Characters: Final Fantasy XIV

A list of characters from Final Fantasy XIV.

As the story has advanced beyond the point of hiding plot twists, there are unmarked spoilers below, you have been warned.

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The Player Character/The Warrior of Light

    General Tropes 
An Eorzean adventurer from one of three city states. Those who started in 1.0 witnessed a star shower and met an Archon of the Circle of Knowing and were then gifted with the Echo and became entwined with the war with Garlemald. New players to A Realm Reborn are implied to be from outside of Eorzea entirely (or at least returning from an extended journey abroad), and have come (or returned) to Eorzea for reasons the player may define in the opening. In the process of proving themselves to their adopted city-state, they too meet a (now-former) member of the Circle, discover their possession of the Echo, and become involved in a conflict not with the Garleans, but with a perhaps older and more sinister power...

  • The Ace: Eventually you are this, being the go-to person for the Grand Companies and the Scions to solve whichever world-ending issue is plaguing them.
  • An Adventurer Is You: A mutable Adventurer Be You, in fact, courtesy of the Armoury System.
  • Badass: To the point that the NPCs begin to comment on it during the ARR patch cycle:
    Merlwyb: But what words have I for the [man/woman] who has made a sport of slaying gods?
  • The Chosen One: The player is chosen by Hydaelyn to be her blade against the darkness, but while your character is the main one from the viewpoint, there's a great multitude that have the Echo and the ability to fight primals, making you just one of The Chosen Many.
    • Midgardsormr is fond of pointing out and needling you with the fact that this does not make you special or gifted, it merely means you were picked. Your "abilities" could have been given to anyone, and you should really be defined by your own talents.
  • Convicted by Public Opinion: The 2.5 story line drops this on the player character by having Tedji Aledji accusing them of murdering the Sultana with poisoned wine. The rumors have spread far and wide and while many people don't believe the rumors, there's just as many (namely the corrupt Syndicate) who believe that the player character is a cold blooded assassin.
  • The Exile: Being falsely accused of murder, the player character is forced to seek asylum within Ishgard since the other city states would likely cause trouble if he/she showed up.
  • Fire-Forged Friends: With the Scions of the Seventh Dawn and Garlond Ironworks.
    • Especially, it's implied, with the Scion from the player's respective city-state, since when they arrive in Minfilia's office, they greet either Yda and Papalymo (Gridania), Thancred (Ul'dah) or Y'shtola (Limsa Lominsa) with a smile, and the Scion in question offers an additional line about expecting the player to come.
    • This often happens during individual class/job storylines; as seen below, everyone's opinion of the player improves as more quests are completed.
  • Five Races: Can be the following
  • The Gift: The player possesses the power of the Echo, allowing them to witness past events and rendering them immune to primal tempering, making them The Heretic to The Empire.
    • Ghost Memory: Itself is a combination of this and Mental Time Travel, where the player can dive into the memories of someone else and witness them first hand and even interact, but no matter what You Can't Fight Fate.
    • Omniglot: The Echo also allows the player to comprehend any spoken language, which is why they can so easily speak with any beastman and understand the language of the Ascians.
  • Hello, Insert Name Here: You are free to name your character however you want, as long as your name doesn't infringe the rules of the game (ie. no rude names, insults or other tasteless things).
  • Heroic Mime: Your character's lips move and they gesture animatedly, but only the NP Cs can hear what you're saying. The only actual lines assigned to you are menu choices.
    • The Stoic/The Quiet One: Comes across as this in-universe and lampshaded repeatedly, with an especially memorable and hilarious moment coming from Thancred.
      Thancred: ...You might try to look a little disappointed! Or do you mean to give me another one of your stoic nods? You do, don't you? *sigh*
      Player: *nod*
    • Silent Snarker: More comedic quests such as the Hildibrand questline or holiday events paint the PC as this.
  • Hero with Bad Publicity: The PC becomes this after the events of 2.5 - specifically, being framed for the assassination of Sultana Nanamo. Zig-zagged, however, in that afterwards, many of the NPCs you can talk to will say something to the effect of "I know you're innocent."
  • Horrible Judge of Character: You recruited Laurentius, a Wood Wailer who willingly sold out to the Garleans for profit, to join the Crystal Braves. Surprisingly he's among the Crystal Braves who betray you for the Monetarists.
  • Living Legend: By the time you defeat Ramuh, your character's become so well known around Eorzea and you reputation is even spreading to the rest of the world that you're attributed with single-handedly inspiring an entire generation to become adventurers in service to the good of the country.
  • Purely Aesthetic Gender: Although races have a few (negligible) points in stats difference, both genders will share the same stats.
  • Protagonist Without A Past: The player's past and motivations don't come up too often, although the game gives you a few opportunities to define your character a little. They don't change the flow of the game, but mostly exist to let you define what sort of person your character is.
  • Renaissance Man: Can easily switch and master multiple classes.
  • Ret Gone: The Warriors of Light (Player Characters who have been playing since the original release) have been forgotten by the world at large due to the spell Louisoix used to send them five years into the future, to the point that although their deeds have been remembered, their faces are complete blanks. Most seem to remember them as silhouettes against a bright light. At the end of the story, everyone remembers you all at once.
  • Wolverine Publicity: The CG movies use a recurring party lead by a male Midlander Hyur as a stand-in for player characters. Word of God claims that they in fact do exist in the canon story, but they are teasingly vague on whether these characters are a case of Schrödinger's Player Character or the Heroes of Another Story.
  • You Are Too Late: They usually cannot prevent the summoning of the primals because of this. They were also too late to stop Livia from kidnapping the Scions or killing Noraxia.

     Disciplines Of War 

Gladiator and Paladin

Sword and shield wielding class that specializes in defense over attack. While they have a lower strength then other melee classes they have a slightly higher rate of attack. They can upgrade to the The Paladin job which sacrifices the greater variety of weapon skills for greatly increased defensive ability and healing abilities.

The Gladiator classes provide examples of...

  • Cool Sword: The primary weapon of the Gladiator class are various one handed swords including the exotic Macuahuitl (An Aztec combination of club and sword)
    • Knife Nut: Knives and daggers were also a weapon available to this class until patch 2.3, in which they were replaced with more swords, likely in preparation for the addition of Rogue.
  • Light 'em Up: Flash which doesn't actually do damage but makes enemies more likely to the attack the Gladiator and later blinds enemies, Circle of Scorn, Spirits Within, and Rage of Halone likewise are sword attacks enchanted with light magic.
  • Luckily My Shield Will Protect Me: The Gladiator has many abilities he can use in conjunction with his shield:
  • Spell Blade: Rage of Halone and Spirits Within notably enhances the Gladiator's sword with light.
  • Status Buff: Gladiator's come with an enormous amount of buffs to help them mitigate damage.
  • Stone Wall: In contrast to the Warrior job, Paladins focus more on damage mitigation and defense, boasting a wide range of powerful defensive cooldown abilities.
  • Sword Plant: Circle of Scorn involves this which generates bursts of energy from the ground.
  • Practical Taunt in Provoke, one of the more useful skills for a tank.

Paladins provide examples of...

  • Combat Medic: The Paladin can use the conjurer's healing spells, but unlike in Final Fantasy XI, not very well. Borrowing the conjurer's defensive buffs, particularly Stoneskin, is very effective, however.
  • Cool Crown: The helmet of the Paladin's Relic set is one.
  • Knight in Shining Armor: A lot of armors fall under this category, and even more so for the Paladin.
  • Magic Knight: As a Paladin, the player can use some conjurer's healing spells, and some of his attacks are magic in nature, like Flash and Circle of Scorn.
  • Nigh-Invulnerability: The Paladin's most powerful buff, Hallowed Ground, makes them temporarily invincible to most attacks.
  • The Paladin: Exactly What It Says on the Tin. Specifically, the paladin order has its roots in the Sultana's personal guard.
  • Praetorian Guard: The Paladins are the sworn bodyguards of the Sultanate and one of the last royalist factions.
  • Stance System: Has Sword Oath and Shield Oath for attack and defense.
  • Taking the Bullet: Cover, which will have the Paladin taking all physical damage for a party member for a short time, provided the covered party member remains within a close enough proximity to the Paladin.

Archer and Bard

Physical ranged damage class that wields bows, they specialize in dealing rapid damage while staying at a safe distance from the enemy. Through this class The Bard job is unlocked which gives gives the character better magical skills and excellent Magic Music abilities that grant buffs and debuffs for allies and enemies.

Archer classes provide examples of...

  • Bottomless Magazines: In the original release arrows needed to be purchased, but now are infinite for balance purposes.
  • Critical Hit Class: Archer skills are very crit-focused and maximizing critical hit rate is important to getting the most out of them.
  • Jack-of-All-Trades: Definitely so back in 1.0 Legacy, thanks to subbing Conjurer abilities, and some of the alternative songs they had making them back up healers and buffers. Toned down in 2.0 ARR where it's much better to focus on their damage dealing aspect by boosting Dexterity, as their songs have fairly flat rates of effect. With no boosts to Piety for MP, they can often sing songs for about a minute or two with Foe Requiem, and a bit longer with the two resource restoration songs.
  • Long-Range Fighter: Even has Repelling Shot, which causes the Archer to jump backwards while using it should an enemy get close
  • Rain of Arrows: Wide Volley and the Bard's Rain of Death.
  • The Straight and Arrow Path: Even though guns are invented, archery has still not yet been fully displaced in Eorzea due to the technology differences between Eorzean firearms and Garlean firearms.
  • Shadow Pin: Shadowbind does no damage, but binds the target for 10 seconds, or until they're attacked.
  • Trick Arrow:

Bards provide examples of...

  • The Bard: This part should be obvious, but yes Bards are Bards.
  • Damage-Increasing Debuff: Foe Requiem helps lower the magic resistance of enemies to aid the mages in the party.
  • Fluffy Fashion Feathers: The Bard armor has a feathered fedora as typical for the class.
  • Hyperspace Arsenal: The Bard whips out a harp from nowhere when performing a song. Even if they're using the Artemis Bow which has a harp built into it, which we're told was designed specifically for the purpose of switching between harp playing, and shooting on the fly easier, they'll still stick it to their back, and whip out the standard harp.
  • Magic Music: Most of the Bard's skills, although the archer has one on their own.
  • Nice Hat: Their feathered chapeau.
  • Regenerating Mana: The main utility of the bards song abilities is to regenerate the MP and TP of their allies allowing them to get back into fighting condition.
  • Vapor Wear: The bard artifact armor is cut rather low on both the front and the back. Male characters wear a white undershirt beneath it. Females... don't.
  • Wandering Minstrel: Famed in Eorzean history for their playing ability. So much so, that army commanders held their ability to inspire their comrades in higher esteem than their equally skilled archery capabilities.
  • Warrior Poet: Archers well versed in lore, music and poetry.

Pugilist and Monk

Balanced hand-to-hand fighters that wield cesti, they can use Elemental Punches and a Stance System to easily shift and adapt to the pace of combat. The Pugilist can become the Monk class which increases the class's versatility and attack speed.

Pugilist classes show examples of...

Monks provide examples of...

  • Dash Attack: Shoulder Tackle, which can only be exectued if you are at least 10 yalms from an opponent, charges at the enemy and stuns them.
  • Fluffy Fashion Feathers: Wears a Lu Bu-esque quail feather coming from their Martial Arts Headband.
  • Hurricane Kick: Dragon Kick has one after a backflip kick.
  • Ki Manipulation: The backstory has this to show for the Charles Atlas Super Power the Monk's display, owing their incredible power to their mastery of ki and the chakras.
  • Ground Punch: Howling Fist is one that opens a powerful fissure of energy to burst from the earth.
  • Supernatural Martial Arts: The Monks gain their unmatched physical strengths by opening the Chakras within their body.
  • Qipao: The relic armor is visually inspired by it for both genders.
  • Rapid-Fire Fisticuffs: The (now) removed Hundred Fists shortened the time between a monk's auto-attacks to such a degree that they were always punching. The ability was taken out in A Realm Reborn, but time will tell if it's added back. Several story-important boss characters still possess hundred fists, and letting them successfully cast it will mean you're in for a world of hurt.
  • Warrior Monk: Monk's where previously warrior priests from Ala Mhigo devoted to the worship of the Rahlgr the Destroyer.
  • Wuxia: The Monk's Relic armor is visually inspired by the genre.

Marauder and Warrior

Heavy wielders of axes who bear unrivaled ability to both absorb damage and return it in full. The Marauder can further increase its offensive and defensive potential by becoming a Warrior which enhances the already impressive arsenal of powerful attacks and crowd control.

Warriors provide examples of...

  • The Berserker: More prominent in the Warrior with his Infuriate skill, which stacks Wrath by using combos. The questline also brings up "the Inner Beast" and the risks of losing control over it.
  • Cool Helmet: A horned ensemble with a visor that can be put up or down depending on just how intimidating you want your hero to look.
  • Mighty Glacier: To contrast with its fellow tank job Paladin's Stone Wall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation, and they have more offensive options than the Paladin.
  • Pretty in Mink: The Relic Armor has fur trimmings.
  • Spin Attack: Brutal Swing, Steel Cyclone.
  • You Will Not Evade Me: Holmgang creates a Variable-Length Chain to pin him and a target in place together. Counts as Genius Bonus as "Holmgang" refers to the name of a real life viking challenge, where combatants where expected to fight each other in a straight up brawl while standing on a spread out cloak.

Lancer and Dragoon

Wielders of lances that can pepper enemies with rapid stabbing attacks that allow for powerful damage dealing. After becoming a Dragoon this allows the character to use its signature Death from Above attacks and rain death In a Single Bound.

Lancer classes provide examples of...

  • Blade on a Stick: Lancers' arms are spears of various types varying from pikes, yaris, tridents and halberds.
    • Javelin Thrower: They can hurl their spears like them for ranged attacks with the Piercing Talon skill.
  • Blade Spam: Chaos Thrust
  • Life Drain: Life Surge makes their next special attack do this, in addition to forcing a Critical Hit.
  • Glass Cannon: Zigzagged. The lancer can dish it out, and with the use of Keen Flurry (improves parry rate by 40 to 80% depending on level), and the Marauder's Foresight ability (defense up), they can actually do a half decent job of tanking a physical damage based enemy in an emergency. However, their magic defense on armor, is about 45% less that of their physical defense. It's best not to try it except when a Lancer has to emergency tank.
  • Splash Damage: To contrast the Pugilist's focus on single target DPS.

Dragoon's provide examples of...

  • Cool Helmet: Dragon themed, modeled after Kain's very famous helmet.
  • Death from Above: As always, Jump attacks are the Dragoon's trademark.
  • Dragon Knight: Though Dragoons take the imagery of Dragons, in Eorzea they are the dragons' sworn enemy.
  • The Dragon Slayer: Dragoons are famed for their skills at killing dragons. The Azure Dragoon, of which there is {normally) only one at any one time, is even more renowned in this regard.
  • In a Single Bound: Jumps can be used to enter and exit combat depending on which you use.
  • Goomba Stomp: Four of their five unique skills are either jumping on things, away from things or powering up said jumps for more damage.
  • Spell Blade: Dragonfire Dive which is a super charged fiery jump attack.
  • Whole Costume Reference: The Dragoon's Relic Gear is based on the armor of Kain Highwind as drawn by Yoshitaka Amano while the second Artifact Armor in Heavensward is based on the armor of Dark Kain.

Rogue and Ninja

Members of a secret society born in the shadows of Limsa Lominsa, Rogues fight using a dagger in each hand. Rogues will later train in the exotic martial arts of Doma to become Ninjas. Rogues and Ninjas were added to the game in patch 2.4.

Rogues provide examples of...

  • Back Stab: They're a stealth class so this is to be expected. Trick Attack functions best when performed this way. In a bit of an inversion though, Sneak Attack, their strongest direct damage attack from stealth, actually requires you to be in front of the enemy.
  • Colossus Climb: Rogues can do this to a weakened foe with the Assassinate ability, Flash Steping over top of whatever they happen to be murdering.
  • Dual Wielding: Rogues fight with a dagger in each hand, although this has no impact on the actual gameplay and the daggers are treated as a single weapon as with any other class.
  • Expy: Of the classic Thief class. A new armor design reminiscent of the Thief Artifact armor from FFXI and the classic game was added alongside the class. In-game it's noted that Rogues used to be known as the "Upright Thieves" before they were reformed as the Rogues Guild by the Admiral.
  • Flechette Storm: Death Blossom, which hurls a bunch of knives in an area around the Rogue.
  • Honor Among Thieves: When Limsa Lominsa was first formed, a basic code of conduct was put in place to prevent the city of crooks and pirates from tearing itself apart. The most well-known rules are: first, no stealing from fellow Lominsans; second, no cheating other pirates out of their hard-won loot; and third, no treating people as goods. The Rogue's Guild are the enforcers of this code, even in the present day, as despite Merlwyb's efforts to clean up the city there's still plenty of work for them to do in the shady back alleys and black markets.
  • Just Like Robin Hood: According to the Fan Fest description, Rogues will take their ill-gotten gains and deliver them to the downtrodden and less fortunate, making them an essential part of Limsa Lominsa's culture and why the Yellowjackets haven't chased them out.
  • Knife Nut: Dual wields matched daggers and short blades. As explained by Jacke, the Rogues' Guildmaster, knives are much less likely to get caught up on a ship's rigging, are easy to use on the rolling and pitching deck of a ship, and harder to spot in a crowd when pursuing a target.
  • Poisoned Weapons: Available in Kiss of the Wasp and Kiss of the Viper variations. Both boost damage by up to 20% while in use, but each affects a different ability by changing their additional effects, with Wasp changing Jugulate's silence into a stun, and Viper changing Mug's increased item drops on a killing blow into recovering half of the damage dealt as HP.
    • The Ninja later gets an elemental variation on this called Doton, which creates a patch of corrupted earth on the ground dealing Damage Over Time and inflicting Heavy (slowed movement) on enemies standing in it.
  • Reverse Grip: Like Zidane, Rikku and the Final Fantasy XI Ninja class before them, Rogues hold their dual wielded daggers in the "icepick" grip.
  • Stealth Expert: Rogues and ninjas are masters of stealth and can go invisible to execute surprise attacks for bonus damage.

Ninja provide examples of...

  • Combos: Depending on which order you use them in, the Mudras: Ten, Jin, and Chi will make Ninjutsu do something different, up to a possible 7 abilities.
  • Epic Fail: Mess up a mudra combo or use a skill between the mudras and the Ninjutsu, and instead of a successful ninjutsu cast, you get an ineffectual rabbit on your head.
  • Elemental Powers: 6 out of the 7 Ninjutsu are aspected to each of the 6 elements.
    • An Ice Person: Hyoton, an Ice-aspected attack that binds the target.
    • Blow You Away: Huton, a Wind-aspected status buff that increases speed for 70 seconds.
    • Dishing Out Dirt: Doton, an Earth-aspected that works like Shadow Flare and Circle of Scorn, creating a patch of corrupted earth to damage foes.
    • Making a Splash: Suiton, a Water-aspected attack that can cloak the ninja, allowing it to use Sneak Attack or Trick Attack.
    • Playing with Fire: Katon, a Fire-aspected Area of Effect attack.
    • Shock and Awe: Raiton, A Lightning-aspected attack with the strongest single-target potency of the ninjutsu.
    • Non-Elemental: Fuma Shuriken as the basic ninjutsu. Technically, Doton has the appearance of an earth attack but deals unaspected damage.
  • Fuuma Shuriken: The name of the most basic Ninjutsu ability.
  • Hand Seals: How Mudras work based on three basic forms Ten (Heaven), Chi (Earth), and Jin (Man), a three-part philosophical system in many martial arts.
  • Jack of All Stats: Ninja is well equipped to deal with most situations with their versatile ninjutsu.
  • Kung-Fu Wizard: Ninjas use many acrobatic martial arts along with their ninjutsu.
  • McNinja: Since the art is imported from Doma, all player character Ninjas are by definition this.
  • Mechanically Unusual Class: Most of the Ninja's abilities are not readily available; they must perform Mudras in a specific order before using the Ninjutsu skill to activate the effect.
  • Mythology Gag: During the Ninja Job unlock quest, you're taught the password to get into the Shinobi's hideout by your job's teacher. The password in question being the guard saying Ayame, and the player is to answer Kaede. The names are references to the sisters Ayame and Kaede from Final Fantasy XI, who also supplied the name for that game's Ninja Job Unlock quest as well.
  • Ninja: This one is a given though.
  • Ninja Run: They do the Airplane Arms version and have greater then normal footspeed because of it.
  • Whole Costume Reference: The Ninja Relic Gear is clearly based on Shadow from Final Fantasy VI.

Dark Knight

Knights clad in black armor that defend their allies wielding a massive sword alongside shadowy magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

Dark Knights provide examples of...

  • BFS: They will wield great swords and other two-handed swords. Considering some of the current endgame one handed swords reach about chest height on the average character, one can only imagine how enormous these chunks of metal are going to be.
    • To give an idea, the Au Ra Dark Knight shown at the Fan Fest had a greatsword that went down to his feet. The Au Ra are taller than Roegadyn, which puts them somewhere at 7-8 feet tall.
  • Black Knight: The Dark Knight artifact armor predictably dresses them as such.
  • Casting a Shadow: The Dark Knight uses shadowy magick alongside their swords.
  • Cool Helmet: Like the Warrior's relic armor, the Dark Knight's helmet is decorated with a sinister pair of horns.
  • Dark Is Not Evil: They exist to protect the innocent when the Temple Knights prove Light Is Not Good, though since everything else to do with darkness is evil on Hydaelyn, they're pariahs for it.
  • Hand Blast: One of their attacks is to fire one at the enemy point blank.
  • Magic Knight: They use their swords and the power of darkness together.
    • As mentioned in This interview, Dark Knights eschew the tradition of their magic being Cast from Hit Points due to valuing their HP as a tank, instead they'll be more focused on using MP than paladin and warrior.
  • Mechanically Unusual Class: Unlike other jobs, there is no base class associated with the Dark Knight. It will be available to anyone who has another job at level 30 and starts at level 30 themselves. Also they have no abilities learned passively through levelling, their entire movelist is given in bulk from class quests.
  • Spellblade: Their attacks wreathe their swords in dark magic.
  • Who Watches the Watchmen?: The reason for the Dark Knight's existence, they're master-less vigilantes who step in and slay Ishgard's Above the Law Temple Knights when they grow corrupt or their Knight Templar tendencies endanger innocents.


Masters of machina and marksmaship that use their skill with Magitek engineering and pistols to attack enemies from afar.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

Machinists provide examples of...

  • Attack Drone: Screenshot and official artwork shows a few mechanical drones orbiting them that can be used to help.
  • The Engineer: The Machinist can use machina such as turrets and other Attack Drones to attack.
  • Fantasy Gun Control: Ishgardians didn't put much faith in technology until they witnessed Garlond Ironwork's various successes. Player Machinists are from Skysteel Manufacturers, a new Ishgard-based company created to apply technology to the war against dragons.
  • Firing One-Handed: They use their Hand Cannon's with one hand despite their large size.
  • The Gunslinger: Their weapons are Hand Cannon machina pistols.
  • Goggles Do Nothing: They wear welding goggles as part of their job gear, and it makes sense for them to in this case, they're engineers, after all... but then this trope comes into play because players will have the option to simply wear them up on their forehead with the visor option.
  • Long-Range Fighter: Like the Bard, this class favors dealing death at a distance.
  • Mechanically Unusual Class: As an Extra Job it will be available to anyone who has another job at level 30, and starts at level 30 itself. Also they have no abilities learned passively through levelling, their entire movelist is given in bulk from class quests.
  • The Turret Master: The Machinist builds turrets to help them fight.

     Disciplines of Magic 

Conjurer and White Mage

Magic users that concentrate on healing and bestowing allies with a few Status Buffs while commanding the power of earth, water and wind to defend themselves as needed. Becoming a White Mage gives the player unparalleled healing skills as well as gives them the powerful Holy spell.

  • Beehive Barrier : The Protect spell
  • Cast from Hit Points : Part of the Conjurer's quest line, though the player doesn't use this trope. it's revealed even if one has a natural talent for healing, without the study of the elementals, and thus their blessings, they'll end up doing this. It can eventually lead to their death if they heal too much.
  • Combat Medic: Cleric Stance swaps the user's Mind (healing strength) and Intelligence (magic attack strength), allowing them to be quite effective in kicking ass as well as healing when the time is right. The trope becomes a point in one of the late class quests where you are told that conjurers must learn to be able to do more than just heal people.
  • Druid: The conjurer has strong druidic flavor, possessing the bond with nature to help channel their spells and with some of the wands being branches complete with leaves.
  • Elemental Powers: Has both the Aero and Stone spell lines as well as some water spells.
  • Forced Sleep: The Repose spell which puts the target enemy to sleep for thirty seconds or until someone attacks them.
  • Healing Hands: The various Cure spells and Medica spells; the former have very potent healing for a single person (Cure 3 can also heal anyone else in the small vicinity of the target) while the latter isn't as strong but makes up for it by healing multiple people at once in a large area around the caster.
  • Light Is Not Good: Several dialogues in-game heavily imply that Conjurers routinely and willingly let people die if such is the will of the elementals. Also, the White Mage Job questline reveals that White Magic became a forbidden art because it was exploited for selfish purposes and warfare.
  • Magic Wand: What the class uses if they aren't using a two handed staff.
  • The Medic: Conjurer is the only healer class in the game (although there is more than one healer job) and also possesses the handy Raise spell.
  • Squishy Wizard: Has very poor defense.

White Mages provide examples of...

  • Badass Long Robe: Nothing says badass healer like having a long white robe with red trims on it.
    • Caries on into much of their higher level garbs as well, notably with the Allagan gear, as well as their Soldiery Tome gear, which add gold trimmed plate armor as well
  • Healing Hands: On top of having the healing spells from the Conjurer class, White Mages also get their own healing spells as a supplement; Regen grants Regenerating Health, Divine Seal boosts healing potency, and Benediction can instantly restore a person's HP to full.
  • Holy Hand Grenade: The very powerful Holy spell.
  • Mini Dress Of Power: The female white mage's artifact pants is an absurdly short skirt. And by short we mean "turns your white mage into a perpetual panty shot" short.
    • The Male version is a pair of short shorts.
  • Regenerating Health: The Regen spell restores a player's HP in small bursts for several seconds. Over its full duration, it is one of the most powerful single-target healing abilities in the game, short of Benediction.
  • Regenerating Mana: Shroud of Saints, which not only grants the user enhanced MP regeneration for a few seconds, but it also cuts all current aggro to the player by half.
  • White Mage: The Conjurer's Soul Crystal Job.
  • Who Wears Short Shorts?: Male White Mage's in Relic Gear if you check under their robe.

Thaumaturge and Black Mage

Magic users that concentrate on obliterating enemies with Fire, Ice, Lightning spells as well as the ability to unleash a few Standard Status Effects. Becoming a Black Mage gives the player even greater focus on destructive spells.

  • 108: The number of volumes of fundamental thaumaturgical principle. Fortunately the guild abolished forcing newcomers to read them all. "Too great a deterrent to fresh novices."
  • Dark Is Not Evil: The Guild leaders refer to their art as "diving into the Abyss", and the god of death is the guild's patron deity. But the Thaumaturges make a point to understand life itself along with the destruction their magic brings.
  • Fire, Ice, Lightning: The Thaumaturge's main method of attack.
  • Forced Sleep: The Sleep spell which puts the target enemy to sleep for thirty seconds or until someone attacks them.
  • Magic Staff: Uses various kinds of two handed staves, though they can also use a one handed Magic Wand as well.
  • Magikarp Power: Prior to getting the third tier elemental spells (which automatically max out the player's Astral Fire/Umbral Ice buff) and Firestarter (% chance on casting Fire that you get a free Fire III cast), thaumaturges and black mages are decent at DPS output. After, well...there's a reason endgame black mages are known for pulling enmity off an unprepared tank.
  • Squishy Wizard: Excellent magical strength, lousy physical defense.

Black Mages provide examples of...

  • Bad Ass Long Robe: Not only can you assemble attire that lets you wear colors with the same palette as the classic Blackmage attire of Fina Fantasy past, their Artifact, and Mythology armors with the partially tattered leather shawl, and long coat which goes from the collar covering the nose and mouth of the character to just below their knees looks very bad ass. Other options such as Alegan and Divine, and Cid Garlond Ironworks Magitek robes are available as well
  • Black Mage: The Thaumaturge's Soul Crystal Job.
  • Cool Mask: What the artifact headgear gives.
  • Glowing Eyes of Doom: The Black Mage will glow yellow at times.
  • Robe and Wizard Hat: The artifact armor.
  • Star Power: Flare, which drains the Mage's MP to 0, but makes up for it by easily being the hardest hitting ability accessible to players in inclusion to being AoE

Arcanist, Summoner and Scholar

Sorcerers that specialize in commanding familiars, and delving into enfeebling and buffing spells. They use arcane Grimoires with geometric signs as the focus for their own magical casting. Later on, they can learn both the arts of the Ancient Allagan Summoner class, which summons elementals which have gained enhanced power from exposure to a primal of their element, or Scholars, a long lost healing class from the ancient city state of Nym, who used fairy familiars to assist them in healing warriors and residents alike of ailments, and prevent further harm coming to them.

  • Casting a Shadow: A few of their spells have this flavor like Shadow Flare.
  • Damage Over Time: They specialize in these for offensive spells.
    • Death of a Thousand Cuts: They focus primarily on chipping off HP, and have very limited burst damage ability, namely the Ruin spells and the Fester action.
  • Geometric Magic: The grimoires are filled with magical runes and geometries that act as a focus for the Arcanist's spells.
  • Good Is Not Soft: Most Arcanists are extremely affable people, and Summoners are generally a "good" class in most of the games, but their spells don't shy away from mentioning that the effects are horrifying and cause suffering (Miasma, for example outright says it fills the target's lungs with choking poison, Energy Drain outright pulls blood into your book to heal you, etc. etc.).
  • Familiar: The summons of this class work on a principle like this.
  • Formulaic Magic: According to their lore, they study magic through the art of....mathematics and geometry. Yes, Finding X on the Triangle, and understanding Pi, squaring, and cubic powers, and combining multiple symbols together, gives you access to magic and summoning.
  • Spell Book: What the Arcanist uses for their spells.
    • Throw the Book at Them: You can actually whack monsters over the head with your grimoire, though it's naturally not nearly as effective as just casting a spell at them.
  • Magic Is Mental: The Arcanists are scholars who create aether spells by drawing up mathematical formula and geometric symbols.
  • Master Poisoner: Their specialty, with spells that include Bio and Miasma.
  • Mundane Utility: Their Guild, located at one of the major docks for Limsa Lominsa, and thanks to Arcanists skills at mathematics and bookkeeping, also acts as the Customs department for Limsa Lominsa, and collection of tariffs and fees. Their Carbuncle summons act as essentially to the real world equivalent of drug sniffing and guard dogs.
  • Non-Elemental: The Ruin spells.
  • Plaguemaster: Besides their mastery of Universal Poison, several of their spells also effect enemies with the effects like Disease and Virus.
  • Regenerating Mana: Aetherflow, which allows them to recover MP once a minute as well as gain charges to unleash more powerful spells.
  • Summon Magic: The Arcanist, Scholar and Summoner all specialize in these with Carbuncle for the Arcanist, Fairys for the Scholar and Primal Egis for the Summoner.
  • Weak, but Skilled: Applies to their Emerald Carbuncle and the Summoner's Garuda-Egi. They don't put out any impressive damage numbers, and often require the summon to be used on the manual ability usage "Obey" attack mode to be effective. But they have a variety of attack utilities, including a rapid standard attack, an Ao E attack, a Knockback attack, and a Utility ability that adds extra duration to the Arcanist damage over time spells, saving MP for the Arcanist and Summoner.

The Scholar job provides examples of...

  • Barrier Warrior: The Scholar's bread and butter. They don't heal for as much as a White Mage can, but two of their healing spells also add 30-second shields that block as much damage as they heal. On a critical heal, this effect is doubled for the Adloquium spell.
    • They also have Sacred Soil, which is a large magic barrier which stays on the field for 15 seconds, and any party member standing inside it receives 10% less damage taken.
  • Bling of War: The Scholar's coat is a military jacket complete with medals for service.
  • Brainy Specs: Most of the job's headgear are spectacles.
  • Fairy Companion: Two of them actually:
    • Eos, replacing Summon I's Emerald Carbuncle while using Scholar, is a healing oriented fairy, who in addition to the default "Embrace" healing spell, also has three Areaof Effect abilities: one for Regen, one for a 20% magic defense buff, and the third gives a 20% spell-based healing received buff to those in range of her.
    • Selene, replacing Summon II's Topaz Carbuncle, however, is a more offensive support/buffing fairy. It still retains the same "Embrace" healing spell, but instead has a Silence ability for spellcasting foes, and two AoE buff abilities, one gives 30% increased Spell Speed while in effect, letting mages cast faster, and the other gives 30%+ Skill Speed, letting physical combatants use Weapon Skills faster.
  • Force Field: They are able to provide allies with these as Status Buffs.
  • Nice Hat: The graduation cap is still in vogue for this class.
  • Healing Hands: The Scholar's specialty.
  • Meaningful Name: Eos is the Greek Goddess of the Dawn, while Selene, her sister, is the Goddess of the Moon.
  • The Strategist: The lore of the Scholar Job has this as its origin, being field medics and tacticians for the armies of the tiny nation of Nym.
    • This is especially apparent with the Japanese naming themes behind their spells that were changed to sound more mystical in English, with skills having names like Encouragement Plan (Adloquium, which is Latin for the same thing), Raise Morale Plan (Succor), Field Medical Formation (Sacred Soil) and Live Encouragement Act (Lustrate)
  • Zettai Ryouiki: The Artifact armor of the Scholar is B-rank.

The Summoner job provides examples of...

  • Badass Longrobe: Has the same options as Black Mage for Allagan and Garlond Ironworks gear. Also has their Artifact and Mythology armor which, like the others, are based on the classic class designs, while looking awesome. In this case, an open, green robe and shirt, making it turn closer to the Bad Ass Long Coat side.
  • Crown of Horns: The relic gear has a headband with a single protruding horn.
  • Dummied Out: A Ramuh-Egi was discovered in the files for Realm Reborn, having been removed just before release. However, Yoshida has stated that it, as well as a Leviathan-Egi, will be implemented in the future.
  • Limit Break: Their level 50 job skill, Enkindle, makes their egis use a weaker (but still strong) version of the associated primal's ultimate attack, and at a five-minute recast timer, it possesses one of the longest cooldowns of any ability in the game.
  • Unskilled, but Strong: Ifrit-Egi. Has more HP than the Garuda version, and does more damage on its own, compared to the Garuda-Egi. It also requires much less manual management to use its actions effectively without worrying if it's auto-casting abilities on the "Sic" command at the wrong time, like Garuda does. It's primary weakness is against foes with lots of Area of Effect abilities, or for longer trial and boss fights which the Summoner needs the longer range safety for their summon, and reduced MP consumption courtesy of Garuda's Contangion.


Scholars from the providence of Sharlaya, Astrologians use a "star globe" and tarot cards to cast magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

Astrologians provide examples of

  • Astrologer: The hint is in the name.
  • Badass Bookworm: They chart out the stars and use them to chart the future. They're also capable fighters and healers.
  • Barrier Warrior: Star stance makes it so that every healing spell used puts up a barrier instead of heal the ally.
  • Cards Of Power: Their Starglobe weapon is one part Chronoscope one part deck of enchanted Tarot Cards.
  • Star Power: The crux of their magic is the use of celestial bodies.
  • Improbable Weapon User: Their weapons are referred to as "Star Globes", and are a sort of telescopic lens focus with a deck of tarot cards circling it.
  • Lost in Translation: According to the English developers, Astrologians are a specific type of scholar from the Sharlayan providence, the "Astrologians" in Coerthas suffered the same Kanji-English mistranslation as Acheron/Phlegethon in Crystal Tower. Coerthas' scholars are simply Astrologists.
  • Mechanically Unusual Class: As an Extra Job it will be available to anyone who has another job at level 30, and also themselves begin at level 30. As well, they have no abilities learned passively through levelling, their entire movelist is given in bulk from class quests.
  • Robe and Wizard Hat: The relic gear dresses them in one decorated with celestial bodies.
  • Stance System: Astrologians have two stances to switch between, Moon stance that does normal healing, and Star stance that converts every heal into a barrier.
  • Tarot Motifs: The enchanted cards wielded with the Star Globe have tarot motifs to them.
  • The Gambler: Though they lack the motifs, their cards will fundamentally fulfill the niche of the other luck-based classes, with each card doing something different. Naturally like the other gamblers classes, there will be a Luck Manipulation Mechanic to help you draw the cards you really need.
  • Unexpected Character: Dark Knight was revealed immediately, and everyone anticipated a gun-using class (Machinist). Nobody at all had called Astrologian which previously had only been featured in a single game. This was because of a bit of misdirection, Word of God had said that both "there would be a healing class and not a DPS one" and heavily hinted at a gun-user being added. Thus there was every reason to believe said gun class would be said healer, blindsiding everyone with the announcement.

Class/Job Questline Trainers & Antagonists

Disciples of War



The Guildmaster of the Archers' Guild, she oversees the training of would-be archers as well helping the people of Gridania as best as she can.

Leih Aliapoh

A Miqo'te who is a part of the Archers' Guild. She help guides the player characters in their development as an archer.

  • Broken Bird: Feels like an outsider not only within the guild but within Gridania. To the point where she actually considers joining up with Pawah Mujuuk.
  • The Cameo: Appears in a cinematic of the Remembrance Ceremony at Mih Khetto's Amphitheatre in Gridania.
  • Conflicting Loyalty: She has trouble accepting her "New Family" in the guild due to fear of dishonoring her old family.
  • Despair Event Horizon: Nearly crosses it when she actually decides to join with Pawah. Pawah attacking the player character is the only thing that stops her.
  • Heel-Face Revolving Door: Homecoming has her originally leaving the guild and join up with Pawah and her fellow Keepers of the Moon. But when the latter tries to kill you, she steps in to defend you, ruining her only chance to be with her people. Later at the Bannock, she attacks you in a rage (unable to understand how one can live as an outsider in Gridania) before you subdue her. She then sees that her place is with the guild.
  • Hidden Depths: Leih appears to be a friendly, helpful member of the guild. But as the Archer storyline continues on, she is revealed to have her own problems.
  • Raven Hair, Ivory Skin

Silvairre the Virtuous

Once of the Gods' Quiver, he serves as a member of the Archers' Guild who is rather critical of his fellow members.


Formerly of the Gods' Quiver, the man now spends his days in seclusion within the Upper Paths of the South Shroud.

  • Achilles in His Tent: Played With. When he fights alongside the player character, he is unable to attack to the point where he leaves him/her to fend for him/herself. In the final mission, he still isn't able to attack but seeing the possibility of losing another companion is what drives him to use his bow once again.
  • ...And That Little Girl Was Me: He sings for the player "The Ballad of the Vainglorious Fool", which tells of a Gods' Quiver archer who possessed unmatched skill, but was also very conceited, and whose search for personal glory ultimately got his allies slaughtered. Naturally, the archer in question was himself.
  • The Bard: Became this after leaving the Gods' Quiver.
  • Broken Ace
  • Heroic BSOD: Been in one for years, as he hasn't been able to wield a bow in battle since the death of his allies to the Ixal.
  • It's All My Fault/My Greatest Failure: His concern for personal gain and glory is what led to his allies being killed in battle with the Ixal.
  • Old Master
  • Red Baron: He is known as the Godsbow.
  • Retired Badass


Master of the Lancers' Guild.

  • Badass: After the quest to fight Kamapuaa, Lord of the Bramble Patch, Foulques is knocked off his feet and you stand your ground against the giant boar alone. Ywain walks up and basically tells the boar to take a hike, and it immediately obeys.
  • The Stoic: Very unflappable. When Foulques defeats several of his students and demands Ywain fight him or be regarded as a coward, Ywain merely states that he's "above provocation".

Foulques of the Mist

A sinister Duskwight lancer who appears to challenge the students of the Lancers' Guild.

  • Alas, Poor Villain: Ywain expresses sadness at his death, claiming that had life not dealt Foulques such a cruel hand, he might have been one of the greatest lancers in the Guild.
  • Arrogant Kung-Fu Guy
  • Blood Knight: Foulques believes that true courage can only be found by flinging oneself headlong into mortal peril.
  • Death Seeker
  • Disney Villain Death
  • Hot-Blooded
  • Jerkass
  • Sink-or-Swim Mentor: He seeks to strengthen the player tossing them into battle against powerful monsters and stacking the deck against them by using blinding potions and the like on the player.
  • The Only One Allowed to Defeat You: His attitude toward the player character, who he considers the only worthy cadet in the Lancers' Guild. Sure enough, it comes down to a one-on-one duel.
  • Tragic Villain: He was once a member of the Guild, and decided, along with several close compatriots, to rob the Guild's coffers — the low wages paid by the Wailers come up several times as a source of unrest. Unable to bear the guilt for long, Foulques convinced his friends to confess along with him — only for them to hold their tongues at the last moment and point the finger solely at him. Thanks to the Fantastic Racism directed at the Duskwight Elezen, he made an easy scapegoat. Escaping his dungeon cell, he wandered the world, searching for the true meaning of courage and becoming a Death Seeker in the process. Ultimately, he's unable even to understand the lessons that would have led to his redemption.
  • White Hair, Black Heart: Dark gray skin and white hair. Foulques' design fully embraces the drow aspect of the Duskwight.


A Knight of Ishgard, and former Azure Dragoon. Originally hires the player who is skilled as a Lancer to handle a certain matter, discreetly. Said matter is the retrieval of an Ishgardian treasure, and basis of the Azure Dragoon's power, the Dragon's Eye, which has been stolen by his former student, adopted son, and successor, Estinien, who has gone rogue. To prevent a panic from breaking out, Alberic wants to try and get Estinien to come back before he's regarded as a criminal.

  • My Greatest Failure: Failed to save Estinien's home village some years ago from the dragons. During his battle with Nidhogg, Alberic was almost enthralled by the dragon. Purging himself of the Dragon's Eye's power to prevent this, he drove Nidhogg back, but it was all he could do to save Estinien as the horde of dragons accompanying Nidhogg laid waste to Ferndale.
  • One-Man Army: Why does an Azure Dragoon normally only face off against dragons alone? Normally the Dragon's Eye only ever awakens to one person at a time, making them destined to become a Dragoon. Alberic was the last one before Estinien, and eventually, the player.
  • Retired Badass: A Dragoon is expected to fight dragons alone, and win.

Estinien Wyrmblood

An Azure Dragoon of Ishgard, who apparently has gone rogue, and stolen a treasure from the Kingdom. It's soon revealed however that Estinien is actually doing this to protect Ishgard, as the treasure in question, the Dragon's Eye, having been pried from the ancient dragon Nidhogg is still spiritually linked to the dragon. He plans on using this link to draw Nidhogg away from any populated areas.

In 2.5 part 2, Estinien reappears in the main scenario after having apparently won the mental battle with Nidhogg, leaving him sane and on Ishgarde's side, but with a direct link to the elder wyrm's mind, allowing him to counter the dragon's plans.

  • Artifact of Doom: The Dragon's Eye. Pried from an evil dragon's own skull? Check. Possesses immense power and grants it to those it deems worthy? Check. Attracts its original owner back to you? Check. Provides a direct link for said evil dragon to influence who ever possesses it, and possibly corrupt those who lack the will to resist, thus enthralling them to his service? Check.
  • Blade on a Stick: Uses a copy of the Gae Bolg lance/halberd.
  • Dark Is Not Evil: His Drachen mail armor is notably a lot more black then the one player gets. But is shown to be actually a fairly decent guy. Zigzags however at the end, when he's been corrupted by the power of the Dragon's Eye, and Nidhogg, turning his lance against the player and Alberic.
  • Doomed Home Town: Ferndale.
  • What the Hell, Hero?/Dad?: During the final Job quest, before Alberic gets a chance to talk to Estinien about the truth over what happened the day Nidhogg destroyed Ferndale, Nidhogg does so via the Dragon's Eye, painting Alberic's actions as cowardice. It sadly causes Estinien to hit the Despair Event Horizon at top speed. This in turn causes him to have a Face-Heel Turn for real this time, and join Nidhogg, to punish his adoptive father figure, and seals his decision when the player steps forward to defend Alberic.



  • The Medic: Keeps you alive throughout many of your trials as a Marauder, and even accompanies you for your trial as a Warrior.

Broenbhar Rocksplitter

  • Paper-Thin Disguise: When you face the Masked Marauder's minions. Lampshaded as he is labeled as "Someone Familiar."

Curious Gorge


Hamon Holyfist

The most legendary pugilist in Ul'dah. In his retirement, he now teaches at the Pugilists' Guild.

  • Heroic BSOD: Once his Badass Decay has been revealed, he no longer finds himself fit to teach at the Puglists' Guild.
  • Retired Badass: He earned the name "Holyfist". However, since his retirement, his skills have slipped so far he can't even defeat a marmot.
  • Training Montage: A playable one, in which you spar with him.
  • You Remind Me Of Myself: Mentioned a lot in regards to the player character. This becomes vital in reversing his Badass Decay as the player character spars with him to reignite his fighting spirit.

Professor Erik

A smug scholar into the histories of ancient wars, the player character takes a job to be his muscle after his current bodyguard (a monk) turns out to be too interested in his own meditation to do his job well.

  • Catchphrase: No qualms letting people know that they're simpletons - Including you.
  • Insufferable Genius
  • Jerkass
  • Hidden Depths: He had a son who died as part of the Ala Mhigan resistance, so he became a professor of ancient wars to learn from the mistakes of the past in the hopes of finding a way to end the current war with Garlemald with minimal bloodshed.


A monk of the Order of Rhalgr, Widergelt is the first bodyguard Erik hired and the one who grants you the monk soul crystal, seeing your potential.

  • Revenge Before Reason: He intends on opening his Chakra to gain enough power to defeat Garlemald to save Ala Mhigo, not caring who gets hurt. It takes Erik knocking some sense into him (literally) before he has a Heel Realization.
  • Well-Intentioned Extremist: All of his actions are for the sake of Ala Mhigo, even willing to sacrifice the player character to gain enough power to defeat Garlemald.
  • Worthy Opponent: Considers that the player would be one after seeing them fight. It turns out to be a Evil Plan on his part to breed you into the worthy opponent so he can open his seventh Chakra and achieve godlike power, but you wind up being far stronger than he anticipated.

Mylla Swordsong

Guildmaster of the Gladiators' Guild. Inherited her father's guild as well as his Hot-Blooded temperament.

  • Hot-Blooded: When Mylla gets angry or gets into anything, she'll be very outspoken on the subject to say the least.
  • Hysterical Woman: Comes across as a hotheaded, tantrum-throwing and nearly incompetent Woman Scorned during the first few guild quests. Turns out there's more to it. Her father was just as stubborn and let his emotions cloud his judgment just as often, and her strong dislike of Aldis began when she found out that the latter was fixing gladiator fights, resulting in the breakup of his friendship with Mylla and Leavold.
  • Leeroy Jenkins: Tends to charge off without much thought to advice or consequence.
  • Never a Self-Made Woman: Inherited her father's guild and has a tough time running it, though part of that is due to the bad blood between Aldis and Leavold and both of them coming back into her life at once.
  • The Paladin: Sort of. She's not the Paladin job trainer, but she combines sword-and-shield combat with white magic when she fights alongside you as an NPC.
  • Statuesque Stunner: As a Highlander Hyur, she's pretty tall and fills out a suit of plate mail nicely.


A once famous champion of the Bloodsands coliseum, 7 years have passed since he fell from grace. These days he keeps himself busy indulging in simple pleasures, mostly ale and women.

  • Cool Sword: Carries a long, red-tipped serrated blade.
  • Retired Badass: 7 years of forced retirement has done little to dull his skills.
  • Sink-or-Swim Mentor: At one point he pits you against an assassin come to take his life as a training exercise, despite easily being skilled enough to defeat her himself.
  • We Used to Be Friends: With Leavold and Mylla.
  • You Can't Go Home Again: Due to rigging his duels (Which is implied to be Malicious Slander from Leavold) and thus is disgraced from the coliseum and the Gladiators' Guild.


  • Big Bad: Of the Alacran.
  • Bond Breaker: The duel between him and Aldis is what lead to the friendship with each other(as well as with Mylla) to crumble.
  • Cool Sword: The same as Aldis.
  • Evil Former Friend
  • From Nobody to Nightmare: Turned the Alacran from gang of common thieves into the most feared criminal organization in Thanalan.
  • The Resenter: Towards Aldis. He begged him to throw the duel, but when he didn't, he slandered him which lead to his disgrace from the Gladiators' Guild.
  • Rival Turned Evil: After his loss to Aldis, he joined the Alacran in hopes to kill him.
  • We Used to Be Friends: With Aldis and Mylla.


Guildmaster of the Rogues' Guild. A Hyuran Midlander, Jacke leads the Rogues in keeping Limsa Lominsa's underworld in check, by enforcing the core tenets of the pirates' code.

  • Anti-Hero: Flat out acknowledges it, and warns a child part of a family who asks if the Rogues are like the heroes he's heard of in stories that they are most definitely not. Being a Rogue means you're working in the shadows of society, killing those who would harm the innocent or spark an all out pirate war that would leave those who have, or want nothing to do with the matter in the crossfire.
  • Crouching Moron, Hidden Badass: When you first meet him, he's a walking stereotype, speaking with Cockney slang and all. The level 5 Rogue quest quickly ends doubts, when a group of pirates who broke the code, and have had their ill-gotten gains taken back to be given to the rightful owners follows the player back to the Rogue's hideout. Jacke and the guild quickly show that is the last mistake those pirates will ever make.
  • Gratuitous Italian: Has a habit of interjecting "bene" ("good"), into his Cockney English when talking. It's rubbed off onto his fellow Guild members.
  • Let's Get Dangerous: If there is any part of the code they uphold very seriously, it's the "No harm shall come to the innocent" code. Break it, and the Rogues' Guild will mark the entire crew involved in such actions to be killed, and their ship wrecked. Justified as that particular part of the code, as well as the code in general was created when the first sailors who founded Limsa were fleeing long ago from a cruel dictatorship of a foreign land.
  • Pay Evil unto Evil: Ever wonder how the pirate nation is less corrupt than Ul'dah? It's pretty much because of how he and the guild handle enforcing the pirates code and keeping the Lominsan underworld and black markets in check. Break the code, and you're likely to find a knife between your ribs, or in your back.


A Seeker of the Sun Miqo'te, and member of the Rogues' Guild. Nicknamed "The Stray", V'kebbe was a former pirate herself, before that crew disbanded or was lost. She was taken in by Jacke and the Rogues' Guild where she now seeks to protect the streets of Limsa Lominsa.

  • Oh, Crap: Has one when the guild learns that two of the three treasures stolen from a Maelstrom ship, was taken by the Bloody Executioners, namely, the much more extremely violent "Reformist" faction. So much so, that she was ready to abandon the code requiring that punishment be dealt out to those who break it, in favor of just snatching the items back. It takes Jacke and the player to remind her that they have to uphold the code, otherwise, they would be regarded as common thieves, and no better than those who break the code.
  • Pirate Girl: Her former occupation before joining the Rogues' Guild.
  • Stealth Expert: Is considered to be one of the best at sneaking about by Jacke. She trains the player on the use of the Rogue's Hide ability to sneak past guards for the level 10 class quest.
  • Trademark Favorite Food: Bismarck Finger Sandwiches, basically egg salad tea (mini) sandwiches made at the Bismarck Culinarians' Guild and Restaurant. Nophica help you if she finds out you ate one she had delivered to her...

Perimu Haurimu

Also known as Underfoot, Perimu is a Lalafell Rogue who is charged with helping the Player Character learn the ropes as a Rogue.

  • The Informant: Perimu knows a circle of informants and introduces you to one or two on your quests.
  • Mr. Exposition: Regarding the treasures that were stolen.
  • Obfuscating Stupidity: When the Dandies attacked the Rouge's guild, Underfoot looked like was in a panic. Only when one of the goons tried to rush him did he reward them with a throwing knife in the chest.
  • Pre-Asskicking One-Liner: "Underfoot is here to get underfoot!"


A Lalafell and agent of the Yellowjackets. She takes issue with the existence of Rogues in Limsa Lominsa.

  • Dark and Troubled Past: Hates piracy with a passion because they slaughtered her sisters, saying she'd "swore on their graves" to wipe it out completely.
  • Hypocrite: Talks about how terrible it is that Limsa Lominsa is relying on what she views as a "relic" of the bygone days of outright piracy to help keep the peace, viewing Rogues as little more than violent assassins and pirates. What's the first thing she does after the player and the Guild captures a group of pirates involved in part of their challenge to remain in Limsa? Order for the execution of the pirates that have been arrested without trial. Even Jacke and the other guild members, normally ones to just rely on stabbing pirates who break the code, have a What the Hell, Hero? moment, saying that if the Yellowjackets are going to take them in, to at least give the pirates a trial.
  • Jerkass With A Heart Of Gold: She is prejudiced against Rogues, believing them to be no better than pirates, act very harshly and is overall insufferable, but deep down she wants to protect the citizens of Limsa Lominsa, and will actually listen to reason and cooperate with the Rogues in order to protect the city and its admiral. It is hinted that she has a change of heart about Rogues at the end of the storyline.
  • Smug Snake: Oooh, is she ever. In lecturing the Rogues about how the Age of Piracy is over in Limsa, and that Rogues are uncouth assassins that shouldn't be needed anymore (and should be arrested as pirates themselves) since in her view, the Yellowjackets are much more civilized, she puts on a smile that is one of the smuggest you'll ever see in the game.
  • Upper-Class Twit: Has shades of this, viewing the Yellowjackets' authority being better suited for the current Limsa society, and looks down upon the Rogues as low-born criminals. Extends to her choice of weapons as well, holding a gleaming double barrel musket pistol, while declaring that using a knife outside of the dining room or kitchen to be distasteful.
  • Well-Intentioned Extremist: Her goals actually are noble, but she suffers from a bad case of Black and White Insanity, keeping her from realizing that Rogues act on behalf of the common good.

Oboro Moonrise

A master Ninja who escaped to Eorzea after the failed rebellion in Doma, Oboro appears and saves the player character from his Rival Turned Evil and, sensing their potential and attunement to the soul crystal of a recently deceased ally, decides to train you in the ways of the Ninja in return for information about Eorzea.

  • Badass: He's a master Ninja and it shows.
  • Determinator: Is introduced as such. He's been chasing after the traitors who sold out Doma, and their Shinobi's lives, willing to leave his home village and cross thousands of malms (miles) to bring them to justice.
  • Fish out of Water: Played for both comedy and drama. The comedy comes from the fact that he's so unused to Eorzea's culture it makes him stick out like a sore thumb despite trying to stay undercover. He can't even do a western style courtesy bow without grunting in pain (Though it's implied that the La Noscean climate, food, and "Stinking Horse-Birds" might be affecting his health at the time). The drama part comes from his lack of the lay of the land giving him a massive disadvantage compared to Karasu, which is one of the reasons he recruits you.
  • Good Scars, Evil Scars: Has a single scar on his cheek.
  • Jumped at the Call: Did so when his village's elders decided to order the mission to hunt down the traitorous ninjas who betrayed Doma.
  • Pre Ass Kicking One Liner: Gives one to Karasu when Tsubame, the player and he have Karasu nearly cornered.
    Karasu: *Having just been cut off from escape by Tsubame entering into battle* "Look, swallow, I know you love me. But you must really learn to know when to let things go."
    Oboro: "I'll let my blades go into your chest and kill you, coward!"
  • Solar and Lunar: Evident by his last name, the opposite of Tsubame.

Tsubame Sunrise

Another Doman ninja and close friends with Oboro.

  • Distracted by the Sexy: Wears a bikini at the Bronze Lake hot springs to blend in and approach a pirate for information.
  • Savvy Guy, Energetic Girl: Inverted. She picks up on Eorzean culture quicker than Oboro does. Additionally, she occasionally has to rein in Oboro's Fish out of Water habits when he wants to use the Eastern techniques they know, which are exotic to the realm of Eorzea and would only let them stick out like a sore thumb.
  • Silk Hiding Steel: Her civilian cover is that of a La Noscean maiden who works the docks of Raincatcher's Gully and Wineport, wearing the common dress of one. When you first meet her, she has just got done dealing with three local thugs who made a mistake of trying to mug her, but claims they had gotten into a drunken brawl over which one would get her and her coin.
  • Solar and Lunar: Her last name, and a theme that she shares with Oboro.
  • Stealth Hi/Bye: Pulls this on the second in command of the Bloody Executioners, AND the player while you're gathering information for her and Oboro on why Karasu is targeting his Captain. Granted, he and his fellow crew members are drunk and drugged at the moment courtesy of some "Enhanced" mulled spiced wine, but even the player is shown to be slightly surprised.

Karasu Redbeak

A master Ninja who betrayed the Domans for the Garleans, serving as a scout for the imperial army.

  • Animal Motif: Bats.
  • Arrogant Ninja Guy: Spends most of the Ninja quest line insulting his former comrades and the players. He even goes on to give his own form of "training" to the player just after they've learned the second of Ninja's mudras because he finds Oboro's training methods as completely dull and old-fashioned, forcing Oboro and the Player into a fight for their lives against his Imperial Shadows and himself.
  • Big Bad: Of the Ninja story quest. At least at first.
  • Camp: Has long flowing hair, ridiculously exaggerated body movements and facial expressions, and loves to emphasize his words. When he's first introduced, the game calls him "Eccentric Easterner". According to Word of God, he's the first NPC in the game to use Motion Capture techniques, hence his liveliness.
  • Disney Death: Double Subverted. After you defeat him the final time. He appears to jump off the cliff towards his death. But activates a switch with his teeth, exploding himself. At the end of the Ninja storyline, he appears to be alive.
  • Evil Is Hammy: Along with the above, he talks and acts as though narrating a theatre play and participating in it. If it wasn't for the fact that where he goes, a trail of dead bodies usually follows, it would be amusing.
  • My Master, Right or Wrong: He believes that he is not a traitor, as he just followed his master.
    • Actually, he does believe himself a traitor, and says as much at the end of the level 50 quest - as he points out, while he may not have killed for the Empire willingly, he did kill for them. This is why he ultimately chooses to wander over Eorzea.
  • Meaningful Name: Translated literally, Karasu means "Crow".
  • The Nicknamer: Calls Oboro "dim", Tsubame "Swallow" and calls the PC a "horsebird chick" (despite the canon that the PC isn't from Eorzea).
    • Doubles as a Bilingual Bonus, seeing as Oboro and Tsubame can both be literally translated into "dim" and "swallow", respectively.
  • Red Is Heroic: Well, he believes he's the hero. Except, he doesn't, and uses it as a facade to hide his shame.
  • That Man Is Dead: Pulls this off at the end in a fashion. While he may not have done the initial betrayal of Doma, he did however kill others in aid to the Garlean Empire, and as such can't return to Doma. So he gives Oboro and Tsubame his Ninja Soulstone to take back to Doma as proof of his "death", intending to start a new life as an adventurer.
  • Villainous Breakdown: The second level 40 Ninja quest, Ninja Bathin' is the beginning point of one for him. Oboro, Tsubame, and the player manage to sneak past his Imperial Shadow ninjas, and his bat familiars to ambush him while he's in the middle of a mission to assassinate a pirate captain who's been causing havoc to the Imperials. His own theatrical schtick snaps, resorting to much more direct insults and threats.
    Karasu: "No, no, no! This is not how the story is supposed to go! I'm the one who's supposed to be surprising you! Not the other way around![...] Fine! If you all want to die so badly and rush to your graves, allow me to give you all your own shovels to dig them!"

Gekkai the Blind

Oboro, Tsubame, and Karasu's master who was killed during the rebellion in Doma. It turns out that he betrayed Doma and joined with the Garlean Army.

Disciples of Magic



The Acting-Guildmaster of the Arcanists' Guild. Despite being a Sea Wolf, she devotes her time to research and intellectual pursuits rather than fighting.


Foreseer of the Arcanists' Guild, who was able to rise to her position using nothing but an initiate's grimoire.

Doesmaga Poisonheart

An infamous pirate and important figure in K'lyhia's past.
  • Big Bad: For the Arcanist quest line, and K'lyhia.
  • Evil Redhead
  • Slavery Is a Special Kind of Evil: Aside from the standard crimes associated with pirates (Looting, attacking innocents, shipping of contraband and other forbidden items by the Lominsan Customs), it's very heavily implied he was also involved with the slave trade business. This was considered so bad that Limsa Lominsa, a nation of pirates, exiled him.
  • Names to Run Away From Really Fast

K'rhid Tia

The guildmaster of the Arcanists' Guild, who travels the world conducting research.
  • Trickster Mentor: Has the player perform a number of silly tasks in order to meet with him.
  • Walking the Earth: He's been traveling the world for several years at the start of the questline, and only shows up later.

Alka Zolka

A Lalafell Marauder and researcher, who is interested in uncovering the lost magical arts of Nym.
  • Genius Bruiser: He's very erudite for a Marauder.
  • Pintsized Powerhouse: He's a Lalafell Marauder. Think about that for a second.
  • My God, What Have I Done?: Had a moment of this at the end of the quest, The Beast Within. After learning that the Tonberry he was trying so hard to kill was the very Scholar he admired.

Tonberry Wanderer Surito Carito

A Tonberry found in the Wanderer's Palace that acts as the boss of the quest The Beast Within. He's actually a Lalafell Scholar from Nym before it fell 1500 years ago and the former owner of the Scholar Soul Crystal as well as the former partner of the fairy that came with it, Lily.

If you've completed the Scholar quest chain when you return to the Wanderer's Palace, you'll learn from the adventurer couple that petitions you to save the tonberries that Surito has been helping his tonberry brethren after the death of the Tonberry King released them from their rancor. And if you watch carefully after beating the first boss in the dungeon, he makes a guest appearance.
  • Affectionate Nickname: Refers to the Fairy that accompanies the player as his Sun.
  • Mistreatment-Induced Betrayal: He and the other Scholars were sealed away after being turned into monsters by the very people they were trying to avoid undergoing the same fate.
  • Tragic Monster: He fell ill and was changed while trying to help people, was sealed away with the rest of the sick, and the almost drowned and left to stew in that rancor for 1500 years.
  • Was Once a Man: He, like many others, caught The Virus and was turned into a Tonberry.

Y'mhitra the Learned

A Conjurer and archaeologist from the Sons of Saint Coinach who seeks knowledge of the primals.
  • The Medic: She's a conjurer, and assists in battle by healing.
  • The Reveal: Of the minor variation. She mentions coming to Eorzea after hearing from her sister's adventures in Eorzea during the Summoner questline. In 2.55 Y'shtola apologizes to her during her Heroic Sacrifice. Theories and images of the two have already existed as they are both White haired Seeker of the Sun Miqo'te Conjurers and of the same Miqo'te tribe (Jaguar).

Tristan Nightflicker

Known as the Dark Summoner, his goal seems to be obtaining as many soul crystals as possible to increase his power.

    Conjurer/White Mage 


A calm and intelligent Padjal who leads the Conjurers' Guild.

  • A Child Shall Lead Them: Or at least someone who appears to be a child.
  • Grey Eyes: Of the wise and mysterious variant.
  • Magic Staff: His conjury radical.
  • Put on a Bus: Was originally introduced as essentially the top ranking Seedseer back in Legacy. However, with the end of the original story line and the introduction of the Seventh Umbral Era, he essentially becomes a background character, and nearly vanishes once Kan-E-Senna is introduced.
  • Reasonable Authority Figure
  • The Stoic: He is almost always unflappable.
  • Transhuman: Like Kan-E-Senna he is a Padjal.
  • White and Grey Morality: He certainly wants to help people, but his dedication to the Elementals of the Twelvewood's also means occasionally his hands are tied, and he can't provide much help should someone commit an action that brings about "Green Wrath" upon them.

Sylphie Sweetwind

A young Hyur girl who has a talent for healing, yet refuses to practice the concepts of conjuring the elements.

  • An Aesop: Serves to remind novice players that their duties as Conjurer/White Mage extend beyond simply healing; throwing out damaging abilities and dodging can be just as important as Cure and Raise.
  • Cast from Hit Points: The inadvertent source of her healing abilities, due to her refusal to embrace nature.
  • Break the Haughty: After losing her healing abilities after trying to cast Raise.
  • Dangerous Forbidden Technique: Raise is treated as this to her, to the point where E-Sumi-Yan threatens to expel her from the guild if she tries to use it.
  • Heroic BSOD/RROD: After trying to cast Raise, she loses her ability to heal and is severely weakened, even wondering if she is now going to die.
  • Jerk with a Heart of Gold: She is less than kind to her fellow guildmates, constantly blow off lessons, and isn't that much respectful towards E-Sumi-Yan. But she truly wishes to help people with her healing abilities.
  • Missing Mom: Due to shunning the lessons of conjury in favor of solely focusing on healing.
  • Turn Out Like Her Mother: What she strives towards, but what E-Sumi-Yan is trying to prevent. With good reason.


The deceased master of White Magic. As a Conjurer, the Player Character is sent to assist Raya-O-Senna and A-Ruhn-Senna. In doing so, he/she stumbles across a White Mage Soul Crystal. Raya-O decides this makes you the heir to A-Towa-Cant's legacy, though A-Ruhn disagrees.

A-Towa-Cant, in life, traveled Eorzea aiding those who needed it. He eventually met his end at the hands of Kobolds after entering their territory.

  • The Cavalry: Just when things are bleak and the Player Character and the Sennas are about to be overwhelmed by wildlife affected by the anger of the forest itself as they attempt to perform a necessary ritual to calm the Twelveshroud's Elementals, he comes back from the afterlife to provide some much needed support.
  • Named Weapon: Thyrus, his Conjury implement. Conjury tools apparently need to be made of wood, but Thyrus is unique in that it's made of petrified wood.
  • Posthumous Character: Is only known by what you learn of his life while learning the ways of the White Mage. His spirit appears during the calming ritual to aid you in fending off the enraged wildlife, after which he apparently departs for the afterlife.
    Thaumaturge/Black Mage 


The Guildmaster of the Thaumaturges' Guild. ...Well, all five brothers are, but he's the eldest.

  • Cowardly Lion/Dirty Coward: The main tactic of the Thaumaturge is to attack and then run away the moment things becoming disadvantageous to them. After Cocobusi's possession, the brothers work to overcome their cowardliness that resulted from their lessons in order to rescue him.
  • Dark Is Not Evil
  • Eyepatch of Power: Of the bandage kind.
  • In the Hood: Like his brothers.
  • Law of Chromatic Superiority: Inverted. He is the only one wearing a black hood while his brothers each wear a red hood.


An Alchemist who desperately wants to become a Thaumaturge. However, as he does not have the aptitude for thaumaturgy, his brothers have continued to deny him.


A succubus sealed within an urn, which you are tasked with destroying to rid the world of her for good. However, someone gets to the urn before you, and she tricks him into Demonic Possession.

  • Demonic Possession
  • Literal Genie: Offered great power to the one who freed her from the urn. He got it, via Demonic Possession.
  • Horny Devil: Mormo is a succubus. Though we don't see it, she happened to seduce and lead a few women away with her to use as a sacrifice to become her true form.
  • Verbal Tic: Mormo loves to put EMPHASIS on one word in almost every sentence.


Ququruka's apprentice. As his mentor must always meditate to commune with Nald'thal, Lalai is entrusted with guiding the Player Character on the road to Black Magic.

  • Mythology Gag: Wears clothing that looks and is colored similarly to the classic Final Fantasy Black Mage

Ququruka Tataruka

An infamous Lalafell Blackmage who had been imprisoned for over 100 years for a terrible crime he committed. Managed to escape with extreme ease, and claimed that the Gates to the Void were about to break open and unleash darkness upon the realm. He, and his assistant Lalai, recruit the Player Character skilled in the ways of the Thaumaturge to assist them in preventing this from happening by teaching them to control the power of the void.

  • The Atoner: Killed three of his friends and fellow studiers of Black Magic in a moment of greed for more power for himself. Immediately regretted it once he saw the results of it. He willingly let himself be held in Ul'dah's most notorious prison for 100 years, even though he could easily escape at a moment's notice, only using his power to recruit the descendants of his friends, an apprentice, and another Thaumaturge (the player) to correct his wrong doings when the time was right.
  • Death Glare: Pulls an extremely effective one on a member of the Thaumaturges' Guild for constantly interrupting his dire warnings about oncoming doom and trying to stop him. They effectively stand still and shut up for the rest of the conversation.
  • Death Seeker: His final goal, after recruiting a group capable of banishing the demon created by the sacrifice of his three friends from his own actions.
  • Demonic Possession: Does this to Lalai.
  • Game Face: When exercising his power, Ququruka's face will be covered with shadow and his visible eye glows yellow, giving him the classic Black Mage face.
  • Mouth of Sauron: He is said to commune with Nald'thal, the god of Death and Commerce, who is also the Thaumaturges' patron deity. He chooses the Player Character to become a Black Mage because Nald'thal predicted it.
  • My God, What Have I Done?: It's revealed in the level 50 Black Mage quest, that 100 years ago, he, and the ancestors of the three beastmen who help you, were first studying the arts of the Black Mage, seeking to learn what power it had. Unfornately, while performing a rite to help them gain the power, in a moment of selfish desire for even greater power, he changed one of the invocation lines to another. He got power, but his three friends were sacrificed, and turned into a giant demon. He used his new found power to seal the demon into a statue, and concocted a different story of his crime, when turning himself in, willingly letting himself be imprisoned.
  • Redemption Equals Death: How he goes out in the end, apologizing to everyone for his deceptions and using them to help him fix his mistake, willingly letting himself fade into aether.
  • Take Up My Coat: Requests the player take his Wizard's Coat artifact armor, for helping him atone for his sins, and becoming a Black Mage not corrupted by their thirst for power
  • Zero-Approval Gambit: Used false documents and used magic to implant false thoughts into the Thaumaturgist guild for a different crime that he hadn't commit, to cover up the crime he did commit. Used this strategy again at the end of the Black Mage quests to convince the Player, his apprentice, and the decedents of his friends that he was really just using them to gather more power, so that they would have no qualms fighting him, and the demon created by his actions.

Kazagg Chah

An Amalj'aa who, surprisingly, show no loyalty towards Ifrit. He guides the players through the path of the Black Mage, first by gifting them with the Gem of Shatotto.

Dozol Meloc

An Ixal who similarly shows no loyalty towards serving Garuda, he assists Kazagg Chah in guiding the players through the path of the Black Mage.

269th Order Mendicant Da Za

A Kobold who similarly shows no loyalty towards serving Titan, he also assists Kazagg Chah in guiding the players through the path of the Black Mage.

  • Cool Helmet: With the grill as a facemask.
  • White Sheep: Again, like Kazagg Chah, does not seem to show any loyalty towards Titan.

Disciples of the Hand



An Elezen male who is the Guildmaster of the Carpenters' Guild in Gridania. Well respected, and friendly to most people.

  • Friend to All Children: He's particularly caring of the orphans who play in the area next to the guild, has the player help hand out toys to them, and check on how they are doing with their studies and practices in various guild and side quests.
  • Multiple-Choice Past: During the side quest to gain the Harvest Dance emote, it's implied that he may have at one point been a ship builder in Limsa Lominsa, due to his singing of a builder's sea shanty during the quest.
  • Stern Teacher: He is described as being quite strict, but unlike some other guildmasters, he doesn't hesitate to commend his students when they do their work well.



A Midlander Hyur male and guildmaster of the Blacksmiths' Guild. Skilled at his art, but unfortunately, known to be a heavy drinker, and frequent visitor to Limsa Lominsa's Drowning Wench.



A female Miqo'te and guildmaster of the Armorers' Guild. Cares a lot for her students and is willing to share everything about the trade.

  • Cool Shades
  • Foil: to Blansytr. He thinks that H'naanza's students will never progress and is very cynical, and also wants only experienced Armorers to do commissions, while H'naanza has faith in her students and states that if Blansytr had his way, the art will become esoteric and lost to history.
  • Non-Standard Character Design: She's a Seeker of the Sun, yet her pale skin makes her appear to be a Keeper of the Moon.


A Roegadyn and fellow Armorer, however his philosophy about armory and opinions about the guildmates puts him at odds with H'naanza.

  • Caustic Critic: Justified, since the craft is making armor and a shoddy job could end up costing someone their life.
  • The Cynic: Has little faith in H'naanza's students (bar a certain and recent exception) and thinks that her idealism will ruin the guild's reputation and get someone killed.
  • The Rival: To H'naanza and eventually the player.
  • Worthy Opponent: Sees the player as this after they create better armor.



The recently-appointed Guildmaster of the Goldsmiths' Guild. She's a little eccentric, but nonetheless talented at her craft.


Serendipity's assistant. Having attended to the masters of the Goldsmiths' Guild for generations, this Mammet is not afraid to comment on a fledgling goldsmith's skills (or lack thereof).



The Guildmaster of the Leatherworkers' Guild, and Fen-Yll Fineries. A strict, no-nonsense woman, famed for threatening to flay the skin of those who waste her time, and use it as leather.

  • Jerkass: And how. It takes a number of quests for her to even say the player's own work is good to be sold, criticizing you all the way. Asking her simple questions, has her threatening to fire you from the guild altogether.
    • Justified however, as she has very good reasons for being so demanding. The misuse and waste of leather could lead to over-hunting and poaching, and risk enraging the Elementals of the Black Shroud. There's also the good reputation of Fen-Yll Fineries to uphold.
    • And like Blanstyr, Geva recognizes insufficiently good armor or weapons can get people killed. Indeed, many of the quests where she lectures most about the importance of good work involve combat gear.
  • Mistaken Identity: Famed for her Geva pattern leather. Unfamiliar customers think this means the leather has some fancy design or pattern stamped or cut into it. In reality, it's a cutting technique that Geva pioneered to reduce waste of leather, without sacrificing quality.
  • Sink-or-Swim Mentor: Implied to be this. Those who fail to meet her standards are kicked out, or quit the guild. This comes back to bite her, and the guild in the rear latter on, when due to a large number of the members quitting, the guild falls severely behind on work orders


Redolent Rose

A Roegadyn and Guildmaster of the Weavers' Guild. A man of high fashion, his exacting standards ensure that the guild's customers receive only the finest clothing.


A Dunesfolk Lalafell and Miner, he has his eyes set on a rich girl. However, his prominent quirks prove to be detrimental to his dating plans.

  • He Cleans Up Nicely: Though he doesn't agree at first. When Kokomo sees him in the outfit you make for him at the end of the quest line, she doesn't even recognize him.
  • I Want My Beloved to Be Happy: He's resolves to let Kokomo marry a more fitting groom when he sees her with him. At first, but see Took a Level in Badass below.
  • Rummage Sale Reject: His choice in clothing tends to clash with whatever item the player makes for him, to Redolent Rose's dismay. His first suit looks like something straight out of a pirate movie and his second outfit (suggested by his friends) has less of a theme.
  • Took a Level in Badass dashes in the way of the jerk ass groom-to-be that was about to slap Kokomo, and even scares him off afterward.


A Jeweler's daughter and Lalafell, she is the girl that Wawarukka aims to impress. She has a strict father who is less than amused with Wawarukka's "style".


A Lalafell and one of Kokomo's suitors.

  • Jerkass: What little we see of him is his being a smug jerk.
  • Politically Incorrect Villain: Demands that Kokomo look at him when he gossips bad naturedly to her, and prepares to slap her for not doing so.
  • Smug Snake: See Jerkass above. The smirk on his face is dropped maybe once.
  • Would Hit a Girl: Though Wawarukka stops him.



Guildmaster of the Alchemists' Guild, he toils in his lab day and night, working towards a hidden goal...

  • Back from the Dead: His goal is to revive W'nahja.
  • Somebody Else's Problem: His attitude towards the requests that the guild receives. To the point where the guild gets so filled with unfinished requests that he tasks the player to fulfill them so that he wouldn't be bugged about them.


A Miqo'te who knows Severian and thinks his quest futile.


W'bulea's sister, who died on the night of the Calamity.



A Roegadyn and guildmaster of the Culinarians' Guild. Head chef of Limsa Lominsa's famous Bismarck restaurant.
  • A Father to His Men: He genuinely does want what's best for his cooks, even if the chefs themselves are more worried about getting orders completed. Many quests involve helping overworked staff get themselves a bite to eat.

Disciples of the Land



Guildmaster of the Miners' Guild.

  • Deceptive Disciple: Deep Canyon believes her to be this, slandering him so that she would inherit the guild instead of him. However, this is far from the truth, quite the opposite in fact.
  • Self-Made Woman: Not many Ala Mhigan refugees get to the kind of position she has in Ul'dah.
  • Sweet Tooth: Says herself she's "fond of the odd sweet or three".

Wide Gulley

  • Break the Haughty: After losing to the player character three times as well as his father's tampering the record books to inflate his accomplishments to a point he can't keep up with. Even referring himself as Brass - Pretty to behold, but worth little.
  • Even Jerks Have Standards: He cannot condone his father tampering with the records to raise his standing to the point where he frantically tries to legitimize them. In fact, he is the one who turns him in.
  • Generation Xerox: Seems to resent the Player Character as much as his father resents Aldalberta. He comes around.
  • Jerk with a Heart of Gold: Starts as antagonistic towards the player, but not even he can allow his father tampering with the guild records.
  • The Rival: At first, but then sees the player as a...

Vice Foreman Deep Canyon


The Beast Tribes

    The Sylphs of Little Solace 
Untempered Sylphs who the player initially talks to as part of the main story. Friendly to the people of Gridania, they desire nothing more than peace, and fear that their "touched" brethren will bring the Black Shroud to ruin if left unchecked. Recent rumors have come to light that an ancient sylphic prophecy is about to occur, with the birth of a Chosen One who shall lead the sylphs into a new era. The sylphs of Little Solace wish to obtain the Chosen One's pod so they may bring peace to the forest.

  • Book Ends: They are the first benevolent beastmen you encounter, being introduced through the mains story early on, and starting the beast tribe subplot as a result (though the actual side quests don't happen until you reach 41). The Allied Beast Quests also happened because of a migration of sylphs getting massacred at Thanalan, the sole survivor being a key player and ultimately being the one you talk to to end the quest. The Ramuh portion of the Defenders of Eorzea plot arguably counts.
  • Color-Coded for Your Convenience: Untempered Sylphs are green.
  • The Fair Folk: Though not malevolent like the tempered sylphs, they are still merry pranksters with Blue and Orange Morality.
  • Master of Illusion: Some of their quests involve a sylph turning you invisible so that you can sneak into the tempered ones' territory to retrieve some object.
  • The Nicknamer: Sylphs almost never use names, using descriptive terms for people such as "touched ones" for tempered sylphs or "dancing one" for the player after they learn the race's traditional greeting.
  • Third-Person Person: Sylphs refer to themselves as "this one".

Voyce / Voco, The "Heroic Chocobo"?

A scholar from the Twin Adders of Gridania. Sadly, a bumbling, short sighted, idiotic one who causes no small mount of exasperation amongst the sylphs of Little Solace.

  • Butt Monkey: The Sylphs have a low opinion of him. And he is often a target of pranks.
  • Ditzy Genius: He claims to be a scholar (and has a book to prove it), but he has Cloudcuckoolander tendencies, and is very slow on the uptake.
  • Refuge in Audacity: Dresses up as a Chocobo, and actually manages to sneak past some Tempered Sylphs to steal the Chosen one's podling, simply by doing a Chicken walk, flapping his arms, and shouting "Kweh! Kweh Kweh!!" a lot. The player's own character own response is a blatant "you've got to be kidding me" look.
  • Sanity Slippage: After having been captured once by the Tempered Sylphs, routinely insulted for being so stupid by the Sylphs of Little Solace for always being a few steps behind everyone else as to what's happening, not to mention being the target of their pranks, he finally seems to snap in the last major quest in the Sylphs story line, runs off, only to come back after donning a Chocobo Suit, and declaring himself to be the player's loyal companion, "Voco, the Heroic Chocobo", joining you on your attempt to recover the stolen pod of the Chosen One
    Omnixio, the Sylph: This one has no words....

The Tempered Sylphs of Larkscall

Sylphs who summoned Ramuh, the Lord of Levin, out of fear of the forest being invaded by the Garleans. Unfortunately, as part of the summoning process they were tempered; worse yet, they started treating everyone else as a threat to them and the forest. This has turned the once playful tricksters into cruel xenophobes willing to inflict serious harm if not death upon others, including the Gridanians and even their own untempered kind. They seek the Chosen One's pod to raise them as a conqueror of the forest.

  • Blatant Lies: After you corner one tempered sylph and take down the boar he summons to protect himself, he surrenders and says he's sorry for messing with you but Lord Ramuh is not here so there is most definitely no need for you and your friends to go any further at all.
  • Brainwashed and Crazy: Despite the fact that Ramuh prefers non-violence, the summoning process tempered the sylphs who took part in the ritual and apparently brought out their darker sides, twisting their fear of the Garlean invasion into a hatred of all the spoken races.
  • Color-Coded for Your Convenience: Tempered Sylphs are purple.
  • Master of Illusion: During the "Defenders of Eorzea" storyline, several touched sylphs use glamours to masquerade as your fellow Scions.
  • Shock and Awe: As per their allegiance to Ramuh, many of them utilize Thunder spells.
  • Strange Syntax Speaker: Like their benign kin, they refer to people as "____ one" instead of using pronouns. This helps give away their attempts to disguise themselves as members of other races, as when they force themselves to say the words they end up stressing them unnaturally.

     The Brotherhood of Ash (Amalj'aa) 
A splinter group of the Amalj'aa race who feel their kinsmen have become weak and honorless by taking prisoners and turning them into slaves to Ifrit, who in turn grants them power. As such, they now oppose Ifrit and his worshipers, and fight to restore what they consider the proper honor of being an Amalj'aa warrior. Members of other races are free to join the tribe as long as they uphold its values, as seen with the Miqo'te Loonh Gah.

  • Ambiguous Gender: Male and female Amalj'aa do exist, but both sexes have the same body structure, making it very difficult to differentiate one Amalj'aa from the other. According to Word of God, even the Amalj'aa themselves can sometimes get confused trying to tell each other apart, but Brotherhood of Ash war leader Hamujj Gah states that gender is of little concern to them (and it is presumed that the hostile Amalj'aa follow the same belief). Unlike other beast tribes whose naming conventions help identify genders, the Amalj'aa naming convention is androgynous. However, when the Amalj'aa are in mating season, they release bodily scents that help identify each other's sex so that two Amalj'aa of the same sex don't accidentally mate.
  • Color-Coded for Your Convenience: They wear blue rather than the red of their tempered counterparts.
  • Honor Before Reason: One of the many reasons they are severely outmatched by their Ifrit-worshiping brethren. Those who try to switch sides from Ifrit's devout to the Brotherhood of Ash are at the very least utterly humiliated, if not executed out of suspicion that they are just fair-weather allies. If one of their members has a grudge against a particular foe, they declare that others can not intervene in the matter, and that they will have to face the enemy alone.
  • Loophole Abuse: When Loonh Gah rushed to Zanr'ak for her vengeance, the warleader Hamujj Gah decreed they could not interfere and she was on her own. Yadovv Gah risks personal shame by sending you, who was not Amalj'aa, to save her.
  • Not So Different: Listen to them talk about achieving victory by putting honor first, conquests, and refusing to use the power of gods or primals, and they start sounding a whole lot like Gaius.
  • Proud Warrior Race Guy: This is the very reason for their split from the other members of their race. They felt that attacking unarmed merchants and travelers, taking them as prisoners before turning them into tempered slaves to Ifrit, as well as not granting opposing warriors an honorable death in battle, was a disgrace to their kind.

Loonh Gah/U'loonh

A Miqo'te from the Forgotten Springs who lost her mother to an attack by the Amalj'aa. After being taken in by the Brotherhood, she became a part of the clan.

     789th Order (Kobolds) 
The Kobold race live under a meritocracy of mining, where one's order is ranked by how good their work is. The Kobolds of the 789th Order have the dubious honor of being at the very bottom of the barrel amongst their kind, through a combination of bad luck, apathy, and sheer laziness. Storm Lieutenant Skaetswys and the player come across them after a failed attempt at stealing saltpeter from the Maelstrom. Skaetswys finds their behavior, especially in front of the 13th Order Fugleman Zo Ga, so utterly pathetic that she aims to toughen them up, and asks the player to assist her in doing so.

  • Extreme Omnivore: Bo Zu, the first of the daily quest givers you have access to with this tribe. Any quest that isn't him having a case of Tall Poppy Syndrome, or fear of one of Ba Go's "Beauties", is him trying to find some way to get food with no effort from him, or him getting into trouble thanks to his eating habits. Amongst his known taste include: Maelstrom soldiers at Camp Overlook's previous night's scraps and rotting foods, higher ranking orders' foods which have been involuntarily shared-taken, stolen, involuntarily shared with him, another 789th Kobold's plates, food storage, and utensils, and some of Ba Go's Beauties fingers, which of course puts everyone in a 5 malm radius in danger, as Ba Go tends to favor a Scorched Earth policy towards everything when his ire is provoked.
  • Lazy Bum: Most of the order falls squarely into the trope, preferring to let other people do the work for them or just sleep all day.
  • Ragtag Bunch of Misfits: Their leader has no leadership skills or backbone, half the members prefer sleeping, doing nothing, and having someone else do all the work, and their chief explosive expert is a psychopath who only cares about his "beauties" (read: Bombs) and Stuff Blowing Up. It's little wonder that they got placed at the very bottom.
  • Reassigned to Antarctica: One of the other issues the 789th faces, is that being on the lowest rung of Kobold Society means you also get stuck with a dig site with poor pay out and junk ore, the worst equipment, poor rations, and so on, making any attempt to claw upwards doubly hard. Sure they could invent some useful machines for mining and refinement, but the only member who seeks to make really anything useful is Ba Go, and his bombs, which he uses purely for his amusement, damaging other Orders' equipment, or petty vengeance against anyone who annoys him or damages any of his "beauties", with the best of his creations being confiscated without reward by Zo Ga of the 13th to further secure his power.
  • Tall Poppy Syndrome: Some of their quests involve cutting down other kobolds, so to speak. The quest-giver, Bo Zu, is even openly indignant about the idea that an order that once languished nearly as low as them could possibly attain a higher station through—gasp—hard work and dedication.
  • Verbal Tic: All Kobolds have a tendency to repeat and rephrase a word in their sentence-utterance, dialogue, sentence.

     Novv's Clutch (Sahagin) 

A small band of Sahagin made up of Clutchfather Novv and his children, they seek peace with the "shorewalkers" of Limsa Lominsa. After they return a Hyur boy rescued from a Sahagin attack at sea, the player returns a pendant of Novv's, who in turn enlists them to help undermine the influence of the Coral Tridents, a violent faction who carried out the attack and are gearing up for war with the Maelstrom.

  • Color-Coded for Your Convenience: Novv and his kin are white-skinned rather than any sort of blue.
  • Like a Son/Daughter To Me: Considers the player a 'clutchmate' by the end of the Sahagin questline, and even addresses them like one of his own during the Allied Beast Tribe questline.
  • Pragmatic Hero: Novv has no real love for the "shorewalkers", but he believes that continued conflict will only bring ruin to both sides and thus seeks a truce or alliance for the sake of his species's future.
  • Retired Monster: Novv is eventually revealed to have been the Scarlet Sea-Devil, a reaver of terrifying renown years ago. He retired after he came home to his clutch one day to find most of it had been wiped out, crossing the Despair Event Horizon. Realising that his actions had lead to his sons' deaths and were only feeding the Cycle of Revenge, he dedicated himself to those that survived. The current Scarlet Sea-Devil is his eldest surviving son, trying to take up his father's mantle for revenge against the same incident.
  • Wouldn't Hurt a Child: They point out that both Eorzean and Sahagin culture treat children as their greatest treasures. Novv's clutch are introduced delivering a child they rescued from a shipwreck to his mother.

     Ehcatl Nine (Ixal) 

A group of Ixal crafters who want nothing to do with their people's worship of Garuda or the war against Gridania, believing the whole thing to be a waste of time and life. They hide themselves away from both sides in order to build the Dezul Qualan, a new type of hybrid airship. The player comes across them investigating a crashed Ixal dirigible after an attack on E-Tatt's Spire.

  • Cluster Neuker Bomb: A major verbal tic of theirs. Given its similarities and its use to express disdain of some sort, it strongly implies this is a case of Getting Crap Past the Radar and letting the Ehcatl Nine swear up a storm.
    • Potentially also a Bilingual Bonus, given the word's meaning in Dutch is exactly what you'd think it is.
  • Color-Coded for Your Convenience: The Ehcatl Nine are parrot-green with rainbow feathers, a marked contrast to the brown Garuda worshipers.
  • Defector from Decadence: Much like the Brotherhood of Ash, the Ehcatl Nine are disdainful of their fellow Ixal's blind worship of Garuda, believing that her "gifts" and protection are nothing more than a leash to secure their continued worship, and she will never truly give them their wings back. Likewise, as noted above, they view the whole conflict between Gridania and the Ixal as a waste of time. The Dezul Qualan is their attempt to escape from all this, and prove to their kin that they must put forth their own effort to gain the ability to fly again.
  • Fantastic Racism: Facing this from both sides of the Gridania-Ixal Conflict, and the spoken races at large. There was a time, long ago, where the spoken races, and the Ixal who lived in the Black Shroud did get along. but the Ixal offended the Elementals and Forest Spirits (it's implied they were over-logging and clear cutting forests, which in a nature spirit filled location was just plain Tempting Fate), and were stripped of their wings (leaving only but a few scant feathers on their bodies now). This in turn, caused the spoken races to shun the Ixal for this, and the Ixal then discovered Garuda, who promised them a return to flight, if they worshiped her, and fought the spoken races, so that she might feast upon their aether. So, the Ehcatl Nine are hated and despised by their brethren for turning their backs on their goddess and being willing to work with humanity, while humanity despises them for the savagery the other Ixal have committed against them.
    • Additionally, when Eorzea was first exploring flight, the Highwind Skyways founder, Tataramu's grandfather, decided it best to go to the chief experts of flight at the time, the Ixal, namely Dezul Qualan, who was also interested purely in the joy of wanting to fly, and pioneered hot air balloons, and developed a close friendship between the both of them. Unfortunately, when Tatamu's father sought to monopolize on flight technology to gain power in Ul'dah, besides immediately striking deals with a newly arrived Cid Garlond, he Unpersoned Dezul and the Ixal who helped get Highwind Skyway's ideas flying, and their first successes, feeling that rumors would be spread against the company. He has absolutely no respect for the Ehcatl Nine, holding them simply as savages.
  • Legacy Vessel Naming/Dead Guy Junior: Dezul Qualan was the name of Sezul Totoloc's now-deceased mentor.
  • Magitek: They seek to build a unique hybrid airship that combines traditional Ixali dirigible construction with modern magitek technology.
  • Nonindicative Name: There's more than nine of them. Sezul Totoloc remarks that the name sounded more impressive than the "Ehcatl Twenty-or-so".
  • Sand In My Eyes: Sezul Totoloc, the Ehcatl leader, pulls this off twice over Tataramu's ideals being so passionate like his and worrying over his wellbeing. When Tataramu reveals how his grandfather and Sezul's elder worked on an hybrid airship and wishes to continue the work their elders began on, Sezul tries to hold back his joy and claims there was dust in his eye. After Tataramu returns from his controlling father later on, Sezul's eyes well up, blaming it on the humidity and insisting that he totally was not crying tears of joy.
  • Suspiciously Specific Denial: When you rescue Tataramu from his overly controlling father and return to Sezul Totoloc, the leader does a pretty bad job hiding his joy.
    Tataramu: Chief Totoloc! Your designer has returned!
    Sezul Totoloc: ...
    Tataramu: ...Sezul?
    Sezul Totoloc: ...Squaaawk! Fogged up for no reason, goggles did! Not tears of joy, no! Humidity!
  • Verbal Tic: They pepper their speech with various bird noises, just as the hostile Ixal do.
  • You No Take Candle: Like all Ixal, the Ehcatl Nine speak with a very odd grammar structure. Put verbs before subjects, they do.


Heir to the Highwind Skyways airship company, this Lalafell was moved by the Ehcatl Nine's dedication to their craft and wishes to aid them in the completion of the Dezul Qualan.

  • Hot-Blooded: He is very passionate about airships.
  • Doing It for the Art: invokedHe assists the Ixal not for money (his family is already loaded) but out of a genuine desire to see them achieve their goal, and he's not going to cut corners to do it.
  • Jerk Ass: Certainly at first. He accuses the player of stealing materials he'd reserved and dismisses their skill as a crafter (the part in question is meant to be very specialised work)... until he actually sees the finished product and starts enquiring as to who needs it. Then he storms off to find the Ixal, believing them to be building a new airborne weapon. It's only when Sezul interrupts his rant and shows him the plans for the Dezul Qualan that he calms down and offers help.
  • Spoiled Brat: Despite being the son of a very wealthy airship tycoon, Tataramu averts this completely, doing his damned best to get involved within the workings of an airship and build one with his own hands rather than having other people doing the work for him. However, he calls himself a spoiled brat because of how his father wants him to be in regards to the business.

     Allied Beastmen Quests 


A mysterious green-haired girl that the player encounters while investigating the beast-men kidnappings. There seems to be more to her than meets the eye. Actually a Sylph that migrated to Thanalan, looking for the people that attacked her group and killed them

Shanga Meshanga

A Lalafell and head of the Ashcrown Consortium. This entrepreneur wants to foster goodwill between the beastmen and the people of Eorzea. And thus aid them in being self sufficient in exchange for crystals.

Nhaza'a Jaab

A sellsword that is responsible for kidnapping multiple beastmen for reasons unknown.

  • Blood Knight: In his own words he wants to "Smell the sweet stench of my impending death before emerging triumphant as I always done."
  • Cool Mask: His Sable Death Mask; a half mask with his eye looking like a Electronic Red Eye. You get to take if after clearing the questline.
  • Curb-Stomp Battle: gave one to Novv.
  • Fallen Hero: Was originally an adventurer people had high hopes for, but wasn't satisfied with helping people and thrived on the "dirty jobs".
  • Hates Everyone Equally: He claims to disdain those weaker than he his, which he says is everyone.
  • Oh, Crap: upon realizing that the airship he "commandeered" is about to blow up.
  • Red Baron: The Ebon Claw.
  • Shirtless Scene: When the adventurer and his allies find him in the Platinum Mirage. And this is after the big fuss over Loonh Gah's dress code at the front door.
  • The Sociopath: He cares not what befalls the people and beastmen he kidnaps nor does he care for Memeriga's plan. In fact he hates everyone weaker than he is

The Laughing Alchemists

A company that operates in Ul'dah. They are connected to purchases of alchemical reagents for forbidden arts.

  • Cool Airship: a rare model from Garland Ironworks. Model 1569-II to be precise.
  • Corrupt Corporate Executive: Memeriga, who hires sellswords to kill beastmen to make an Army of the Dead for power
  • Fantastic Racism: The reason why they chose the beastmen for their experiments. Anyone kidnapped in the city states would attract unwanted attention, but nobody would care if a beastman or two (or a whole migration) disappears.
  • No Name Given: For the Laughting Alchemist. The actual Chairman however, has a name: Memeriga.
  • Laughing Mad: The titular alchemist, who does this a lot.
  • Necromancy/Army of the Dead: their goal is to slay as many beast-men as they can and then raise them from the dead as a personal army.
  • Mad Scientist: The Laughing Alchemist gives off this vibe.
  • Red Baron: Memeriga has "The Deathmonger"
  • The Sociopath: Memeriga cares for nothing besides profit, and willing to kill and enslave using forbidden alchemy to get it.
  • Walking Spoiler: Especially considering that they don't appear until the last part of the last quest in this sidestory, itself unavailable until you max out your reputation with the beast tribes.
    • They're also a bit of a spoiler for the final part of the Hildibrand storyline, as the implication is that the "forbidden alchemy" they are resurrecting is none other than the Trader's Spurn.