playing the [[ShoutOut victory theme from the original NES/Famicom version of ]] ''VideoGame/FinalFantasyI''.
** And Lampshaded by your fellow Scion, Y'shtola, who thinks they're wasting time on the frivolity of the HiddenPurposeTest, with the threat the hero has to face is looming with little time to spare.
* MyGodWhatHaveIDone: Several minor antagonists (especially those met early on in the story) come to regret their actions and turn themselves in to the authorities. [[spoiler:Gaius also has this in the form of shock when he realises the true destructive potential of the Ultima Weapon.]]
* MyRulesAreNotYourRules:
** Player characters have fixed rules on how quickly they can cast their spells and how much cooldown they have following casts. Computer enemies can cast ''much'' faster and in more rapid succession. The result is especially scary for light armor wearers, who often have less magic defense than casters ''or'' tanks, but with SquishyWizard-level HP. Enemy AI also have infinite MP (you can absorb their MP all you want and they'll never run out) while players have to rely on RegeneratingMana to keep up.
** Enemies can also randomly inflict Heavy (slow movement) on you when you're trying to run away via mount, no matter what ability they are using. Players have to rely on their spells/abilities to cause Heavy.
** Battling an NPC at a game of Triple Triad has shades of this. You're not allowed to have multiple rare cards in your deck for balance purposes, but an NPC is free to use as many rare cards as they please, making some of them become {{Unwinnable}} unless you can get better cards or play the regional rules in your favor.
** This can actually work out in your favor, sometimes. Enemies with Area of Effect spells and abilities will have cast times for them even if the player doesn't, as an example.
* MythologyGag:
** Other than the obvious fact that the game's races are based on ''VideoGame/FinalFantasyXI'''s, the Garlean Legatus look dangerously similar to [[VideoGame/FinalFantasyXII Judges.]] And they use [[VideoGame/FinalFantasyVIII Gunblade]]s and variants such as a Gunhalberd.
** Servers are named after towns and kingdoms from previous FF games, such as [[VideoGame/FinalFantasyVI Figaro]], [[VideoGame/FinalFantasyVII Wutai]] or [[VideoGame/FinalFantasyX Besaid]]. In previous beta phases, they were named after famous villains and bosses in the series. Taken a step further in patch 2.2 where a several [=NPCs=] seek refuge in Eorzea when their homeland was torn apart by war. That homeland just happens to be [[VideoGame/FinalFantasyVI Doma]].
** The Echo's ability to dive into someone else's memory is markedly similar to [[VideoGame/FinalFantasyVIII Ellone's powers.]]
** The battle theme used on the battle against King Moggle Mog XII? [[VideoGame/FinalFantasyV The moogle theme]]. His strongest attack? [[VideoGame/FinalFantasyXI Crystalline Flare]].
** One of the major changes planned for version 2.0 (see NothingIsTheSameAnymore) is a total revamp of the game map, which will be explained in game by a major catastrophe that will bring the "Seventh Umbral Era". This major catastrophe was basically [[VideoGame/FinalFantasyVII Meteor]]. It then turned out to be [[spoiler:Bahamut]].
** Your reward for completing the main scenario is a [[VideoGame/FinalFantasyVI Magitek Armor]] mount. What's more, the trailer showing it off featured ''VI's'' opening music and three characters modeled after Biggs, Wedge, and Terra. Terra's theme plays while you're riding it.
** One Miqo'te says that she always imagined Cid Garlond would be "[[VideoGame/FinalFantasyIV older, and shorter. Perhaps a bit less groomed... markedly gruffer... and somewhat more outspoken. Oh, and he would definitely have a pipe...]] [[VideoGame/FinalFantasyVII or maybe a cigar.]]"
** During a fight scene in the main plot in Ul'dah, a [[VideoGame/FinalFantasyII certain piece of music plays]], complete with partial samples from the NES original.
** Arcanists resemble [[VideoGame/FinalFantasyIII Evokers]], and are also a stepping stone to the proper Summoner job class.
** Several of the Pugilist class quests have guildmaster Hamon 'Holyfist' that shares several parallels with Tellah the Sage from VideoGame/FinalFantasyIV in that both are crippled by their age and recover their memories. Hamon's story is a lot less of a TearJerker than [[HeroicSacrifice Tellah's ]][[SenselessSacrifice was.]]
** The 2014 Heavensturn seasonal event featured [=NPC=]s who referred to chocobos as "horsebirds", a translation which caused no small amount of controversy in 1.0. (See the LostInTranslation entry above.)
** When Thancred calls out Ungust for allying with the Amalj'aa to line his pockets, Ungust tells him to "blame yourselves or the gods," a nod to VideoGame/FinalFantasyTactics' infamous GoodBadTranslation.
*** On the subject of ''Tactics'', the process of upgrading your relic weapon from Atma to Animus involves undergoing the trials of the Zodiac Braves. There's also a minor group of bandits called the Corpse Brigade.
** During the first phase of his fight, Gilgamesh will pull the exact same ISurrenderSuckers that he pulled in ''VideoGame/FinalFantasyV'' by begging for mercy, buffing himself, then ambushing the tank with Jump. He even ''verbatim'' quotes his exact same lines from V as he does it. In fact, ''many'' of Gilgamesh's lines in this game are taken or paraphrased from his place of origin. Gilgamesh will also inflict Mini, Confusion, and Toad on the party, a nod to the standard debuffs used in the older ''Final Fantasy'' titles.
*** The second time you fight Gilgamesh and he initiates his iconic multi-arm form, he'll drop his famous "And now we fight like men! And ladies! And ladies who dress like men!" line. What makes the line even more hilarious is female player characters can wear certain gear that makes them look more fitting on a male, making Gilgamesh's taunt ring true.
** The random name generator for Hyur will suggest surnames of past ''Final Fantasy'' protagonists, such as [[VideoGame/FinalFantasyVII Strife, Fair,]] [[VideoGame/FinalFantasyVI Branford]] and [[VideoGame/FinalFantasyXIII Farron]].
** The entire Crystal Tower is one massive homage to ''VideoGame/FinalFantasyIII''. The first half, Labyrinth of the Ancients, is based on the penultimate dungeon, the Ancients' Maze, and Phlegethon on its boss Titan[[note]]see the Trivia page's LostInTranslation entry for the whole mess around that[[/note]]. The second half is called Syrcus Tower, which was an alternate name for the Crystal Tower itself in ''III'', and nearly every enemy is a direct homage to the enemies and bosses found in that game. Several characters related to the events of the Crystal Tower in its original incarnation also make an appearance, adapted to fit the lore of ''XIV''.
** In the last wing of Crystal Tower, Cloud of Darkness' appearance is based on her original sprite, but all her particle beam variations are, right down to their names and appearance, based on her HP attacks from ''VideoGame/DissidiaFinalFantasy''. The minion you can rarely get as loot for beating her also takes her appearance from ''Dissidia''.
** One of the Paladin's actions is named [[Anime/FinalFantasyTheSpiritsWithin "Spirits Within"]]
** The backstory of the Scholar job describes a war that the nation of Nym took part in, which would come to be known as the [[VideoGame/FinalFantasyVI War of the Magi]].
** The Alchemists' Guild quest line centers around the guildmaster and his attempts to [[{{Necromantic}} bring his lost lover back to life]], not unlike [[VideoGame/FinalFantasyVI a certain treasure hunter]]. [[spoiler:And at the end, he ''does'' succeed in doing just that, just long enough to say goodbye.]]
** The Warriors of Light in the main story are described as faceless beings shrouded in light that saved Eorzra from destruction, but no one can remember who they were or even remember how they were saved. Eorzea wasn't the only one [[VideoGame/FinalFantasyI that also went through a similar experience]].
** 2.3 added class-unique idle animations when a character has their weapon out. For male Lancers and Dragoons, the idle animation is Kain Highwind's ever iconic pose from the title art of ''VideoGame/FinalFantasyIV''.
** The fight against Ultros and Typhon takes place in the [[VideoGame/FinalFantasyVI Dragon's Neck]]. What's more, the scenario leading up to it involves Ultros working as a receptionist at the Coliseum, just as he did in ''VI''. The battle theme when fighting against them is also directly used from their respective game in its original form.
** The legendary figure that the Black Mage soulstone is inherited from is named [[VideoGame/FinalFantasyXI Shatotto]] and was said to be so powerful by herself that she could take on an entire army and win. Gerolt takes a few tries to get the name right, outright dropping Shantotto as one of them, and the achievement for completing the first level Stardust Rod is Shantotto's NobleWomansLaugh.
** [[spoiler: The Ultimate Weapon]] resembles the recurring boss Ultima Weapon down to the smallest of details.
** An Ahriman boss uses an attack called [[VideoGame/FinalFantasyVIII Eyes On Me]].
** A somewhat removed one, but a mythology gag nonetheless, as the games share a character designer, publisher, and overall style. One late game quest is called [[VideoGame/TacticsOgre Let Us Cling Together.]]
** When fighting [[spoiler:Nabriales]], he'll cast Double and Triple, followed up by another spell that hits twice and thrice respectively. ''VideoGame/FinalFantasyVIII'' had a similar concept for its magic system as well.
** At the Chocobo Square, Joe, the infamous difficult opponent to race against in ''VideoGame/FinalFantasyVII'', makes an appearance (though his name is changed to Joseph). Joe even has the same mannerisms as he did in his original appearance and has a feeling he had met you before, though he won't actually race you this time. To top it off, there's an NPC who is fuming that he can't beat Teioh in the races, which is also another nod to Joe being difficult to beat since it was his chocobo.
* MySpeciesDothProtestTooMuch: Every beast tribe has a fringe group with sympathetic motivations that accept help from the players;
** Amalj'aa: The Brotherhood of Ash are a clan of {{Proud Warrior Race Guy}}s who put their faith into their own power, living a harsh minimalist lifestyle that guarantees only the strongest come out on top. They accept the player character's aid because they despise the mainstream Amal'jaa for relying on Ifrit to give them power and comfort, and seek to topple their primal worshipping brethren as well as find a cure for Tempering.
** Sylph: The Sylph are an inversion as they've always been kind-hearted and evil Sylph only became an entity after the botched summoning of Ramuh five years ago. The player is actually introduced to the good sylph early on as part of the main story, but the main arc of the Sylph questline has you foiling Touched Sylph pranks as well as Garlean infiltrators, all while learning of a "chosen one" who will decide the fate of the Sylph as a whole.
** Kobolds: The Kobolds of the 789th order are... the bottom of the barrel. While Kobolds as a whole are hard-working devotees of Titan, the 789th are full of slackers and cowards who would prefer to cheat their way to a higher rank. The player helps them in their endeavors to become a higher ranked order so that they can strike against the leader of the 13th order, one of the major leaders of the race as a whole (which is okay, since he's [[{{Jerkass}} kind of a jerk]])... and also because the Roegadyn who asks you to help them just finds them so ''pathetic'' that she feels the need to whip them into shape.
** Sahagin: The Sahagin of Novv's Clutch don't desire war with humanity like most of their kind do, they just want to be left alone to raise their children in peace. They enlist aid of the player character to help them protect the children and fight off a cruel warband called the Coral Tridents (who aren't above hurting said children), while also showing the world that there are Sahagin who don't want to kill everything that walks on the land in hopes of forming some kind of alliance with Limsa Lominsa.
** Ixal: The Ixal of Ehcatl Nine are crafters who find war with humans and trying to please Garuda a pointless effort; instead they spend their time building a special airship, so that they can fly above the clouds as they once did when all Ixal had wings.
* MultiplayerOnlyItem: The game contains a set of abilities for each class that are only usable in PvP and cannot be used in PvE.
* NamedWeapon: The ten relic weapons (and their Zodiac incarnations):
** The reliquary longsword '''Curtana''', sister blade to the lost Oathkeeper. Paired with the '''Holy Shield'''.[[note]]Interestingly, while the name of the weapon is taken from an actual mythical named blade from a set of three (see the main page for details), the backstory as presented is actually closer to one of the sister blades, Durandal.[[/note]]
*** Curtana transforms into the Zodiac Weapon '''Excalibur''', paired with the '''Aegis Shield'''.
** The heavy war axe '''Bravura''', crafted to aid the users strike with its weight.
*** Bravura transforms into the Zodiac Weapon '''Ragnarok'''.
** The '''Sphairai''', metal knuckles designed in a coeurl motif, with aether-channeling crystals to enhance the user's strikes.
*** The Sphairai transforms into the Zodiac Weapon '''Kaiser Knuckles'''.
** The heavy spear '''Gae Bolg''', whose dragon motif aids dragoons in executing jumps.
*** Gae Bolg transforms into the Zodiac Weapon '''Longinus'''.
** The '''Artemis Bow''', designed to serve as both weapon and instrument.
*** The Artemis Bow transforms into the Zodiac Weapon '''Yoichi Bow'''.
** The staff '''Thyrus''', treasure of the Cant family, crafted from petrified wood.
*** Thyrus transforms into the Zodiac Weapon '''Nirvana'''.
** The '''Stardust Rod''', a weapon crafted from and containing the destructive power of a meteor.
*** The Stardust Rod transforms into the Zodiac Weapon '''Lilith Rod'''.
** The '''Veil Of Wiyu''', an Allagan-era tome of the summoning arts.
*** The Veil Of Wiyu transforms into the Zodiac Weapon '''Apocalypse'''.
** The '''Omnilex''', a tome containing all of the strategies of the Nymian military.
*** The Omnilex transforms into the Zodiac Weapon '''Last Resort'''.
** The paired ninja-to set '''Yoshimitsu'''.
*** Yoshimitsu transforms into the Zodiac Weapon '''Sasuke's Blades'''.
* NameOrderConfusion: An unusual in-setting example. All characters have a first and last name. For most peoples of Eorzea, this follows Western naming orders, where the first name is a personal name, and the last name is a clan or family name (in the case of Elezen and Roegadyn), a family name or business title (Hyur), or part of a personal name (in the case of Lalafell). The exception is Miqo'te Seekers of the Sun, who put their clan name at the very beginning of their first name before the apostrophe. For female Keepers of the Sun, the last name is an extreme version of a patronymic. (It's literally just their father's name, completely unmodified) For Keepers of the Moon, it's a standard familial surname, save that it's matrilineal instead of patrilineal.[[note]]Male Keepers of the Moon don't actually have their own names in the sense we'd consider it -- they share their mother's full name, with an apostrophe-separated suffix on the first name indicating what birth order of son they are -- first son uses ''''a''', second son uses ''''to''', and so on through different suffixes.[[/note]] For Seeker of the Sun males, however, the last name indicates whether the character is a Tia (non-breeding male) or Nuhn (breeding male), a status that can change multiple times over one's life and which does not reflect general leadership status. Seekers thus can find themselves being called [[TheyCallMeMrTibbs "Mr." Tia, although no Seeker [=NPC=]s make this mistake]].
* {{Nerf}}: Patch 2.1 nerfed a ''lot'' of things, such as Holy and Medica II having reduced power and a dungeon having a reduction in the Mythology Tomes awarded. A hotfix for 2.1 also reduced the difficulty for the Pharos Sirius dungeon due to the enemies being too strong and overwhelming for the intended difficulty. Every other major patch also includes reduced difficulties for certain content so that struggling or new players can catch up to the current content.
* NiceJobBreakingItHero: The Garlean Empire successfully manage to conquer Ala Mhigo, but accidentally make things far worse for both themselves and the entire planet: [[spoiler:they kill off the guardian Midgardsormr, which opens some SealedEvilInACan and allows the beastmen to summon their primals. Not only are the primals themselves such an unknown factor that the Garlean Empire wants them eliminated just as a precautionary measure, but the process of summoning a primal distorts the natural flow of aether so much that- left unchecked- it could destroy the ecosystem of the world]]. Nice job, Empire.
** This being the [[FantasticRacism Garlean Empire]], they decide to try and "Fix" that previous foul up, [[spoiler: by unearthing Ancient Allegan tech, in the form of the Lunar Transmitter. While testing it, and trying to discover it's purpose, they find out it controls the smaller moon Dalamud, when it performs a KillSat attack on the Garlean City they're experimenting the device in, destroying most of it. Cid Garlond decides to perform a HeelFaceTurn and flees to Eorzea to redeem himself, while Nael Van Darnus loses it, and decides he rather use it as a KillSat on Eorzea for letting the Beast Tribes and Primals to exist. Except for two problems. Dalamud is A. really Bahamut's prison. And B. as Dalamud get's closer, Bahamut begins to temper Nael Van Darnus with the plan of being released from it. End result, the Battle of Carteneau between the Reformed Eorzea Alliance and the Garlean empire ends with Bahamut freed, and severe casualties on both sides, and the various region permanently changed from the destruction, leading to a 5 year lull in any major aggressive actions aside from the Garleans consolidating, and building bases.]] Two for Two Empire... *Cue [[SarcasticClapping Sarcastic Clapping]]*
** Apparently, not able to take a hint that they suck at "saving" the world, the Garleans decide to try yet ''again'' for A Realm Reborn's storyline. This time, they unearth [[spoiler: the Allagan "Ultima Weapon". With some help from the Ascians, they get it functioning again, and use it to destroy, and absorb the essence of Ifrit, Titan, and Garuda. Except, the Ascians have their own plan in using the power source for the Ultima Weapon, to relearn the spell Ultima and destroy parts of the world with it and bring chaos. While the players do destroy the Ultima Weapon, it's short time of use causes panic amongst the Beast Tribes, who begin summoning even stronger versions of the Primal, with some support from the Ascians]]. *FacePalm*
** At the conclusion of the quest around Ampador Keep Hard Mode, it is speculated that before the Warrior of Light's previous visit, the cultists inhabiting the site had already performed the rites and incantations to summon the voidsent and dark powers that have twisted the local wildlife since then. The only thing missing was a blood sacrifice, which the Warrior of Light unwittingly provided by coming in and slaughtering them all. Whoopsie!
* NoFlowInCGI: The Lightning Strikes event has an odd case of it being averted, but then not. Lightning's outfit features a long cape, and on Lightning herself, the cape's fabric physics work much the same as they did in her home games. However, with [=PC=] clothes fabric physics, at least to the extent needed for Lightning's cape, are nearly non existent, so when female [=PCs=] obtain the outfit for themselves, instead of foregoing the cape, it is tucked into the belt, to make it's stiffness less obvious, and possibly keeping it from clipping.
* NotEvilJustMisunderstood: The All Saints' Wake events heavily imply that the Great Gourd, the legendary evil patron of the holiday who would lead hordes of monsters to torment humanity... is actually just interested in trying to make sure everyone has a good time, whether monster or otherwise. It's not clear if it did a HeelFaceTurn at some point, the legends were exaggerated or outright false, or they were accurate but the result of misguided early attempts by the Gourd to achieve its ends.
* NotSoAboveItAll: In the Hildibrand questline, Inspector Briardien, the cool-headed, suave {{Foil}} to our favorite buffoon, eventually gets fed up with his incompetence and stupidity and starts chasing him around in a rage.
* NotSoDifferent: The speeches given by Kan-E-Senna of the [[HiddenElfVillage Gridanians]] and [[BigBad Nael van Darnus]] share an uncanny amount of similarities--viewing the world as "tainted" by a "disease" or pollution that requires cleansing and purification.
** In a similar vein the Brotherhood of Ash and Gaius' talk of achiving victory through HonorBeforeReason, conquests and refusal of the power of gods and primals are very similar.
* NotTheFallThatKillsYou: If you're not in combat, you can never be brought below [[HPToOne one HP]] by falling damage, no matter how long the drop. If you ''are'' in combat, on the other hand, it is entirely possible to die from falling damage.
* NotTheIntendedUse: Cleric Stance is an ability for healers that lets them swap their Intelligence (magic power) and Mind (healing power) stats around so that they can do damage comparable to a DPS class. The intended purpose behind the ability was to let players be able to defend themselves properly when playing solo, but skilled players started to use the ability in dungeons and raids to boost the damage output by the party and then turn Cleric Stance off when they needed to properly heal. The developers noticed how people were using Cleric Stance in group content and liked how the out-of-the-box tactic worked, so they decided to make content in 3.0 that encourages healers to do damage.
* NotUsingTheZWord: The [[OurDemonsAreDifferent demons]] aren't demons, they're "voidsent".
** Though for some reason they still use the adjective "demonic" to refer to them at times. The quest to finish Haukke Manor uses it to refer to someone.
* NothingIsTheSameAnymore: WordOfGod states that this will happen in the storyline to increase the sense of danger and excitement in the world. From a meta perspective, this is also happening to the game, which is and will continue to undergo massive changes to mechanics and gameplay to try and fix the numerous issues it had at launch. For ''A Realm Reborn'' the game has been redone from top to bottom, with all game systems revamped or changed completely and major graphical improvements.
* ObviousBeta: ''Final Fantasy XIV 1.0'' was released lacking so many features, and with so many known serious game design problems, that it was more of an obvious alpha. Unusually, the developers actually apologized for it and canceled subscription fees until it was deemed to be up to snuff —- essentially, putting it right back into beta. The game was eventually rereleased in a much more complete form as ''Final Fantasy XIV: A Realm Reborn''.
* ObviousRulePatch: Patch 2.1 brought about changes to certain items to prevent people from farming them and selling them for lots of gil by making said items much easier to obtain.
* OhCrap: Invoked by Y'shtola in the beginning of 1.0's Limsa Lominsa storyline, when a sea serpent attacks the ship she and the player are on.
--> '''Y'shtola''': ''Gods Forfend.''
** Happens frequently with each patch of A Realm Reborn.
*** 2.0/2.1: [[spoiler: Bahumet is beginning to awaken, and the Crystal Tower reveals there is something more powerful than Ultima Weapon up in the tower.]]
*** 2.2: [[spoiler: Lahabrea is still alive, and the Ascians are pitting every side against each other, the Sahagin summon Leviathan, and implications that the power of the Echo isn't just a blessing of Hydaelyn, and that there are others out there with it who can also use it to BodySurf like the Ascians.]]
*** 2.3: [[spoiler: Due to the Scions taking in the Doman refugees back in 2.2, Refugees from the Ul'dah region are now trying to also take them in, which is beyond the Scions capabilities. To make matters worse, it's discovered that the three city-states have been hiding info that they discovered parts to Omega Weapon, and that Teledji Adeledji is only supporting the refugees to lay claim on areas of Mor Dhona to gain control of Omega Weapon for himself, while stirring up discontent to cause conflict. Additionally, the Tempered Sylphs have summoned Ramuh, and he intends to judge Eorzea for causing such conflict that it frightens his followers. Additionally, it would appear the Ascians are making their move now in Ishgard, influencing further conflict between them and the heretics.]]
*** 2.4 [[spoiler: The Garlean War of Succession has ended, putting the very capable, and conquest hungry Varis, grandson to First Emperor Solus zos Galvus in charge. Additionally, a spy in the Immortal Flames is exchanging information to both the Monetarist of the Syndicate, as well as the Garleans. On top of that, it's discovered through the Ishgardian heretic Iceheart, that Hydaelyn is speaking to her as well, and those with the Echo can channel the power of Primals to themselves and remain in the control. And if word of that ability reaches Garlemald, their policy against gods and primals will have them moving faster to restart the conquest of Eorzea for a fourth time. To top it all off, Sultana Nanamo, is planning to dissolve the Syndicate and Sultana in a last ditch effort to give power to the common people of Ul'dah by trying to turn it into a republic, knowing full well conflict and up rising may start in response to such a move.]]
*** 2.5 [[spoiler: Midgarsomr awakens from what turned out to be a long sleep and not death. After defeating him and earning an audience with him, he ''destroys the crystals'' and removes Hydaelyn's blessing of light in favor of his own. To make matter worse, a new Ascian named Nabriales attacks the scions and, learning that you're no longer protected by the light, immediately goes to raid the Rising Stones and kidnaps Minfillia. After defeating him in combat, the player manages to trap him in the white auricite and, using Louixous' staff, destroys him for good at the cost of Moenbryda's life and the white auricite. And while all of this is going on, the dragons are answering a call from one of Midgarsomr's first children, and the Dravinian hordes are readying an assault on Ishgard that the temple knights aren't sure their army can handle...]]
* OnceAnEpisode: During every Hildibrand story arc:
** A card from [[spoiler: the Man of a Thousand Faces]] will find itself lodged into either Hildibrand or inspector Briardien's heads. 2.3's arc plays with this by [[spoiler: the thief throwing a decoy card first, than nailing Hildibrand afterward]].
** During the preview for the next arc, a Coblyn will wander across the screen, even (especially) in areas where it would make no sense for one to be.
** BreadEggsBreadedEggs: In the conclusion to the 2.5 portion of the Hildibrand storyline, a Coblyn shows up... and gets a card logged in its head.
* {{Omniglot}}: Those possessed of the Echo, as a consequence of their ability to touch the souls of others, are capable of speaking and understanding most any language.
* OminousLatinChanting: [[http://www.youtube.com/watch?v=WT10pSw6114 The final boss theme]] of the seventh umbral era. While there's actual words being sung, a developer stated that the words have no actual meaning behind them because he used a random word generator when making the song.
* OnTheNext: After each of the Hildibrand story arcs, the player gets treated to a teaser of the next one done in this style.
* OneGenderRace: There are plenty of male Miqo'te, but nearly all of them live in solitude. Even the females rarely end up living in cities. As for female Roegadyn, they exist; one important NPC is a female Roegadyn. They are playable in ''A Realm Reborn'', along with female Highlander Hyur.
* OneHitKill: Each primal has some sort of mechanic or condition during their battles that must be fulfilled to reduce their Astral Flow damage down to survivable numbers. Complete failure to do so means an unavoidable 9999 damage hit.
** [[spoiler:Ultima Weapon in the second round will cast Ultima after a few seconds once its HP is low. If it pulls off the move, everyone is hit for unblockable high damage that no one can survive.]]
** Odin brings back his famous Zantetsuken attack which will instantly kill everyone participating in the FATE battle against him if they don't defeat him in time.
** In both Labyrinth of the Ancients and Syrcus tower, the third boss from each (King Behemoth in Labyrinth, Amon from Syrcus) have arena wide attacks that will inflict enough damage to kill the entire alliance in one hit, the trick to surviving being that the alliance has to hide behind objects placed on the battlefield from previous attacks of theirs (Comet rocks and allied players frozen in a large chunk of ice respectively) to avoid the damage.
*** Glasya Labolas from Syrcus Tower also has this as a feature. The first version of his attack requires the alliance to interrupt the flow of energy to him to reduce damage from Clockwork Wrights and destroying them, while the second time requires the alliance to position Clockwork Knights to act as linkages on generators charging up pads that launch the alliance to safety to survive the second one.
* OneSizeFitsAll: With some absurd degree.
** With a handful of exceptions, player characters do not need to worry about whether a given piece of equipment will fit or not. This also applies for quests that require you to give a piece of clothing to an NPC; even if you wore a pair of pants made for a Hyur, you can still give them to a Lalafell (the small folk) NPC and they'll magically resize themselves.
*** Lampsided by an NPC outside the Sunsilk Tapistries in Ul'Dah. "One size fits all, or half your money back!"
** The resizing also applies to mounts and weapons so that they look proportionally correct no matter who uses them. This gets absurd with the Amalj'aa (a race of 9 foot tall lizardmen) and their bow and arrows. The bow and arrows that the Amalj'aa use are so huge that it would probably be easier for them to just jab the arrows at you like a spear rather than firing them. It gets even sillier with Amalj'aa bosses that appear in [=FATEs=] since their model is scaled up to be larger, which also means their weapons get scaled up in size and they attack you with bow and arrows that are nearly the size of a small house.
* OnlyOneName: Averted. Unusually, especially for an MMORPG, player characters have both fore ''and'' surnames. This makes Final Fantasy XIV one of the few MMO's wherein players can share a name besides Phantasy Star Online/Universe, although in those games, name-sharing was achieved by identifying characters by database ID rather than an input name.
* OnlySaneMan: If you think about it, it's hard not to believe that the Scions of the Seventh Dawn are entirely composed of the Only Sane People in Eorzea.
** In a weird sort of way, Ramuh also counts as this, as he is the only one of the primals that doesn't wish to temper or destroy the other races of Eorzea. He is still dangerous, but only to those who encroach on his territory, something the Gridanians are glad not to do. He even tells the sylphs that the only time they should summon him is when the forest is in danger.
* OohMeAccentsSlipping: In ''A Realm Reborn'', very few characters with a British accent manage to keep it for an entire scene (sometimes not even for an entire sentence).
* OrderReborn: The story line of the Legacy 1.0 "7th Umbral Era" revolved around this. With the Garlean Empire knocking on Eorzea's door, and building it's first fort in Mor Dhona, Castrum Novum (Latin for "The New Fortress"), Gridania, Limsa Lominsa, and Ul'Dah all decide to reform their individual Grand Companies. The three being the Twin Adders, Maelstrom, and Immortal Flames respectively. Which the players join, and help out. However, initially, they each refuse to work with each other, all trying to secure resources for themselves, or refusing to accept assistance. However, as the threat became more dire, the leaders of the Grand Companies, began to question their methods. Between the player's help (with a bit of a push from the Circle of Knowing) they become convinced to put aside their differences, and reform an even greater order, the Eorzean Alliance.
* OurDragonsAreDifferent: The Dravanian Horde, the ancient enemy of Ishgard, is composed of many different kinds of dragons, from western style dragons to giant turtles.
** Bahamut himself is the Elder Primal of an ancient dragon horde that existed alongside the Allagan Empire.
* OurElvesAreBetter: Hard to call. All we currently know about the Duskwights can be summarized as "marginalized people who live underground," and while Gridania is full of Wildwood, its whole schtick is being a fusion of elezen and hyur, which problematizes the "xenophobic and superior to humans" trait common in typical "better" elves (problematizes, not averts, because the Gridanians have their own xenophobia problems). The major elezen civilization of Ishgard is currently closed to outsiders (i.e., players) and not much about them exists in the lore right now; this will change, however, with the release of ''Heavensward'', which is focused around the Holy See.
* OurZombiesAreDifferent: They're blue-skinned and have glowing tattoos covering their body and a [[BrainFood hunger for brains]], though they don't share any differences in animation compared to players. They seem to be able to recover intelligence and personality after they've been around for some times, but they don't lose their hunger for brains, which makes them a ''big'' problem. One of the [=FATEs=] in Thanalan involves you dealing with a band of zombies who have become extremely dapper [[spoiler: thanks to a BackFromTheDead [[CluelessDetective Hildibrand]], who thinks he's a zombie due to digging himself out of his own grave.]]
** More traditional shambler zombies show up in Pharos Sirius, the revenants of those who were drowned by Siren's song. They also seem to have been mutated somehow by the fallen piece of Dalamud that pierced the lighthouse, and have massive growths of corrupted crystals jutting out of them.
* OutrunTheFireball: [[spoiler: Your character, after beating the FinalBoss, escapes the explosion from the ruins of the Empire's base by fleeing in a mech.]]

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