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* JackOfAllStats: Bards. 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 powerful attacks.
** Pulled back a bit in Heavensward, as their new abilities are mostly focused on increasing their damage, and their limit break has been changed to area-of-effect damage in a straight line. The Machinist shares some of their support abilities.

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* JackOfAllStats: Bards. Whilst their damage and defense aren't amazing, they are great supporters, buffers, debuffers, have several special auras that can restore TP and are capable MP, increase movement speed outside of healing with their {{LimitBreak}}, combat and lower enemies' magical resistances, along other spells that can protect a party member from a debuff or silence enemies. They used to have the same LimitBreak as well as silencing certain enemy's powerful attacks.
** Pulled back a bit
healers, but this was changed in Heavensward, as some of their new abilities are mostly focused on increasing their damage, and their limit break has been changed to area-of-effect damage in a straight line. The Machinist shares damage. Machinists also share some of their support abilities.features, using the same Limit Break and also being able to restore a party's TP or MP.



** ''Heavensward'' gives us the Astrologian questline. Where as all the other guilds and trainers welcome you with open arms, and consider you a famous and well respected member by the time their quest reaches either level 30 or 50, no one in Ishgard outside of the job's trainers and and few allies, have any respect for you taking up learning the Sharlayan Astrologian techniques. Many just outright dismiss you're achievements, because they only believe in the use of Ishgardian Astrology, which is solely used to predict the movements of the Dravanian dragons. Others hold you in complete disdain, considering you little more than an enabler for Jannequinard's pro-Sharlayan views to spread, and they much prefer to think of him as little more an annoying idiot to be ignored.

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** ''Heavensward'' gives us the Astrologian questline. Where as all the other guilds and trainers welcome you with open arms, and consider you a famous and well respected member by the time their quest reaches either level 30 or 50, no one in Ishgard outside of the job's trainers and and few allies, have any respect for you taking up learning the Sharlayan Astrologian techniques. Many just outright dismiss you're your achievements, because they only believe in the use of Ishgardian Astrology, which is solely used to predict the movements of the Dravanian dragons. Others hold you in complete disdain, considering you little more than an enabler for Jannequinard's pro-Sharlayan views to spread, and they much prefer to think of him as little more an annoying idiot to be ignored.



** ''Heavensward'' brings us Gaelcats[[note]]Flying cats with bat like wings, and what appears to be tiny scarfs, which aggro on sight, and begin clawing at newly arrived adventurers to the Sea of Clouds/Cloud Top.[[/note]] and Deepeyes[[note]]Owl like creatures, who also aggro and begin clawing at adventurers with their talons, who just left Falcon's Nest to explode the Coerthas Western Highlands for the first time[[/note]].

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** ''Heavensward'' brings us Gaelcats[[note]]Flying Gaelicats[[note]]Flying cats with bat like wings, and what appears to be tiny scarfs, which aggro on sight, and begin clawing at newly arrived adventurers to the Sea of Clouds/Cloud Top.[[/note]] and Deepeyes[[note]]Owl like creatures, who also aggro and begin clawing at adventurers with their talons, who just left Falcon's Nest to explode the Coerthas Western Highlands for the first time[[/note]].



** The third of the Level 50 Astrologian quests gives us this description from one of the Astrologian trainer NPCs who has a "Quest Available!" exclamation mark above his head at the moment it offers it to the player to accept:

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** The third of the Level 50 Astrologian quests gives us this description from one of the Astrologian trainer NPCs [=NPCs=] who has a "Quest Available!" exclamation mark above his head at the moment it offers it to the player to accept:



** Similarly, Pharos Siruis's hard mode has you starting at the very top of the lighthouse where you fought the Siren and working your way down to the bottom, though you also get to explore a sub level beneath the ground floor that was recently opened up by the kobolds.

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** Similarly, Pharos Siruis's Sirius' hard mode has you starting at the very top of the lighthouse where you fought the Siren and working your way down to the bottom, though you also get to explore a sub level beneath the ground floor that was recently opened up by the kobolds.



* LimitBreak: Introduced in ARR[[note]]There ''was'' a limit break mechanic in the original 1.0 version, but it was very complicated and confusing[[/note]]: 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. In ''Heavensward'' the mechanics of limit breaks were changed slightly so that only Jobs can use the level 3 limit breaks, and each was also granted a unique visual (as opposed to 2.0 only having three period). The four types of limit breaks are:

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* LimitBreak: Introduced in ARR[[note]]There ''was'' a limit break mechanic in the original 1.0 version, but it was very complicated and confusing[[/note]]: 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. In ''Heavensward'' the mechanics of limit breaks were changed slightly so that only Jobs can use the level 3 limit breaks, and each was also granted a unique visual (as opposed to 2.0 only having three period).three, one for each role). The four types of limit breaks are:



** Magic DPS: [=AoE=] damage, weaker than the melee but stronger then ranged physical, at level 1 and two, it's a KillSat and rain of comets, at level 3 the area of effect becomes absolutely massive, with a visual unique to each class.
** Melee DPS: A massive single target hit, doing far more damage than the other two kinds of dps, level 1 is [[VideoGame/FinalFantasyVII Braver]], level 2 is Omnislash but called Blade Dance, level 3 has a visual unique to each class.
** Ranged physical DPS: Damage in a direct line, weaker then caster and melee but has absurd range, making it the safest to use. The character draws a crossbow before shooting. Level 1 is [[VideoGame/FinalFantasyVII Big Shot]], a big charged laser, level 2 is [[VideoGame/FinalFantasyVIII Desperado]], a second crossbow is drawn and shoots a [[MoreDakka hilariously large hail of bolts]]. At level 3, the width grows massive and damage increases with a visual unique to each class.
** Healers: Healing Wind, a giant wave of healing, becoming more effective at level 2(Breath of the Earth), at level 3, the range and healing is increased even more, and it also gains a raise effect with a unique class based visual, reviving all dead party members.

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** Magic DPS: [=AoE=] damage, weaker than the melee but stronger then than ranged physical, at physical. At level 1 and two, two it's a KillSat and rain of comets, at level 3 the area of effect becomes absolutely massive, with a visual unique to each class.
** Melee DPS: A massive single target hit, doing far more damage than the other two kinds of dps, level DPS. Level 1 is [[VideoGame/FinalFantasyVII Braver]], level 2 is Omnislash but called Blade Dance, and level 3 has a visual unique to each class.
** Ranged physical DPS: Damage in a direct line, weaker then than caster and melee but has absurd range, making it the safest to use. The At level 1, the character draws a crossbow before shooting. Level 1 is and uses [[VideoGame/FinalFantasyVII Big Shot]], a big charged laser, level laser. Level 2 is [[VideoGame/FinalFantasyVIII Desperado]], in which a second crossbow is drawn and shoots a [[MoreDakka hilariously large hail of bolts]]. At level 3, the width grows massive and damage increases with a visual unique to each class.
** Healers: Healing Wind, a giant wave of healing, becoming healing that becomes more effective at level 2(Breath 2 (Breath of the Earth), at Earth). At level 3, the range and healing is increased even more, and it also gains a raise effect with a unique class based visual, reviving all dead party members. members.

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* LighterAndSofter: While the main story line does have some humorous moments here and there, the Hidlibrand side quests are all about wacky hijinks that looks like they came straight out of a cartoon.

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* LighterAndSofter: LighterAndSofter:
**
While the main story line does have some humorous moments here and there, the Hidlibrand side quests are all about wacky hijinks that looks like they came straight out of a cartoon.


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** While the beastmen quests in 2.0 had fit in with the rest of the game's darker themes, the Ixali beastmen quests focuses more on the Ixali outcasts simply wanting to return to their homeland in the sky and have no desire to get involved with the conflict with the spoken races. Heavensward shows off the Vanu Vanu that ran away from their oppressive village and are trying to build their own village in peace as well as getting along with their brethren neighbors while the outcast Gnath are looking for a purpose in life and want to help other people like the Warrior of Light does.
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** Tanks: Grants the party a brief, but significant reduction to damage taken. The level 3 version has a visual unique to each class, and is potent enough to prevent wipes from some attacks that were designed to wipe the party if not handled properly.

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** Tanks: Grants the party a brief, but significant reduction to damage taken.taken(Stone Wall and Mighty Guard). The level 3 version has a visual unique to each class, and is potent enough to prevent wipes from some attacks that were designed to wipe the party if not handled properly.



** Healers: 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 with a unique class based visual, reviving all dead party members.

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** Healers: A Healing Wind, a giant wave of healing, becoming more effective at level 2, 2(Breath of the Earth), at level 3, the range and healing is increased even more, and it also gains a raise effect with a unique class based visual, reviving all dead party members.

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* LightIsNotGood: The final battle of Heavensward, [[spoiler: the pope-turned-primal King Thordan and his Knights of the Round]], use attacks like "Holiest of Holy" and "Light of Ascalon." Their motivations, however, are anything but good.
** The Amdapori aesthetic is a high gothic cathedral style of polished white alabaster stone, and they utilized White Magic. They also along with the other Magi caused an Umbral Calamity and the Great Flood.

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* LightIsNotGood: LightIsNotGood:
**
The final battle of Heavensward, [[spoiler: the pope-turned-primal King Thordan and his Knights of the Round]], use attacks like "Holiest of Holy" and "Light of Ascalon." Their motivations, however, are anything but good.
** The Amdapori aesthetic is a high gothic cathedral style of polished white alabaster stone, and they utilized White Magic. They also along with the other Magi caused an Umbral Calamity and the Great Flood. The Lost City of Amdapor (Hard) has undead/resureccted White Mages that will use healing magic on their allies and will not hesitate to cast Holy on your party and it's just as strong as the player's Holy spell while also having the same Stun effect. The second boss will use a more powerful version of Holy that can instantly wipe the party if not countered in time and the final boss can use Cure III and Cure IV to heal itself, but it can also turn the same spells against you [[ReviveKillsZombie to deal massive damage]] if it's under the Reverse effect.
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* LegacyCharacter: The Hullbreaker Island dungeon reveals this fact about the legendary pirate Mistbeard. Mistbeard is itself a CoolHelmet, and whoever wears it has the right to dub himself Mistbeard. The last Mistbeard [[spoiler:hung up his helmet to enlist under the Admiral as her right hand]].
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Added the second Luck Based Mission subpoint

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** Patch 3.15 brings the new anima weapons, the first quest of which (unless you have a fully upgraded relic weapon from ARR to trade in) - [[MeaningfulName soul without life]] - requires you to gather 18 luminous crystals from [=FATEs=] in each of the six Heavensward outdoor zones. The drop rate isn't quite as bad as was alleged for the above patch 2.2 drops (pre-boost), but there is still an element of luck involved.
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** The Amdapori aesthetic is a high gothic cathedral style of polished white alabaster stone, and they utilized White Magic. They also along with the other Magi caused an Umbral Calamity and the Great Flood.


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** The Alexander raid storyline is intentionally light and somewhat goofy, using Goblins as the main enemies, in order to counterbalance just how dark and bleak the Heavensward storyline as a whole is.
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* LevelGrinding: At the game's original launch, SquareEnix 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. As of 2.0, you can get to level 50 with very little level grinding as long as you complete sidequests at the same time as main quests[[note]]For your first job, anyway. Subsequent jobs, not having access to those same quests (which can only be completed once), have to get more creative, though they do get an exp boost[[/note]].

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* LevelGrinding: At the game's original launch, SquareEnix Creator/SquareEnix 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. As of 2.0, you can get to level 50 with very little level grinding as long as you complete sidequests at the same time as main quests[[note]]For your first job, anyway. Subsequent jobs, not having access to those same quests (which can only be completed once), have to get more creative, though they do get an exp boost[[/note]].
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** The Atma drops introduced in patch 2.2 is the trope in ''spades''. Upgrading your [[InfinityPlusOneSword 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. Fortunately, patch 2.4 greatly increased their drop rates, so it's at least a little bit less painful now.

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** The Atma drops introduced in patch 2.2 is the trope in ''spades''. Upgrading your [[InfinityPlusOneSword 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. Fortunately, patch 2.4 greatly increased their drop rates, so it's at least a little bit less painful now.now.
* LuddWasRight: The fall of the Allagan Empire, as described by [[spoiler:Doga and Unei]] in the Crystal Tower storyline, began when it became apparent that their reliance on that same tower had fostered stagnation and decadence on a global scale, and collapse was imminent. It's treated merely as [[NarrativeFiligree backstory]] at the time, but [[AbortedArc ends up forgotten entirely even as the story ends]] with [[spoiler:the remaining members of NOAH vowing to restore the Tower to that original purpose [[LeftHanging in the future]]]].
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** ''Heavensward'' gives us the Astrologian questline. Where as all the other guilds and trainers welcome you with open arms, and consider you a famous and well respected member by the time their quest reaches either level 30 or 50, no one in Ishgard outside of Lady Leveva, Lord Jannequinard, and Quimperain has any respect for you taking up learning the Sharlayan Astrologian techniques. Many just outright dismiss you're achievements, because they only believe in the usefulness of Ishgardian Astrology, which is solely used to predict the movements of the Dravanian hordes loyal to Nidhogg. Others hold you in complete disdain, considering you little more than an enabler for Jannequinard's views to spread.

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** ''Heavensward'' gives us the Astrologian questline. Where as all the other guilds and trainers welcome you with open arms, and consider you a famous and well respected member by the time their quest reaches either level 30 or 50, no one in Ishgard outside of Lady Leveva, Lord Jannequinard, the job's trainers and Quimperain has and few allies, have any respect for you taking up learning the Sharlayan Astrologian techniques. Many just outright dismiss you're achievements, because they only believe in the usefulness use of Ishgardian Astrology, which is solely used to predict the movements of the Dravanian hordes loyal to Nidhogg. dragons. Others hold you in complete disdain, considering you little more than an enabler for Jannequinard's pro-Sharlayan views to spread.spread, and they much prefer to think of him as little more an annoying idiot to be ignored.
Is there an issue? Send a MessageReason:
None

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** ''Heavensward'' gives us the Astrologian questline. Where as all the other guilds and trainers welcome you with open arms, and consider you a famous and well respected member by the time their quest reaches either level 30 or 50, no one in Ishgard outside of Lady Leveva, Lord Jannequinard, and Quimperain has any respect for you taking up learning the Sharlayan Astrologian techniques. Many just outright dismiss you're achievements, because they only believe in the usefulness of Ishgardian Astrology, which is solely used to predict the movements of the Dravanian hordes loyal to Nidhogg. Others hold you in complete disdain, considering you little more than an enabler for Jannequinard's views to spread.
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None

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* LeaningOnTheFourthWall: Thanks to a combination of LampshadeHanging and LemonyNarrator, the game just loves to point out how silly some things are.
** The third of the Level 50 Astrologian quests gives us this description from one of the Astrologian trainer NPCs who has a "Quest Available!" exclamation mark above his head at the moment it offers it to the player to accept:
--> '''Quest-Sharlayan Ascending:''' "So eager is Jannequinard to talk with you, it is almost as if there were a giant exclamation point hovering over his head."

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* LevelInReverse: Amdapor Keep's hard mode has you working your way towards the boss room that normal mode ended at and working your way backwards with some of the paths slightly altered.

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* LevelInReverse: LevelInReverse:
**
Amdapor Keep's hard mode has you working your way towards the boss room that normal mode ended at and working your way backwards with some of the paths slightly altered.altered.
** Similarly, Pharos Siruis's hard mode has you starting at the very top of the lighthouse where you fought the Siren and working your way down to the bottom, though you also get to explore a sub level beneath the ground floor that was recently opened up by the kobolds.
Is there an issue? Send a MessageReason:
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* JackOfAllStats: Bards. 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.
** Pulled back a bit in Heavensward, as their new abilities are mostly focused on increasing their damage, and their limit break has been changed to area-of-effect damage in a straight line.

to:

* JackOfAllStats: Bards. 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 powerful attacks.
** Pulled back a bit in Heavensward, as their new abilities are mostly focused on increasing their damage, and their limit break has been changed to area-of-effect damage in a straight line. The Machinist shares some of their support abilities.



* LazyBum: 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.

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* LazyBum: 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. The Kobold Orders are numbered by their strength, and 789 is ''dead last''.
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** Magic DPS: [=AoE=] damage, weaker than the melee but strong then ranged physical, at level 1 and two, it's a KillSat and rain of comets, at level 3 the area of effect becomes absolutely massive, with a visual unique to each class.

to:

** Magic DPS: [=AoE=] damage, weaker than the melee but strong stronger then ranged physical, at level 1 and two, it's a KillSat and rain of comets, at level 3 the area of effect becomes absolutely massive, with a visual unique to each class.



** Ranged physical DPS: Damage in a direct line, weaker than caster and melee but has absurd range, making it the safest to use. The character draws a crossbow before shooting, level 1 is [[VideoGame/FinalFantasyVII Big Shot]], a big charged laser, level 2 is [[VideoGame/FinalFantasyVIII Desperado]], a second crossbow is drawn and shoots a spray of bullets. At level 3, the width grows massive and damage increases with a visual unique to each class.

to:

** Ranged physical DPS: Damage in a direct line, weaker than then caster and melee but has absurd range, making it the safest to use. The character draws a crossbow before shooting, level shooting. Level 1 is [[VideoGame/FinalFantasyVII Big Shot]], a big charged laser, level 2 is [[VideoGame/FinalFantasyVIII Desperado]], a second crossbow is drawn and shoots a spray [[MoreDakka hilariously large hail of bullets.bolts]]. At level 3, the width grows massive and damage increases with a visual unique to each class.
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Specifying


** Magic DPS: [=AoE=] damage, at level 1 and two, it's a KillSat and rain of comets, at level 3 the area of effect becomes absolutely massive, with a visual unique to each class.
** Melee DPS: [[VideoGame/FinalFantasyVII Braver]], level 2 is Omnislash but called Blade Dance, level 3 has a visual unique to each class.
** Ranged physical DPS: A charged arrow/bullet that does significant damage in a direct line, at level 2 the width grows, at level 3 it becomes a similar [=AoE=] to the caster limit break with a unique visual.

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** Magic DPS: [=AoE=] damage, weaker than the melee but strong then ranged physical, at level 1 and two, it's a KillSat and rain of comets, at level 3 the area of effect becomes absolutely massive, with a visual unique to each class.
** Melee DPS: A massive single target hit, doing far more damage than the other two kinds of dps, level 1 is [[VideoGame/FinalFantasyVII Braver]], level 2 is Omnislash but called Blade Dance, level 3 has a visual unique to each class.
** Ranged physical DPS: A charged arrow/bullet that does significant damage Damage in a direct line, at weaker than caster and melee but has absurd range, making it the safest to use. The character draws a crossbow before shooting, level 1 is [[VideoGame/FinalFantasyVII Big Shot]], a big charged laser, level 2 is [[VideoGame/FinalFantasyVIII Desperado]], a second crossbow is drawn and shoots a spray of bullets. At level 3, the width grows, at level 3 it becomes a similar [=AoE=] to the caster limit break grows massive and damage increases with a visual unique visual.to each class.
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* LimitBreak: Introduced in ARR[[note]]There ''was'' a limit break mechanic in the original 1.0 version, but it was very complicated and confusing[[/note]]: 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. In ''Heavensward'' the mechanics of limit breaks were changed slightly so that only Jobs can use them, and each was also granted a unique visual (as opposed to 2.0 only having three period). The four types of limit breaks are:

to:

* LimitBreak: Introduced in ARR[[note]]There ''was'' a limit break mechanic in the original 1.0 version, but it was very complicated and confusing[[/note]]: 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. In ''Heavensward'' the mechanics of limit breaks were changed slightly so that only Jobs can use them, the level 3 limit breaks, and each was also granted a unique visual (as opposed to 2.0 only having three period). The four types of limit breaks are:
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None

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* LowLevelRun: There's a feature in the duty finder that allows preformed parties to sync their item level to the absolute minimum for that dungeon/trial, allowing people to re-experience their first time doing a duty with weak gear.
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** [[spoiler: Teledji Adeledji. After finding out the Sultana has been poisoned, he arrests the player, orders the Brass Blades to arrest all the other Scions, and then starts ''mocking Raubahn'' with her death. Raubahn takes it poorly, given Teledji's constant political machinations and destabilizing actions, and ''kills Teledji''. He would have killed Lolorito too, but for Ilberd's intervention. Few players would say that both of them didn't deserve it.]]
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* LightIsNotGood: The final battle of Heavensward, [[spoiler: the pope-turned-primal King Thordan and his Knights of the Round]], use attacks like "Holiest of Holy" and "Light of Ascalon." Their motivations, however, are anything but good.
Is there an issue? Send a MessageReason:
None


* LevelGrinding: At the game's original launch, SquareEnix 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. As of 2.0, you can get to level 50 with very little level grinding as long as you complete sidequests at the same time as main quests[[note]]For your first job, anyway. Subsequent jobs, not having access to those same quests (which can only be completed once), have to get more creative[[/note]].

to:

* LevelGrinding: At the game's original launch, SquareEnix 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. As of 2.0, you can get to level 50 with very little level grinding as long as you complete sidequests at the same time as main quests[[note]]For your first job, anyway. Subsequent jobs, not having access to those same quests (which can only be completed once), have to get more creative[[/note]].creative, though they do get an exp boost[[/note]].
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* KillerRabbit: Bringing back the tradition as has been going on for years in the series, and a popular in-joke with the FFXI crowd, there's a number of absolutely ''adorable'' creatures here, that will happily tear apart any under-level adventurer who tries to use the "/pet" command on them.
** Eorzean Squirrels, rats, etc. At first, fairly harmless, a non-aggressive mob, meant for new players to find their footing. Upon heading east of Camp Dragonhead, for Whitebrim Front in the Coerthas Central Highlands, players not paying attention, will meet their Chinchilla cousins, who DO aggro if they spot a player within their level range or lower. First time visitors to the area have had to return to the Aetheryte back in Dragonhead after that.
** Spriggans. Little black furballs with bunny ears, and some minion versions even. They carry around a chunk of ore in their tiny arms, or in a little belt. Unlike the above, these things are on a zone by zone basis of which aggro players on sight, and which don't. And in some cases, this varies by even which part of the zone you're even in.
** Deer type enemies. Those listed as Doe versions, tend to be non-aggressive, but put up a fight if attacked. Bucks however, are territorial, and will aggro. The same also applies with Goat type enemies.
** ''Heavensward'' brings us Gaelcats[[note]]Flying cats with bat like wings, and what appears to be tiny scarfs, which aggro on sight, and begin clawing at newly arrived adventurers to the Sea of Clouds/Cloud Top.[[/note]] and Deepeyes[[note]]Owl like creatures, who also aggro and begin clawing at adventurers with their talons, who just left Falcon's Nest to explode the Coerthas Western Highlands for the first time[[/note]].

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* JackOfAllStats: Bards. 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.

to:

* JackOfAllStats: Bards. 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.
** Pulled back a bit in Heavensward, as their new abilities are mostly focused on increasing their damage, and their limit break has been changed to area-of-effect damage in a straight line.

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[[{{VideoGame/FinalFantasyXIV}} Back to the main index]]



* {{Jerkass}}: Various [=NPC=]s/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 (though he turns out to be a better person later on too).

to:

* {{Jerkass}}: Various [=NPC=]s/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 (though he turns out to be a better person later on too).on, too, and has a fairly good reason for being somewhat standoffish).

Changed: 1337

Removed: 121

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Info on new L Bs are here


* LimitBreak: Introduced in ARR[[note]]There ''was'' a limit break mechanic in the original 1.0 version, but it was very complicated and confusing[[/note]]: 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 KillSat and rain of comets, at level 3 it becomes the series' iconic [[ColonyDrop Meteor]] spell.
** Melee DPS: [[VideoGame/FinalFantasyVII Braver]], level 2 is Omnislash but called Blade Dance, level 3 however is Final Heaven.
** Healers and Physical Ranged DPS[[note]]Currently only Archer/Bard, though this will change with the addition of the gun-toting Machinist in ''Heavensward''[[/note]]: 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. The three levels, Healing Wind, Breath of the Earth, and Pulse of Life share names and animations with Aerith's limit breaks in FFVII.
** Square has stated that they didn't like this setup for limit breaks, and come ''Heavensward'', while the functions will remain the same of the above, the animations will be changed to one that fits the theme of their class, with Meteor going to Black Mages and Final Heaven going to Monks, as well as Bards being given an offensive limit break, instead of the healer one.
*** Astrologian's limit break will be Celestial Stasis, Orran Durai's unique Astrologer ability from FinalFantasyTactics.

to:

* LimitBreak: Introduced in ARR[[note]]There ''was'' a limit break mechanic in the original 1.0 version, but it was very complicated and confusing[[/note]]: 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, 3. In ''Heavensward'' the limits mechanics of limit breaks were changed slightly so that only Jobs can use them, and each was also granted a unique visual (as opposed to 2.0 only having three period). The four types of limit breaks are:
** Tanks: Grants the party a brief, but significant reduction to damage taken. The level 3 version has a visual unique to each class, and 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 KillSat and rain of comets, at level 3 it the area of effect becomes the series' iconic [[ColonyDrop Meteor]] spell.absolutely massive, with a visual unique to each class.
** Melee DPS: [[VideoGame/FinalFantasyVII Braver]], level 2 is Omnislash but called Blade Dance, level 3 however is Final Heaven.
has a visual unique to each class.
** Healers and Physical Ranged DPS[[note]]Currently only Archer/Bard, though this will change physical DPS: A charged arrow/bullet that does significant damage in a direct line, at level 2 the width grows, at level 3 it becomes a similar [=AoE=] to the caster limit break with the addition of the gun-toting Machinist in ''Heavensward''[[/note]]: a unique visual.
** Healers:
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, effect with a unique class based visual, reviving all dead party members. The three levels, Healing Wind, Breath of the Earth, and Pulse of Life share names and animations with Aerith's limit breaks in FFVII.
** Square has stated that they didn't like this setup for limit breaks, and come ''Heavensward'', while the functions will remain the same of the above, the animations will be changed to one that fits the theme of their class, with Meteor going to Black Mages and Final Heaven going to Monks, as well as Bards being given an offensive limit break, instead of the healer one.
*** Astrologian's limit break will be Celestial Stasis, Orran Durai's unique Astrologer ability from FinalFantasyTactics.
Is there an issue? Send a MessageReason:
None


* LimitBreak: 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:

to:

* LimitBreak: Introduced in ARR: ARR[[note]]There ''was'' a limit break mechanic in the original 1.0 version, but it was very complicated and confusing[[/note]]: 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:



* LostForever: 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.

to:

* LostForever: 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.this, though of course the season will come around again.
Is there an issue? Send a MessageReason:
None


* LevelGrinding: At the game's original launch, SquareEnix 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.

to:

* LevelGrinding: At the game's original launch, SquareEnix 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. As of 2.0, you can get to level 50 with very little level grinding as long as you complete sidequests at the same time as main quests[[note]]For your first job, anyway. Subsequent jobs, not having access to those same quests (which can only be completed once), have to get more creative[[/note]].
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None


* KillEmAll: TheEmpire had aimed to do this to all the beast tribes in order to stop the summoning of the primals for good[[note]][[spoiler: Which doubles as DidNotDoTheResearch, with a helping of willful ignorance: the Primals are summoned when the beast tribes become desperate. The primals that are fought in the main storyline are summons by Eorzean actions, and are (relatively) easily defeated. The primals that are summoned after the completion of the 2.0 storyline are an order of magnitude stronger ''because'' the beast tribes became more desperate when they thought the Garleans would curb-stomb them, and a primal gets more powerful the more desperate the beast tribes' prayers become. By trying to eradicate the beast tribes, the Garleans would only summon another primal as powerful as, if not more powerful than, ''Bahamut''. They, of course, refuse to believe this]][[/note]]. [[spoiler: In the "Dreams of Ice" story line, the Scions fear that if Iceheart's (a normal Elezen woman who has the Echo like the player and the Scions) summoning of Shiva became known, then the empire might completely eradicate Eorzea of its people since there's potential for anyone besides the beastmen to summon a primal and it would be easier to capture/kill everyone rather than trying to find out who has the ability to summon.]]

to:

* KillEmAll: TheEmpire had aimed to do this to all the beast tribes in order to stop the summoning of the primals for good[[note]][[spoiler: Which doubles as DidNotDoTheResearch, CriticalResearchFailure, with a helping of willful ignorance: the Primals are summoned when the beast tribes become desperate. The primals that are fought in the main storyline are summons by Eorzean actions, and are (relatively) easily defeated. The primals that are summoned after the completion of the 2.0 storyline are an order of magnitude stronger ''because'' the beast tribes became more desperate when they thought the Garleans would curb-stomb them, and a primal gets more powerful the more desperate the beast tribes' prayers become. By trying to eradicate the beast tribes, the Garleans would only summon another primal as powerful as, if not more powerful than, ''Bahamut''. They, of course, refuse to believe this]][[/note]]. [[spoiler: In the "Dreams of Ice" story line, the Scions fear that if Iceheart's (a normal Elezen woman who has the Echo like the player and the Scions) summoning of Shiva became known, then the empire might completely eradicate Eorzea of its people since there's potential for anyone besides the beastmen to summon a primal and it would be easier to capture/kill everyone rather than trying to find out who has the ability to summon.]]



* LeeroyJenkins: 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. Some NPCs will also act in a leeroy manner, whether as demanded by plot or when they're actually helping you in a fight.

to:

* LeeroyJenkins: 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. Some NPCs [=NPCs=] will also act in a leeroy manner, whether as demanded by plot or when they're actually helping you in a fight.



** Not just FATEs, but also Quest entries, items, and key items. Who ever is in charge of item descriptions loves being a DeadpanSnarker.

to:

** Not just FATEs, [=FATEs=], but also Quest entries, items, and key items. Who ever is in charge of item descriptions loves being a DeadpanSnarker.



* LetsSeeYouDoBetter: A common theme of the Crafting guild quest lines should a rival be introduced in them.

to:

* LetsSeeYouDoBetter: A common theme of the Crafting guild quest lines should a rival be introduced in them. Averted in the Armorer guild, through, as you actually do better than a fellow guild member, but then try to pass your creations as her's to help her complete an order and gain confidence in herself.
Is there an issue? Send a MessageReason:
None


* KillEmAll: TheEmpire had aimed to do this to all the beast tribes in order to stop the summoning of the primals for good. [[spoiler: In the "Dreams of Ice" story line, the Scions fear that if Iceheart's (a normal Elezen woman who has the Echo like the player and the Scions) summoning of Shiva became known, then the empire might completely eradicate Eorzea of its people since there's potential for anyone besides the beastmen to summon a primal and it would be easier to capture/kill everyone rather than trying to find out who has the ability to summon.]]

to:

* KillEmAll: TheEmpire had aimed to do this to all the beast tribes in order to stop the summoning of the primals for good.good[[note]][[spoiler: Which doubles as DidNotDoTheResearch, with a helping of willful ignorance: the Primals are summoned when the beast tribes become desperate. The primals that are fought in the main storyline are summons by Eorzean actions, and are (relatively) easily defeated. The primals that are summoned after the completion of the 2.0 storyline are an order of magnitude stronger ''because'' the beast tribes became more desperate when they thought the Garleans would curb-stomb them, and a primal gets more powerful the more desperate the beast tribes' prayers become. By trying to eradicate the beast tribes, the Garleans would only summon another primal as powerful as, if not more powerful than, ''Bahamut''. They, of course, refuse to believe this]][[/note]]. [[spoiler: In the "Dreams of Ice" story line, the Scions fear that if Iceheart's (a normal Elezen woman who has the Echo like the player and the Scions) summoning of Shiva became known, then the empire might completely eradicate Eorzea of its people since there's potential for anyone besides the beastmen to summon a primal and it would be easier to capture/kill everyone rather than trying to find out who has the ability to summon.]]
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None

Added DiffLines:

* JackOfAllStats: Bards. 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.
* {{Jerkass}}: Various [=NPC=]s/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 (though he turns out to be a better person later on too).
* JigglePhysics: 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 BreastPlate? 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.
* JourneyToTheCenterOfTheMind: 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 [[MindRape 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 [=NPC=]s' memories. ''A Realm Reborn'' makes it much more obvious even before the Echo is explained that something strange is happening.
* JumpPhysics: 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 HPToOne safeguard won't kick in and you can wind up [=KOing=] yourself from fall damage alone.
* KnightTemplar: Gridania and Ishgard show some elements of this. Ishgard seems to come closer to playing it straight (see GrayAndGreyMorality above).
* KickTheSonOfABitch: [[spoiler: 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.]]
* KillEmAll: TheEmpire had aimed to do this to all the beast tribes in order to stop the summoning of the primals for good. [[spoiler: In the "Dreams of Ice" story line, the Scions fear that if Iceheart's (a normal Elezen woman who has the Echo like the player and the Scions) summoning of Shiva became known, then the empire might completely eradicate Eorzea of its people since there's potential for anyone besides the beastmen to summon a primal and it would be easier to capture/kill everyone rather than trying to find out who has the ability to summon.]]
* KubrickStare: [[spoiler:Edda Pureheart]] gives one to Paiyo Reiyo at the end of the ''"Corpse Groom"'' quest. Double as a SlasherSmile.
* LazyBum: 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.
* LeeroyJenkins: 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. Some NPCs will also act in a leeroy manner, whether as demanded by plot or when they're actually helping you in a fight.
* LemonyNarrator: 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.
** Not just FATEs, but also Quest entries, items, and key items. Who ever is in charge of item descriptions loves being a DeadpanSnarker.
---> '''[[StuffBlowingUp Nashu's Delight]]:''' "Many cope with grief by taking up new pursuits, such as travel or exercise. [[ItMakesSenseInContext Nashu chose to study explosives]].
* LetsSeeYouDoBetter: 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 [[spoiler: 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 her firepower.]]
---> [[spoiler: '''Biggs:''' "You ditched your magitek armor?! Fool of a Lalafell!"]]
---> [[spoiler: '''Wedge:''' "Well, EXCUSE ME! She's all yours if you think you can do any better!"]]
* LetsSplitUpGang: 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.
* LevelGrinding: At the game's original launch, SquareEnix 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.
* LevelInReverse: Amdapor Keep's hard mode has you working your way towards the boss room that normal mode ended at and working your way backwards with some of the paths slightly altered.
* TheLifestream: The Aethereal Sea, which is [[MythologyGag also referred to by the trope name]].
* LighterAndSofter: While the main story line does have some humorous moments here and there, the Hidlibrand side quests are all about wacky hijinks that looks like they came straight out of a cartoon.
* LimitBreak: 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 KillSat and rain of comets, at level 3 it becomes the series' iconic [[ColonyDrop Meteor]] spell.
** Melee DPS: [[VideoGame/FinalFantasyVII Braver]], level 2 is Omnislash but called Blade Dance, level 3 however is Final Heaven.
** Healers and Physical Ranged DPS[[note]]Currently only Archer/Bard, though this will change with the addition of the gun-toting Machinist in ''Heavensward''[[/note]]: 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. The three levels, Healing Wind, Breath of the Earth, and Pulse of Life share names and animations with Aerith's limit breaks in FFVII.
** Square has stated that they didn't like this setup for limit breaks, and come ''Heavensward'', while the functions will remain the same of the above, the animations will be changed to one that fits the theme of their class, with Meteor going to Black Mages and Final Heaven going to Monks, as well as Bards being given an offensive limit break, instead of the healer one.
*** Astrologian's limit break will be Celestial Stasis, Orran Durai's unique Astrologer ability from FinalFantasyTactics.
* LipLock: The few voiced cutscenes don't have lip animations that even come close to matching the dialogue in any language, just generic MouthFlaps 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 MouthFlaps.
* LittlePeople: Lalafell, the spiritual successors of the Tarutaru.
* LostForever: 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.
* LostInTranslation: One that caused some major xenophobic EpilepticTrees, the Japanese fanbase was "[[BlatantLies pleasantly]]" surprised to discover that Chocobos[[note]]Always spelled チョコボ/Chocobo in both Japanese and English[[/note]] 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 [[FanDumb 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 [=NPC=]s from the Far East analogue calling Chocobos Horsebirds in at least the English localization.
* TheLostWoods: 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 [[GeniusLoci semi-sentience of the forest]], but elements of this are still plenty evident.
* LuckBasedMission: 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 [[InfinityPlusOneSword 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. Fortunately, patch 2.4 greatly increased their drop rates, so it's at least a little bit less painful now.

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