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Video Game: Final Fantasy XIV
From the flames of Destruction, A new Beginning rises...
"War born of strife, these trials persuade us not. (Feel what? Learn what?)
Words without sound, these lies betray our thoughts.
Mired by a plague of doubt, the Land, she mourns. (See what? Hear what?)
Judgement binds all we hold to a memory of scorn.
Tell us why, given Life, we are meant to die, helpless in our cries?"
— Lyrics from "Answers"

Final Fantasy XIV is the fourteenth game in the groin-grabbingly popular Final Fantasy series. It is an MMORPG, similar to Final Fantasy XI, and was timed exclusively to the PC in its first release, and was a simultaneous PC & PS3 release in its second iteration (see below). In both its 2010 and 2013 releases, it had both a Standard and a Collector's Edition, whose buyers were able to start the game 8 days early (in the 1.0 CE's case), get exclusive in-game items, a themed journal (in 1.0) or an artbook (2.0), and some other bells and whistles.

The game is set in the Eorzea region of the planet Hydaelyn. Before the start of the game, the Steam Punk Garlean Empire had set to use their overwhelming military force to attempt to conquer Eorzea, starting with the city-state of Ala Mhigo. The remaining four city-states- Limsa Lominsa, Ul'dah, Gridania and Ishgard- militarized to meet this threat, but before another shot was fired the Garleans mysteriously halted their advance, leaving the city-states with a large armed force and nothing to really fight against. The cities thus banded together in an uneasy peace, forming the Adventurers' Guild to employ these new mercenaries and investigate the secrets behind the Empire's sudden invasion and retreat.

The game was initially met with mixed-to-bad reactions from players and reviewers alike, citing numerous glitches and bugs, poorly implemented features and an unbalanced in-game economy as the game's main problems. Square Enix responded by apologizing for the state of the game, and replaced several key members of the development team. The new development team has greatly overhauled the game, addressing many of its original flaws.

The new version, called Final Fantasy XIV: A Realm Reborn, brought about sweeping changes by rebuilding the world and engine from the ground up. Set five years after the climax of the original game, the world has entered the "Seventh Umbral Era": a period of decline brought about by the fall of the lesser moon Dalamud and the ensuing rampage of the ancient Primal Bahamut. The people of Eorzea have survived thanks to the "Warriors of Light", but for some reason no-one can remember exactly how they were saved or who the Warriors even are. With the aid of the three Grand Companies and the enigmatic "Scions of the Seventh Dawn", a new generation of adventurers must rise to take on this brave new world, fighting not only the rallying beastman hordes and the looming Garlean Empire, but a dark sect of masked sorcerers whose origins may be deeply rooted in Hydaelyn's history.

A PlayStation 3 version, originally scheduled for a March 2011 release and initially put on indefinite hold, was finally released alongside the Realm Reborn client in August 2013. An Xbox 360 version was also in development, but has been canceled after they failed to come to an agreement with Xbox Live and Microsoft. The PlayStation 4 version was announced in E3 2013 and was released in April 2014. A PlayStation Vita version has also been confirmed, along with a smartphone app called Libra Eorzea that will allow you to manage aspects of your character offline. Talks are still ongoing with Microsoft and there is potential for an Xbox One version.note 

The hype for A Realm Reborn was severely underestimated by Square-Enix, who were forced to pull the digital copy of the game after their servers choked from the sheer influx of new players attempting to log in. After improving the capacity of their servers, they began to ease back the restrictions and gave everyone one week of free play as way of apology. Even to this day, many servers remain character-creation-locked during their "prime-time" hours, in an attempt to keep server populations relatively even, due to the sheer number of new people still joining the game.

The first major expansion to the game, Final Fantasy XIV: Heavensward, is set for a Spring 2015 release.

Archives of cutscenes from the first version of the game exist on Youtube (such as this one), and much of the text is preserved on various wikis; none of it may be found any longer in game.

This game provides examples of:

  • Absolute Cleavage: Several outfits that the female Player Character (and a few NPC's) can wear fit this trope. The most notable example is the variations of the Bard Classes Artifact Armor. Another notable example are the "Cotton Shirt" variations, which makes this trope unisex.
  • A Date with Rosie Palms: It is implied that a scaled beastman in Bronze Lake forces his way to the camp's springs, exposes himself, and does...stuff to himself in front of other bathers. When a Storm Sergeant confronts the troublemaker about it while trying to ban him from the springs, the beastman claims his actions are his "ritual bathing dance". The two characters then fight each other and you can assist the sergeant if you choose to do so since it's a FATE.
  • Added Alliterative Appeal: Like all little liars, Lalafell love to litter letters like this:
    Lalafell Female: Does your world want for a wealth of wordplay and wit? An abundance of alliteration, assonance aplenty and a soupcon of sibilance to seal the deal? Well, you were warned.
    • Also applied liberally to otherwise nameless filler NPCs (Glowing Goodwife, Mocking Miner, Positively Pungent Pirate, etc.)
  • After the End: This is sort of the gimmick of A Realm Reborn; it wasn't a particularly big apocalypse, but it did change the world and you're playing through its aftermath.
    • This is also revealed to be the situation, after a fashion, for the Amalj'aa in patch 2.1; it turns out that there are actually Amalj'aa who have not been tempered by Ifrit. They're such a tiny minority, however, that the race as a whole seems doomed to mindless servitude to Ifrit forever and the best the "Brotherhood of Ash" can hope to accomplish is to try and prevent their fanatical kin from doing too much damage. Reversing the effects of the tempering is impossible, so it has to end in either containment or slaughter. It is also hinted that some of the Amalj'aa aren't tempered and follow their brethren anyway while some have thoughts of deserting for the Brotherhood of Ash because they view them as the stronger side of the war (though they never get to join the group due to one of the Brotherhood members seeing the deserters as people who are too easily swayed by anyone that has the most power and could easily turn against them if the tides of the war tilts).
      • Before patch 2.1, there was hints of some Amalj'aa not following Ifrit's influence or going with their kin's way of worshiping Ifrit. One Amalj'aa spends his time hiding from people because he knows that everyone would mistake him as another Ifrit worshipper and could possibly be killed as a result.
  • Alien Sky:
    • Hydaelyn has an unusually bright starfield and had two moons, although the second is very small and difficult to see at certain times of night and moonphases. A less common instance of a non-in-your-face Alien Sky.
    • Near the end of the original version, Dalamud (the smaller moon) grew larger — and redder, as part of the final storyline before A Realm Reborn. This is because it was not a moon, but a massive artificial satellite created by the ancient, far more advanced Allagan Empire during the 3rd Astral Era. One of Garlemald's generals went rogue and poured aetheric energy into it to make it crash down to the earth.
  • An Adventurer Is You: The ARR release puts a rather large emphasis on the roles of the character classes (Tank, Healer, and DPS).
  • Always Night: Northern Thanalan seems to be under an eternal dusk, possibly due to the constant smog that the ceruleum processing plant produces.
  • Amazing Technicolor Population: Characters with blue and green skintones are a common sight, being a racial trait of the Sea Wolves, Keepers of the Moon and Duskwight.
  • And Your Reward Is Clothes: A standard reward for most quests which you'll rely on for better armor if you're not planning to buy from shops or other players. Many of the limited time events also reward you with unique outfits that aren't exactly combat material, but are for showing off instead.
  • Anti-Frustration Feature: Failing a solo quest battlefield related to the main story or your class grants you a buff called "The Power of the Echo" if you decide to try again without logging off. The buff increases your maximum HP, healing potency, and attack power for the quest you failed on in order to give you a slightly better edge. Once you complete the quest, the effect goes away. The effect also kicks in for certain quests requiring a party of players and the effects will stack every time the party wipes out so that people aren't tempted to Rage Quit.
    • Gear repairs from menders won't cost the player any money if they are at level 10 or below, which greatly helps new players get into the game without feeling too frustrated about having to watch their gear durability when they don't have much money.
    • It can be a pain for Arcanist branch to keep moving their pets in AoE heavy fights. Pets have an 80% damage reduction from most forms of AoE damage. It doesn't protect them from the possible status debuffs the AoE can possess, but they get the Rouse ability which makes them immune to these effects (in inclusion to increasing damage/healing by a large amount).
    • Internet connections aren't always stable. If a player is in a dungeon with a party and they get disconnected, they can jump back in without any progression lost assuming that the party hasn't left the dungeon yet.
  • Anti-Poop Socking : There are a number of features that attempt to make the game more 'casual friendly' and reduce the ability of 'hardcore' players to outpace those playing more casually or with less time to play. These include:
    • Guardian's Favor:
      Points can be spent, upon initiating a quest, to increase Discipline experience income until the objectives are complete. Burns out if used at every possible opportunity over more than a couple of days and has to be allowed to regenerate. This was replaced in patch 1.21 with an inn, where you get an experience boost from resting in a private room.
    • Teleporting:
      Instantaneous (for a nominal fee) to any Aetherites a player has previously visited
      • Teleportation between mini-Aetherites in major cities are free and instantaneous.
    • Sanctuaries:
      The newest and currently-active system; spending time logged off in a 'sanctuary' zone (such as a private inn room or near Aetherites in camps around the maps) builds up an EXP bonus, indicated on the EXP bar by a shaded section.
  • Attract Mode: The "End of an Era" cinematic plays if you sit at the title screen for a few minutes.
  • Background Music Override:
    • To emphasize that you're deep within enemy territory, the themes of the Garlean and Beast Tribe strongholds continue playing through battles.
    • During the Lightning event, the FATE events she spawns with begin with their normal music, only to be replaced with "Blinded By Light", the battle theme from XIII, once she appears proper.
  • Back Stab: Attacking monsters from the flanks or behind gives you slight bonuses such as an increased critical hit chance or improved accuracy. Certain attacks automatically deal more damage if used from the correct position, and others may be ineffective if used from the wrong position.
    • The Lancer and Pugilist classes (and their Job counterparts Dragoon and Monk) are the only classes in ARR to receive direction-dependent special attacks; however, all classes still receive the same small overall acc/crit boosts to all of their attacks by striking from the flank or behind. As a result of this, tank classes tend to need the highest accuracy stat to consistently strike their targets, due to the fact tanks are usually stuck attacking the front of the target.
  • Badass: Gaius van Baelsar. His first appearance involves him fighting Yda, Papalymo, Thancred, Y'shtola and the player's Path Companion all at the same time. And he doesn't even get hit once, while his enemies have to protect each other and pretty much do their best to avoid turning the battle into a Curb-Stomp Battle.
  • Badass Adorable: The weapons dropped by Good King Moggle Mog XII have names such as "Murderous Mogfists" or "Malevolent Mogwand", and are some of the strongest weapons that can be acquired prior to earning HM Primal/relic weapons. They also make a "kupo" sound whenever drawn, and look like this.
    • The Mogglesguard themselves aren't exactly far off from this either. Seeing a moogle with a sword, shield, and helmet shout "Defend the king, kupo!" is pretty much the pinnacle of the trope.
    • Lalafells in general.
  • Badass Beard And Mustache: The player can give male PCs facial hair, even if they're a Lalafell.
  • Bad Boss: The Garlean commanders see their soldiers as disposable, and both Nero and Livia shoot their own troops dead at certain points in the story. The game explains that this is because the Garlean footsoldiers are conscripted from the most recently conquered nation to stem rebellion, so anything less than blind loyalty may be seen as a sign of dissension.
  • Bait the Dog: Teledji Adeledji is presented in 2.2 as the one sympathetic member of Ul'dah's Syndicate, voting in favor of accepting the Doman refugees into the city and paying for their transportation to Revenant's Toll from his own pocket when that fails. Then 2.3 shows that he merely wished to exploit them to further his own ambitions, and he's actually a heartless schemer who will gladly jeopardize the stability of the Eorzean Alliance and put untold lives at risk in order to get his hands on Omega, an Allagan superweapon whose power eclipses that of the Ultima Weapon.
  • Baleful Polymorph: The Toad status during the fight against Gilgamesh, which makes you unable to do anything but run away from the chickens wanting to peck you to death. There's also the Fire Toad effect when fighting Amon and it has the same effect as the normal Toad effect, but you're a bit bigger, colored red, and can breathe fire to melt the ice cages that imprisons a party member.
    • The 2014 All Saints Wake event has you being transformed into a monster (bat, imp, demon, floating bat eye, and spirit), Minfillia, or one of the 3 city state leaders. The transformation is just an illusion that can be removed at will, though while transformed, you can't interact with NPCs not related to the event and you can't use any of your abilities. You can still do emotes while transformed as another person and yes, you can make the illusion of the city state leaders and Minfillia do the Manderville dance.
  • Barrier Warrior: A popular setup for tanks in Legacy was to make use of Thaumaturge's Punishing Barbs and Stygian Spikes with Conjurer's Shock Spikes, which effectively deals equal damage as taken, restores MP for each hit taken, as well as deal lightning damage and stun the enemy respectively.
    • With A Realm Reborn, Thaumaturges and Black Mages can still raise their own defense with Manawall and Manaward to ignore damage temporarily from Physical and Magical attacks respectively. They also have Apocastasis which they can use on another party member to increase their Magic Resistance by 20% for a short time.
    • Also in ARR, the Scholar job is this. Aside from the Arcanist "Eye for an Eye" ability which reduces the attack power of enemies who strike a buffed party member, they also have a single target, and Area of Effect Healing spells which also buff party members with a shield equal to the amount healed. They also have Sacred Soil, which raises a large barrier, on the battlefield, protecting all party members inside of it with a damage received reduction
  • Battle Theme Music: Where to even begin. There are six regular battle themes, one for each major area and one for dungeons. Then, there are at least three different boss battle themes, four different guildleve themes and the behest theme, not to mention the instanced dungeon theme, beast tribe stronghold theme, a different theme for each Primal battle, and special themes for certain quests such as the lunar transmitter fight or the final job quest.
  • Beach Episode: The Firefall Faire event rewared the players with swimsuits and special wallpapers with their characters posing with their new gear. This news was announced with screenshots of female Hyur and Miqo'te, and a Roegadyn, sporting the new outfits on the beach.
  • Beehive Barrier: The effects for the a lot of the defensive spells/abilities such as Protect feature a tessellating hexagonal motif.
  • BFS: For a class that uses one handed swords, Gladiators and Paladins like to use some rather large bladed ones, such as their relic Curtana.
    • Odin of course brings Zantetsuken, which players can get a version of their own by earning Odin's Mantle. The blade appears in a flash of light whenever drawn, and is about as long as the player character is tall.
    • Dullahan (haunted armors) and Magitek Colossus type enemies carry enormous swords. In the Colossus case, they're basic attacks are cleave attacks which hit whoever is standing right in front of them.
  • Big Boo's Haunt: Haukke Manor.
  • Big Damn Heroes: Can be invoked by you or any other player when a battle seems to be lost, only for someone else to come in and save everyone.
    • Also invoked at the very end of the main story. The magitek armor that you converted to your side comes rushing in to aid you in escaping the impending explosion after you beat the Final Boss.
  • Bishounen/Bishoujo: Every Elezen, almost every Miqo'te, a good number of Hyur, and certain Lalafell. Of course you can make your character one as well.
  • Black and Gray Morality: The Monetarist faction of the Syndicate, one of Ul'dah's chief political groups, especially during the Legacy story line. To them, everything was about profits or costs, even whether to form an alliance with Limsa Lominsa and Gridania prior to the fall of Dalamud. At least one member flat out voiced it would be better if they actually bribed or allied with the Garleans as a possible expansions of trades would open up. Additionally, one quest, secretly given by Raubhan through an trusted Immortal Flame member, tasked the player with stopping a Syndicate member's plan to release dangerous animals into Little Ala Mhigo's refugee camp, as a sort of underground gladiatorial battle for the amusement of corrupt betters.
    • Events of "A Realm Awoken" show that the reason why there was no Teleport Aetheryte built at the Vesper Bay base of the Scions of the Seventh Dawn was specifically because the Scions refused to become their lackeys, hoping to put a financial squeeze on the Scions. And while "Into the Maelstrom" shows that the Syndicate does have some viable concerns, profit is still a key factor to them. Worse yet, a fair number of them are trying to overthrow the reasonable and kind Sultana, and have already bribed and corrupted significant portions of the Paladin order sworn to defend her, and trying to assassinate the ones who won't be bribed.
    • 2.3's "Defenders of Eorzea" reveals that the one Syndicate member who supported letting the Domans stay in Ul'dah planned on using them and the refugees from the wars with the Garleans to stir up riots between them and Ul'Dah, to get a bill through that would let him claim large portions of the Carteneau Flats. Why? Because Omega Weapon is there, and he wants it, as it's rumored to be stronger than even Bahamut! And because he's using various loopholes, despite committing blatant treason, he can't be arrested for it.
  • Black Comedy: Lampshading the endlessly-repeating nature of FATEs, one quest-style FATE in the Central Shroud involves a woman whose boyfriends have been eaten by Lindwurms on the way back from fishing so many times that she can't actually remember their individual names anymore.
  • Black Mage: The Thaumaturge's advanced job. Gives access to some rad-tastic spells (including Flare) and considered among the best class in terms of pure damage output. You can also get their iconic Final Fantasy outfit, which is pitch black with only some purple decs here and there and hides the whole body, save for the right eye (the left is hidden by an Eyepatch of Power).
  • Blah Blah Blah: The Monk job unlock quest has the character forced to put up with an arrogant historian who has hired the PC to replace his monk bodyguard probably left for the same reason, and half of the historian's unwanted dissertation is replaced with <blah blah>.
  • Booby Trap: Some dungeons have traps that will sic monsters on you. Treasure chests that you find outside of dungeons via treasure maps will also unleash monsters on you the moment you interact with the box.
  • Bonus Boss: The "Extreme" version of the primals which only exist to challenge players at the end game and has zero impact on the storyline. Defeating the extreme primals nets you some nifty accessories and possibly a rare color swapped version of the Unicorn mount.
  • Bonus Dungeon: The Binding Coil of Bahamut in A Realm Reborn, which offers just a small bit of information regarding the story from 1.0 and ties up any loose ends from it while having little impact on the main story. Each segment of the dungeon is broken up into "turns" (5 total) and completing a turn nets you rare gear and various tomes. Unlike other dungeons, your progression in the Coil is saved so you and your group can resume at a later date, though each new week has all progress reset. Patch 2.2 changes the coil a bit where you can choose to start at any turn you want, but the old mechanics still apply to the new sections introduced for the second coil (Turns 6 to 9).
  • Boring, but Practical: The Conjurer's Cure spells. When playing as the healer in the party, 95% of your actions will be nothing but spamming Cure spells on your party. However, constant healing is what will keep everyone alive.
    • That said, by the endgame White Mages have enough individual healing spells to make things a bit more fun. But then going right back to this trope, most damage you'll do soloing as a White Mage will come from spamming Holy constantly, which does excellent damage in inclusion to being AoE and stunning the targets that are hit, which can serve as a form of damage mitigation in itself.
  • Boss Arena Idiocy:
    • Many examples. But the most glaring one is the All-Seeing Eye, the first boss of Dzemael Darkhold. He would be impossible to beat if he picked a room that wouldn't conveniently had crystals all around that take away his invincibility.
    • Garuda, meanwhile, can potentially invert this into Player Arena Idiocy - there's a set of stone pillars that you need to duck behind to avoid getting one-shotted by her powerful Mistral Song attack, but the pillars will take damage and eventually be destroyed. If she's tanked too close to the pillars, her area-of-effect attacks will hit and destroy said pillars, leaving you no cover. The pillars simply being present on the battlefield also weakens Garuda's special attack, Aerial Blast.
  • Boss Bonanza: It's a Final Fantasy title, so it's to be expected after all.
    • In The Praetorium, which concludes the first part of the story about the Garlean Empire, you will face a ton of bosses. You will start with a Mark II Magitek Colossus halfway in the dungeon. Nothing too alarming, it's an easy boss. However, once you reach Nero, prepare yourself, because from then on it's solely boss fights one after the other, and, including Nero, you will have to face no less than 5 freakin' bosses: Nero, Gaius, Ultima Arma Part 1, Ultima Arma Part 2, and Lahabrea.
    • Labyrinth of the Ancients, is this as a whole. It's divided into 4 areas, each with 2 to 4 fights occurring in sealed arenas, with the fight at the end of each area ending in a boss fight with different fight mechanics to them.
  • Bottomless Pit: The fight against Titan has your party standing on a pillar whose walls are quickly destroyed part way in the fight. Get knocked off the edge and it's an instant KO for you with no way for your party to revive you. The fight against the Demon Wall also has bottomless pits on the sides.
  • Bragging Rights Award: Zig zags. Many rewards you get for earning certain achievements are purely for show and are not suitable for use in battle. The rare loot dropped at the end of a major patch tend to be just for bragging rights until the next major content patch rolls around, giving those bragging rights awards some use in the new content.
  • Bribing Your Way to Victory: Averted. Head producer Yoshida stated that he has no intention of allowing players to buy items that makes the game easier for themselves and any items that Square does sell will purely be for fashion.
  • Brick Joke: A level 15 story quest set around Aleport is titled "It's Probably Pirates". A level 42 quest that takes place in the same area is "It's Probably Not Pirates". Patch 2.4 introduces the quest to unlock Sastasha (Hard) in Aleport — "It's Definitely Pirates".
  • British Accents: Most voiced characters sound at least vaguely British.
  • Bunny-Ears Lawyer: Most if not all of the guildmasters for the Disciplines of the Hand. Severian (alchemy) and Beatin (carpentry) are probably the most notable in this regard.
  • Call Back: Dozens. Of note is a remix of the battle theme from Final Fantasy II used in two different quests. As of version 2.3, it's also used for battles against Elite Marks.
  • Call a Rabbit a "Smeerp": As did Vana'diel before it, Eorzea measures things in ilms, fulms, yalms, and malms, which seem to be equivalent to inches, feet, yards, and miles, respectively. This is also done with weight, as in "An onze of prevention is worth a ponze of cure."
    • Lightning is referred to as "Levin" (An archaic word for lightning), while Thunder and Electricity keep their normal wording. This is notable because it changes Ramuh's title to "The Lord of Levin", which may confuse people at first, and lightning storm weather effects are referred to in the in-game coding as "Levinstorm".
  • Call a Smeerp a "Rabbit": In addition to various monster examples: all the five playable races, not just the Hyur, but the Elezen, Miqo'te, Rogaedyn and Lalafell as well, are called "human" in the game's earlier publicity. However, since launch, the convention seems to have become 'the spoken' or 'sentients' instead.
  • Came Back Wrong: Tam-Tara Deepcroft (Hard) has Edda using dark magics on the head of her fiance to bring him back to life, only for him to come back as a monster. Edda doesn't mind it at all due to her crossing the Despair Event Horizon.
  • Camera Lock-On: You can have the camera focus on a specific target or player instead of yourself, for easier tracking.
  • Camera Screw: Especially if you're playing on console, the camera in Leviathan Extreme is easily mistaken for a Sahagin sympathizer. Leviathan's dives and bodyslams onto the arena (which are effectively instadeath/permadeath mechanics in the second half of the fight) are telegraphed for dodging by a plume of water signaling where he'll charge from. However, the camera doesn't pan back far enough to show every possible position, so you have to attempt to locate and then dodge the plume while wildly spinning the camera as fast as you can. Eventually a DPS check and ground based AoEs during these dives and slams are added to make this more... "fun."
    • For a while, boss fights inside dungeons would have nasty cases of camera screw when the barrier blocking your escape got in the way of the camera since it was treated as a solid wall. This made some fights more difficult than it should have if the fights required you to take the battle near the barrier. A patch rectified the problem by allowing the camera to pass through the barrier.
  • Cap: All class levels are capped to level 50 and mythology tomes are capped to 2000, though there's a double cap on the soldiery tomes where players can only earn a maximum of 450 tomes a week; this prevents players from obtaining the endgame gear too easily.
    • The Labyrinth of the Ancients, the first raid involving the Crystal Tower in Mor Dhona had a cap on treasure you gain. You can win a loot roll for a piece of armor once per week. After that, you had to wait until next Tuesday to roll for another piece of loot. Patch 2.2 removed the restriction, allowing people to roll for everything without waiting. Patch 2.3 however reimplemented it with the next raid of the Crystal Tower, Syrcus Tower.
  • Cat Girl: The Miqo'te race. Think Mithra from Final Fantasy XI, minus the characteristic noses (though they can be added during character creation), with more slender ears and tail variation, and a different culture.
    • Cat Boys were added in A Realm Reborn due to fan outcry for Male Miqo'te and Female Highlanders and Roegadyn.
  • Caustic Critic: Some of the Discipline of the Hand guildmasters. Geva (Leatherworking) and Gigi (Goldsmithing) in particular.
  • Chainmail Bikini: While averted with almost all gear in the game, the Coliseum equipment for mage and melee classes definitely fit into this trope.
    • It's worth noting that examples of this trope apply equally to both men and women; if it looks like a Chainmail Bikini on a female character, it'll look like that on a male character.
  • Cherry Blossoms: Appeared around the cities as part of the 'Little Ladies' Day' celebrations, presumably playing off the upcoming Girl's Day festivities in Japan.
    • The Lancer Class' attack 'Chaos Thrust' has those pink petals erupting everywhere as you flail that spear.
    • The Pugilist Class skill 'Fists of Wind' has a swirl of pink petals when you activate it.
  • Class and Level System: Of the Final Fantasy Tactics "one character can play whatever class they want at any time" variety, with aspects of a Point Build system. At the start of Legacy's service, it featured a "physical level" that determined extra stat points and whatnot, on top of each individual class level - this was later disposed of in favor of basing everything off of each individual class.
  • Combination Attack: How a Limit Break works. Every party member's actions build up the party's Limit Gauge. When a Limit Break activates, the other party members will raise their arms up as though freely giving some of their power, while the initiating member channels the combined energy to use the Limit Break. Additionally, The Melee DPS, and Magic DPS limit breaks have their damage calculated by the entire party's attributes and gear.
    • During the ending when Lahabrea is defeated he and the player are pulled into the crystal realm where Hydaelyn brings the Scions of the Seventh Dawn and the leaders of Eorzea together. Super charged by the crystal's light they all strike Lahabrea all at once to finish him and free Thancred. It's the one moment in the entire story where Lahabrea goes oh crap.
      Lahabrea: *After being forcibly expelled from Thancred's body by the Player's Weapon of Light attack* "What?!"*looks up,and mouth opens in fear as he sees Hydaelyn's crystal form, the Player, Scions, and Leaders of Eorzea glowing with aura's of pure light. They shout a battle cry and charge at him together*. "The Light! It binds them! They are too many!"
  • Comically Missing the Point: In the lead-in to the Kobold beast tribe quests, despite the extremely insulting tone of a captured kobold's description of the 789th, the Red Swallows assume he's describing them as the "worst" as in "most dangerous." As quickly becomes clear when you encounter them, if you didn't pick up on it earlier, he meant "worst" as in "least good" — incompetent, poorly-equipped, lazy, cowardly, etc.
  • Comm Links: Linkpearls are used just like in FFXI, you also stay in contact with NPC organisations with whom your character is signed linkpearls ones given you by their representatives.
  • Continuing Is Painful: Zig zagged. Being knocked out leaves you with two options: return to your home point/start of the dungeon or wait for another player to revive you. Being revived lowers all your battle related stats by 15% (Weakness) for a bit but gets you right back into the action. Returning to your home point or the dungeon's entrance does not leave you with any penalties other than the damage to your equipment and possibly wasted time, but you must travel back to where you were before you were defeated. In the case of dungeons, returning to start while your party is fighting a boss will leave you locked out of the boss room until the fight is finished, whether by death of the boss or the rest of the party in the room being defeated. However, if you're knocked out again while under the Weakness status, getting revived again puts you under the Brink of Death status, which lowers your battle stats by a whopping 30%.
    • Played straight with dungeons and trials where a total party wipe has the boss fully recover its HP.
  • Cosmetic Award: Minions, small cute (or Ugly Cute) critters that follow your character around and do absolutely nothing. Some of them can be bought from shops, others are rewards from quests and FATE events.
    • You can also earn pieces of gear for earning certain achievements, but they have terrible stat boosts and are more for looking pretty/showing off than to be used in combat.
  • Cosplay: The Lightning Strikes even rewarded players with Lightning's and Snow's outfits, and the Labyrinth of the Ancients rewards tanks with the Warror of Light's armor.
  • Costume Porn: Armor that's unique and/or high leveled, such as the AF armor or the stuff gotten in dungeons like Copperbell, Brayflox and the Crystal Tower tends to be really pretty and detailed to the stitch.
  • Counter Attack: Certain special attacks only become briefly usable immediately after evading or blocking an attack, such as the Pugilist's Haymaker or the Gladiator's Shield Swipe. Certain abilities can be used to temporarily increase your chances to evade/block, which in turn makes these attacks temporarily more available.
  • Crazy Enough to Work: One of the storyline quests is specifically named this. It's immediately obvious as to why.
    Maerwynn: So, all you need to do is search for the golem, slay it, claim its heart, and use it to bait the spriggan. Oh, and do remember to rub the soulstone against a sufficiently large concentration of amber, say, Amberscale Rock in the Central Shroud. Short of petitioning a mage versed in golem magicks, that is the only way I know to dispel the enchantments woven into a true heart. Eh? Why are you looking at me like that? I had relations with a thaumaturge once, if you must know.
  • Crapsaccharine World: Most of Eorzea is a World Half Full as it heals from the Calamity, but at first glance the Twelveswood, with its few beastmen issues (including one of the only friendly tribes), plentiful resources, and low crime is far better off than the rampant corruption of Ul'dah and the bloodthirsty pirates of Limsa Lominsa. But it turns out that it's that way because the Gridanians have to be at the beck and call of The Elementals, Obstructive Bureaucrats who work on a mentality completely incomprehensible to normal people. In return for free access to the Twelveswood's bounty, the Gridanians have to enforce very harsh laws (poaching is a death sentence, regardless of the circumstances one is driven to it for). You also learn that the conjurers have to petition to heal civilians, as one of the random NPC chatter around Gridania implies they're going to let a twelve year old die of sickness because the elementals said so, and you see a similar situation with the Ala Mhigan refugees during the main quest. There's also far more racism towards the Duskwight Elezen than in most other regions of Eorzea.
  • Crossover: A recurring theme is for characters from other games to "invade" in some way for monthly events.
    • Prominently featured around the game's launch was "Lightning Strikes", promoting the latest entry in the XIII series by having Lightning cameo, and giving players a set of her (or Snow's, for males) gear.
    • Next came Burgeoning Dread and Breaking Brick Mountains, the first involved everyone's favorite pint-sized sociopath, Professor Shantotto. The second involves fighting Brick Golems from Dragon Quest X.
    • The story continued in 2.1 has Minfillia ask "Where are you, Krile?" To put it lightly, the revelation of that character's involvement (if it is indeed the same character) caused the epileptic trees about the nature of Eorzea in the scheme of the Final Fantasy multiverse to go nuclear.
    • While the Crystal Tower is a big reference to Final Fantasy III, almost all the bosses are alternate versions that fit into Final Fantasy XIV's lore. The exception seems to be Cloud of Darkness, whose status as an undying entity that lives within the void between the Final Fantasy universes means that it's likely, though unconfirmed, that this is the same one that appeared in Final Fantasy III and Dissidia: Final Fantasy.
    • Not to forget of course, Gilgamesh is back.
    • The previews for 2.4's Hildibrand quests have teased at Ultros making an appearance.
  • Cut and Paste Environments: Previously, the game had enormous expanses of land that re-used some assets to fill out the space—while all MMOs do this to some extent, much ado had been made about this game's usage, which sometimes recycled entire topographical features. The dev team listened, and in ARR, all zones have been split into 3-4 smaller zones with far greater variety and landmarks.
  • Cute Little Fangs: A trait of the Keepers of the Moon Miqo'te.
  • Cut Scene: Surprising for an MMO, this game has a lot of these. This is nothing new to players of FFXI, however, aside from the presence of voice acting in some high quality cutscenes, which will be more prevalent in ARR (though the game won't be fully voiced, to keep costs reasonable).
  • Cutscene Power to the Max: Generally avoided, but the Futures Perfect quest cutscene is a perfect demonstration of the trope with all kinds of acrobatic moves and non available spells that makes one wish they could actually do half of what's done there.
  • Damager, Healer, Tank: Enforced. Every class is specifically assigned one of three roles - Tank, Healer, DPS - and the "Duty Finder" auto-matching feature will slot players into either a "Light Party" consisting of one Tank, one Healer, and two DPS, or a "Full Party" of two Tanks, two Healers, and four DPS depending on the content.
  • Deadly Gaze: Several enemies can cause paralysis or petrification with a gaze attack. You can typically avoid such an attack by running out of its area of effect, but there's also a second way of avoiding the attack as well; don't look. Simply turning around and not facing the monster lets you avoid their gaze attack every single time, which is a method that was also used in the Final Fantasy Tactics series.
  • Denser and Wackier: The Hildibrand quests are this to the rest of the game, being much more lighthearted and comedic in nature.
  • Despair Event Horizon: Early on in the main story line, you meet a party of adventurers that give their healer, Edda, a hard time due to her lack of skills as a healer. Sounds like a jab at the players who gone through similar situations, but it then takes a nasty turn. Avere, Edda's fiance and the party's tank, dies in Tam-Tamra Deepcroft, causing the surviving party members to blame Edda for her incompetence. The archer of the group even flats out admit that she only stuck with the group because it had a healer. Much later on, you find out that Edda is planning to hold a wedding inside the same dungeon that her fiance died in and when you eventually find her, she uses dark magic to revive Avere, though he takes the form of a monster. Edda is so broken that her mind is filled with insanity while her face has a creepy smile.
  • The Dev Team Thinks of Everything: The game has several points where the dialogue changes to acknowledge that the person you're talking to should know you already. This isn't too surprising for the first three dungeons, where the adventurer's guild rep will acknowledge it if they're the one you've been working with in the early game... but even the Little Ladies' Day seasonal event will have Serendipity give a special comment when starting it if you've already joined the Goldsmith's Guild beforehand.
  • Diabolus ex Machina: The end of the Little Ladies' Day questline, in which the doll loses the contest after all your effort. This ties into the themes of the quest line, but the fact that there's absolutely no explanation for how or why the doll goes from a steadily increasing lead to losing in the space of half a quest pushes the affair into this category.
  • Dirty Cop: Ul'dah's Brass Blades, mostly. One poor Lalafell By-the-Book Cop is horrified when he runs to tell his captain of a number of Blades involved in some local thuggery and finds that the captain was in on the job too. Everyone pretty much knows how corrupt they are, and the Blades don't bother covering up their activities that much as a result.
  • Double Unlock: Patch 2.1 enforced the trope in spades for many end game quests. Not only you have to meet certain criteria to unlock the quests, but now you also need to meet the minimum gear level average to be able to take on the quest. The change was most likely made to counter people who were charging other players (through gil) to carry them through the tough fights so that they can win easily without needing to worry about having good gear.
  • Downer Ending: The Legacy storyline arguably ended like this. The Bad Guy Wins, Bahamut is free, one of the more well known characters is (presumably?) killed off, and a large majority of Eorzea's population is laid to waste. A Realm Reborn makes this more of a Bittersweet Ending.
  • Dramatic Wind: Some of the more free-flowing garments will billow dramatically while a player is casting magic.
  • Dude, Where's My Respect?: Despite being living proof that you felled Ifrit, a primal god, some quest givers still treat you as nothing more than a common adventurer and/or they have you do tedious/menial tasks to prove your worth before deciding to help you.
    • The story quest to fight Titan zig-zags this a bit - while the NPCs involved know exactly what you're capable of and the importance of what's going on, they also saw a lot of friends die when they themselves fought Titan a few decades ago, and want to be absolutely sure you're up to the task and know what you're getting into before sending you into danger.
    • Other times, characters will remember you from past quests you participated in. Someone who has completed the level 50 job quests, will receive glowing praise from the guild members and job trainers. For the Lost City of Amdapor, the White Mage trainer will be happy to learn that a player who has done any of the White Mage quests is taking up the cause of clearing it out.
    • Averted with Legacy Players who played during 1.0 for the main story line. Even with the Laser-Guided Amnesia, the various Grand Company leaders often remark that You Look Familiar, citing that you remind them of the Warriors of Light note . Minfillia notes that she remembers you, but asks that you keep it a secret for the safety of the Scions. Cid, during his combined use of help from the player's power of the Echo, and his own Third Eye, remembers you, and his complete history, of helping flying the Legacy Players into battle against Nael Van Darnus. By the time the player completes The Praetorium, Hydaelyn restores the memories of the others, they're all ecstatic to remember the Legacy player as one of the Warriors of Light who disappeared 5 years ago.
      Raubahn: "No wonder he/she seemed so familiar! He/She is one of the Warriors of Light! What are you smiling at Cid? You knew, didn't you?"
      Cid: *grins* "Oh, sorry, did I forget to mention our friend was one of the Warriors of Light? Saved Eorzea, twice, you know."
  • Duel Boss: In one of the story quests for patch 2.3, you fight a paladin from the Scions of the Seventh Dawn as a way to show the children from Doma how you fight your enemies. Halfway through the fight, the paladin's thamaturge friend joins the fray to assist him and turns the fight into a Dual Boss. Neither of the two people show regret when you defeat them and they take their loss gracefully.
  • Early-Bird Cameo: Before Krile Baldesion was mentioned at the end of the 2.1 story, Minfilia makes a linkpearl call to her after the escape from Castrum Centri. It's hard to spot because it's going on in the background while Alphinaud's talking.
  • Elemental Rock-Paper-Scissors: Averted. The game has no proper elemental weaknesses, which is an odd thing to see considering that the Final Fantasy franchise made elemental weaknesses a common strategy to exploit. You can cast Fire on a Bomb monster (which are usually composed of fire) and it will take normal damage. Word of God says having no elemental strengths or weaknesses was intentional so that all classes could have a fair shot in battle and not be outdone by certain classes.
  • Elevator Action Sequence: The first two phases of the final boss in A Realm Reborn take place in an elevator that conveniently never ends.
    • Additionally, Turn 4 of The Binding Coil of Bahamut pits a full party against several waves of enemies on an ever-descending elevator, in the grandest tradition of Square's SNES titles like Chrono Trigger.
  • The Empire: The Garlean Empire is a somewhat more realistic version of the trope than the usual, as it only managed to conquer one of the other nations before the remaining three banded together to stop the invasion more or less before it began. They have started to invade again with the latest patch, though, although it is implied that they have more justifiable reasons for doing so this time (preventing the end of the world).
  • Endless Winter: Ever since the fall of Dalamud, the northern land of Coerthas has been trapped in one of these. Worse, an unnatural wall of ice has blocked off the only pass from the Central Highlands (the only part of Coerthas that the player can actually visit, as of this writing) to the rest of the region. The storyline of Patch 2.3 hints that [[Shiva, the primal of ice]] may be involved in a lot of the region's problems.
  • Enemy Mine: A quest named Enemy Mine has you forming one of these with the Red Wasp Gang and Coeurlclaw Poachers in Gridania, they mention having heard the stories about you and look forward to fighting you, but they choose to help you for the time because they hate the Garleans more and the fact the one who let them through the borders was a traitorous Wood Wailer.
  • Epic Fail: In the FATE quest "Giant Enemy Crab", the Qiqirn brought the monstrous Karkinos into the area so they could harvest its eggs. Unfortunately, they didn't realize Karkinos was male. Or that the gigantic crab would eat every other egg in the area.
  • Escort Mission: Several side quests involve you calling an NPC every few steps to get him/her/it to follow you to the destination while protecting them from enemies. Luckily, the escort missions are not frustrating.
  • Everything's Better with Dinosaurs: The raptor type foes that you encounter in the Black Shroud, who can also use an ice breath attack. You can even get a baby raptor for a pet!
  • Everything's Better with Penguins: So are Apkallus.
  • Everything's Cuter with Kittens: You can get a baby Coeurl, which comes with a red ribbon and a bell. It even plays with the wolf pup if another player has theirs out.
  • Everything Fades: Defeated enemies will fade out of existence after a few seconds. Most bosses also evaporate in dark purple and black smoke after their defeat.
  • Evolving Weapon: The Relic Weapons can be made stronger with different items and quest lines as you progress. From the base level to Zennith, to Atma, and so on.
  • Exposed to the Elements: Averted and lampshaded by Alphinaud in Coerthas, part of the reason he wants the problems there sorted out quickly is because he's not dressed for the weather.
  • Expy: The playable races are, for the most part, visually very similar to those of FFXI, though the non-human races seem to have been made more human-like. The same goes for a few monsters and beastmen. Some of the architecture looks similar as well: Gridania looks similar to Windurst in some ways, and Ul'dah is basically Aht Urhgan in the desert (or, expanding horizons a touch, Rabanastre with the serial numbers filed off).
    • A lot of the monsters and monster types are flat-recycled from Final Fantasy XII, even with the same names: mantises, aevises, mirrorknights, feral crocs, even the unique enemies from the Stilshrine of Miriam are reused in the Sunken Temple of Qarn.
    • Thanks to cross over promotional events, several monsters and items from their respective games show up for a limited time in special FATE battles and as rewards. Additionally, The Binding Coil of Bahamut features the Gran Pulse machina Dreadnoughts from Final Fantasy XIII. It's also a FATE fight during the FFXIII crossover event, and has nearly every single ability and attack it had from its original game, including Steam Clean (Removes all debuffs on it) and incredibly high damage Resistance rates.
    • The Ascians are a very weird case. They are named for Scions of Light from Final Fantasy XII, but their actions, and motivations resemble more those of their evil counterparts, The Scions of Darkness/Espers/Lucavi. Their goal is even pretty much the same as the Lucavi in Final Fantasy Tactics, summoning their God/leader. The God they worship, is also named after an FFXII Scion/Esper, Zodiark.
  • Fantastic Racism: Not as rife as in other fantasy settings that deploy this trope - Eorzea seems to be a very tolerant place indeed, being the racial and cultural melting pot that it is. This is somewhat less so for other places in Hydaelyn, however. The Garlean Empire, for instance, sees all races who have anything to do with the Primals as being in need of purging. This generally just means the Beast Tribes. However, as those gifted with the Echo are in some way connected with the Primals, the Empire seemingly lumps all Walkers of the Path (and thus, the player characters) in with the Beast Tribes on the purge schedule. Also, now that we're getting a good look at Garlean military bases in 2.0, it seems like their military is made up of all the "enlightened" races... except for Lalafell, who are virtually absent in any capacity.note 
    • Somewhat justified as the Lalafell are relatively recent immigrants who arrived in Eorzea from their native southern islands when the maritime trade between their homeland and Eorzea increased. It may be that the Empire employs only a few Lalafell simply because only a few of them live within its territories.
    • Further enhancing the questions about Garlean racism is the subplot around Rhitahtyn Sas Arvina, Gaius' Roegadyn praefectus. At one point, Rhitahtyn is assigned to command an entire "castrum", or military base, by his lonesome, and even he finds this potentially questionable since he is afraid the soldiers may not respect his authority for... "reasons". Gaius, to his credit, makes it eminently clear to both Rhitahtyn and everyone else in earshot that he has earned this and that Gaius has absolute faith in his abilities. When Rhitahtyn is killed later on, Gaius is livid with anger and his first assumption is that Rhitahtyn was abandoned by his men because he was a Roegadyn.
    • As of ARR, Ul'dah has expelled all of the "beast races" from the city and refuses to do business with them. A number of FATEs in the surrounding zones have you dealing with Qiqirn and Goblins that have taken to robbery or other crimes as a result.
    • The Duskwights of the Elezen seem to have a tough time of it in Eorzea—there are hardly any Duskwight NPCs, and the few that are there seem to exist to remind the player that...the Duskwights have a hard time of it, especially due to crappy treatment from the Gridanians. So far, they seem to be rather like Roma in caves!.
    • Keeper of the Moon Miqo'te have hardly any representative NPCs, as in the backstory they're a very isolationist and xenophobic tribe, and only recently started to attempt to coexist with other people. Besides the player character, most Keepers you meet are hostile bandits. Though notably, while they lack presence as "standard" NPCs, the Keepers notable to the main story or class quest stories rival or even exceed the number of Seekers present. It can also be a bit harder to tell that several of the Levemetes are Keepers as well.
  • The Fair Folk: The sylph manage to fulfill both ends of the spectrum. Friendly Sylph are relatively harmless and enjoy the company of mortals who can comprehend their rather odd traditions, and also enjoy playing harmless pranks like leaving gifts of fruit in weird places to people they like. Tempered Sylph are much worse, very territorial, they usually don't leave Larkscall, but when they do it's usually to play very cruel, spiteful pranks that could harm or even kill mortals. They also constantly encroach the untempered Sylphs of Little Solace to try to bring them under Ramuh's thrall.
  • Fighting a Shadow: Primals (and probably the gods of the player races) "exist" in the aether and can't be Killed Off for Real, only re-banished, so to speak, by killing their summoned physical form (or sealed as was the case with Bahamut).
  • Five Races: Each analogous in appearance to XI's races, and each with two clans:
    • Hyur, the closest to normal human beings, and a direct analogue to the Hume race. They are split between:
      • Midlanders, standard human-types;
      • Highlanders, viking-types.
    • Elezen, the requisite pointy-eared race. They are split between:
      • Wildwood, wood elves who live in the forest;
      • Duskwight, dark elves who live in caves.
    • Lalafell, a "thief race" of halflings. They are split between:
      • Plainsfolk, those who live on the plains;
      • Dunesfolk, those who live in the desert.
    • Miqo'te, a feline race. They are split between:
      • Seekers of the Sun, the diurnal people;
      • Keepers of the Moon, the nocturnal ones.
    • Roegadyn, a race of giants. They are split between:
      • Hellsguard, volcanic land-faring people;
      • Seawolves, sea-faring people.
  • Five-Token Band: The final boss fight in Halatali (Hard) has you face off against a Hyur Gladiator, Elezen Lancer, Mi'qote Archer, and a Roegadyn Conjurer. Then you face off against a Lalafell Thaumaturge.
  • Fling a Light into the Future: Louisoix's final gambit to attempt to save Eorzea from complete annihilation: fling Eorzea's warriors years into the future to escape the devastation accompanying Bahamut's release from Dalamud.
  • Foreign Cuss Word: The city-state of Gridania, at least, is apparently in love with British expletives, firing liberal ammounts of words such as shite, arse, bollocks..
  • Free To Play: After giving away free month after free month, Square decided to replace the development team leaders, and do away with the monthly charges until they could 'provide a plan that outlines a level of enjoyment that will satisfy both us and our customers'. In an interview, the new director Naoki Yoshida also said 'we’ll have reached that point once we've developed a system where we listen to the voices of the players and then communicate back what we are going to do, how we are going to do it, and a deadline for when it will be done.' Subscription fees were reinstated on Jan 6th, 2012 to help pay for the completion of the Realm Reborn version of the game; the fee was suspended again in September of 2012 after new account creation was terminated in preparation for the fall of Dalamud and the end of the world.
    • Now no longer the case; A Realm Reborn is purely subscription-based.
  • From Nobody to Nightmare: Edda Pureheart was a sweet-natured conjurer. Then she lost her fiancée during a mission, and the group blamed her for it. She kept her fiancée's head, and after being overcome with grief, ressucitate him as a ahriman wearing his decayed face, and sent invitations to the members of her former group for her "wedding", effectively capturing them in the now twisted aera of Tam-Tara Deepcroft. During the final fight, she is completly mad, laughing creepily and summoning crawling corpses until she is finally defeated. Liavinne dies, and Paiyo Reiyo barely escapes the whole ordeal alive, only to be seemingly haunted by Edda's ghost. Yoshida mentioned that he would like to use her character again, so this is probably not the last time we see her.
  • Fire-Forged Friends: Being an MMORPG, the trope is bound to pop up in the game for players at some point. You have no one but strangers (excluding friends) helping you in battles and missions and you'll need every ounce of teamwork to succeed.
  • Forced Level Grinding: Some story quests have minimum level requirements that you must meet. If you do all of the optional sidequests (as well as a decent number of FATEs) then you should be okay for most of the game, but there's a noticeable gap right at the end of the game (Lv.47-49) where there are no new quests and you are forced to grind FATEs or dungeons. Patch 2.1 eased the pain slightly by having beast tribe quests that can be repeated everyday, giving a good source of experience points.
  • Foreshadowing: The lyrics to the main theme, Answers, supposedly contain hints about the main plot, though said plot is still unfolding and had to be reworked to account for ARR.
    • During the Black Mage storyline, you meet Kazagg Chah, Dozol Meloc, and Da Za. An Amalj'aa, Ixal, and Kobold respectively who showed that there are those among the beast tribes who are not primal worshipers and are actually friendly before the appearance of Beast Tribe quests.
    • Yugiri takes a temporary leave at the end of the 2.2 quest chain to teach the Limsan underworld about Ninjutsu after learning from Thancred that an organization of "questionable" characters employs a similar fighting style. This foreshadowed both the Ninja job announcement at E3 and how they would extend from the Rogue class.
  • Fragile Speedster: Pugilists/Monks can dish out unholy amounts of damage very quickly, all the while praying that nothing breathes on them or looks at them cross-eyed.
  • Gameplay and Story Integration:
    • During certain cutscenes, NPCs (and the player character) will openly use Aetheryte teleportation. In a few other cutscenes, spells such as Protect are also used.
    • Pretty much everything related to the Seventh Umbral Era was reflected in game and commented by NPCs during that storyline in 1.0, from weather changes to the increase of monsters' size to the changes in Dalamud.
    • If the player gets a cutscene when logging in at the inn, their character will be without their headgear. According to the developers, that's because "no one sleeps with a hat or a helmet". Glasses, however, will remain on, as sleeping with them on is not unreasonable.
    • NPCs use, and will give you, Linkpearls in A Realm Reborn. You see Raubahn using one to communicate with his troops during the Echo flashback to the battle of Carteneau and Bahamut's release, and Minfilia gives you one during the plot so she can stay in touch.
    • Each spellcaster class has a different style of mana management, and this is part of the lore. Conjurers and White Mages have reserves of powerful spells but can easily run dry if incautious — and their tutor warns that White Magic was normally restricted to Padjal in part because overuse of its powers drained enough aether from the land to cause an entire Umbral Age. Thaumaturges and Black Mages have structured lessons about the ebb and flow of aether through Umbral and Astral ages, and correspondingly burn through mana in Astral Fire then use Umbral Ice to regenerate MP. Arcanists are told about the value of planning, and correspondingly must manage Aetherflow, buffs, and debuffs, for up a minute in advance.
  • Getting Crap Past the Radar:
    • The game in general seems to delight in pushing the T rating as far as it goes.
    • In 1.0, the first NPC you could talk to in Ul'dah is obviously a prostitute and several of the dancers in the same city's local pub make it very clear that dancing is not all they make money with. If your character is female, the (female Lalafell) master of the adventurer's guild will tell you she enjoys measuring some manhoods from time to time. A Realm Reborn doesn't parade it quite so much in the main story, though there are plenty of "wenches" in Limsa and the dancers remain in Ul'dah and elsewhere, and Momodi still mentions manhoods and their measurements.
  • One from Limsa Lominsa:
Adventurer: How dare that hells-damned 'Cuda give the final Seal Rock position to Merodaulyn when he'd promised it to me! And after the things he made me do last night!
  • From one of the main storylines:
Emerick: An 'undred pardons milady! I ain't got no treasure but the jewels 'n' scepter me mum gave me - an' I'll 'appily share 'em with ya if ya fancy a go!
  • A particular FATE in Costa del Sol has the players escort a "Cute Courtesan" to "entertain" a guest of Master Gegeruju.
  • Dragon Quest X cross over event. Actually Zig-zags between Played straight, and played for laughs. At the end of the quest, for aiding in collecting a sample of the Brickmen gollems, the quest giver calls over some female entertainers who are wearing some partially revealing outfits. Said entertainers offer the player if they would like to enjoy "ze Puff-Puffs" while the camera pans towards their uhm... various curves, which the player accepts to some varying degree. The "puff-puffs" turns out to be them rubbing the player with some Phurbles, which are creatures best described as a giant, living, fluffy ball of hair.
  • Gray and Grey Morality: While the player and the Scions are very strictly opposed to the Primals and the Garlean Empire, the situation is far more complicated than it seems at first glance. The Garlean desire to stop the Primals through overwhelming technology isn't entirely a bad thing, and submitting to them not an obvious problem — it's only that we know it'd not work in the long run, and the reliance on Ascian technology, that demonstrates its failings. While Ifrit and Garuda are pretty unabashedly evil, Titan's kobolds have a rather legitimate complaint about the Limsa Lominsans violating the terms of a peace treaty, and Ramuh is calm enough that he doesn't like being summoned unless the forest itself is in danger. Meanwhile, Ul'dah is struck through with severe economic imbalance and an astonishing level of corruption, Gridianan society's willingness to work under the Elementals leads to effective xenophobia and some very harsh laws, and the Limsa Lominsan city of "former" pirates isn't as reformed as they would like you to think.
    • And then there's Ala Mhigo, Ul'dah's fallen neighbor city state, who is outright being snubbed and discarded and a target of the city-states' contempt (one part of the main scenario storyline in A Realm Reborn involves your character helping some Ala Mhigan refugees out, because no one else will). On the flip side however, some of this lack of support is partly Ala Mhigo's, or its resistance forces' own fault. Before its fall, Ala Mhigo was very warrior oriented, worshiping Rhalgr, the Destroyer as their chief deity. And according to some of the refugees, it was ruled by a tyrant of a king before the Garleans showed up. How the Garleans achieved victory against them, was basically to help stir up the discontent and anger towards its King, weakening its defenses before rolling in and conquering it. Additionally, the Resistance has a rather bad habit of attacking Garleans even when greatly outmatched, not only getting many of their own members killed, but also risking Garlean aggression against the remaining free city-states while they're in the middle of rebuilding their forces to take on the empire. Even worse, some of the more hot headed members of the Resistance are attempting a few brilliant ideas such as trying to summoning Rhalgr in Primal form. The player is tasked during the main storyline to stop that particular idea, and allowing cooler heads to prevail.
    • The majority of the Syndicate in Ul'dah in patch 2.2 cold heartedly refuse to grant refugees from Doma sanctuary purely because the Syndicate feels that A) the city has no resources to take in more immigrants (even though the city is financially well off), B) think the Doman refugees will just mooch off the aid from the Immortal Flames as everyone else had supposedly done, and C) fear that the refugees will turn into criminals once they see there's no chance to find work to support themselves. The majority rule comes after the refugees explained that they fled from a war and that they have children back on the ship who desperately need food. Yes, the Syndicate is willing to turn people away and let them and their children starve just to pinch a few gil, though the concerns raised about the city's financial state isn't too far off the mark. They also point out that the same members at the table in favor of allowing the Doman's refugee status in their lands, weren't as kind to the Ala Mhigan's fleeing the empire over 15 years ago in the story.
    • Ishgard, located in Coerthas, is a theocratic city state, dedicated almost completely to Halone, the Fury. They're so focused on their crusade against all of dragon-kind, that they've pulled a Face Heel Door Slam not once, not twice, but three times on the other three city-states in the past two decades in game. First they split off from the original Grand Companies before the events of the main story. Then they outright refused to assist the reformed Grand Companies in forming an alliance in the events leading up to the Calamity. And then they pull off the hat trick, again during the Main story by refusing to join the alliance once more after the Calamity, preferring to remain neutral in the Eorzean-Garlean war. Additionally, those accused of being a witch/heretic in service to dragon-kind have a trial that will end either in your death, with you proven guilty for sprouting dragon wings or being rescued by dragons, or innocent, proven by you dying from impacting against a deep ravines floor by falling from a high height. Have we also mentioned they are particularly suspicious of strangers, and haven't allowed anyone into their city who isn't a citizen for years?.
    • Given that the ancient Nymian Scholars used their knowledge, wisdom, and fairies to protect their army of marauders from hostile nations (in addition to taking on the role of doctors during times of peace), it's certainly conceivable that the minor city state Nym actually averted this trope. However, seeing as how it lies in ruins today, destroyed 1500 years ago when a plague transformed all of its people into Tonberries, we will probably never know for sure.
  • Global Currency Exception: The Grand Companies allow access to their stocks only with Company Seals, which can only be spent with the company that gave them to you. This also used to be the case when purchasing special items and skills from the various Disciplines' home guilds, however this system has since been removed in favour of a more centralised character development system, and it's unclear if it will be coming back.
  • Gods Need Prayer Badly: True for the primals, at the very least. Unusually, and rather nastily, if the primals feel they aren't getting enough worship, they can compel it by a process called "tempering," which produces slavish worshippers from ordinary people and plays a key role in the main quest.
    • The Grand Companies are also aware of this, and as there is no known means of removing the tempering, are forced to kill several allied soldiers so tempered to prevent them from strengthening the primals.
    • General Gaius says that the Eorzean Twelve are the exact same "They need crystals and worship, no different from the beastmen eikons." He raises a valid point, but the Twelve at least are benevolent enough that they don't need to temper people.
  • Gold Makes Everything Shiny: You can get a golden coated Magitek mech if you manage to rack up 500 commendations.
  • Good Guy Bar: The first place you visit after arriving in your city of choice. Also where you can take guildleve quests for an entire region, as opposed to the very local ones other levemetes hand out.
  • Got Me Doing It: The Serpent Commander in the Shantotto crossover storyline begins speaking in rhyme before catching himself.
  • Guest Fighter: Lightning from Final Fantasy XIII showed up in a series of chapters via events for a few weeks where players can fight alongside her and earn some unique gear based on Lightning's game.
  • Guest Star Party Member: By the buttload. Every other quest has you teaming up with someone during your solo quests so things aren't too difficult for you. One can also consider other players as guest party members since you'll likely to never see them again after your party finishes the quest unless said party is a premade organized group that you know.
  • Guide Dang It: Legacy' was every bit as bad about this as its predecessor. ARR is angling to be a little less obtuse.
    • Patch 2.35 introduced the ability to dye your chocobo via feeding it snacks that alter its colors. While each snack says what colors they darken or lighten, getting the exact color you want or just trying to figure out how the color changes work in general has zero information in the game.
  • Haunted House: Haukke Manor.
  • Healing Factor: Your HP/MP/TP slowly regenerate over time. If you are not on the enmity list of any enemies, the regeneration rate is significantly faster. Several abilities can also boost the regeneration.
  • Hello, Insert Name Here: Naturally, this being an MMORPG. Interestingly, though, you can pick both a given name AND a surname, and depending on the situation, you will be called by one or the other, rather than the entire thing all the time. An NPC lampshades the trope by telling you that there's a seventh hell made for people who sign up for a guild with an "amusing" name.
  • Helmets Are Hardly Heroic: Averted because they're damned useful and played straight. The Midlander male who serves as the main representative character of the Final Fantasy XIV wears a helmet as a warrior. A stray shot from a Garlean gunblade shatters it completely in the End of an Era cinematic, allowing his face to be seen in full detail and revealing him as the representative character.
    • Can be done by the players as well in two ways. Any head gear can be made invisible from view simply by hitting a button in their character equipment window, hiding it from view. Additionally, some helmets, notably the Warrior's and Dragoons Artifact/Mythology helmets, can have their visors open and close with the /visor emote.
  • Hero of Another Story:
    • The character models featured in the opening cinematic, numerous trailers, and End of an Era cinematic are apparently internally consistent characters (source). The midlander male begins as a gladiator and eventually armoury shifts to marauder and warrior. He uses the Echo to meet a roegadyn male, lalafell female, and elezen female to fight a morbol in the past before returning to the adventurer's guild in the present to his current companions, a mi'qote female and elezen male. The party featured in the End of an Era cinematic consists of all of these characters, sans elezen male. They later fight a dragon.
    • In A Realm Reborn, this is played in a much more brutal fashion. At one point you are given a series of quests to go to three dungeons, which are basically the starter dungeons for each major region. If you bother paying attention to the atmospheric NPCs at all (who only appear during these quests), you'll notice there are a few other parties trying to do the same quests you are on: a party of four led by a confident Hyur gladiator (Avere) and featuring a conjurer who may not be very talented (Edda) note , a party of three led by a jovial and friendly Roegadyn (Dolorous Bear), and a very experienced and somewhat aged Elezen couple (Isildaure and Alianne). What happens to them? The party of four splits up very acrimoniously when the leader dies after the conjurer (his fiance, who takes it very poorly) couldn't do her job in the very first dungeon, the Roegadyn's party all die offscreen in the third dungeon because they got too eager for glory, and the Elezen couple actually manages to survive and warn the player about the dangers of being too headstrong. Even the guild masters are moved to comment that, yes, there are other stories going on around you - that doesn't mean they end happily.
    • In the first big storyline cutscene in regular play (around level 5) you see the Crystal not only talking to you, but several other Adventurers at the same time. You're one of The Chosen Many.
    • Edda returns in Patch 2.3 for the dungeon Tam-Tara Deepcroft (Hard),having gone insane and attempting to resurrect Avere. Instead, she ends up creating a winged monster with his cracked, gray-skinned severed head for a body, which serves as the final boss of the dungeon.
  • Hide Your Children: Averted. No explicit violence is done upon children, but some of the storyline moments feature child characters very prominently (Gridania's main story especially), young characters find themselves in serious danger more than once, and the game does not shy from exploring the consequences.
  • Hold Your Chocobos: Everywhere. That exact phrase makes an appearance more than once, but the game is rife with Eorzean metaphors/slang, some awkward and forgettable (for instance, every instance where "cat" would be used is replaced with "coeurl"), some plain (Characters swear by the Twelve Gods and use phrases like "Gods be good")...and some spectacular.
Lalafell NPC: Disaster follows that man like a behemoth chasing a butterfly.
Geva: He doesn't have the sense the gods gave a chocobo's arse.
  • Holiday Mode: The Starlight Celebration event, also the Moonfire Festival.
  • Hunk: Male Highlanders, to contrast with the more bishonen Midlanders.
  • Hyper Space Arsenal: Wherein your off-hand equipment is stored. Main hand too, with the '/display mh off' command.
  • Idle Animation: Many beastmen enemies will do things like stretching their arms, rolling their shoulders, or conversing with one another as long as they are not active in combat. The trope can lead to a hilarious scene where you can walk in on two beastmen talking to each other, kill one of them, and see the second beastman still carrying on their conversation as if nothing ever happened.
    • From 2.2 onward patches have been adding additional idle poses for players that can be cycled through with the /changepose command. 2.28 added a setting that changes your idle pose to a random different one at set intervals.
  • Informed Loner: While the game is consistent with the solitude preference of male Miqo'te they state is canon (there are very few male miqo'te NPCs)...the fact that the catboys are very popular for players to make means that the throngs of PC!catboys one encounters makes their loner traits seem a bit off and unusual.
  • Infinity–1 Sword: There are many rare and powerful weapons to be found as loot. However, in the end, relic weapons trump all.
  • Infinity+1 Sword: A Realm Reborn has relic weapons for each class and you have to go through a Chain of Deals (with a mixture of item gathering and boss fights) in order to get the weapon restored to their former glory. There's also stronger versions of the relic weapons that literally have a "+1" in their name, though the 2.1 patch changed it to [Relic Weapon Name] Zenith. Gladiators and Paladins also get an Infinity Plus One Shield to go with their swords.
    • Patch 2.2 allows players to upgrade their relics even further, through a long Fetch Quest of items which Randomly Drop from FATE events in different zones. And there's an upgrade beyond that which requires a lot of Tomestones and effort. Also, Word of God is that Relic weapons will always be among the best weapons in the game, so we can expect further upgrades next time better gear is added to the game.
  • Interface Screw: The Hydra boss has an attack that inflicts Hysteria status, you to lose complete control of your character, forcing you to watch helplessly as they run in random directions, potentially into another attack that will finish you off. Siren's Charm effect not only makes you lose control of yourself, you are also forced to sit and watch your character attacking your own party members.
  • Interspecies Romance: The game doesn't generally call attention to it, but paying attention to NPC dialogue indicates that Eorzea doesn't object to sexual or romantic relationships between any permutations of Roegadyn, Elezen, Hyur, and Miqo'te. Even Lalafells are in on the action, as there is an implied relationship between a male Roegadyn and a female Lalafell in the form of Chief Foreman Fyrgeiss and the mother of his two Lalafellin sons.
  • Instant Awesome, Just Add Dragons:
    • The City-State of Ishgard has been at war with giant man-eating dragons for 200 years.
    • Bahamut, Final Fantasy's King of Dragons, is revealed to be inside the second moon at the end of 1.0; his release from there motivates A Realm Reborn, as he devastates the world.
  • Invisible to Normals: In this setting, most people can't see moogles unless they choose to be seen — the effect is complete enough that if a moogle picks something up in front of them, they'll notice nothing amiss instead of suddenly seeing an object floating on its own. Certain people (including the A Realm Reborn player character) can see moogles even when they're hidden, however.
  • Jack of All Stats: Bard's. Whilst their damage and defense aren't amazing, they are great supporters, buffers, debuffers, and are capable of healing with their LimitBreak, as well as silencing certain enemy's poweful attacks.
  • Jerk Ass: Various NPCs/questgivers qualify, but two notable examples are Silvairre in the Archer questline (at least initially; he gets better as the story progresses), and Professor Erik in the Monk Job questline.
  • Jiggle Physics: It's very subtle and more realistic than most other games to the point where you'd have to zoom in and look closely to see it but it is there. The devs put a surprising amount of detail into this as well and how much a female character's breasts will bounce changes based on the armor they're wearing. Wearing a Breast Plate? Your boobs aren't going anywhere. Wearing the default Miqo'te shirt that clearly lacks a bra? You'll be bouncing like crazy, especially if you're doing two out of three of the new dances introduced in patch 2.2.
  • Journey to the Center of the Mind: The Echo is an ability granted to those few who witnessed a strange, meteor shower-like event in the sky, which occurred at the beginning of the game's main storyline. Those possessed of the Echo have the ability to touch people's souls, and experience their memories as if they had been present at the time. This is, of course, not time travel, but the actions of a person with the gift inside an "Echoed" memory will permanently alter the memories of the person the Echo is used on.
    • Those capable of detecting the Echo's use (often by having the gift themselves) will occasionally recognise an unfamiliar person in their memories and realise what's going on. Those with this ability who haven't given their permission - such as Raya-o-Senna - of course consider this very, very rude.
    • 1.0 was also very sneaky about its use. Prior to the Echo being explained when the player character is invited to join the Path of the Twelve, the Echo receives very little suggestion. As its use is preceded only by a soft 'whoosh' noise and a very subtle screen effect, often with no change in location whatsoever, it is only in retrospect that many players will realise certain events early in the story were actually their experiencing NPCs' memories. A Realm Reborn makes it much more obvious even before the Echo is explained that something strange is happening.
  • Jump Physics: You can't change directions after you jump and you can only jump about two feet high, though jumping doesn't serve any purpose other than leaping up a low ledge to save yourself time when traveling. However, falling off a cliff will make you suffer fall damage and great heights will leave you with just a single point of HP after you land. If you suffer massive fall damage while engaged with an enemy, the HP to One safeguard won't kick in and you can wind up KOing yourself from fall damage alone.
  • Knight Templar: Gridania and Ishgard show some elements of this. Ishgard seems to come closer to playing it straight (see Gray and Grey Morality above).
  • Kick the Son of a Bitch: Livia's death, Cid pities how she died whining and reliving the trauma of being a war orphan, but after her exceedingly callous and brutal purge of the Waking Sands, many fans think dying in fear and despair was just what she deserved.
  • Kubrick Stare: Edda Pureheart gives one to Paiyo Reiyo at the end of the "Corpse Groom" quest. Double as a Slasher Smile.
  • Lazy Bum: The Kobolds of the 789th Order are not only lazy, but very spineless. The group takes pride in reaping the rewards from Kobolds that work harder than them and they wince in fear whenever they get bullied by Kobolds with superiority over them. The 789th order believe strongly in being lazy is the way to live rather than working hard and making effort.
  • Leeroy Jenkins: It wouldn't be an MMORPG without the trope. There's always at least one person who will run ahead of your group and pull hate from every enemy in the area, causing him to get a beatdown so fast that the healer can't keep up. Made worse if said player is not a tank.
  • Lemony Narrator: The descriptions for FATE quests can get extremely sarcastic sounding at times. This happens most often with creatures that are surrounded by myth and may or may not be real... then pointing out that said myth that may or may not be real is currently trying to murder you.
  • Let's See You Do Better: A common theme of the Crafting guild quest lines should a rival be introduced in them.
    • Played for laughs during the Main story line, when during the rescue of the Scions from the Garleans Castrum Centri base, Wedge abandons "Maggie" the magitek armor after getting surrounded by Garlean soldiers right when the Scions could use it's firepower.
      Biggs: "You ditched your magitek armor?! Fool of a Lalafell!"
      Wedge: "Well, EXCUSE ME! She's all yours if you think you can do any better!"
  • Let's Split Up, Gang: The Crystal Tower has several areas where all 3 party groups must split up in order to complete the objectives. You're only separated by several feet so you can still be in reach for healing from another group, but not close enough to actually help out completely in a fight. Other areas will have invisible barriers to prevent people from healing other alliances.
  • Level Grinding: At the game's original launch, Square Enix tried to blunt this trope with a fatigue system where as you earned experience the amount of experience you earned would very gradually decrease until you would earn nothing at all. Fatigue would diminish while a character was inactive, but the system was still generally unpopular with the people that played enough to be affected by it, and it was ultimately removed in patch 1.18.
  • The Lifestream: The Aethereal Sea, which is also referred to by the trope name.
  • Limit Break: Introduced in ARR: Each Role gets a different Limit that starts at level 1 in a light party (four people), 2 in a full party (eight people), and gains another bar when fighting the last boss of an instance, allowing up to level 3, the limits are:
    • Tanks: Grants the party a brief, but significant reduction to damage taken. The level 3 is potent enough to prevent wipes from some attacks that were designed to wipe the party if not handled properly.
    • Magic DPS: AoE damage, at level 1 and two, it's a Kill Sat and rain of comets, at level 3 it becomes the series' iconic Meteor spell.
    • Melee DPS: Braver, level 2 is Omnislash but called Blade Dance, level 3 however is Final Heaven.
    • Healers and Physical Ranged DPSnote : A giant wave of healing, becoming more effective at level 2, at level 3, the range and healing is increased even more, and it also gains a raise effect, reviving all dead party members.
  • Lip Lock: The few voiced cutscenes don't have lip animations that even come close to matching the dialogue in any language, just generic Mouth Flaps that start when a line's audio does and stops when the line ends with no pauses. The problem is the Japanese lines are much longer than the English ones, and the localization team didn't write around that fact, so quite a lot of the English audio is spoken very slowly and unnaturally to make sure the audio starts and stops with the Mouth Flaps.
  • Little People: Lalafell, the spiritual successors of the Tarutaru.
  • Lost Forever: A good deal of the content related to the pre-ARR 6th Umbral Era storyline was permanently removed from the game upon the release of ARR (2.0), as it was intended as a reward for players sticking with the game during the rebuild. This goes from relatively minor Lodestone achievements (some of which were only available between 2 patches!) to several storyline quests. There is also a unique Goobbue mount that could only be obtained in that time. Many seasonal event rewards also fall under this.
  • Lost in Translation: One that caused some major xenophobic Epileptic Trees, the Japanese fanbase was "pleasantly" surprised to discover that Chocobosnote  were renamed to the Kanji for "Horse-bird/馬鳥" by the development team. This, combined with the announcement of a Chinese release and the hiring of a Chinese localization team to translate it after the game was released, led to the natural assumption by some that the entire development of the game was outsourced to China. This is despite the FFXI development team basically transferring entirely to this game. Then, when the fanbase screamed bloody murder about this, they were renamed "Chocopos" before quickly being corrected a final time. Er, whoops. Thankfully, since the new producer took over, his first priority has been to keep players of all regions informed and listen to their suggestions.
    • This is later lampshaded in ARR with NPCs from the Far East analogue calling Chocobos Horsebirds in at least the English localization.
  • The Lost Woods: The Black Shroud, or Twelveswood, where lies the city of Gridania. The trope was clearer in 1.0, where the region was a giant gridlike maze and more fuss was made about the semi-sentience of the forest, but elements of this are still plenty evident.
  • Luck-Based Mission: Crafting high-quality items involves a lot of RNG; there is a base chance represented by the Quality bar (increased by using high quality ingredients), there are abilities you can use to increase the quality (which also have failure chances) and there are random variations in item condition (Normal, Good, Excellent and Poor) that change the effectiveness of those abilities. Crafting high quality items consistently requires a combination of good gear, cross-class skills and a rotation that minimizes the effect of RNG swings.
    • The Atma drops introduced in patch 2.2 is the trope in spades. Upgrading your relic zenith weapon to higher levels requires 12 Atma items that can only be found in specific areas from any FATEs and the drop rate of said items are ridiculously low. Without all 12 items, you are not going to get your relic weapon powered up.
    • Even trying to get your chocobo to just change colors is also RNG in itself. Even if you know exactly how to get the color you want, it's up to RNG to decide whether or not it will take 3 attempts or 30 attempts to get the chocobo to start changing colors. You can wind up exhausting your entire supply of fruit and get no results due to RNG deciding to screw you over.
  • Mana Burn: There are a few enemies that can damage your TP (what physical classes use to execute attacks), though they're blessedly rare. It used to be averted for MP, but patch 2.1 added the Zu fight in the Pharos Sirius—the boss will spawn additional monsters called Zu Cockerels, which will drain MP, and naturally almost always head for the healer first.
  • Mighty Glacier: Gladiators use heavy armor and shields, pugilists have a defensive stance. The more shield-based actions are were originally under a sub-class named Sentinel, which leveled up separately from Gladiator despite the obvious pairing. This was because shields can also be used by the magic-wielding classes while wielding wands rather than staves, however now one has to raise Gladiator in order to have access to shield abilities in other classes.
  • Morton's Fork: The Ishgardians' preferred method of hunting down those they believe to be traitors, reflecting the real life witch-hunting practice of "dunking." They take the accused to a cliff and throw them off. The innocent will die, be remembered as heroes and given a proper burial. The guilty will transform into a dragon or call on their dragon allies to save themselves, at which point they will be shot and killed by waiting archers.
  • Mondegreen: Over two years passed between the debut of the theme Answers and Square-Enix posting the official lyrics online so fan-copies of the lyrics circulated online were full of these, especially in the overlapping choral parts (here's one for comparison).
  • Mercy Invincibility: Averted. Players and enemies can rack up massive amounts of damage to themselves if they are hit with multiple attacks at once. Being revived after losing all your HP doesn't protect you from further attacks, which makes it possible to be downed again as soon as you get up; that reason alone is why most players choose to accept a revive later when the coast is clear. This makes using the level 3 healer limit break difficult because you don't get to wait to accept the resurrection. You get up right then and there taking whatever attacks happen to be pointed in your direction. However, patch 2.1 changed the revive mechanics where players can move sooner after being revived and they have a few seconds of invulnerability to prevent being knocked down again.
  • Misfit Mobilization Moment: The open world events called FAT Es tend to cause this. Success usually depends on everyone knowing what they should be doing without a word spoken.
  • More Teeth than the Osmond Family: Goobbues have three rows of teeth in very large mouths.
  • Muggles Do It Better: The Garlean Empire are composed of people who cannot use magic due to their genetic makeup. The Garleans make up for their shortcomings by being highly advanced in weapons and technology and they do it a lot better than most of the nations in Eorzea.
  • Mundane Made Awesome: The "In The Company of Heroes" quest is this on its face, in essence making a quest out of enjoying the celebration that you had set up, worth eight thousand experience points by itself, and even ramps it up further at one point when you taste the meal you provided for the party.
    "Tasting the exotic feast triggers a divine revelation. In that brief transcendent moment you glimpse the true form of reality, comprehend its fleeting nature, and cry out to the heavens in celebration." Even playing the victory theme from the original NES/Famicom version of Final Fantasy I.
    • And Lampshaded by your fellow Scion, Y'shtola, who thinks they're wasting time on the frivolity of the Hidden Purpose Test, with the threat the hero has to face is looming with little time to spare.
  • My Rules Are Not Your Rules: Player characters have fixed rules on how quickly they can cast their spells and how much cooldown they have following casts. Computer enemies can cast much faster and in more rapid succession. The result is especially scary for light armor wearers, who often have less magic defense than casters or tanks, but with Squishy Wizard-level HP. Enemy AI also have infinite MP (you can absorb their MP all you want and they'll never run out) while players have to rely on Regenerating Mana to keep up.
    • Enemies can also randomly inflict Heavy (slow movement) on you when you're trying to run away no matter what ability they are using. Players have to rely on their spells/abilities to cause Heavy.
  • Mythology Gag:
    • Other than the obvious fact that the game's races are based on Final Fantasy XI's, the Garlean Legatus look dangerously similar to Judges. And they use Gunblades and variants such as a Gunhalberd.
    • Servers are named after towns and kingdoms from previous FF games, such as Figaro, Wutai or Besaid. In previous beta phases, they were named after famous villains and bosses in the series. Taken a step further in patch 2.2 where a several NPCs seek refuge in Eorzea when their homeland was torn apart by war. That homeland just happens to be Doma.
    • The Echo's ability to dive into someone else's memory is markedly similar to Ellone's powers.
    • The battle theme used on the battle against King Moggle Mog XII? The moogle theme. His strongest attack? Crystalline Flare.
    • One of the major changes planned for version 2.0 (see Nothing Is the Same Anymore) is a total revamp of the game map, which will be explained in game by a major catastrophe that will bring the "Seventh Umbral Era". This major catastrophe was basically Meteor. It then turned out to be Bahamut.
    • One of the planned mounts available for players in ARR is the Magitek Armor.
    • One Mi'qote says that she always imagined Cid Garlond would be "older, and shorter. Perhaps a bit less groomed... markedly gruffer... and somewhat more outspoken. Oh, and he would definitely have a pipe... or maybe a cigar."
    • During a fight scene in the main plot in Ul'dah, a certain piece of music plays, complete with partial samples from the NES original.
    • Arcanists resemble Evokers, and are also a stepping stone to the proper Summoner job class.
    • Several of the Pugilist class quests have guildmaster Hamon 'Holyfist' that shares several parallels with Tellah the Sage from Final Fantasy IV in that both are crippled by their age and recover their memories. Hamon's story is a lot less of a Tear Jerker than Tellah's was.
    • The 2014 Heavensturn seasonal event featured NPCs who referred to chocobos as "horsebirds", a translation which caused no small amount of controversy in 1.0. (See the Lost in Translation entry above.)
    • When Thancred calls out Ungust for allying with the Amal'jaa to line his pockets, Ungust tells him to "blame yourselves or the gods," a nod to Final Fantasy Tactics' infamous Good Bad Translation.
      • On the subject of Tactics, the process of upgrading your relic weapon from Atma to Animus involves undergoing the trials of the Zodiac Braves. There's also a minor group of bandits called the Corpse Brigade.
    • During the first phase of his fight, Gilgamesh will pull the exact same I Surrender, Suckers that he pulled in Final Fantasy V by begging for mercy, buffing himself, then ambushing the tank with Jump. He even verbatim quotes his exact same lines from V as he does it. In fact, many of Gilgamesh's lines in this game are taken or paraphrased from his place of origin.
      • Gilgamesh will also inflict Mini, Confusion, and Toad on the party, a nod to the standard debuffs used in the older Final Fantasy titles.
    • The random name generator for Hyur will suggest surnames of past Final Fantasy protagonists, such as Strife, Fair, Branford and Farron.
    • The entire Crystal Tower is one massive homage to Final Fantasy III. The first half, Labyrinth of the Ancients, is based on the penultimate dungeon, the Ancients' Maze, and Phlegethon on its boss Titannote . The second half is called Syrcus Tower, which was an alternate name for the Crystal Tower itself in III, and nearly every enemy is a direct homage to the enemies and bosses found in that game. Several characters related to the events of the Crystal Tower in its original incarnation also make an appearance, adapted to fit the lore of XIV.
    • One of the Paladin's actions is named "Spirits Within"
    • The backstory of the Scholar job describes a war that the nation of Nym took part in, which would come to be known as the War of the Magi.
    • The Alchemists' Guild quest line centers around the guildmaster and his attempts to bring his lost lover back to life, not unlike a certain treasure hunter. And at the end, he does succeed in doing just that, just long enough to say goodbye.
    • The Warriors of Light in the main story are described as faceless beings shrouded in light that saved Eorzra from destruction, but no one can remember who they were or even remember how they were saved. Eorzea wasn't the only one that also went through a similar experience.
    • 2.3 added class-unique idle animations when a character has their weapon out, for Lancer and Dragoons, the idle animation is Kain Highwind's ever iconic pose from the title art of Final Fantasy IV.
  • My Species Doth Protest Too Much: Every beast tribe has a fringe group with sympathetic motivations that accept help from the players;
    • Amal'jaa: The Brotherhood of Ash are a clan of Proud Warrior Race Guys who put their faith into their own power, living a harsh minimalist lifestyle that guarantees only the strongest come out on top. They accept the player character's aid because they despise the mainstream Amal'jaa for relying on Ifrit to give them power and comfort, and seek to topple their primal worshipping brethren as well as find a cure for Tempering.
    • Sylph: The Sylph are an inversion as they've always been kind-hearted and evil Sylph only became an entity after the botched summoning of Ramuh five years ago. The player is actually introduced to the good sylph early on as part of the main story, but the main arc of the Sylph questline has you foiling Touched Sylph pranks as well as Garlean infiltrators, all while learning of a "chosen one" who will decide the fate of the Sylph as a whole.
    • Kobolds: The Kobolds of the 789th order are... the bottom of the barrel. While Kobolds as a whole are hard-working devotees of Titan, the 789th are full of slackers and cowards who would prefer to cheat their way to a higher rank. The player helps them in their endeavors to become a higher ranked order so that they can strike against the leader of the 13th order, one of the major leaders of the race as a whole... and also because the Roegadyn who asks you to help them just finds them so pathetic.
    • Sahagin: The Sahagin of Novv's Clutch don't desire war with humanity like most of their kind do, they just want to be left alone to raise their children in peace. They enlist aid of the player character to help them protect the children and fight off a cruel warband called the Coral Triders (who aren't above hurting said children), while also showing the world that there are Sahagin who don't want to kill everything that walks on the land in hopes of forming some kind of alliance with Limsa Lominsa.
    • Ixal: The Ixal of Ehcatl Nine are crafters who find war with humans and trying to please Garuda a pointless effort, instead they spend their time building a special airship, so that they can fly above the clouds.
  • Name Order Confusion: An unusual in-setting example. All characters have a first and last name. For most peoples of Eorzea, this follows Western naming orders, where the first name is a personal name, and the last name is a clan or family name (in the case of Elezen and Roegadyn), a family name or business title (Hyur), or part of a personal name (in the case of Lalafell). The exception is Miqo'te Seekers of the Sun, who put their clan name at the very beginning of their first name before the apostrophe. For female Keepers of the Sun, the last name is an extreme version of a patronymic. (It's literally just their father's name, completely unmodified) For Keepers of the Moon, it's a standard familial surname, save that it's matrilineal instead of patrilineal.note  For Seeker of the Sun males, however, the last name indicates whether the character is a Tia (non-breeding male) or Nuhn (breeding male), a status that can change multiple times over one's life and which does not reflect general leadership status. Seekers thus can find themselves being called "Mr." Tia, although no Seeker NPCs make this mistake.
  • Nerf: Patch 2.1 nerfed a lot of things, such as Holy and Medica II having reduced power and a dungeon having a reduction in the Mythology Tomes awarded.
  • Nice Job Breaking It, Hero: The Garlean Empire successfully manage to conquer Ala Mhigo, but accidentally make things far worse for both themselves and the entire planet: they kill off the guardian Midgardsormr, which opens some Sealed Evil in a Can and allows the beastmen to summon their primals. Not only are the primals themselves such an unknown factor that the Garlean Empire wants them eliminated just as a precautionary measure, but the process of summoning a primal distorts the natural flow of aether so much that- left unchecked- it could destroy the ecosystem of the world. Nice job, Empire.
    • This being the Garlean Empire, they decide to try and "Fix" that previous foul up, by unearthing Ancient Allegan tech, in the form of the Lunar Transmitter. While testing it, and trying to discover it's purpose, they find out it controls the smaller moon Dalamud, when it performs a Kill Sat attack on the Garlean City they're experimenting the device in, destroying most of it. Cid Garlond decides to perform a Heel-Face Turn and flees to Eorzea to redeem himself, while Nael Van Darnus loses it, and decides he rather use it as a Kill Sat on Eorzea for letting the Beast Tribes and Primals to exist. Except for two problems. Dalamud is A. really Bahamut's prison. And B. as Dalamud get's closer, Bahamut begins to temper Nael Van Darnus with the plan of being released from it. End result, the Battle of Carteneau between the Reformed Eorzea Alliance and the Garlean empire ends with Bahamut freed, and severe casualties on both sides, and the various region permanently changed from the destruction, leading to a 5 year lull in any major aggressive actions aside from the Garleans consolidating, and building bases. Two for Two Empire... *Cue Sarcastic Clapping*
    • Apparently, not able to take a hint that they suck at "saving" the world, the Garleans decide to try yet again for A Realm Reborn's storyline. This time, they unearth the Allagan "Ultima Weapon". With some help from the Ascians, they get it functioning again, and use it to destroy, and absorb the essence of Ifrit, Titan, and Garuda. Except, the Ascians have their own plan in using the power source for the Ultima Weapon, to relearn the spell Ultima and destroy parts of the world with it and bring chaos. While the players do destroy the Ultima Weapon, it's short time of use causes panic amongst the Beast Tribes, who begin summoning even stronger versions of the Primal, with some support from the Ascians. *Face Palm*
  • No Flow in CGI: The Lightning Strikes event has an odd case of it being averted, but then not. Lightning's outfit features a long cape, and on Lightning herself, the cape's fabric physics work much the same as they did in her home games. However, with PC clothes fabric physics, at least to the extent needed for Lightning's cape, are nearly non existent, so when female PCs obtain the outfit for themselves, instead of foregoing the cape, it is tucked into the belt, to make it's stiffness less obvious, and possibly keeping it from clipping.
  • Not so Above It All: In the Hildibrand questline, Inspector Briardien, the cool-headed, suave Foil to our favorite buffoon, eventually gets fed up with his incompetence and stupidity and starts chasing him around in a rage.
  • Not So Different: The speeches given by Kan-E-Senna of the Gridanians and Nael van Darnus share an uncanny amount of similarities—viewing the world as "tainted" by a "disease" or pollution that requires cleansing and purification.
    • In a similar vein the Brotherhood of Ash and Gaius' talk of achiving victory through Honor Before Reason, conquests and refusal of the power of gods and primals are very similar.
  • Not the Fall That Kills You: If you're not in combat, you can never be brought below one HP by falling damage, no matter how long the drop. If you are in combat, on the other hand, it is entirely possible to die from falling damage.
  • Not Using the Z Word: The demons aren't demons, they're "voidsent".
    • Though for some reason they still use the adjective "demonic" to refer to them at times. The quest to finish Haukke Manor uses it to refer to someone.
  • Nothing Is the Same Anymore: Word of God states that this will happen in the storyline to increase the sense of danger and excitement in the world. From a meta perspective, this is also happening to the game, which is and will continue to undergo massive changes to mechanics and gameplay to try and fix the numerous issues it had at launch. For A Realm Reborn the game has been redone from top to bottom, with all game systems revamped or changed completely and major graphical improvements.
  • Obvious Beta: Final Fantasy XIV 1.0 was released lacking so many features, and with so many known serious game design problems, that it was more of an obvious alpha. Unusually, the developers actually apologized for it and canceled subscription fees until it was deemed to be up to snuff —- essentially, putting it right back into beta. The game was eventually rereleased in a much more complete form as Final Fantasy XIV: A Realm Reborn.
  • Obvious Rule Patch: Patch 2.1 brought about changes to certain items to prevent people from farming them and selling them for lots of gil by making said items much easier to obtain.
  • Oh, Crap: Invoked by Y'shtola in the beginning of 1.0's Limsa Lominsa storyline, when a sea serpent attacks the ship she and the player are on.
    Y'shtola: Gods Forfend.
  • Omniglot: Those possessed of the Echo, as a consequence of their ability to touch the souls of others, are capable of speaking and understanding most any language.
  • Ominous Latin Chanting - The final boss theme of the seventh umbral era.
  • On the Next: After each of the Hildibrand story arcs, the player gets treated to a teaser of the next one done in this style.
  • One-Gender Race: There are plenty of male Miqo'te, but nearly all of them live in solitude. Even the females rarely end up living in cities. As for female Roegadyn, they exist; one important NPC is a female Roegadyn. They are playable in A Realm Reborn, along with female Highlander Hyur.
  • One-Hit Kill: Each primal has some sort of mechanic or condition during their battles that must be fulfilled to reduce their Astral Flow damage down to survivable numbers. Complete failure to do so means an unavoidable 9999 damage hit.
    • Ultima Weapon in the second round will cast Ultima after a few seconds once its HP is low. If it pulls off the move, everyone is hit for unblockable high damage that no one can survive.
    • Odin brings back his famous Zantetsuken attack which will instantly kill everyone participating in the FATE battle against him if they don't defeat him in time.
    • In both Labyrinth of the Ancients and Syrcus tower, the third boss from each (King Behemoth in Labyrinth, Amon from Syrcus) have arena wide attacks that will inflict enough damage to kill the entire alliance in one hit, the trick to surviving being that the alliance has to hide behind objects placed on the battlefield from previous attacks of theirs (Comet rocks and allied players frozen in a large chunk of ice respectively) to avoid the damage.
      • Glasya Labolas from Syrcus Tower also has this as a feature. The first version of his attack requires the alliance to interrupt the flow of energy to him to reduce damage from Clockwork Wrights and destroying them, while the second time requires the alliance to position Clockwork Knights to act as linkages on generators charging up pads that launch the alliance to safety to survive the second one.
  • One Size Fits All: With a handful of exceptions, player characters do not need to worry about whether a given piece of equipment will fit or not. This also applies for quests that require you to give a piece of clothing to an NPC; even if you wore a pair of pants made for a Hyur, you can still give them to a Lalafell NPC and they'll magically resize themselves.
  • Only One Name: Averted. Unusually, especially for an MMORPG, player characters have both fore and surnames. This makes Final Fantasy XIV one of the few MMO's wherein players can share a name besides Phantasy Star Online/Universe, although in those games, name-sharing was achieved by identifying characters by database ID rather than an input name.
  • Only Sane Man: If you think about it, it's hard not to believe that the Scions of the Seventh Dawn are entirely composed of the Only Sane People in Eorzea.
    • In a weird sort of way, Ramuh also counts as this, as he is the only one of the primals that doesn't wish to temper or destroy the other races of Eorzea. He is still dangerous, but only to those who encroach on his territory, something the Gridanians are glad not to do. He even tells the sylphs that the only time they should summon him is when the forest is in danger.
  • Ooh, Me Accent's Slipping: In A Realm Reborn, very few characters with a British accent manage to keep it for an entire scene (sometimes not even for an entire sentence).
  • Order Reborn: The story line of the Legacy 1.0 "7th Umbral Era" revolved around this. With the Garlean Empire knocking on Eorzea's door, and building it's first fort in Mor Dhona, Castrum Novum (Latin for "The New Fortress"), Gridania, Limsa Lominsa, and Ul'Dah all decide to reform their individual Grand Companies. The three being the Twin Adders, Maelstrom, and Immortal Flames respectively. Which the players join, and help out. However, initially, they each refuse to work with each other, all trying to secure resources for themselves, or refusing to accept assistance. However, as the threat became more dire, the leaders of the Grand Companies, began to question their methods. Between the player's help (with a bit of a push from the Circle of Knowing) they become convinced to put aside their differences, and reform an even greater order, the Eorzean Alliance.
  • Our Elves Are Better: Hard to call. All we currently know about the Duskwights can be summarized as "marginalized people who live underground," and while Gridania is full of Wildwood, its whole schtick is being a fusion of elezen and hyur, which problematizes the "xenophobic and superior to humans" trait common in typical "better" elves (problematizes, not averts, because the Gridanians have their own xenophobia problems). The major elezen civilization of Ishgard is currently closed to outsiders (i.e., players) and not much about them exists in the lore right now; this will change, however, with the release of Heavensward, which is focused around the Holy See.
  • Our Zombies Are Different: They're blue-skinned and have glowing tattoos covering their body and a hunger for brains, though they don't share any differences in animation compared to players. They seem to be able to recover intelligence and personality after they've been around for some times, but they don't lose their hunger for brains, which makes them a big problem. One of the FATEs in Thanalan involves you dealing with a band of zombies who have become extremely dapper thanks to a Back from the Dead Hildibrand, who thinks he's a zombie due to digging himself out of his own grave.
    • More traditional shambler zombies show up in Pharos Sirius, the revenants of those who were drowned by Siren's song. They also seem to have been mutated somehow by the fallen piece of Dalamud that pierced the lighthouse, and have massive growths of corrupted crystals jutting out of them.
  • Outrun the Fireball: Your character, after beating the Final Boss, escapes the explosion from the ruins of the Empire's base by fleeing in a mech.
  • Palette Swap: Many pieces of gear are simply copied models of a different piece of gear with either a different color or some minor details added.
  • Pick-Up Group: One of Square-Enix's goals with FFXIV is to make these more probable and successful, thanks to the new questing system used by the Duty Finder. The Duty Finder basically lets a player pick a quest, then wait for the game to find other players in proper roles to appear who are also looking to play the same quest. Patch 2.1 takes it a step further by adding the Party Finder feature, which allows players to create a party with specific roles and goals of their choosing, thus making it easier for people to find groups that cater to their needs.
    • Beyond dungeons and duty finders, higher level FATEs tend to work like this, especially ones with Notorious Monsters. Someone has to tank that thing's damage...which means someone has to heal the tank...meanwhile someone has to actually kill the thing...and there you have it. Sometimes it's an example of beautiful teamwork and camaraderie among people who have never seen each other before nor ever will again. Sometimes it's not so pretty.
  • Pintsized Power House: Lalafellin Disciples of War. Just because they come up to your knee and look adorable in their armor doesn't mean they can't knock you on your ass.
  • Player Generated Economy: The market board is a place where players can post items to sell to other players. Items that are hard to craft, hard to find, just released with a new patch, or are in high demand tend to have their prices set very high. While it is entirely possible to survive on just dungeon loot drops or ignore the vanity items, if you want to have optimized stats or must have that ultra cute minion in your collection, then you better have the gil to spend.
  • Postfinal Boss: Lahabrea is the post final boss to the Ultima Weapon for the 2.0 story line. Lahabrea's attacks are not too threatening and the party has the blessing from the mother crystal, which grants them boosted power and HP regeneration. Compared to the Ultima Weapon, Lahabrea is a total joke.
  • Power Crystal: In the original version of the game, big ones called 'aetherytes' recover your HP and MP and let you start guildleve quests, small ones are elemental and used for crafting. In A Realm Reborn, the aetherytes are now used exclusively for travel.
  • Power Glows: Relic weapons pulse with a light that increases in intensity as they are upgraded.
  • The Power of Love: A 1.0 Gridanian questline involved a woman, Fye, making a ritual mask for her brother, Dunstan, who has been claimed by the Elementals as a Wildling for transgressions against the forest. No Gridanian knows if saving a Wildling is possible, and further events over the course of the quest raise the risk that Dunstan might die in the attempt. The Ritual of Clensing works, however, and according to Brother E-Sumi, it was Fye's love for her brother that made the difference.
  • Power-Up Food: There's numerous types of food available to get (from soups, to breads, to cookies, and more!) and all of them give temporary stat boosts and boosted EXP for half an hour. Food is a common quest reward and the Culinarian job allows you to make your own food.
  • Precursors: The Allagans. If the Binding Coil of Bahamut is any indication, the Allagans were far more advanced than even the Garleans, who are currently the most advanced civilization known in present day Eorzea, or other civilizations that existed during the Allagan's era. They are nowhere to be found in present day, at least for now, and its unknown how a race so advanced could disappear overnight, but remnants of their technology and history still remain.
  • Prestige Class: Patch 1.21 added a "Job System" on top of the already implemented Disciplines. Jobs are more speciated variants of the game's base classes that can equip less skills at once, but have stronger equipment and personal abilities to compensate. Current jobs Call Back to the job classes of the various Final Fantasy games (bar the Bard, a strange hybrid of the traditional party-buffing singers and distance-fighting archers.
  • Privateer: Merlwyb appears to have invented this in Eorzea, talk about the town in Limsa Lominsa indicates that the pirates now work for her and are ordered to prey on Garlean ships, and this is part of why Merlwyb is so powerful.
  • Pun:
    • All of the achievement titles, FATE titles, or quest titles that aren't Shout Outs are puns, including some that are, such as "The Bear and the Young'un's Cares.
    • Each of the major cities has a network of Aetheryte shards to make getting around quicker and easier. This network is called the Aethernet.
  • Proud Warrior Race Guy: The Amalj'aa were revealed to have originally been this in the A Realm Awoken patch. While most of the Amalj'aa are serving under Ifrit's influence, the rest of the race live a warrior lifestyle where they only fight people that try to get in their way and they live and die by the ways of a warrior in order to maintain their honor. The problem being... Ifrit's taken a good ninety-percent-plus of the Amalj'aa at this point, and the PWRGs are a tiny minority at this point, which is a fact they deeply lament, and is the reason the survivors now refer to themselves as the "Brotherhood of Ash". The tribe are also open to taking in people who are not the same race as long as they uphold the tribe's values.
  • Punctuation Shaker: Miqo'te. Their names make extensive use of apostrophies (supposedly something to do with easy address while hunting) which follows a set of elaborate rules that are different for each of the two main clans and are related to tribal affiliation, parentage and birth order. Ironically, in 1.0, player characters couldn't name their characters this way due to naming restrictions. A Realm Reborn remedied this.
  • Puzzle Boss: While many bosses can be beaten with a good old fashioned smackdown, other bosses require methods beyond whacking them with swords over and over again. One example is the fight against Diabolos, whose ultimate attack can almost instantly knock out anyone who gets caught unless the party can manipulate the correct pair of doors that will let them avoid the attack.
  • Rage Quit:
    • A shareholder who owned 1% of Square-Enix sold his entire stock portfolio for $26M, stating, "First thing in the morning tomorrow, I intend to instruct those who manage my precious Square Enix stock to arrange to sell all of it. To Square, thank you for the enjoyment of your products up until now, with the exception of this last one. Goodbye." The sale caused a dive in Square-Enix stock, though share prices recovered inside the day.
    • Rage quitting is also quite common in the game after a few failed runs in an instance. Anyone that quits in the middle of an organized quest (ones requiring a party) will get slapped with a 30 minute timeout, preventing them from joining any other instance. Party leaders are immune to the penalty.
  • Rainbow Pimp Gear: Dear God. The dying of armor simply makes it worse, as players can't tell what color an item will be before buying it/accepting it from a quest reward, and don't unlock the ability to dye armor in the first place until level 15. Those first fifteen levels are eye-searing.
    • If it's not the colors, then it's the type of gear worn. For example, it's possible for a mage player to wear a robe, a pair of tights, sandals, and a straw hat with a flower on it. Even if you have matching colors, they won't matter if you look ridiculous with the kind of gear you wear.
    • It gets even worse when you get gear that can't be dyed at all; most of the unique gear are unable to be dyed. Hope you enjoy looking gaudy and mismatched!
    • Finally averted with the glamour system from patch 2.2. Players can have their gear take the appearance of other pieces of gear without having to sacrifice their stats.
  • Raised by Natives: Loohn Gah, a young female Miqo'te, is a part of the Brotherhood of Ash warrior tribe, which consist of nothing but the Amalj'aa lizard beastmen. It's revealed that Loohn, when she was a child, was caught in the middle of a kidnapping raid by a group of Ifrit worshipping Amalj'aa that left her gravely wounded. The leader of the Brotherhood of Ash found her and gave her a choice; die or join their ranks. Loohn chose the latter and she was raised by the Amalj'aa since then, becoming a part of their tribe and a capable fighter. Loohn eventually runs into people from her old hometown who tell her that her parents are worried about her, but she scoffs at them due to finding the Amalj'aa a much closer family and that she also has very few memories of her birth parents to begin with.
  • Real Is Brown: When entering the Sylphlands in East Shroud, a brown filter is applied to the scenery.
  • Real Money Trade:
    • The highly controversial lack of an Auction House in 1.0 was supposedly to combat the RMTs that plagued FFXI, but as some on forums put it, it threw the baby out with the bath water. Note that RMTs are still in the game even without the Auction House. Of note, however, the Special Task Force Unit that went to town on the RMTers back in FFXI (albeit a bit late) are back in force. Also, in a testament to someone's stupidity, the RMT crowd were actually attempting to sell gil made during the open beta. You know, after Square-Enix had stated categorically that characters and their possessions would not be carried over to the retail version of the game.
    • In A Realm Reborn (2.0), they changed the Market Wards, to the Market Boards to the game. And yet frustratingly the RMT companies keep coming up with new ways to be obnoxious or to get around filters of the Special Task Force. There have been at least four companies with bots who shout, yell and even sent tells like in FF11. Amongst their latest tricks a year after relaunch, is to send friend requests to players they send tells to, to either trick the player in adding them as a friend, or just add more step of having to decline the request before being able to blacklist them. What's worse is that the blacklist function has a cap of two-hundred names, which can easily be filled up depending on how much travelling a player does, and while the player can freely delete the older RMT names from their list several weeks latter, is still tedious, and required to open up space to black list new ones. About every two weeks the STF puts out a post informing they just banned several thousand accounts or characters tied to RMT activity, and the RM Ts still keep showing up.
  • Red Oni, Blue Oni: In the Hildibrand storyline, Briardien, a detective who is basically an elezen Captain Ersatz of Sherlock Holmes, is introduced as the passionate Hildibrand's rival, and he does indeed wear a blue bliaud and have icy blue eyes, in contrast to Hildibrand's red rose motif and red eyes.
  • Replay Mode: The game has a book/desk in the inns with this feature available, so the player can rewatch unlocked cutscenes.
  • Rewarded as a Traitor Deserves: Ungust and a Traitorous Immortal Flames Soldier, who betray the Player Character and Immortal Flames to the Amalj'aa to be sacrificed to Ifrit, end up being sacrificed as well.
  • Ridiculously Cute Critter:
    • Moogles are back and are cuter than ever.
    • Spriggans, little black fuzzy things.
    • The lambs around La Noscea are the most adorable little buggers you'll ever violently slaughter.
    • When minions aren't Ugly Cute, they're this.
  • Robot Buddy: Late in the story you procure a suit of magitek armor and unintentionally give it sentience by using a special stone to power it up; it grows attached to you and performs a heroic sacrifice at least twice before still coming back in the ending to help you Outrun the Fireball when Gaius' base is collapsing.
  • Sad Battle Music: "Bonds", the song that plays during the level 50 job quests is a very sorrowful sounding melody that sounds like a fight that shouldn't be happening, in pretty much every circumstance, your final opponent is tragic at best and well-intentioned at worst.
  • Scenery Porn: From the beaches of Limsa Lominsa, the sprawling forests of Gridania, to the sweeping deserts of Ul'dah, this game is very, very pretty.
  • Scenery Gorn: Should you survive a run to Mor Dhona, you'll be greeted by the wreckage of the Garlean mothership from the FMV opening, encircled by the dessicated corpse of a dragon.
  • Schizo Tech: Fairly deliberately done:
    • Eorzea generally has a "Renaissance", pre-powered-locomotion technology base - they do have non-repeating guns and cannon (most prominently used by Lominsans) but the majority of their armed forces still use melee and non-powder ranged weapons. This is offset by "ranged combat" including throwing Final Fantasy attack spells around, however, meaning that powder weapons are more a niche appliance for things like ships, who need the extra range at sea. There's also not been as great an incentive for powered locomotion thanks to Aetherytes and the preponderance of chocobos, although Garlond Ironworks has introduced airships and Ul'dah is finally experimenting with freight rail in certain, secure parts of the realm.
    • Garlemald, by contrast, possesses substantial powered locomotion including walking robotics, large-scale airships, large-scale trains (unseen in the game but discussed at length in dialogue) and also repeating, semi-automatic gunpowder weaponry reliably capable of reasonably high rates of fire, as well as metallurgy beyond what Eorzea seems capable of. This is all posited, however, as a lack of skill in any kind of "magic" - without the ability to throw Flares around and whatnot, Garlemald was pushed into the development of higher levels of technology to compete.
  • Shoot the Dog: Standard policy in Ul'dah (and, presumably, the other city-states as well) towards people who've been tempered by the Primals is to put them to death. Even if they're innocent victims, the Primals are still feeding off their devotion and becoming more powerful - and more dangerous - as a result, and nobody's found a way to reverse the process.
  • Serious Business: Brayflox Alltalks asks for your help to fend off goblins who are a part of the Illuminati. Why are the Illuminati after Brayflox? They want to know and claim the secret behind her cheese recipe and she doesn't want to give it up.
  • Shoot the Medic First: Invoked by enemies rather than the players. Nearly every new appearance from enemies that appear as backups for the current enemy or group during dungeon raids and trials will always target your party's Conjurer/White Mage if they had casted Cure or Regen before their appearance. Likewise, if someone is healing large amounts of HP in quick succession, enemies will start to go after that player since rapid and/or massive healing attracts the most hate.
    • The Wolves' Den PvP arena has the trope played straight by both teams.
  • Shout-Out: Has its own page.
  • Slasher Smile: Edda Pureheart gives one to Paiyo Reiyo at the end of the "Corpse Groom" quest. Double as a Kubrick Stare.
  • Solid Gold Poop: At the end of the Halloween event, it was revealed that the cookies given by the Imps were actually Chocobo dung. The reporter that discovered this wasn't very happy.
  • Speed Run: Popular at endgame as a means of farming gil and endgame gear currency in dungeons. In 1.0, instanced dungeons offered more rewards and achivements if completed in fifteen minutes or less, leading to all kind of Speed Run strategies.
  • Status Buff: Every class has some kind of way to increase their power in a fight.
  • Sticks to the Back: Most two handed weapons and shields work this way. One handed weapons usually stick to the hip.
  • Stripperiffic: Subligars are already confirmed to return. In addition, some female versions of armor are a bit skimpier, and for some reason the base Elezen male outfit is some kind of inverted shirt—sleeves, but nothing on the torso whatsoever. The developers have also responded to requests for more sexy, or at least better gender defined, gear as requested by fans.
    • Heavy plate armor worn by gladiators, marauders, paladins and warriors, however, covers up everything, regardless of who's wearing it.
  • Stupidity Is the Only Option: One section in the hard mode version of Copperbell Mines requires you to jump down an elevator shaft due to said elevator not being functional. The drop is long enough to bring your HP to critically low levels once you hit the ground, but you'll never actually die unless you're in combat. There's no other way to progress but to jump down. Also happens in the final stretch of Hullbreaker Isle where the only way forward after the 2nd boss is to jump off a high cliff.
  • Suicide Attack: The giant wasps in the Sunken Temple of Quarn and Hullbreaker Isle will use an attack called Final Sting when their HP is critically low. Final Sting kills the wasp who used it, but it also deals massive damage to the player, regardless of their defense, and is powerful enough to knock out said player instantly if their HP isn't topped off.
  • Super Drowning Skills: In the Leviathan Extreme battle, your characters can get knocked off the platform you're on and into the water below, causing instant death. Justified as there is Sahagin and a Leviathan in the water, and the waters are too fierce for your character to swim.
  • Suspiciously Specific Denial: A quest description in Limsa Lominsa reads "Mordyn would like to make you a completely legal proposition." The person he sends you to talk to welcomes you to "the Seventh Sage, purveyors of the finest spices from the East. All of our products are guaranteed obtained through completely legal means." This turns out to be true - he's "a heavily armed trader" who "engages in a form of trade with Garlean ships." Since the Garleans are waging an aggressive war against Eorzea as a whole, raiding and sinking their supply ships is the only form of piracy that's still legal and officially sanctioned in Limsa Lominsa.
    • Another quest gives the player a succulent bone to give to a wolf. Said bone "was not made using a plump Lalafell".
  • Take That, Audience!: A scene with a disbanding party pokes fun at players that bicker at their party for not doing their jobs in battle properly; two of the party members blame the healer for not healing their leader fast enough, getting him killed in the process while the healer blames the victim for running outside of the range of her healing magic.
    • Takes a much darker turn during the events of Tam-Tamra Deepcroft hard mode where the healer who got blamed for the death of her fiance snaps and uses a dark power to merge the man's head and soul onto a body, but said body was an Ahriman. The healer then commits suicide by jumping into a Bottomless Pit once you defeat the monstrosity and she goes out with a creepy smile.
  • Talk Like a Pirate: Everyone in Limsa Lominsa, obviously.
  • That's No Moon: Dalamud isn't really a moon but a prison for Bahamut! The Binding Coils of Bahamet and the Crystal Tower quests then reveal that this was no mere prison either, but a way to use Bahamut's immense power to help gather solar energy, much like the Crystal Tower itself. Emperor Xande of the Allegan Empire however, used it to gather the power of darkness for his own purposes
  • The Computer Is A Lying Bastard: When you feed your chocobo snacks in order to get its feathers to change colors, the game will say "X's plumage will change in Y hours." This is only a half truth. What the game doesn't tell you is that you have to keep feeding your chocobo until you get the message "X is growing new feathers!" and only then will its feathers change colors in the stated time frame. A patch changed the plumage message to say that there's a possibility that your chocobo's feathers will change in X hours, but once again, it's still a half truth.
  • The Cycleof Empires: And HOW! The Empires seemingly rise with each Astral Era, and then have their fall marked by an Umbral Era, often started by their very own actions.
    • The Alegan Empire rose via technological skills back in the 3rd Astral Era that surpasses even modern Eorzea and even the Garlean Empire. Unfortunately, after building the Solar Energy collecting Crystal Tower, they began to become decadent. In a desperate ploy, their chief technologist, Amon, experimented in Cloning and bringing back the dead to revive Emperor Xande, the first Emperor of the Alegans. It worked, but Xande, having felt the pain of death it self decided that all of life was fleeting, and thus, it would be better to cast it all into the nothingness of the Void by striking a blood pact with the Cloud of Darkness. A failed experiment involving Dalamud triggered a massive world wide earthquake that buried all of their civilization
    • The ancient civilization of Amdapor was amazingly skilled at White magic. However, in their pursuit of ever more powerful magics, they began studying Black Magic and the Void, sparking off the "War of the Magi" that drained the planet much of its aether, and weakened the barriers between Eorzea and the realm of the void. White and Black magic have become largely forbidden ever since.
  • The Unfought: A boss fight with Siren is set up...but you only wind up taking out her minions. Patch 2.1 introduced the Pharos Sirius where Siren awaits and is fought there.
    • Currently the giant Kraken at the end of Hullbreaker Isle; you only force it to leave by fighting its tentacles.
  • The Very Definitely Final Dungeon: The Praetorium marks the end of the game's first main story arc of the Garlean Empire having suddenly made their move after the steady build up the entire game. After that the story consists of dealing with The Binding Coil of Bahamut to start a new subplot. Patch 2.1 will pick things up where the main story left off following the player's victory.
  • Title Drop: From the final cutscene in the main storyline:
    The three leaders of the Grand Companies: Let it be writ that on this the light of the Crystal...Eorzea ushered in a NEW era! The Seventh Astral Era is come! And thus ours is a realm reborn!
    • Parodied with the hairstylist quest where a rather eccentric 'aesthetician' declares people that are transformed by his hairstyling work "a beauty reborn!"
    • While we're on the topic of puns and snowclones, the quests needed to get your relic weapons are called "A Relic Reborn".
    • In a straighter use, you can buy a brand of champagne called "Realm Reborn Red" during the rising event, using it has the action load as "a Realm Reborn".
  • The Alliance: The Eorzean Alliance that was formed from the unity of the 3 main city states during the first Garlean war that happened 15 years before the start of the game. Events in the Grand Company questlines have you reform the Alliance due to the threat the empire suddenly poses... again.
  • Took a Level in Badass: The "Midlander" guy in the opening cinematic for the first version of the game. He's a rogue-like archer in the opening cinematic. By the time of the ending cinematic depicting the release of Bahamut, he's clad in heavy armor and wielding a giant axe.
  • Too Awesome to Use: Averted for high end potions like X-Ethers and Hi-Elixirs, where they used to be too rare for people to want to use freely until patch 2.1 made them a common loot drop for end game dungeons.
  • Trademark Favorite Food: Qiqirn are just crazy for eggs.
  • Trailers Always Lie: Combat in 1.0 was nowhere near as flashy as in the CGI intro trailer. A Realm Reborn, however, had its combat redesigned to be much closer to that in pre-rendered cinematics.
  • Training Dummy: Some settlements will have wooden dummies that you can attack to gauge your damage and other abilities. You can also see an NPC using a dummy as well.
  • Treasure Map: Starting at level 40, miners and fishers can find treasure maps that show a small portion of the world map where the treasure chest is located. Every chest is rigged to unleash monsters on you and defeating all of them will grant you access to the loot inside, which is usually gil, crafting materials, and sometimes rare armor or accessories. Each map has different tiers of loot depending on what material the map is made out of. There's also an Unhidden Leather Map that you can sometimes get from a treasure hunt, which is basically a bonus map for you to use and its treasures may sometimes contain very rare loot.
  • Troubling Unchildlike Behavior: Lalafells can provoke this reaction among players. While the Lalafells you interact with are undoubtedly adults, it can be a little jarring to hear them talk dirty or act ruthless, which many of them, especially in The Syndicate, frequently do.
  • Timed Mission: Nearly every event has a time limit when you start it and you'll fail the quest if the timer runs out.
    • The FATE against Odin takes the trope to the next level; alongside with the standard FATE time limit, when Odin reaches low HP it will begin preparing Zantetsuken. Failure to beat him before the move is readied time results in everyone in the FATE being instantly KO'd and the FATE immediately ending in failure, regardless of the time remaining on the clock.
  • Turns Red: Ifrit and Garuda get significantly more difficult when you reduce their health below 30%, and Titan does the same after shattering his heart, which is generally the point where an unsuccessful party goes to pieces.
  • Undesirable Prize: Many of the hard mode version of some dungeons will have some good gear to obtain after a tough boss fight. Many other times, the chests will contain nothing but crafting material, which you will likely be unable to use or sell on the market for a good price (due to the market being flooded with the items) unless you're a crafter yourself that can take advantage of the materials and make them into items to be sold.
  • Unscrupulous Hero: 30 minutes in Ul'dah/Thanalan is usually enough to put any discussions of "the good guys" to bed. The Syndicate-backed government is astonishingly corrupt, merchants are often seen openly bullying civilians, and even the Immortal Flames are described as being the most bellicose of the three Grand Companies.
    • The Sultana does genuinely care about the people and wants to institute reforms and help the disenfranchised... but she has virtually no power to actually do so under the current system — she's little more than a figurehead... and some parties are interested in her losing the support needed to be even that, for fear of her gaining more power and fighting the city-state's corruption.
  • Unwinnable by Design: Dungeons and boss fights all have a time limit and it is possible that you can't win simply because you don't have enough time left to beat them.
  • Useless Useful Spell: Averted for most spells and abilities. Most enemies are vulnerable to handful of debuffs and even crippling ones like Stun and Sleep work quite well. Of course, there's stronger enemies and bosses that can resist certain effects.
    • Shockingly, played straight for some limit breaks. A tank's limit break involves the use of barriers on the party that can either reduce damage or even make the party invincible for a few seconds, which would be handy except that a healer can easily negate the damage done to the party. Healers have a limit break that can heal the entire party, which is handy for low level healers, but it quickly gets outclassed by a healer's stronger healing spells. A level 3 limit break for a healer can fully restore the party's HP and fully revive KO'd allies, but the person using the limit break is rooted in place for several seconds and the revived players are forced to accept the raise, which means they could get attacked without having time to get away and recoup.
  • Utility Magic: Thaumaturgy was originally magic used in funerary rites for the ritual cleansing and preservation of corpses, and was later adapted to combat — for obvious reasons, Player Characters only learn the latter application.
  • Weapon of Choice: The weapon you use defines your current class. Equip a different weapon, and your Discipline changes. Previously players could also equip any weapon or piece of armor in the game at any level. Logically there is nothing stopping you from equipping that Infinity+1 Sword... except that considering you are a novice Gladiator, your "lack of skill" translates mechanics-wise into any degree of penalties to the weapon's effectiveness, meaning you're not even going to get Infinity–1 Sword-level performance. Gear released later in the original game's life often (but not always) required a certain level and/or class to equip it, which may not be as realistic but makes balancing a lot easier on the developers. The system was dropped entirely in A Realm Reborn in favor of level requirements on all gear.
  • We Are Experiencing Technical Difficulties: The launch of early access and the game itself (A Realm Reborn) a week after that caused Square-Enix's servers to choke, spawning the infamous 1017 error code (world is full) for anyone that tried to get into the game. After a week of maintenance and upgrading the servers, the game is much more accessible now.
    • A similar problem happened again when A Realm Reborn when on sale on Steam, exacerbated by a large patch scheduled shortly after. This led to multiple oddly-timed maintenance periods over the course of the week.
  • We Cannot Go On Without You: Several quests that have a Guest Star Party Member or two can fail if said members are felled in combat. For the player's party, it is generally a party wipe if the healer is knocked out since there's no other healers (or at least one that can heal for a decent amount of HP), but there are rare moments where it is possible to push on and win without the healer present.
  • Well-Intentioned Extremist: If the various dialogues and hints are anything to go by, many of the Garlean Empire's actions were done in order to prevent the end of the world and not out of malicious intent. Then again, they probably could do that without brainwashing people and conquering entire City-States.
  • What the Hell, Hero?: In the White Mage Job storyline, A-Ruhn-Senna gets this from his sister Raya-O-Senna after being openly disrespectful to the Player Character and trying to prove that you are not needed for the cleansing ritual. Later on, when the holy gravesite of A-Towa-Cant (a powerful revered White Mage of the past) has been ransacked by Redbelly thieves, Raya-O-Senna herself gets this from one of her moogle servants after she threatens to kill them if they don't help the Player find the whereabouts of A-Towa-Cant's ashes.
  • Wham Episode: The first one comes while you're still riding the high of defeating Titan. They pop up with some regularity for the rest of the main storyline.
  • White Mage: An advanced job class that Conjurers can obtain that grants them abilities like faster spell casting, HP regeneration, MP regeneration, improved healing, and the powerful Holy spell. You'll also get the classic White Mage outfit at some point.
  • The Worf Effect: Hey, you know the primals? Those hair-pullingly difficult bosses you've been fighting throughout the game? They get taken down in seconds to show how powerful the Garlean superweapon, Ultima Weapon, is. What's more, it absorbs the primals it kills.
  • Top-Heavy Guy: Titan is built with a massive frame and huge arms, but he has a small waist and short legs. The Amalj'aa beastmen also have a similar build, but it's not as extreme.
  • Victory Pose: Standard for the Final Fantasy series. Competing a dungeon with your party gets your group doing a victory pose and it gets more awesome when you have a party of 8 people all doing their poses at once. It's the "/joy" emote.
  • Wake-Up Call Boss: For the storyline quests, Titan. For endgame content, Titan Hardmode.
  • Weaksauce Weakness: The Amalj'aa are implied to absolutely hate water since they are creatures of flame, thus they don't require water to survive; water acts like a poison to their bodies and even drinking a small amount of water is enough to make them ill. One quest has you beating up a few Amalj'aa and then dousing their heads with a flask of water for pure humiliation.
  • Wham Line: The game is quite fond of these for big reveals.
    • One particular one that sent people's heads spinning in 2.1:
      Minfilia: "Krile... where are you?"
    • Alisaie has one, that changes the player's entire opinion of her and her brother Alphinaud by revealing that Louisoix is their grandfather.
  • What Happened to the Mouse?: Hydaelyn isn't seen or heard from again at the end of the main story line from patch 2.0 and no one in the game questions it. It isn't until patch 2.3 where Minfillia asks the player character if he/she has heard from the mother crystal since their battle against Lahabrea. When the player responds no, Minfillia fears that the Ascians may be behind Hydaelyn's sudden silence.
  • You Won't Like How I Taste: A large pudding monster during the All Saints' Eve event in A Realm Reborn has candy you need for a quest, but saying "You're a...talking pudding?" or "Nice costume" to him has the monster telling you to buzz off. If you say to him "I'm with the Culinarian Guild and...", he'll absolutely freak out over the idea of you eating him and he'll come up with excuses on why he wouldn't taste or smell good.
  • Warp Whistle: The Atherytes dotted throughout Eorzea serve as convenient warp points for players and even NPCs will use them when the scene calls for it. The Teleport spell lets the player warp to any Atheryte they attuned themselves to (though each warp will cost some gil) while the Return spell lets the player return to their set home point without any cost. The Return spell can also send the player in a dungeon back to its entrance should they get stuck or incapacitated.
  • Western Zodiac: Each of the twelve Atma corresponds to a star sign.
  • Wretched Hive: Ul'dah is run by corrupt money hungry Syndicate council that undermine the power of the the Sultana and the streets are filled with corrupt merchants and vicious gangs of thugs and to make matters worse the (privately owned) law enforcement officers the Brass Blades are an organization of Dirty Cops. Amusingly most of these corrupt positions are dominated by Dunesfolk Lalafell.
  • Zerg Rush:
    • The maximum party size was initially 15, but was reduced to 8 in patch 1.17 as it was felt that Zerg Rush tactics took the strategy, and to a lesser extent, the fun, out of such large encounters. The maximum party size was even further limited to 4 members in 2.0 for nearly all dungeons. Only most boss fights and end-game dungeons such as Bahamut Coil require a 8 men party.
    • The FATE system encourages zerg rushing by constantly spawning enemies or spawning a super boss in a specific area for a limited time. If you see a FATE taking place, don't be surprised to see a huge swarm of people engaged in battle there.

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