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1[[WMG:[[center: [- ''VideoGame/FinalFantasyXIV''\
2''Tropes:'' [[FinalFantasyXIV/TropesAToC A to C]] | [[FinalFantasyXIV/TropesDToF D to F]] | '''G to I''' ([[GameplayAndStoryIntegration/FinalFantasyXIV Gameplay and Story Integration]]) | [[FinalFantasyXIV/TropesJToL J to L]] | [[FinalFantasyXIV/TropesMToO M to O]] | [[FinalFantasyXIV/TropesPToR P to R]] | [[FinalFantasyXIV/TropesSToU S to U]] | [[FinalFantasyXIV/TropesVToZ V to Z]]\
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5[[foldercontrol]]
6[[folder: G]]
7* GaiasVengeance: Fittingly, The Twelveswood has a version in Woodsin and Greenwrath. Woodsin is when a single individual does something unacceptable to the nature in the Shroud, such a killing a sacred animal or cutting/burning down a sacred tree. Suffering Woodsin marks the individual for death and makes all local wildlife, even normally pacifistic animals like stags, aggressive and murderous towards them. Woodsin can be removed through a Rite of Cleansing ritual to earn the forest's forgiveness. Greenwrath is like Woodsin, except on a regional scale. Ever since the battle of Silvertear Lake, the wards around the Twelveswood have weakened and the change has drained the elementals, making it so that White Mages now, every few years, are forced to go to the Hedgetree, the closest thing the GeniusLoci of the Shroud has to a brain, and lull it to sleep in a Ritual of Calming while under assault from enraged wildlife. If they fail and he fully awakens, then he'll decide Gridania has broken the oath of co-existence they made centuries ago, destroy Gridanian civilization, and never allow Spoken to settle in the Twelveswood again.
8* GainaxEnding: The Save the Queen's storyline ending is pretty bewildering, specifically the very end. It starts out normally enough for a climactic ending: Bozja is liberated, the 4th Legion has been driven back and every plot point seems to have been wrapped up...until it does a sudden TimeSkip, with Lyon and Gabranth talking, before Gabranth is presented with two artifacts as a seeming SequelHook to the storyline. However, what happens ''after'' the cutscene is over is what qualifies the ending as confusing: [[spoiler:Gabranth's Field Record reveals that Lyon killed him and destroyed the stronghold he was imprisoned in, before flying away. No mention is given to the artifacts, and Gabranth's entire role seems to be abruptly cut short, only giving a vague hint that he may have survived and just faked his death. ''None'' of this is in the actual ending cutscene, mind you.]]
9* GameBreakingBug:
10** When ''Stormblood'' released, it added two features that had an unexpected interaction: swimming, and, if you join an instanced duty while sitting, you will still be sitting when you leave. Players who completed "The Pool of Tribute" trial as part of the main quest would be placed underwater afterward. If they had gone in sitting, the game would try to make them sit underwater, which was never intended to be possible, and choke on the lack of animations and crash -- and, until the bug was fixed, there was no way out of this crash except getting a Game Master to move your character back onto land. "Luckily", not many people saw this, due to DemandOverload keeping most of the playerbase bottlenecked by a solo duty earlier in the main quest until the issue was fixed.
11** 4.3 brought with it the ability to place multiple aquariums in a single dwelling, when it had previously been restricted to one. However, if the aquariums overlap with each other, the game ''freaks out'', completely destroying your framerate and potentially making it impossible to even fix the error. The patch notes warned about this and made it clear that any player who does this risks having the offending furniture destroyed entirely when the bugfix drops.
12* GameMod: Modding in ''XIV'' is a complicated topic compared to its contemporaries like ''VideoGame/WorldOfWarcraft'' and similar "theme park" [=MMOs=] that usually allow them for minor preformance boosts like setting markers, giving warnings in raids or using parsers to gauge performance. The game's terms of service explicitly forbids modding the game files, but this hasn't stopped people to the point of a flourishing mod community in spite of it, as long as you're not doing anything that alters gameplay, meaning the most you'll see is cosmetic replacers (changing X outfit to Y outfit), animation replacers, graphics shaders and parsers for gauging your damage/healing numerically. Generally, the community treats modding as a don't-ask-don't-show-don't-tell sort of thing, and the XIV team is happy to leave it be as long as that remains the case, but in situations where players have disregarded this (some examples can be found on the [[Trivia/FinalFantasyXIV trivia page]]), the team has stepped in to publicly chastise and openly punish the offenders, and using a parser to heckle another player for low DPS is a fast way to get banned since you're both admitting to using a damage meter and using it justify harassing someone.
13* GameplayAndStoryIntegration: Enough instances that [[GameplayAndStoryIntegration/FinalFantasyXIV it requires a separate subpage]].
14* GameplayAndStorySegregation: Though the game does [[GameplayAndStoryIntegration/FinalFantasyXIV a fair amount of trying to incorporate the story into the class's abilities]], and certainly averts a fair amount of "DudeWheresMyRespect", there are some cases where this does occur.
15** The 2.x storyline has some problems integrating an Au Ra player character and acknowledging their race when it should. To wit:
16*** Firstly, there are a number of Au Ra [=NPCs=] in Heavensward whose backstories include some persecution for looking like dragons. Nobody so much as bats an eyelash at your player dragon-person, however, to the point that you can walk into ''Camp Dragonhead'' without molestation and make friends with Haurchefant without issue, well before Yugiri is even introduced. Speaking of which...
17*** The patch 2.2 quest line introduced Yugiri, the game's first Au Ra NPC. She covers herself completely sans her tail to hide her features, explicitly stating she does not wish to provoke a fuss by scaring people who'd be unnerved by an unfamiliar race. On a technical level, this was an excuse to cover up the fact that there wasn't an Au Ra female model yet, and the game uses a very heavily modified Miqo'te model for her instead. This can be quite jarring if you started the game after Heavensward launched and you're already playing an Au Ra character, as not only have you been wandering around the land showing your true heritage, but by this point in the story you're ''a national hero'', well-known by many across Eorzea. It gets especially weird during the meeting in the Quicksand, as Yugiri mentions not wanting to alarm people by taking off her veil while your out-in-the-open character sits ''across the table'' from her in the very same shot, and doesn't even react to this assertion.
18*** In the same questline, you also see the opening of the Rogues' Guild to the rest of Limsa Lominsa, and Yugiri offering to train them in the ways of the ninja. While at the time it was a suitably cool introduction for rogues and ninjas into the game, post-patch all players could join the Rogues' Guild as soon as they'd gotten far enough into the game to start joining multiple guilds, meaning that you could be a level 50+ ninja [[TimeParadox witnessing Yugiri introducing ninjitsu to the Rogues' Guild in the first place]]. And that's not getting into the fact that even when you do play as a Rogue and reach the point where you can become a ninja, the story ''still'' treats ninja as an entirely new development that your Rogues' Guild compatriots have never heard of before.
19** While the Au Ra is the most visible victim of this for the above reasons, there are a few other cases where your character's race is never acknowledged even when it makes sense, such as in the case of the Archers' Guild questline. Silvairre makes it clear several times that he feels the Wildwood Elezen are the only "true" masters of archery as their people created it, and that everyone else not of them in the guild is simply "parodying" it - you included, even when you yourself are playing as a Wildwood Elezen.
20** Early in Heavensward, after assuring the heads of House Fortemps that you and the remaining Scions will attempt to display they only mean to be upstanding guests to Ishgard, and will seek to avoid causing any trouble for their hosts, one of the first things players can do is become a Dark Knight. The first two quests? Allying yourself with a Dark Knight that just got done fighting some Temple Knights, and then launching an assault on the Ishgard inquisition's headquarters for their abuse of powers. No one in Ishgard outside of the Dark Knight's quest chain will bat an eye about this. [[spoiler:Some of the later Dark Knight quests call into question [[ThroughTheEyesOfMadness how much of that actually happened]], however.]]
21** As the game is an MMO, a lot of bosses are fought as part of a party. However, in some cases, the lore heavily implies you fought them alone. This is further strengthened when you notice cutscenes in the middle of a dungeon, raid, or whatever, almost without fail, will not show any of your other party members - and on the rare occasions they do (pretty much solely The Praetorium) nobody else particularly acknowledges that they're even there. [[spoiler:This is clearly the case at the end of Heavensward, the Ascians and Thordan all speak in a manner suggesting you are the only person there. Thordan is actually absolutely terrified after being beaten, actually wondering '''what''' the hell you are, not who you are. You are the only person present in the cutscene.]] In fact the main questline (and some of the job quests too) generally makes the player out to be a chosen and unique individual, even though in reality every single player has the same power[[note]]Comments from [=NPC=] allies are inconsistent as to whether your party members are nonexistent, or exist and are "merely" high-level adventurers (implied to be Echo-blessed and ImmuneToMindControl like yourself, but not full-on Warriors of Light)[[/note]].
22** As usual for an MMO as well, DeathIsASlapOnTheWrist for players but almost always permanent for [=NPCs=] in the story. {{Hand Wave}}d as the Echo showing you what could go wrong if you fail, not as you actually dying.
23** [[RuleOfThree Also as usual for MMOs]], you're expected to just accept as granted that older content canonically takes place prior to newer content, regardless of what order you actually play it in. The prototypical example of this is the level 50 Culinarian quest, released in 2.0, which has you cooking a meal for the Sultana of Ul'dah, [[spoiler:even if you do this between the 2.55 main story quests and the 3.0 level 54 quests, where she is apparently assassinated and no hint is given that she might still be alive]].
24*** This can be especially jarring with the quest to become a Dragoon if done after the 2.0 patches. The questline starts with you being asked to track down a criminal from Ishgard who stole a treasure, discovering the criminal is actually [[spoiler: Estinien, who stole the Eye of Nidhogg to try and draw his attention away from Ishgard.]] The quest also involves Alberic, the job tutor for levels 31-50, explaining the history of the Ishgardian-Dravinian War. However, if you don't undertake the quest until later, you may already have met [[spoiler:Estinien]], learned all about the War, [[spoiler:uncovered the ''real'' truth of the history (and as one NPC puts it, possibly forced a rewriting of their history curriculum),]] and depending on when you do the questline, [[spoiler:Estinien may have already ''become'' Nidhogg, or the Eyes could have been used to create Shinryu.]]
25** Yet another MMO staple is the siloed nature of questlines where things you do in one questline will have no bearing on what you do in another. For example, you may have completed the alchemist questline and become one of the finest alchemists in the land, but if the heroes need the services of an alchemist in the main storyline they will turn to an NPC while you help out by doing grunt work like gathering ingredients. At best, there may be a one-off line of dialogue that since you are such a good alchemist, you'll know what will make for quality ingredients but don't expect to be doing anything that a non-alchemist Warrior of Light couldn't do.
26** Following the Seventh Astral Era main story questline, [[spoiler: despite the fact that the player is PersonaNonGrata in Ul'dah and practically all of Thanalan,]] there's no reason you can't simply wander around, business as usual. Slightly handwaved in that [[spoiler:the only people who know what happened and believe you're guilty of the crimes you're accused of are too ''flat-out terrified'' of you to do anything but pretend they don't see you walking around]]. ''Heavensward'' later explains that [[spoiler:Merlywb and Kan-E-Senna called bullshit on the accusations and told the Syndicate to not reveal anything until they have concrete proof.]]
27** In Patch 4.2, the Scions have a money problem thanks to the expense of retrieving [[spoiler:Gosetsu's sword]] and are forced to take up some odd jobs. This can be despite the fact that you're holding on to anywhere from tens of thousands to ''millions'' of gil (Jessie even points out that you wear enough expensive equipment that you could have bought a house with it) and any attempt to give any of that away is instantly rebuffed. Moreover, while the money problems are brought up in the main quest, actually doing anything about them is relegated to sidequests, so you can happily ignore your organization's apparent economic issues as long as you want.
28** In crafting related activities that aren't bound to a single class (crafting beast tribe quests, custom deliveries, etc.) the items the player will be producing will be the same regardless of what class they are using to make them. This results in oddities like a Culinarian somehow cooking ship parts into being or a Blacksmith forging upholstery. The game doesn't even try to justify it, it just works. This is good as such activities are a good source of experience when leveling crafters.
29** The cutscenes for the Binding Coil of Bahamut still feature [[spoiler:Alisaie even after she falls into a coma at the end of the Stormblood main story quests.]] A cutscene during the main story quests for Stormblood also mentions the events of the Binding Coil even if you haven't even started them. Likewise, until you finish every one of his quests, Urianger remains a perennial tenant at the Waking Sands even through [[spoiler:the end of 4.x through into ''Shadowbringers'', where his soul was called to the First.]]
30** Alisaie's status as a Red Mage in ''Stormblood'' also makes several assumptions of what you've done. Alisaie speaks of the Red Mage trainer, X'rhun, as if you've never heard of him before, even though you can become a Red Mage as soon as you hit level 50 in the final stretch of the 2.0 storyline, before you've even personally met her. In turn, X'rhun talks about Alisaie as if you're familiar and on good terms with her, even if you become a Red Mage as soon as possible and haven't so much as touched the Binding Coil questline, which is the only point between her and Alphinaud's introduction midway through ''ARR'' and the endgame of ''Heavensward'' where she's so much as mentioned, much less directly interacts with you. It's especially jarring considering the opening quest ''does'' take into account both your progress through the Binding Coil ''and'' whether you are currently in the midst of or have even beaten the ''Stormblood'' MSQ, but all of the options for the former still talk about Alisaie personally knowing and holding great admiration for you.
31** The introduction of the Hrothgar causes this if you start as one from level 1. Much ado is made about FantasticRacism against beastmen - even the Hrothgar's character creation screen calls attention to it - and by all accounts, eloquence aside, Hrothgar fit almost every description of a stereotypically discriminated-against beastfolk. Regardless, since you're still a player character you'll still eventually become the Warrior of Light that people pretty much worship with no racism ever thrown your way (besides the "outsider" mentality from certain Gridanians and Ishgardians, which you'd get as any race).
32** In the final Leatherworker quest for ARR, you are to present a Raptorskin Jerkin for a contest. The judges talk about its value in battle, but the item in question is for gatherers. Even stranger, it's one of the only level-50 quests for crafters in ARR that requires you to meld a specific type of materia to the item you make for it, which just reinforces that it's a gatherer's item because the materia required adds a few extra gathering points - just about every other level 50 crafter quest lets you just meld whatever materia you have on hand because the customer it's meant for is [[RichInDollarsPoorInSense some rich idiot who can't tell the difference anyway, so long as they get their expensive and customized gear]].
33** Every crafter has one quest which teaches you about enhancing a piece of gear with materia. Even though it's perfectly possible have all sorts of materia melded to your regular combat gear already, and learn how to meld it yourself after the first time you do one of these quests, they will all universally act as though materia in itself is a wholly unfamiliar concept to you and give you the basics on what it is, how to acquire it, and who you should talk to to meld it for you before suggesting you take some lessons from them to meld it yourself.
34** One of the quests during the Ivalice raid series involves a character becoming sick due to exposure to auracite. Despite that the 2.1 to 2.5 ''main story'' questline heavily revolved around using a type of auracite in an attempt to permanently kill Ascians, your character responds to this revelation by acting as if they've never heard of it and cannot possibly make a guess as to what it does.
35** Area-of-effect markers for powerful or wide-hitting enemy attacks are justified as some combination of the enemy in question tipping their hand before a big attack and actual precognition granted by the Echo. Despite this, it appears to purely be nothing more than a gameplay mechanic wholly insulated from the story, as in practice the game only uses one or the other for any given enemy - most that have area-of-effect markers simply stand still with the same animation they normally have when an [=AoE=] marker shows up, and, more strangely, those that ''do'' have a unique animation for a big attack, like diresaurs in ''Heavensward'' and vanaras in ''Stormblood'', don't have an [=AoE=] marker. The Coincounter from the Aurum Vale dungeon was a particularly infamous example for not having markers, enough that the devs went out of their way to fix this for 5.3, because he shares the model and several animations and attacks with Steropes, a boss FATE whose attacks ''do'' have those markers (save for the large instant-death AOE, which also had to have a marker added in that patch).
36** There's no justification given on why the Hunting Guild in Sharlayan uses Sacks of Nuts, the same currency as the one on the First. Gameplay-wise, it's so they aren't wasted when the previous expansion is finished, a practice seen between Heavensward and Stormblood, which does have the explanation that their respective hunts are hosted by different divisions of the same guild.
37** ''Endwalker'' gives us proof that not even the Trust System is fully exempt from this trope. While there's plenty of the inverse trope to go around, this trope pops up during the dungeon [[spoiler:Vanaspati]], in which all the enemies are mutants whom, Y'shtola notes after the dungeon, lack any trace of aether and thus she couldn't "see" them at all. Despite this she handles boss mechanics and the like during the dungeon with no difficulty.
38** The Namazu questline begins with the Warrior finding a desiccated Namazu in the desert region of the Azim Steppe. However, with the game's random weather system, it's entirely possible for it to be raining during this, resulting in the Namazu browbeating the Warrior into saving him from dehydration while he's currently dripping wet from the rain.
39** The Sharlayan Studium alchemist and culinarian quests revolve around improving the recipe for a nutritious but disgusting meal, and it is stressed early on that any ingredients used must be easily accessible. Despite this, the recipe for the very first quest item calls for ingredients only found in zones from the previous expansion - a journey impossible for anyone but the player character due to [[spoiler:being located in an entirely different dimension.]]
40** It can be assumed this is in play for Gold Saucer. The rules and structure of the casino prohibit purchasing MGP (the equivalent of chips) beyond an initial starter amount and while it's hard to win big it's also hard to really lose. [=GATEs=] offer chances to win MGP without costing any, the lowest payouts of Cactpot tickets are higher than they cost, and while you can lose MGP from failing at minigames and Triple Triad matches, these games are easy enough and the prices low enough that it would almost take a concentrated effort to really lose big. All of which is to say, Gold Saucer operates almost the exact opposite way a real casino would but is well designed for a video game sidequest where the player can slowly but surely grind MGP for the cosmetic prizes.
41** The ''Heavensward'' Miner's quests take the player to Ishgard to work for House Fortemps, and one of the first steps is reporting to a knight of the House who treats you like a random adventurer. This despite that the only way it's even possible for the player to enter Ishgard is them becoming a ward of the House first. Depending on when you do the quest, the knight you talk to could be standing less than ten feet from another Fortemps knight who'll tell you you're a de-facto member of the family.
42** The Disciple of the Hand classes are all crafters, so their questlines will naturally have you crafting things to complete them. However, the game only checks if you have the item in question for the quest, not if you crafted it. You could just buy the item from someone else on the Market Board, and the game acts as if you're the one that made it. Taken to its extreme with daily Expert Deliveries in your Grand Company (which give large EXP rewards for turning in the items in question), it is theoretically possible to get a Disciple of the Hand class to its level cap and be renowned the realm over as a master of your profession without crafting anything.
43** The story in Shadowbringers emphasizes that [[spoiler:the residents of the Source have been 7 times rejoined and have higher mana density than the residents of The First, and are thus innately stronger. As far as gameplay goes, the Scions of the Seventh Dawn are no stronger than Ryne or Lyna when used in trusts, and the group as a whole struggles against Ran'jit, a resident of the First]]
44* GayGroomInAWhiteTux: Two male players can invoke this trope at their eternal bonding event, though they can go with any color they wish. If they took the free wedding, it's enforced, as white will be the only tux color available. Male players can take the extra mile and wear the dress instead if they so desire.
45* GenderBender: The Phial of Fantasia allows you to change the entirety of your character's appearance, including gender. The Retainer Fantasia is [[ExactlyWhatItSaysOnTheTin the same, but for retainers]].
46* GenderIsNoObject: Most of the world, especially Eorzea, enjoys a great deal of gender equality. There are just as many women soldiers in the Grand Company armies as men, and the city-states of Gridania, Limsa Lominsa, and Ul'dah are all ruled by women (though Raubahn commands the Immortal Flames). [[PurelyAestheticGender The Warrior of Light is treated exactly the same no matter their gender]] (both in terms of the storyline and the gameplay), and it's not unusual to see women in positions of power alongside men. Gender is rarely even brought up when talking about someone's prowess in battle or their craftsmanship skills.
47* GenderedOutfit: Although many pieces of gear look the same on men and women (so you can have a female character 100% hidden by armor and a {{Stripperific}} man leaving nothing to the imagination), there are still plenty of subtle and flagrant differences. Some examples are the level 50 artifact armor for Dragoons having an abs window on women, the bliaud and coatee tops show skin and cleavage on women, and "bottom" items are usually trousers on men, a miniskirt and long socks for women. There is also gender-''locked'' gear, which is found in starting racial gear and certain items intended to be used only for glamouring that can only be worn by men or women. The latter example tends to be few and far in-between with several previously locked outfits having their locks lifted to allow anyone to wear them.
48* GeniusBruiser: Moenbryda Wilfsunnwyn is an example of this. She is a researcher who prefers an axe to defend herself with.
49* GentleGiant: Goobues are enormous, plant-covered, ogre-like beings who are notorious for their noxious, moldy sneezes. The vast majority of them are non-hostile unless you provoke them, however. [=FATE=]s that feature them as enemies usually clarify that their behavior is unusual in some way. The Sylphs of Little Solace are very fond of them, and enlist their aid in scaring away Tempered Sylphs trying to play cruel, destructive pranks.
50* GentlemanAdventurer: Hildibrand Manderville, agent of enquiry, is a Gentleman ''Investigator''.
51* GhostlyGoals: Within [[spoiler:the First]], there are multiple specters of a group of Warriors from a century ago called the Cardinal Virtues who seem to be going around randomly causing havoc. [[spoiler:It turns out that though generally mindless, each one is performing acts related to something about them when they were alive. For example, Branden has been violently hunting down people with certain jewelry; it turns out that in life they belonged to a princess that he vowed his life to, so in death he is just protecting his liege's possessions. Nyelbert has been opening aetherial tears into a void between dimensions out in the wilderness of Amh Araeng; it turns out in life he and another mage named Taynor had been bred specifically to open these portals, but in the midst of training Taynor got sucked into one and Nyelbert spent his life searching for a way to bring him back, so in death he is simply still opening portals to try and pull Taynor back out.]]
52* GiantSpaceFleaFromNowhere: Literally in Endwalker - [[spoiler: the moon has Daphnia, they're in space, and given the moon is an entirely artificial construct there's no reason why hostile space fleas should be roaming about. Especially given this is meant to be a rescue ship to evacuate the people of Etheirys from the Final Days - no point rescuing them only for the local space fleas to kill them.]]
53* GoingCosmic: Endwalker does this figuratively and literally, [[spoiler:eventually ending with a trip to the edge of the universe in what is essentially a violent debate over the meaning of life itself. Notably more cosmic than even the dealings with the supreme gods of Light and Dark before.]]
54* GoingThroughTheMotions: The game uses this a ''lot'' and it's very noticeable when you see characters turning on the spot to walk in a different direction. Important cutscenes (mostly ones that have voice acting) will use motion capture for animations.
55* GondorCallsForAid: Near the end of the main ''Endwalker'' storyline, our heroes need to find a certain type of Allagan metal so that [[spoiler:they can power the spaceship needed to travel the stars]]. The Warrior of Light is ready to hop to it, but Alphinaud decides they need to go faster and calls in virtually every favor he has to do so. [[spoiler:This not only leads to every city-state coming to the Scions' aid, but virtually every surviving ally on the Star that appeared in the post-MSQ events you completed joining in]].
56* GoodRepublicEvilEmpire:
57** ''A Realm Reborn'' plays with this. While [[TheEmpire the Garlean Empire]] is suitably autocratic, fascistic and evil, none of the main three city-states of Eorzea are technically democracies: Ul'dah is an outright Plutocracy in which the richest capitalists of the city have a seat in political decisions, Gridania doesn't seem to have a state beyond its Grand Company, and Limsa Lominsa is uniquely referred to as a Thalassocracy, a primarily maritime realm, which in this case is headed by an Admiral.
58** ''Heavensward'' plays this straight, but rather than with Isghard (a theocracy) being compared with the Empire, instead Ishgard is compared to [[spoiler:itself after the death of Archbishop Thordan, in which Ishgard is slowly transformed from a snobby, zealous theocracy into a somewhat less snobby and zealous democracy.]]
59** ''Stormblood'' plays this straight again with Ala Mhigo, who was ruled by a mad tyrant even before TheEmpire came knocking. After the city is retaken, it seems to start becoming more democratic to contrast its previous monarchal and then imperialized state.
60** ''Shadowbringers'' plays this straight once again: Eulmore is at first depicted as a nihilistic, hedonistic and classist city-state headed by the brutal and [[PsychopathicManchild absolutely insane]] Vauthry and is the closest equivalent of TheEmpire in The First. It's later revealed that Eulmore wasn't always like this, and used to be a city-state with an elected mayor before [[spoiler:the previous mayor made a deal with Emet-Selch to have his unborn son Vauthry tainted with the power of a Lightwarden.]] After Vauthry is taken care of, part of the patch quests is dedicated to fixing the shattered political situation of Eulmore and reinstate a mayor.
61* GogglesDoSomethingUnusual: The Scions of the Seventh Dawn, minus Minfillia and yourself, are outfitted with special goggles that allows them to detect aetheric energies. The various Mog Station-purchased outfits based on the other Scion's outfits have them, but they don't work for you - you can't even actually wear them over your eyes - putting this in GogglesDoNothing.
62* GooItUp:
63** In the World of Darkness, Cerberus will vomit a puddle of thick goo onto one part of the battlefield. Anyone who steps in it will be quickly drawn to the center of the goo to be instantly killed by Cerberus soon afterward. But if you are shrunken by the gastric juice orbs before hand, you'll instead be swallowed and enter his stomach, allowing the swallowed to temporarily incapacitate him by ripping up his insides.
64** Several bosses in the Shadows of Mhach raid series have an attack that coats everyone affected in an extremely thick mucus. This stops anyone caught by it from moving until someone runs between the tethers created between the victims to break the bindings.
65* GlobalCurrency: Besides individual resources, your Gil is accepted everywhere. There's an extremely amusingly explained [[GameplayAndStoryIntegration reason for this]] in ''Shadowbringers''. In the wake of the Flood of Light and Sin Eaters ravaging the world, individual countries' currencies were suddenly rendered useless, so what societies were left reverted back to the gold standard. This combined with finding gold Gil coins in the Crystal Tower allowed the Crystal Exarch to smoothly slip Eorzian Gil into being the main currency in the First.
66* GlobalCurrencyException: Gil is generally accepted everywhere for most purchases, but...
67** 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.
68** The shopmasters at the Wolves' Den only trade in Wolf Marks or Trophy Crystals, earned through PlayerVersusPlayer.
69** Huntmasters only trade in Allied Seals, which are earned only from participating in The Hunt. ''Heavensward'' introduced Centurio Seals, which are essentially an elite version of Allied Seals, which are also used in ''Stormblood''. ''Shadowbringers'' and ''Endwalker'' uses Sacks of Nuts.
70** Endgame gear is usually bought with Allagan Tomestones, variations of which are regularly rotated out to introduce new ones through patch cycles for the current content (ordered by appearance): Philosophy, Mythology, Soldiery, Poetics[[note]]Unlike the others types, this one has stayed on and since became the catch-all currency for all past endgame gear.[[/note]], Law, Esoterics, Lore, Scripture, Verity, Creation, Mendacity, Genesis, Goetia, Phantasmagoria, Allegory, Revelation, Aphorism, Astronomy, Causality, and Comedy.
71** Similarly to Allagan Tomestones, Rowena's House of Splendors also provides the endgame crafting and gathering gear and various exclusive materials in exchange for colored Scrips, which is in turn obtained by trading in Collectables beyond a certain value. This gear generally outlevels the best gears that can be crafted in-game for a given expansion by 10, but cannot be melded with any materia. Additionally, the body gears are class exclusive, making it impractical for players who have multiple Disciples of the Hand classes at max level.
72** The [[MinigameZone Manderville Gold Saucer]] only takes Manderville Gold Saucer Points, or MGP, for minigame fees and prize redemption. Unusually, there is a (''very'' low) cap on how much MGP you can straight-up buy -- the vast majority of MGP for that [[CosmeticAward shiny mount or minion]] will have to be won.
73** The only payment retainers will accept for doing ventures is special coins called... ventures.
74** The various beast tribes all have a special shop that only accepts their special currency, earned by completing their daily quests. Annoyingly, the ''A Realm Reborn'' beast tribes don't start giving out this currency until you've ranked up to Friendly, which takes a significant amount of quests to do so due to their low Reputation payout.
75* GloriousDeath: The Dotharl clan of ''Stormblood'' are fixated on fighting and dying in glorious combat as they believe that they reincarnate only by dying when their soul burns brightest. As a result, they're the most vicious {{Blood Knight}}s on a steppe full of {{Proud Warrior Race Guy}}s who regularly attack and slaughter other tribes just for the sake of battling each other. This is also {{deconstructed|trope}}, as this fixation on dying gloriously has left the Dotharl with a dwindling population, many enemies, and few ways to work on either problem. Sadu Heavensflame, the leader of the Dotharl, even says as much should you question her about it.
76* GodGuise: Hippo Rider quest has the Warrior pose as a Manusya, one of the many animal-headed gods of the Thavnairian religion, by wearing a cutesy Gaja costume head and Thavnairian clothes while declaring "Your god has come!" to scare off whoever spooked one of the riders. Ogul had done the same thing previously to [[spoiler:Acala, a member of the Gajasura invading Thavnair]].
77* GodOfTheMoon:
78** In Eorzea, Menphina is worshipped as the goddess of the moon and love, as well as the lover of Oschon, god of travelers. She's particularly revered by the Keeper of the Moon tribes of Miqo'te.
79** In the Far East, Tsukuyomi is the kami associated with the moon, worshipped throughout the Ruby Sea and Doma. [[spoiler:Yotsuyu uses a Kojin relic along with Asahi's stores of crystals to perform a summoning to transform herself into the primal Tsukuyomi, threatening to swallow all of Doma in eternal night in the process.]]
80* GodsNeedPrayerBadly:
81** True for the [[ElementalEmbodiment 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 [[spoiler: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]].
82** Gaius says that the Eorzean Twelve are the exact same: "They ''will'' answer [your prayers], [[NotSoDifferentRemark so long as you lavish them with crystals and gorge them on aether]]." He raises a valid point, but the Twelve have not physically appeared in person to temper anyone, as of yet, [[spoiler:though the Primals accuse you of being tempered by Hydaelyn, a claim which makes a disturbing amount of sense even ''before'' the revelation in ''Shadowbringers'' that Hydaelyn and Zodiark were the ''first'' Primals. Not until ''quite'' late in ''Endwalker'' is it finally confirmed that you're protected by something other than a OneCurseLimit]].
83** [[spoiler: Exploited by the BigBad of the 3.0 storyline: the leader of the Church of Ishgard, Archbishop Thordan VII. He uses centuries of Ishgardian worship and the energies of the Warring Triad bound in Azys Lla to make himself into a god-king by becoming the primal King Thordan and turning the Heaven's Ward into his Knights of the Round. He also uses this to kill Lahabrea permanently -- primals need aether, and the form doesn't matter.]]
84** Earlier in 3.0, Hraesvelgr effectively explains what the primals are, making this lean a little away from this trope: what is summoned isn't actually a god, but the aetheric manifestation of their fervent prayers and desires. You can see this as early as the final Hildibrand quest in 2.5 when Gilgamesh summons Enkidu in this manner by simply reminiscing about him while standing next to a large quantity of crystals. This ends up breaking Ysayle, as she wholeheartedly believed that she was the reincarnation of Shiva.
85* GogglesDoNothing: The Replica Sky Pirate head armor consists of goggles with face masks. They won't do anything for your defense (and are intended solely for fashion purposes), but darn if they don't look good.
86* GoingThroughTheMotions: It's shown heavily in most cutscenes when characters are using stock emotes to express themselves while also using the same "turn in place before walking away" motions as well. Plot important cutscenes use a mixture of generic animations and motion captured animations.
87* GoldMakesEverythingShiny: You can get a golden-coated Magitek mech if you manage to rack up 500 commendations. Gold dyes can also turn your gear into a shiny coat of gold. Yes, even cloth robes. Then there's the special mounts from the Luxury Trader that cost a whopping 50,000,000 gil to purchase, effectively limiting them to only the most wealthy. These mounts are shinier, golden reskins of existing mounts that spew gil everywhere they go to further flaunt your wealth.
88* GoodbyeCruelWorld: An NPC in the Coerthas Western Highlands can sometimes be found near the edge of the cliff and says the trope word for word before going off the edge. You can see a few other people hanging from the edge and there's even a body at the bottom of the pit. However, said "body" turns out to be alive and he curses the softness of the snow that broke his fall.
89* GoodGuyBar:
90** 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.
91** Mor Dhona has a bar where the local adventurers meet. In the back is the Rising Stones, a private bar the Scions use as their Headquarters.
92* GoryDiscretionShot: Extreme examples of mutilation are usually handed with a cut away from the action, for reasons of both rating and to help ease things up on the team from having to actually model said mutilated body.
93** At the end of Wanderer's Palace (Hard), when the Tonberries rush in for stabby revenge against their now-defeated captor, all you get to see is a ReactionShot of your character wincing and one of your party members backing away slowly.
94** In the finale of the 2.X MSQ, [[spoiler:Raubahn cleaves Teledji Adeledji in twain after he gloats about assassinating the Sultana. The camera and models are strategically situated so that it's clear that Teledji is HalfTheManHeUsedToBe without showing any viscera. Shortly after, Ilberd cuts off Raubahn's arm, the camera work once again concealing any gore.]]
95** At the end of the 60 Dark Knight Quest, Sidurgu [[OffWithHisHead decapitates]] the BigBad. The screen smashes to black right before the blade makes content with their neck, and when it fades back in, the camera doesn't show the corpse any higher than the torso to prevent seeing the point of decapitation.
96** And the end of the Sorrows of Werlyt storyline, [[spoiler: Alfonse in the Diamond Weapon crushes Valens to death, with the noises that are made heavily implying he was crushed so hard his head either split or popped clean off. The camera only shows Valen's legs going limp before the Diamond Weapon tosses Valens' corpse off screen, with his body not being visible at the angle he throws it.]]
97** Reaper Quests:
98*** In the level 75 Reaper quest, you visit a burial chamber with Drusilla to identify a recently killed man. The man's body was ravaged such that, while Drusilla insists on seeing it, she prevents the Warrior of Light and, by extension, the player from seeing the damage done.
99*** In the finale of the 70-80 Reaper questline, [[spoiler:Drusilla requests the Warrior of Light allow her to be the one to finish off the defeated Orcus. The screen abruptly cuts to black an instant before her scythe reaches his neck, before cutting back in to a shot of his now-empty hood flying away in a cloud of purple mist, as his body (shown from the shoulders down) collapses and dissolves into similar mist.]]
100* GotMeDoingIt: The Serpent Commander in the Shantotto crossover storyline begins speaking in rhyme before catching himself.
101* GotVolunteered: After you bring a weakened Namazu back to the Namazu mansion, events quickly happen that ends with the Warrior of Light being drafted into helping them put together a festival. The expression on their face is one of clear annoyance. Later on when asked by the Mol tribe leader to help them, you can say hells no, but she will tell you that you should do it anyway. And it's clear you don't take their plight too seriously, as when at one point one of the Namazu says he had a vision that all Namazu will be extinct in 7 years, it cuts to the Warrior of Light's very passive face. The Namazu even lampshades this, saying you should at least ''pretend'' to be distressed about their plight.
102* GrandFinale: ''Endwalker'' is, as the name implies, the end of the MythArc about the Ascians, Hydaelyn, and Zodiark that started in 1.0, wrapping up the majority of the mysteries and plot points involving them. It isn't the end of the game itself, though, as subsequent patches introduced new story arcs involving other plotlines, such as the Twelve, the remaining seven great wyrms, and the Void.
103* GratuitousEnglish: The Goblins speak like this due not fully grasping the language everyone else speaks. According to WordOfGod, Goblins are mostly traders and they try to learn how to speak English / Eorzean so that they can communicate with everyone and make trades with them.
104** GratuitousGerman: According to WordOfGod, the way the German language can string nouns together to form new words is the basis for many of the peculiar words the Goblins use, such as "lipflaps" for "talking".
105** GratuitousLatin: Shows up in zone names in Endwalker. [[spoiler:Mare Lamentorum ("Sea of Sorrows"), Ultima Thule (literally "Farthest Island", but is actually a Latin metaphor for "Edge of the World")]]
106* GravityBarrier: Scattered everywhere in the form of steep cliffs and deep water. ''Heavensward'' continues the trend, though once you get the ability to fly, the barriers become trivial except for the edges of the map. You also can't dismount anywhere you're not meant to walk otherwise.
107* TheGreatestStoryNeverTold: At the end of "Myths of the Realms", the heroes uncover a wealth of information regarding the true origins of the Twelve. However, their final report on the adventure has to be heavily redacted, as [[spoiler:the knowledge that the Twelve have willingly passed on would cause enormous cultural and political turmoil across Eorzea.]]
108* TheGreatExterminator:
109** The [[PlayerCharacter Warrior of Light]] becomes famous as the world's preeminent slayer of primals, {{Tulpa}} of gods and heroes brought to life via prayer and large sources of aether, over the course of the story. Due to possessing the Echo, they can fight these gods without the risk of being turned into mindless thralls, becoming so good at it that they're the first one called in to handle any primal uprising.
110** The last incarnation of the legendary pirate Mistbeard led an expedition to exterminate the [[OurSirensAreDifferent sirens]] terrorizing the seas off the coast of Vylbrand. By the present day, sirens had largely faded into legend until multiple sirens take roost on the Isle of Umbra, requiring the Warrior to face them so the restoration of Pharos Sirius can proceed.
111* TheGreatFlood: The calamity that ended the Fifth Astral Era was the Calamity of Water. The War of the Magi used so much aether that an imbalance caused a ''lot'' of water aspected aether to generate, and triggered a devastating flood that drowned out much of Eorzea.
112* GreatOffscreenWar:
113** The United Eorzea-Garlemald War at the end of ''Legacy'' is this for players starting in ''A Realm Reborn''. We've seen the end, but ''Legacy'' players got to participate in it.
114** The Dragonsong War. We know how it started and how it ends, but we don't know what happened in between except "dragons died and people fried".
115* GreenAesop: The level 1-50 Leatherworker quest line is about the true cost of animal products and how wasteful, second-rate products made to pursue profit can risk driving species to extinction. [[spoiler:Geva would know; it was one of her products that inadvertently led to overhunting of toads by imitators.]] The point was driven home even further before changes to the system with ''Shadowbringers'', since the quest line was what gave the player Waste Not, a skill that is often vital to making High Quality items.
116* GrewBeyondTheirProgramming: The final area of ''Endwalker'' is populated by [[spoiler:copies of worlds gone extinct, created by Meteion through dynamis so they can eternally despair and wish for death to fuel her song of oblivion]]. But as the Scions and the Warrior of Light start interacting with them, [[spoiler:the shades begin to feel hope and a desire to live where once there was only despair]].
117* GreyAndGrayMorality: 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.
118** On the villainous side, the Garlean Empire are ''not'' solely composed of generic conquistadors bent on conquest. For every Nael van Darnus, who is driven by pure ego and landlust to crush Eorzea under his heel and purposely causes a ColonyDrop out of delusion, there seems to be a Gaius van Baelsar, who genuinely believes Eorzea stands to benefit from Garlean leadership and intervention in their ForeverWar with the Beastmen and does everything he does, including digging up and reactivating an ArtifactOfDoom, with [[WellIntentionedExtremist the best of intentions]]. Both kinds of individual Garlean have to be stopped, but while one is because of their general badness, the other is because their good ideas tend to be bad for Eorzea in practice. Further, Garlemald is just as opposed to the Primals as anyone else, and part of Gaius' plan for invading Eorzea was to use the aforementioned artifact of doom, [[spoiler:the Ultima Weapon]], as a permanent solution to the threat they posed, [[spoiler:though sadly it also did things Gaius didn't know about]].
119** The Primals ''are'' a big issue for the world around them (given how they make things worse just by showing up for even a second), but some of them are more noble than others. They all love their Beastmen followers like their children and refer to them as such, and the Beastmen genuinely consider them benevolent deities. Speaking of, there are five groups of Beastmen who don't subscribe to the destructive ways of their kin, and they all show how any of the beast tribes ''could'', in theory, behave like helpful and functional members of society, if they would just stop worshipping their Primal of choice for five minutes.
120** On the heroic side, the Scions are all obviously good-hearted heroes just trying to save the world, but they seem to be better at [[VillainsActHeroesReact responding to imminent threats]] than preventing new ones from arising, or working to disable the issue that caused the threat in the first place or prevent the problem from happening again. Meanwhile, the city states are bogged down by social problems that the Garleans and Beastmen are not responsible for. Ul'dah is struck through with severe economic imbalance and an astonishing level of corruption, enough so that the corrupt among the Brass Blades don't even ''try'' to pretend being honest men. Gridanian society's willingness to work under the Elementals leads to effective xenophobia and some very harsh laws, and they are by far the most racially bigoted and intolerant nation of the Alliance, openly oppressing Duskwright Elezen and Keeper of the Moon Miqo'te due to how their isolationist and heavily hunting-based lifestyles clash with the will of the Elementals. Finally, the Limsa Lominsan city of "former" pirates isn't as reformed as they would like you to think, and much of the land that they currently live on was taken from the surrounding Kobolds through several unequal treaties. Furthermore, while they seem happy to believe the Beastmen (except the Sylphs) are AlwaysChaoticEvil, in reality some of the aforementioned ForeverWar is at least partially their own fault, as Y'shtola points out directly to Merlwyb at one point.
121** And then there's Ala Mhigo, Gridania's fallen neighbor city state, who [[HeelFaceDoorSlam is outright being snubbed and discarded and a target of the city-states' contempt]] -- indeed, 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 own fault, or at least that of its resistance forces. Before its fall, Ala Mhigo was [[ProudWarriorRaceGuy very warrior-oriented]], worshiping Rhalgr, the Destroyer as their chief deity. Their natural belligerence led them to start quite a few wars with neighboring states, including the infamous Autumn War with Gridania. According to some of the refugees, it was ruled by a tyrant of a king before the Garleans showed up. The Garleans defeated them by helping to stir up the discontentment and anger against that king, weakening its defenses before rolling in and conquering it. Additionally, the Resistance has a rather bad habit of attacking their enemies even when greatly outmatched, [[TooDumbToLive not only getting many of their own members killed]], but also risking further 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 [[SarcasmMode brilliant]] ideas such as [[WhatTheHellHero trying to summoning Rhalgr in Primal form]]. The player is tasked during the main storyline to stop that particular idea, and allow cooler heads to prevail.
122*** It really does not help their case that when you meet them, they are [[{{Jerkass}} cartoonishly unfriendly]] and treat the player and other outsiders like dirt, even when the people in question are just trying to help them. Case in point: they refuse simple treatments for sore throats and other minor afflictions because they're Ul'dah alchemical potions rather than traditional Ala Mhigo remedies of questionable reliability, which forces the player into [[WithThisHerring fetch-quest mode]] to satisfy their {{stubborn|Mule}}ness. Also, those same young hotheads intent on trying to summon Rhalgr? They try to get the crystals necessary for the ritual by [[BullyingADragon stealing from the Amalj'aa]], who predictably respond by killing most of them, on top of trying to kill off the player [[HeKnowsTooMuch to keep their plans a secret]], ''and'' then they consider ''going back'' to get the crystals again after most of them are killed and you save what's left of them.
123** 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 Mhigans fleeing the empire over 15 years ago in the story.
124** 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 FaceHeelDoorSlam not once, not twice, but [[RuleOfThree 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.[[note]]However, this last (at least) is strongly implied to be justified, in that they literally cannot spare the forces from their war against the dragons.[[/note]] [[spoiler:Additionally, those accused of being a witch/heretic in service to dragon-kind have a trial that [[MortonsFork will end in your death either way]], with you proven guilty for sprouting dragon wings or being rescued by dragons, or proven innocent by dying from hitting the ravine's bottom from a high height. Inquisitors and temple knights have a habit of "interogating" attractive women and either returning them to their families broken if the family is influential enough or having their innocence tested off the previously mentioned cliff. 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?]]
125*** The Ishgardian/Dravanian war is full of this. On the negative side, the Archbishop of Ishgard [[spoiler:perpetuates a lie that the Dravanians were the original cause of the war between the two and wishes to become a god to wipe out the Dravanians permanently, and many of his closest knights are rather blood thirsty. And Nidhogg wants all Ishgardians, regardless of birth or connection to the war, to suffer and refuses to acknowledge that the Ishgardians of today are not the Ishgardians that started the war 1000 years ago. On the bright side, one can certainly see why Nidhogg would be furious, his sister was betrayed and slaughtered by people he and the other Dravanians thought were allies. And on the bright side for the Archbishop of Ishgard, he acknowledges that Niddhog's rage is fully justified, but he doesn't believe that the currently living Ishgardians should have to suffer for the mistakes of their ancestors; and he is afraid if the truth of the origin of the war were to get out, Ishgard would crumble. And despite his delusions of godhood, he does wish to be a benevolent one for Ishgard.]]
126** Given that [[spoiler: 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, [[spoiler: destroyed 1500 years ago when a plague transformed all of its people into Tonberries,]] we will probably never know for sure.
127* TheGuardsMustBeCrazy: In the Hildibrand questline for ''Stormblood'', Hildibrand breaks the Kugane Wolf Burglar out of prison, and leaves a decoy in his place. [[spoiler:The decoy is ''one of the zombie gentlemen wearing a werewolf costume'' who masks his face by ''facing the wall at all times''.]]
128* GuestFighter:
129** Lightning from ''VideoGame/FinalFantasyXIII'' 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.
130** Shantotto from ''VideoGame/FinalFantasyXI'' dropped by for a while, making you fight a giant doll that looked like her.
131** Iroha from ''XI'' also appeared in Eorzea (at the same time as the end of her story was released in her game), wondering why she's not in Vana'diel and trying to refresh her memories and training - at the end of her quest, when she remembers it all, she's willing but incapable to returning, and appears to be stuck in Eorzea for the time being.
132** Noctis from ''VideoGame/FinalFantasyXV'' came by for another event, needing the Ironworks' help in repairing [[CoolCar the Regalia]] and fighting alongside you to take on Niflheim Empire soldiers and a different version of Garuda, with event rewards including Noctis' outfit and your own version of the Regalia.
133* GuestStarPartyMember: 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.
134** Becomes especially prominent in the 3.0 storyline, as Alphinaud accompanies you across Ishgard and Dravania, often helping you throughout quests. You're also later accompanied by the Azure Dragoon Estinien [[spoiler: and the leader of the Ishgardian heretics Ysayle, the Lady Iceheart, and later still Y'shtola, rescued from the Lifestream after her HeroicSacrifice in the conclusion of the 2.55 story.]]
135** With the introduction of Trust/Duty Support, we get characters who are only usable as fixed party Duty Support members, and not as Trusts, which allow the player to pick their party[[note]]Not counting generics, Ysayle appears exclusively in Sohm Al, Haurchefant appears exclusively in The Vault, Pero Roggo appears exclusively in Great Gubal Library, Aymeric appears exclusively in Sohr Khai, Captain Carvallain appears exclusively in Sirensong Sea, Lyse appears in Sirensong Sea, Bardam's Mettle and Ala Migho, Gosetsu appears in Bardam's Mettle and Doma Castle, Hien appears exclusively in Bardam's Mettle, Yugiri appears exclusively in Doma Castle, Arenvald and Raubahn appear exclusively in Ala Migho, Lyna appears exclusively in Holminster Switch, and Varshahn appears in The Fell Court of Troia, Lapis Manalis and the Aetherfont.[[/note]]
136* GuideDangIt: ''Legacy'' was every bit as bad about this as its predecessor. ''ARR'' was developed to be a ''little'' less obtuse.
137** In general, the Class and Job Quests will gradually guide you through most of your abilities and a rough gist of the playstyle, and there's a tutorial around level 15 intended to help teach players their role factors so they understand the game itself. But actually grasping your rotations and optimal play will require looking at skill tooltips combined with either a lot of work or online guides. Ninja in particular gives you the first two Ninjutsu Mudra signs and places you in tutorial battles for their case uses -- and then dumps the third Mudra off on you and throws you into battle before you even have time to really figure out how it works if you jump quest to quest.
138** To start the quest to obtain the Unicorn mount, you must be a Conjurer. Not a White Mage, a ''Conjurer.'' The quest does not appear if you have a White Mage's soul stone equipped, which most players will do as soon as they hit Level 30 -- coincidentally the exact level the Unicorn quest becomes available.
139** 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.
140** Fishing starts out fairly simple but even just figuring out where to find certain types of fish can be frustrating pretty quickly. And then the game introduces various requirements for each such as weather and time of day without any information on those found anywhere in the game besides sometimes the name of the fish or the quest descriptions.
141** The boss on the 100th floor in the Palace of the Dead can overwhelm you with his minions that he always seems to revive no matter how many times you put them down. The trick to killing the minions for good is to defeat them, use a Pomander of Resolution to change form and use that form's power on the dead bodies to remove them from the battlefield, which prevents their Resurrection. Nothing in the game ever explains this.
142** The Sightseeing log. In theory, it was a neat way to show off some of the beautiful locals, as well as provide the player with some history. In practice, it requires you to find a location, then perform the correct action at the correct time in the correct weather. You're given a clue that usually makes the location easy to find and suggests which emote to do, but few clues provide hints to both the time and the weather. Even with a guide, some of the weather/time locations are rare enough that you could spend days just trying to get a single one of them. The expansions' vistas removed the weather/time restriction, put large glowing markers on them, and reduced the possible emotes to just "/lookout" and "/pray", making it much less frustrating.
143** Though not as bad as the Sightseeing log, the various Hunting Logs and Hunt Marks can require a guide to show precisely where the mobs spawn. You're given the region and area name, but this can be extremely imprecise as some of them only appear in one tiny location in the entire game, a location you might not have any need to ever go to otherwise. And because the Hunting Logs are tiered, it's very easy to miss one or two mobs in a low-level log which necessitates a great deal of backtracking if you want to finish them later. An update added a button to the flier that opens your map directly to the area they're supposed to be at, though unless the enemy in question is centered around a specific landmark that's noted on the map, it's only good for vaguely narrowing down where they can be, since the map will just point to where the name of the area they inhabit is written on the map, which will often be nowhere ''near'' where the enemies in question actually appear. At least for B-rank elite marks you get a message telling when the one you're looking for is in proximity so you don't accidentally pass by it.
144** Related to above, trying to spawn S-rank Hunt Marks require ample passage of time and a specific condition to be fulfilled. Some are specific but reasonable such as searching for the target boss when the moon is full, killing a massive amount of a specific enemy, or having a minion out. Then there's the particularly ''weird'' requirements such as gathering a specific crop from an Unspoiled node, dying, discarding items from your inventory, or being at critically low HP. The only hints to their spawn conditions come from various Hunter-Scholar [=NPCs=], and even then are vague.
145** Finding regular gathering nodes had a similar issue, where clicking on an item's name in the gathering log would bring up the map but only point out the general area where they could spawn, requiring you to manually hunt them down once you got there. 5.4 changed this, where looking up where to find something in the gathering log points you directly to where those gathering nodes are, among other changes like letting crystals be gathered from all four nodes of a location rather than just two.
146** Unlocking the Moogles' Beast Tribe Quests in ''Heavensward'' is a chore and a half, requiring a prolonged quest chain across multiple areas in a way no other Beast Tribe does. Worse still, the exact quests aren't marked with a blue exclamation point the way other questlines for unlocking the Beast Tribe Quests are, making it even more of a pain to hunt them down yourself unless you know about it in advance or just happen to do every side quest you can.
147** A minor instance with Astrologian before 5.0, where gaining the "Spread" ability (to hold away a drawn card and use it later) also unlocked an "Undraw Spread" ability (to put a held-over card away without using it, much like regular "Undraw" to put away cards you've drawn normally). The problem is that, while Spread was put on your hotbar when you unlocked it as normal, Undraw Spread wasn't. Since the game generally doesn't hold newly-unlocked class-specific actions away until you look them up and put them on your hotbar yourself like this, it was easy to assume such an ability simply didn't exist until you got curious as to why that would be and looked around the actions menu or look it up online. 5.0 would later remove Spread entirely as part of an overhaul of the combat system, but that itself caused issues of this nature for ''multiple'' classes, since removed skills are simply grayed-out on your hotbars rather than replaced by entirely new abilities, which you have to set on your hotbar yourself.
148[[/folder]]
149
150[[folder: H]]
151* HalfHumanHybrid: According to WordOfGod, each of the five[[note]]Au Ra, Hrothgar and Viera weren't in the game at time of discussion, though presumably they're included as well[[/note]] playable races can mate and produce viable offspring with each other, [[HotSkittyOnWailordAction even Lalafell and Roegadyn]], though in-universe most seem to frown upon this sort of mix-breeding. [[spoiler:In ''Heavensward'' you meet your first halfblood, Hilda the Mongrel, the daughter of an Elezen nobleman and Hyur maid. She looks more like a Hyur than Elezen, but also has pointy ears.]] In ''Stormblood'', the Ruby Princess sidequests mention an Au Ra princess that bore children with a Hyur man. Said children were almost scaleless.
152* HandmadeIsBetter: NPC store-bought equipment will always have stats below the listed item level, meaning that it will be significantly weaker than it should be. By contrast, player-made items can be made "high quality", giving it stats appropriate for its level.
153* HandsLookingWrong: The Warrior of Light instinctively examines their hands when Fandaniel informs them of their [[spoiler:borrowed flesh]] after kidnapping them. The fact that their hands are [[spoiler:not their own and clad in Garlean attire]] clearly makes alarm bells go off in the Warrior's head.
154* HandWave:
155** So if you're The Warrior of Light -- TheChosenOne, a OneManArmy, TheChampion of the heroes, a slayer of primals/eikons, and the most unstoppable badass that the Source has ever seen -- who are these other people who go raiding dungeons with you? They're just a bunch of your adventurer friends. ''Stormblood'' mentions this when you're about to go into the final MSQ dungeon, with Alphinaud telling you to "bring your adventurer friends with you" before you storm the place.
156** In ''Shadowbringers'', why is it that the First uses the exact same monetary system as the Source, gil? The Exarch introduced it since the First's economy had entirely collapsed due to the Flood.
157** In ''Endwalker'', after you first travel to [[spoiler:Ultima Thule, at the edge of the universe]], you can travel to and from that location freely like any other, despite the obvious obstacles to this. If you leave prior to completing the MSQ, some NPC dialogue implies that whatever you're doing outside that region canonically takes place before you go there for the first time. After the MSQ, you're outright told that [[spoiler:the ''Ragnarok'' exists in both places simultaneously, allowing it to serve as a bridge between Etheirys and Ultima Thule]].
158** The Echo mainly exists to handwave common video game elements. Why can you see flashbacks your character would have no way of knowing about? You're reading someone's memories through the Echo. Why aren't the [=NPCs=] helping you in the boss battle? Only those with the Echo can face Primals without being tempered. Why is your character so innately strong? One effect of the Echo is an increased aether capacity.
159** In the Warring Triad storyline, Unukalhai says that in his world, heroes could trap the essence of primals in crystals called auracite, like the crystals used in the Source to trap ascians. In ''Endwalker'', the crystals used were [[{{Retcon}} renamed memoria]]. When Y'shtola brings up the name, [[spoiler:Zero]] remarks that the crystal's name is different from region to region.
160** When the story moves to [[spoiler:Garlemald,]] much is made of how deadly cold the region is and [=NPCs=] change into heavier attire to account for this with the player being given a cosmetic coat item they can glamour over their gear to do the same. However, there is also mention of "warming tonics" that the group has access to that will [[ExactlyWhatItSaysOnTheTin keep people warm]] in lieu of heavy clothes, with the supply being limited enough they shouldn't be relied on exclusively. Ostensibly for warming people the group encounters who aren't dressed for the elements, this also provides a nice excuse for why the player doesn't freeze to death if they didn't follow the story's prompting and dress appropriately.
161* HappilyMarried: Jeweled Peak and Still River, the two clients of the Level 60 Goldsmith questline, are deeply in love with each other. Although Still River's duties as an esteemed member of the Immortal Flames keep him away for long periods of time, it's clear from their conversations with you that the other is always on their mind. When it comes to their wedding anniversary, they even come up with the exact same idea for an anniversary gift, forcing you and Marcel to come up with a way to complete their orders while avoiding having the couple give each other the exact same gift. They even lampshade how in-tune they are with each other.
162-->'''Still River:''' Gahaha! We've gone and done it, haven't we dear! I often say Jeweled Peak and I share a mind, but to think we'd commission the same bloody gift!
163* HardLevelsEasyBosses: The Palace of the Dead is mostly this. While the bosses themselves aren't exactly a walk in the park, they are quite easy compared to the enemies you encounter before you get to the floor that has the boss (usually by floor 41 and deeper). When you get close to floor 200, some enemies will be so absurdly strong that if you don't avoid or interrupt their attacks, it's a OneHitKill and a potential TotalPartyWipe.
164* HarderThanHard: "Extreme" Trials, which require far more coordination with your team and knowing the mechanics inside out compared to the standard Trial fights. There are also "Savage" versions of the Second Coil of Bahamut, Alexander, Omega and Eden that are far more punishing than the normal raids and require near-perfect execution. And then there's Ultimate, long trials that force you to take on [[BossRush previous bosses at once]] before facing a [[OneWingedAngel new form of the final boss]], which ''demands'' the best out of you and your team.
165* HateSink: Asahi sas Brutus, Yotsuyu's bother and Garlean Emmisary, seems very pleasant and cordial when introduced in patch 4.2. [[spoiler: This is turned viciously on it's head by the end of the patch story, when he reveals in private he despises you and plans on retaking Doma entirely for the Garlean Empire, all while taunting that you can't do anything to hurt him without causing a diplomatic incident (though he [[XanatosGambit revels in that thought as well]]). It gets worse the next patch, where he goes against Garlemald's cornerstone ideal by inducing a summoning ritual, all to make Doma look guilty of summoning a Primal and justify a PretextToWar. He does this by emotionally manipulating his sister to ''kill their biological parents'', and grants her an artifact she can channel her grief into, which turns her into an avatar of the moon goddess Tsukoyomi. Finally, once she is beaten, he kicks her while she lays on the floor, and continues to taunt the Warrior of Light, once again goading them to kill him as the ultimate culmination of his plans, rubbing in that he knows you truly want to. It says something that Asahi is such a hated figure, that nobody in universe mourns his death, and when he briefly makes a cameo in ''Endwalker'', its made clear that he can't even properly rest in death because of how hateful he is.]]
166* HauntedHouse: Haukke Manor and, during the Halloween event, the carnival-attraction variety run by the Continental Circus.
167* HaveAGayOldTime:
168** A modern example thanks to the pseudo-antiquated script in the English version. The word "queer" is often used to mean strange, among other examples.
169** In one of the Dark Knight quests, a character mentions an old tale called "The Boy and the Dragon Gay". It doesn't have anything to do with homosexuality.
170* HeadPet: Some minions will sit on a player character's shoulder when resting, either at random, on command, or all the time. If you play a Lalafell, however, due to their small size, said minions instead opt to rest on your head.
171* HealingFactor: Your HP, MP, and (before it was removed with ''Shadowbringers'') TP slowly regenerate over time. If you are not on the enmity list of any enemies, the regeneration rate is significantly faster (save for TP, which regenerated at a fixed rate in and out of combat). Several abilities can also boost the regeneration.
172* HealingMagicIsTheHardest: While healing magic is known, it's not as ubiquitous as one assumes it to be due to it being either very demanding on the user, difficult to master, highly obscure, or outright restricted; possibly a combination of those reasons. Even if those limitations are circumvented, healing magic has a limit to what it can actually do, as it can't, for example, regenerate an amputated limb. It's part of the reason why traditional first-aid and medicine are still relevant.
173** Conjurer, the only ''starting'' healing class, establish that not only is the use of conjury strictly regulated, but it's also potentially dangerous for those who don't have the vast aether reserves the Warrior of Light has. Sylphie nearly kills herself trying to cast conjury with her natural talent alone and not drawing from nature. This is also why the Red Mage's "Vercure" and "Verraise" are more costly to cast (and in the former's case, slightly less effective than a Conjurer's Cure), in spite of their red magic techniques easing the burden. White Mages are even more restricted, reserved for a special group of individuals, with the Warrior of Light being the only known exception.
174** Scholar is a lost art, and it took the exploits of one curious Marauder and the Warrior of Light to unearth it.
175** Astrologian and Sage are arts native to the isolationist nation of Sharlayan, and the Warrior of Light just happens to be lucky enough to meet the few people from there that are willing to teach an outsider. Somanoutics, the Sage's arts, are also described to be incredibly difficult to learn and master.
176** Rounding all this out is the Healers' respective revive spells--"Raise", "Resurrection", "Ascend", and "Egeiro"--taking eight seconds to successfully cast without the assistance of "Swiftcast" or Spell Speed hastening it. Lore-wise, these spells are incapable of bringing back the dead; that falls under Necromancy, which has dire repercussions for practicing it.
177* HeelRealization: In "For Those We Have Lost", a young woman tries to rally the Ishgardians to throw away the ideas of peace with the Dravanians, filled with hatred and vengeance for her lost husband. In "For Those We Can Yet Save", once she hears that Aymeric doesn't want those who fought to be forgotten and that they should be remembered for giving the future a chance to live, she breaks down into tears, realizing how foolish she was.
178* HelloInsertNameHere: Naturally, this being an MMORPG. Interestingly though, you 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" (read: offensive) name.
179** [[TakeThatAudience Was actually made fun of]] in 1.0 ''Legacy'' by a certain levequest NPC the first time you met him, saying this line before calling you by your actual name:
180---> '''Diego Athral:''' Why, if it isn't [[VideoGame/FinalFantasyVII Sephiroth]]! Or was it Sefiross? Sethirophx? xXxSephirothxXx? There are so many adventurers with similar names these days, it is so hard to recall them all.
181* HelmetsAreHardlyHeroic: [[AvertedTrope Averted]] because they're damned useful and played straight. The Midlander male who serves as the main representative character of ''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.
182** That said, he never replaces his helmet [[spoiler:until he switches to Dragoon to defend Ishgard.]]
183** Can be done by the players as well. Any head gear can be made invisible from view simply by hitting a button in their character equipment window, hiding it from view. There's also several high level tanking gear that, rather than featuring helmets as the head gear, has crowns and circlets instead.
184** The /visor command will reveal the face for many ordinarily face-covering headgear.
185** Actually enforced throughout Heavensward, at least visually. The game will automatically toggle your helmet off in select cutscenes, possibly for dramatic effect. Particularly in "A Spectacle for the Ages" during the grand melee, where your outfit is temporarily glamoured into Ishgardian armor - not including a helmet, even if you've toggled your regular headwear to be visible.
186* HeKnowsTooMuch: In the sidestory "What Remains of a Knight", Ser Vaindreau overhears Thordan's dealings with the Ascian, Lahabrea. Furious, he moves to hold Thordan to account for his actions even if it means being branded a heretic. But Thordan and Lahabrea were aware of Vaindreau's presence and order Ser Charlbert to murder him, reducing Vaindreau's body to ash and excusing Vaindreau's sudden disappearance as a [[{{Retirony}} religious pilgrimage for his well-earned retirement.]]
187* HenotheisticSociety:
188** The people of Eorzea collectively worship a pantheon known as the Twelve, though each of its major city-states have a dedicated patron deity. Other gods are acknowledged, but the deities in question have particular import to the culture of each city-state.
189*** The people of Gridania worship [[FertilityGod Nophica the Matron]] for her tending the earth and granting them their sanctuary in the Black Shroud.
190*** The people of Ul'Dah worship Nald'thal the Traders, twin gods of [[TheAlmightyDollar commerce]] and [[GodOfTheDead death]], for bringing them prosperity in their mercantile dealings and judging them fairly in the underworld.
191*** The people of Limsa Lominsa worship [[LordOfTheOcean Llymlaen the Navigator]] for safe voyages and oceanic bounties. According to the friendly Sahagin of Novv's Clutch, the seagoing people once worshiped their god [[KrakenAndLeviathan Leviathan]] before they turned to the faith of the Twelve.
192*** The people of Ishgard worship [[WarGod Halone the Fury]], goddess of ice, snow, and justice, and see their war against the dragons as a holy crusade in her name. In fact, Ishgard is so devoted to her that it worships no other gods and is the only city-state to have a centralized religion built around the worship of her.
193*** The people of Ala Mhigo worship [[DestroyerDeity Rhalgr the Destroyer]] for guiding those who survived the Sixth Umbral Calamity to a new homeland.
194*** The people of Sharlayan worship Thaliak the Scholar, though this is more out of pragmatism as their culture was already devoted to the pursuit of knowledge.
195*** [[GodOfLight Azeyma the Warden]] is worshiped today by the Seekers of the Sun Miqo'te and was the patron of the fallen nation of Belah'dia before its collapse produced the warring nations of Ul'dah and Sil'dih.
196*** [[GodOfTheMoon Menphina the Lover]], sister to Azeyma, is worshiped by the second tribe of Miqo'te, the Keepers of the Moon.
197*** The fallen nation of Nym worshiped Oschon the Wanderer, god of vagrants and travel. The Wanderer's Palace is named in his honor.
198*** Althyk the Keeper, god of time and surveyor of space and change, is generally invoked by historians and diviners, and is fittingly assigned the last moon of the Eorzean year. Curiously, Jehantel sings a prayer to Althyk more than once in the Bard questline, implying Althyk is worshiped by storytellers as well.
199** The people of the Far East believe that kami reside in all things, be it precious objects or the weather. As such, there is no centralized system of worship. But the Red Kojin of the Ruby Sea have three treasures they prize most of all, the Ame-no-Murakumo sword, the Yasakani-no-Magatama jewel, and the Yata-no-Kagami mirror, fiercely guarding it in their treasure vault on the Isle of Zekki. [[spoiler:When the Warrior brings the three treasures together, the treasures' massive aether supply, combined with the Kojin's beliefs, instantly summons the primal Susano on the spot.]]
200** The Xaela of the Azim Steppe worship Azim, the Dawn Father and Nhaama, the Dusk Mother, as the creator deities of their home. But the Oronir consider themselves the closest to Azim and revere him most of all, with its current khatun, Magnai, considering himself a mortal incarnation of his tribe's favored god. By contrast, the Dotharl favor Nhaama's protection and make their residence near Nhaama's Retreat.
201** Another pantheon of gods, the Manusya and the Mrga, are worshipped on the island nation of Thavnair. Its residents recite mantras derived from their gods' teachings for strength in times of crisis. The most popular trio of gods by far are the Magus Sisters, a SiblingTeam of goddesses representing wisdom, ingenuity, and prosperity, and are particularly favored by the Arkasodara. Many Thavnairian characters will invoke them as "the Sisters" in everyday language [[OhMyGods (i.e. "Thank the sisters!"]]).
202* HenpeckedHusband: A very early Ul'dah-based sidequest has you deal with a Lalafell who forces you to go tell her husband to stop playing around because she won't get any money. The poor guy and a member of the Gladiator guild express sympathy for you getting caught up in the mess.
203* HeroOfAnotherStory:
204** The character models featured in the opening cinematic, numerous trailers, and End of an Era cinematic are apparently internally consistent characters ([[http://forum.square-enix.com/ffxiv/threads/57049-CG-Midlander?p=898626&viewfull=1#post898626 source]]), that ''do'' exist somewhere in Eorzea, though they are never encountered in-game [[spoiler:until the story quests introduced in 3.2, where the male midlander used for promotional material is revealed to be the [[EvilCounterpart Warrior of Darkness]]]]. The midlander male begins as a gladiator and eventually armoury shifts to marauder and warrior. He uses the Echo to meet a Roegadyn male, Lalafellin 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 miqo'te female and elezen male. The party featured in the End of an Era cinematic consists of all of these characters, sans elezen female. They later [[https://www.youtube.com/watch?v=XxAVvM8kyEQ fight a dragon]].
205** In ''A Realm Reborn'', this is played in a much more brutal fashion. Early after you gain access to airship travel between the three city-states, 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 [=NPC=]s 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]]though whether claims about her lack of skill are merely part of the abuse she receives from her party members including her fiance is unknown[[/note]], a party of three led by a jovial and friendly Roegadyn (Dolorous Bear), and a very experienced and somewhat aged Elezen and his grand-daughter (Isildaure and Alianne). What happens to them? [[spoiler: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 Isildaure and Alianne actually manage to escape after an elementary blunder almost killed Isildaure and warn the player about the dangers of being too headstrong. Even the guildmasters are moved to comment that, yes, there are other stories going on around you - that doesn't mean they end ''happily''.]]
206** In the first big storyline cutscene in regular play (around level 5) you see [[spoiler:the Crystal not only talking to you, but several other Adventurers at the same time. You're one of TheChosenMany.]]
207** Edda returns in Patch 2.3 for the dungeon Tam-Tara Deepcroft (Hard), [[spoiler: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]].
208** Likewise, Alianne returns in Patch 2.3 as among the first member of the newly-formed Crystal Braves. She even has a cameo in Patch 2.4. [[spoiler:Though the Crystal Braves situation does not go well in the end, she and the other loyalist survivors of the group officially join the Scions of the Seventh Dawn after Heavensward.]]
209** Estinien gets to play this role [[spoiler:after breaking free of Nidhogg's possession at the end of the ''Heavensward'' content cycle]], helping people in need and assisting the Grand Companies when needed, particularly [[spoiler:dealing with Garlemald's Black Rose production facilities alongside a HeelFaceTurn[=ed=] Gaius, while the Warrior of Light and the Scions are still stuck on the First.]] His story doesn't intersect with the Warrior of Light's much from this point, other than [[spoiler:destroying Nidhogg's eyes at the end of 4.0 after they're spent of aether]], a brief appearance in the level 70 Dragoon quest, and [[spoiler:rescuing the Warrior of Light from Elidibus at the end of 4.56. Until he officially joins the Scions just before the beginning of Endwalker.]]
210* HeroAntagonist: [[spoiler: In the dungeon Hero's Gauntlet, Elidibus sics half-summoned spectres of heroes from across the shards on the now established Warrior of Darkness, with only the vague instructions "Here lies darkness, destroy it."]]
211* HeroicSacrifice:
212** [[spoiler:Ser Haurchefant]] dies shielding the Warrior of Light from an attack meant to kill them. Although the fallen is given a hero's buriel, the Warrior of Light never quite gets over it, quoting [[spoiler:Haurchefant's]] last words to them well into the events of ''Endwalker''.
213** [[spoiler:Ysayle]] dies battling the Garlean airship ''Gration'', distracting it long enough for the Warrior of Light's party to reach Azys Lla. [[spoiler:As the primal Shiva, she permanently grounds the dreadnought by freezing its ceruleum engines, preventing it from ever threatening Eorzea again.]]
214** At the end of the Sigmascape raids, Omega traps the Warrior of Light in the same style of electric field it used to imprison Shinryu and give a final ultimatum that if they do not escape within less than three minutes, they will die. [[spoiler:Midgardsormr expends all of his available aether to ''partially reconstruct his original body'' and proceeds to crush Omega's field apart with his jaws. All while delivering to Omega TheReasonYouSuckSpeech before fading away to slumber for an indefinite amount of time.]]
215* HiddenElfVillage: There are a handful of hidden villages across Hydaelyn:
216** Sui-no-Sato is a small village hidden in a bubble deep in the Ruby Sea, populated exclusively by Raen auri and a handful of kojin who bring supplies from the outside world.
217** The viera, introduced as a playable race in ''Shadowbringers'', are a fiercely isolationist people who inhabit the Golmore Jungle of Ivalice. As dictated by the ancient law known as the "Green Word", viera shun contact with the outside world, with any who would dare leave their homes being branded outcasts and subsequently exiled.
218** ''Shadowbringers'' also has two: there's Fanow in the Rak'Tika Greatwood (appropriately, given the above, it's populated entirely by viis, the First's version of the viera), which can only be found by following the blue flowers, and then there's the entire region of Il Mheg, which appears to be under a dense fog which also dulls people's senses due to the magic of the Fae Folk. Only those who are friends of the Fae Folk are allowed to see Il Mheg's true form.
219* HighAltitudeBattle:
220** Ysayle, in the form of the primal Shiva, battles the Agrius-class Garlean battleship ''Gration'' thousands of fulms above the ground just outside the floating isles of Azys Lla. [[spoiler:They take each other out in a mutual kill, as Ysayle manages to freeze the engines of the ship, rendering them permanently inert and useless, leaving the ''Gration'' stranded in Azys Lla. But her battle with the vessel leaves her so exhausted that she's unable to dodge the battleship's cannonfire, dying and DissolvingIntoLight after taking repeated hits to protect the heroes.]]
221** In Eden's Gate: Descent and Eden's Verse: Iconoclasm, the player party battles the Voidwalker and the Antithesis Coruscant atop the eponymous sin eater in a battle high above the clouds.
222** The Warrior of Light and their party take on [[spoiler:the Diamond Weapon, the Garlean Empire's newest and most powerful warmachina]] atop a platform being tugged by a HumongousMecha. The battle takes place so high that the very clouds can be seen rushing by underneath.
223* HiredByTheOppressor: The Garlean Empire is run by "pure" Garleans who see other races and civilizations as "savages" to either be enslaved or eradicated. Despite this prejudice, the Garlean military will let anyone they have conquered work in their ranks and gain citizenship eventually, but the citizenship privileges are Second-Class citizenship and abuse at best, and constant mistreatments and risks of death by those deemed as "pure" Garleans at worst.
224* HistoricalHeroUpgrade[=/=]HistoricalVillainUpgrade: The original Azure Dragoon is either one of these depending on which side of the Ishgardian/Dravanian conflict you look at. The Ishgardians revere him as the one who heroically slew Niddhog and took his eyes before going on to slay many more dragons, going so far as to erecting a giant statue to his memory. The Dravanians see him as a monster who slew Niddhog, took his eyes, and went on to slay many more dragons. [[spoiler:In reality, he did ''nearly'' slay Niddhog and take his eyes, but it was in defense of Ishgard after King Thordan betrayed the Dravanians by killing Niddhog's sister Ratatoskr and consuming her eyes for power. And the Azure Dragoon was actually Thordan's son who was horrified at what his father had done. He was so horrified that he abdicated his role as the next king of Ishgard and chose to punish himself for his father's actions by becoming a nameless dragoon who would protect Ishgard from future Dravanian reprisals.]]
225* HoistByHisOwnPetard: Used word for word during the 2015 Heavensturn event by the hitsuji ometsuke when the plotting hitsuji bugyo's own [[TheDogBitesBack experimentally modified sheep uses its sleep spell on him when commanded to use it on the Adventurer so the bugyo could make an escape]].
226* HoldYourHippogriffs: ''Everywhere''. An almost exact phrase ("hold your chocobos") appears 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.
227--> '''Lalafell NPC''': Disaster follows that man like a behemoth chasing a butterfly.\
228'''Geva''': He doesn't have the sense the gods gave a chocobo's arse.
229* HolidayMode: Like most {{MMORPG}}s, there are a few. In order of date: Heavensturn[[note]]Chinese New Year's[[/note]], Valentione's Day[[note]]Valentine's Day, obviously, but also yet another MythologyGag aimed towards Final Fantasy XI[[/note]], Little Lady's Day[[note]]Girl's Day, or Hina Matsuri[[/note]], Hatching-tide[[note]]Easter[[/note]], Firefall/Moonfall Faire[[note]]Summer fireworks festivals or independence holidays, such as America's Independence Day or France's Bastille Day[[/note]], All Saint's Wake [[note]]Halloween[[/note]], and the Starlight Celebration [[note]]Christmas[[/note]].
230* HollywoodToneDeaf: In the sidequest "Songstress of the Sea", an aspiring songstress living in Gatetown hopes to earn her place in Eulmore for her singing. But her singing is so bad that the other residents complain and insult her if she practices in town. Even when she goes to a secluded area to practice, her terrible singing riles up the local wildlife into attacking her, forcing her to ask the Warrior of Light to clear out any beasts in her practice area. A separate sidequest has people from a nearby town mistake her voice for the haunted cries of a sea witch.
231* HopeSpot: 3.2's story line leads into one. [[spoiler:After securing an Ishgardian victory in the Grand Melee, the peace conference that follows seems to be working out greatly. Nidhogg in Estinien's body arrives to dig his lance into Vidofnir for "betraying" her kind, and vows to the audience that their judgment will be nigh. What was supposed to be hope for a new future turns into a hate chant for Nidhogg's blood that threatens to destroy any hope of peace between Ishgard and Dravania]].
232* HopeSproutsEternal: The final zone of ''Endwalker'' is [[spoiler:Ultima Thule]], a barren, desolate wasteland bereft of life save for phantoms of the dead and those wishing for death. The BigBad uses this to harness despair and [[spoiler:project it all throughout the universe in their quest to end all life]]. But as you approach the TheVeryDefinitelyFinalDungeon, the heroes break this despair with [[spoiler:the help of Emet-Selch and Hythlodaeus]] by filling the land with Elpis blooms that shine bright white, proving that hope has returned to a land long bereft of it. This shatters the BigBad's absolute control over their domain and enables the Scions to take the fight to them without being simply blinked out of existence.
233* HorseOfADifferentColor: As usual in the series, the giant birds known as Chocobos all but replace horses in Eorzea (they are new to the Doman Refugees, who tend to call them horsebirds, so regular horses do seem to exist elsewhere while also serving as a reference to the "horsebird" fiasco in the Japanese translation), including the first mount given to the player character. The beast tribes prefer other kinds of mounts (and players can acquire them from the respective friendly factions) and yet more creatures from the setting can also be acquired as mounts in various other ways. Actual horses are limited to PVP milestone awards, unless one counts the various kinds of unicorns.
234** The first Heavensturn holiday event was for the Year of the Horse, and involved the Doman representative (Uma Bugyo)trying to force awareness of it upon the people of Eorzea, eventually resulting in a senior chocobo stable manager flipping out on him that they were merely "hornless unicorns."
235** As of the release of ''Stormblood'' horses are now found in universe around the Dawn Throne in the Azim Steppe. They are brown and use the unicorn mount model sans horn.
236* HPToOne: Various boss fights in game rely on mechanics like this, usually reducing the parties health to a single digit and requiring being healed to max before the boss follows it up with often a room wide attack that will kill anyone not at high HP levels.
237* HubUnderAttack: Rhalgr's Reach is established early on in ''Stormblood'' as the Ala Mhigan Resistance's safe haven. Concealed by powerful glamour magicks, the hidden alcove serves as the hub for the heroes' efforts to free the country from Garlemald's grasp. But the base is besieged by Garlean forces not long after the Resistance's first major victory in years. Led by Zenos yae Galvus, the crown prince of the Garlean Empire, many members of the Resistance are slaughtered in the ensuing attack. Even [[TheHero the Warrior of Light]] is powerless to stop Zenos, only buying enough time for the wounded to escape and only surviving due to Zenos deciding that they're NotWorthKilling.
238* HugeGuyTinyGirl: The Au Ra race as a whole, with its tall, imposing men, and small, lithe women.
239** Whenever Raubahn puts Sultana Nanamo on his shoulder.
240* HumansAreSpecial: Hyur avoid the HumansAreAverage trope by being decently smart and well learned, and are the perpetuators of many magical and scholarly pursuits. Midlanders are consistently some of the more magical folk, and the player character midlanders have an almost non-effecting advantage in intelligence. The other things humans are excellent at go without saying, both the hyur of the Source and the humes of the First.
241* HumansAreTheRealMonsters:
242** A recurring theme with the beast tribes is that humans are just as much to blame for the existence for primals. As Y'shtola doesn't hesitate to point out ''to the Maelstrom's faces'', the Kobolds and Sahagin only summoned Titan and Leviathan because humanity was encroaching on their territory; in the Kobolds' case, Limsa outright broke a land treaty they had signed with them. The Sylphs also only summoned Ramuh because they were absolutely terrified of the Garleans, and the tempering process for Sylphs specifically makes them even more wary and hostile towards humans. [[spoiler: Ultimately, even Bahamut himself exists because of human cruelty. The ancient Allagans went out of their way to torture his subjects into summoning him and then proceeded to trap them all inside of Dalamud. Alisae outright states that Bahamut's rage is justified, if misplaced by a few eras]].
243** Heavensward has this as a huge point of contention for whether or not humans started the war. [[spoiler: The Dragonsong War was started by Ishgard, attacking Nidhogg and his sister in a time of peace in order to steal their eyes. Butchering the latter and sending the former into a rage so intense that it disturbs even those who think him justified. The Warrior of Light and crew attempt to make amends for the sake of peace, but despite generations of time having passed, from the Dragons' perspective it may as well have been days ago. Not helped by the Holy See refusing to acknowledge the past wrongdoings, and squashing any attempt to bring it to light. In fact, it's very notable that for all the Ascians are stated or alluded to being involved in, we hear ''nothing'' of them spoken in the echo flashback where the Heaven's Wards divide up the eyes they stole, implying there was no manipulation from them and driving this trope home. For how hard this trope is played straight, however, it's also deconstructed and rebuilt in that while the Ishgardians of the past were absolute monsters for doing what they did to the dragons - even the Archbishop acknowledges this to Aymeric - Nidhogg's crazed rage and enforcement of SinsOfTheFather makes certain that neither side of this war is any way in the right, so all he can do is [[WellIntentionedExtremist keep being a monster to protect his people]] from a more hostile monster.]]
244* {{Hunk}}: Male Highlanders have larger frames and are quite muscular in contrast with the more bishonen Midlanders.
245* HybridizationPlot: The mastermind of the events of the Pandæmonium raid series intends to fuse mankind with mythic creations to create "hemitheos", or demigods, to transcend the limits of humanity and AscendToAHigherPlaneOfExistence. Unfortunately for everyone involved, all of the hybrids are created by brainwashing the warders of Pandæmonium into fanatical subservience before fusing them with monsters into horrible monstrosities.
246* HyperspaceArsenal: Wherein your off-hand equipment is stored. Main hand too, with the '/display mh off' command. Not to mention the whole Armory system, which allows you to store up to 25 entire sets of weapons and armor for your various classes. Its only limitation besides space is that it can't be used during combat, and you can't change classes (which means changing main hand weapons) while in a dungeon.
247[[/folder]]
248
249[[folder: I]]
250* IAmXSonOfY: The naming conventions for several races follow this trope.
251** The Sea Wolf Roegadyn use this in their native language. A Roegadyn last name is the father's name with the suffix '''-syn'''(son of) or '''-wyn'''(daughter of). For example, Merlwyb Bloefhiswyn would be read as "Merlwyb, daughter of Bloefhis".
252** Both Seeker of the Sun and Keeper of the Moon Miqo'te name children after the parents in some way. Female Seekers take the name of the breeding male that sired them as their surname, while male Keepers take their mother's forename with a suffix denoting order of birth, [[PunctuationShaker separated by an apostrophe]].
253* IAteWhat: The ''Shadowbringers'' sidequest line starting with "A Costly Meal" begins with a newly-sapient amaro unthinkingly eating a Nu Mou's "porxie" familiar. While porxies look (and apparently taste) like flying pigs, they're actually made of enchanted clay, a fact the amaro is appropriately nauseated to hear.
254* IconicItem: The Gae Bolg has become symbolic of ''Final Fantasy XIV'' and is often used in {{Crossover}} events to symbolize the game.
255* IdleAnimation:
256** 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.
257** 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. There are also class-specific poses with the weapon drawn.
258** Many monsters have some idle animations of their own, such as Goobbues yawning and scratching their butts and imps being in a LevitatingLotusPosition.
259* ILetYouWin: Various [=NPCs=] will claim they went easy on you if you happen to beat them in Triple Triad.
260* ImagineSpot: All Savage Raids and Ultimate Raids as well as all Extreme Trials after ''Heavensward'' are turbulent reimaginings of the Warrior of Light's previous battles. They're spurred on by embellished retellings by the Wandering Minstrel or some other person or thing recording how the battles went down, explaining why the fights are so much harder than they are in the main story.
261* ImpersonationExclusiveCharacter:
262** [[spoiler:Scion Yda Hext is revealed to have died about a year prior to the events of ''Legacy''. The character that players knew as "Yda" is revealed to have been her younger sister, Lyse.]] Amusingly, the character in question is extremely apologetic about "betraying the player's trust" when the truth is eventually revealed, despite the Warrior of Light having never known the original in the first place.
263** A 2016 lore book reveals that [[spoiler:the real Nael van Darnus died prior to ''Legacy'' and never actually appeared in the game. The "Nael" who was the BigBad of ''Legacy'' and who reappeared as a woman in The Binding Coils of Bahamut really was a woman all along-namely, Nael's sister, Eula, who'd taken on his identity after his death.]]
264* ImpossiblyDeliciousFood: Bacchus wine is described as a wine so heavenly that tasting it allows one to briefly become one with reality and the gods themselves. This wine is what got Shamani Lohmani, a member of the Company of Heroes, to fully indulge in his passion for winemaking after losing his sight in battle. The Warrior of Light gets to sample it along with an exotic feast of food they've gathered from across La Noscea and Thanalan for the occasion. The narration has this to say about how good it tasted:
265-->"Tasting the exotic feast triggers a divine revelation. In this brief, transcendent moment, you glimpse the true form of reality, comprehend its fleeting nature, and cry out to the heavens in celebration."
266* ImStandingRightHere: In the post-''Shadowbringers'' storyline, the Warrior of Light, Alphinaud, Alisaie, and Ryne are discussing how the term "Warrior of Light" is used in both the Source and in the First's past as a synonym for "hero". After they have been discussing the matter for some time Moren, the librarian who helped them find some of the books they were using and who isn't in the loop when it comes to details of the Source and its reflections, interrupts to ask if he should actually be privy to this conversation.
267* IneffectualSympatheticVillain: The villains of the 2014 All Saints' Wake event are hilariously awful at accomplishing their goals or concealing their sinister true intentions. [[spoiler: On top of that, it turns out they were conned into believing they're helping spread terror and suffering among the populace when they're actually just helping make the holiday fun for everyone.]]
268* InexplicableLanguageFluency:
269** In ''Heavensward'', the Warrior and Alphinaud are startled by how they can understand the great wyrm Hraesvelgr, who only speaks the language of dragons. They learn that while other races may not speak the dragon's language, the inherent power and magic in a dragon's song essentially beams meaning directly into the hearer's mind.
270** The Scions are shocked in ''Shadowbringers'' when they meet [[spoiler:Emet-Selch's recreation of the lost city of Amaurot, the home of the BenevolentPrecursor race. Although the ancient version of mankind spoke only in a StarfishLanguage of droning tones, the Scions born millennia after the world was sundered find that they're able to discern meaning from it.]]
271* InformedAttribute:
272** Lore maintains that the Au Ra are the most racially oppressed race in Eorzea, but this rarely comes up. However, it gets subverted in both the White Mage and the Dark Knight questlines; in the former, [[spoiler:anger over the racism and oppression she and her race have endured serve as the primary motivation for the {{Arc Villain}}'s mad science]], and in the latter, [[spoiler:Sidurgu reveals that Ishgard attempted a genocidal pogrom on the Au Ra in the past, fearing that their draconic-looking features meant they were tied to the Dravanian Horde.]]
273** Seekers of the Sun Miqo'te are stated to have claw-like nails in their description compared to Keepers of the Moon Miqo'te, yet the in-game model doesn't reflect this. Notably, it does reflect the detail that Keepers of the Moon are known for having larger canines than Seekers of the Sun, which their in-game models definitely do.
274* InformedEquipment: While [[VirtualPaperDoll the majority of your equipment is visible and rendered in great detail]], belts are an exception, providing only a boost to stat points and remaining completely invisible. The release of ''Endwalker'' had them removed entirely.
275* InformedLoner: While the game is consistent with the solitude preference of male Miqo'te they state is canon (there are very few male miqo'te [=NPC=]s), 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.
276* InformedSpecies: The "Deinonychus" mount. It looks nothing like a ''Deinonychus'', not even the RaptorAttack variety. For starters, it has a face like a dog, complete with ears, as well as tiny bat-like wings in place of arms. It doesn't even have sickle claws.
277* InfinityMinusOneSword: There are many rare and powerful weapons to be found as loot, though most of them can't have materia melded onto them and the weapons become outdated by the next patch or so.
278** "Endgame" gear, which is usually obtained through Tomestones, also inevitably becomes this when a new expansion pack is released, sometimes even with an update making it easier to get. The weapons in particular get augmented to match the item level of Savage raid gear, but still fall slightly short in power to the weapon drops themselves from the raids. You won't be able to reach peak item level with the tomestone equipment, but you'll get by regardless.
279** Probably the closest you can reach is the Antiquated Relic Weapons. You get the ''Heavensward'' versions just by grinding out 140 Centurio Marks (which you can do in two days tops should you have the first three levels of hunts unlocked) and you get the ''Stormblood'' versions just by completing the Level 70 Job Missions. They won't evolve and are easily outclassed by stronger weaponry, but if you're not gunning after every little thing, they'll do the job just fine.
280* InfinityPlusOneSword: In two flavors, via raids or the longer-run "Relic Weapons". Though eventually dwarfed when new content is launched, they're considered the cream of the crop whenever current, as their item level will give you enough leverage to push you to the peak. Paladins also get an Infinity Plus One Shield to go with their swords.
281** From each expansion's raid series, completing the final level of a raid tier drops a weapon as a reward for your triumph. Though available earlier than relic weapons, you have to prove yourself in exceedingly difficult content to obtain one. You will also have early access to components that will upgrade Tomestone gear before it becomes available to everyone else in a later patch.
282** ''A Realm Reborn'' has "A Relic Reborn", a collection of legendary weapons of varying histories that underwent ExcaliburInTheRust in some way. Through a ChainOfDeals (with a mixture of item gathering and boss fights), you work with the resident UltimateBlacksmith to get your chosen weapon restored to their former glory, and there's one for each class available in that time. Prior to 2.1 changing it to [Relic Weapon Name] Zenith, it literally had a +1 when upgraded. Once it becomes a Nexus weapon, it then takes on a completely new form, namely the legendary Zodiac Braves Weapon, recreated and infused with your Nexus weapon's energy. Then ''that'' weapon reaches its peak as a Zodiac Zeta weapon.
283** ''Heavensward'' introduces the Anima Weapons, which follows similar grind and routine to upgrade it. These weapons are known to be "living", emphasized by the questline giving you an Anima minion that can accompany you.
284** ''Stormblood'' combines this trope with InfinityMinusOneSword with the Eureka weapons: the Antiquated weapon you get as a reward for finishing your job's level 70 quest gets progressively upgraded with materials painstakingly gathered from the mobs in Eureka, with fully upgraded Anemos and Elemental gears having 5 materia slots. Eureka Pyros and Hydratos replaces the quintuple material slots with a crystal grind that increases the substats even greater than the materias but has a completely randomized buff for each roll. With some persistence, you can have the weapon's stats tailored to your exact needs.
285** ''Shadowbringers'' has the Resistance weapons, weaponry salvaged and recreated for the Bozjan Resistance. After a series of quests that set the stage for Save the Queen, you're given material to effectively get your base weapon for free. Materials can be obtained either through Bozja-related areas or certain assigned instances, with the Law's Order stage allowing you to assign your weapon's stats down to the exact point.
286** ''Endwalker'' has the Manderville weapons, ancestral masterpieces passed down the Manderville line for generations. Though the original weapons are long gone, the blueprints for them have not, with Godbert collaborating with Gerolt to recreate them.
287* InherentlyFunnyWords: There's an NPC in Ishgard that goes by the name "Firmalbert" (pronounced "fermal-burt").
288* InjuredSelfDrag: The Warrior of Light is badly wounded by a magitek explosion [[spoiler:after being kidnapped by Fandaniel and stuffed into a Garlean body]]. They still have enough left in them to drag themselves back to Camp Broken Glass and to tackle [[spoiler:Zenos, who [[GrandTheftMe is wearing their body]]]] to the floor.
289* InstantAwesomeJustAddMecha:
290** Rival Wings introduces controllable goblin machina. In-game, Softknox explains that the goblins proposed the idea of improving the Eorzean Alliance's wargames by adding their machina into the mix.
291** 5.3 gives players a chance to pilot a warmachina of their own, the G-Warrior (basically a lore-friendly Franchise/{{Gundam}}), against the Sapphire Weapon.
292* InstantSedation: In a ''Stormblood'' mission where stealth is vital, Yugiri provides you with a Doman BlowGun and {{tranquillizer dart}}s which cause the target to fall immediately.
293* InstantWinCondition: In nearly every boss fight, defeating the boss is all you need to end the battle, regardless of how much backup it had summoned.
294* IntelligibleUnintelligible: In one ''Endwalker'' sidequest chain, you encounter a young, but highly intelligent troll nicknamed "Shaggles" that is doted upon by one of the Sharlayan researchers. To the Warrior's surprise, Shaggles is fully sapient and capable of communicating with those possessing the Echo. So the Warrior winds up acting as a translator to help the researcher deal with a vilekin infestation that threatens to destroy the forests of Labyrinthos.
295* InterfaceScrew:
296** The Hydra boss has an attack that inflicts Hysteria status, causing 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.
297** The second boss of the Tower of Zot uses the classic Confuse spell. In the older games you lose control of your character and they attack friend and foe alike randomly - here, allies and a large collection of magical explosions all resemble the boss instead, and you need to pick out the real one to avoid taking damage.
298** A series of quests in ''Endwalker'' [[spoiler: involving the Omicrons, a species of mechanized life forms responsible for the creation of Omega]] has the quest titles grow increasingly distorted and difficult to read, culminating in one simply titled [[MythologyGag Hello, World.]]
299* InterfaceSpoiler:
300** Zigzagged at times. All the dungeon and duty names themselves are spoiled through achievements in most places, but most duties have names that refer to their location, rather than the boss within. Some are easy enough to discern by location (Bowl of Embers = Ifrit), but most are quite vague. Dungeons themselves will also reveal the next objective, and often times the name of the boss you need to kill as a result, as you progress through them.
301** A notable aversion is the final boss of Keeper of the Lake, however, which the game and all official Square Enix sources go to ''great'' lengths to keep hidden. Upon finishing all other objectives in said dungeon, the game asks you to "defeat [[MyNameIsQuestionMarks ???]]", rather than reveal the enemy's name. What's more, the Lodestone, a database which typically isn't shy about divulging boss information, intentionally omits said enemy's name when listing boss loot tables. However, it gets played completely straight when [[spoiler: you get to summon the boss as a minion pet that's a major plot point. It's possible for someone who has never seen the boss yet get spoiled by seeing other players summon it as a pet.]]
302** Many images accompanying quest text can spoil the inclusion of important characters. For example, the image for the quest 'At the End of Our Hope' reveals the appearance of [[spoiler: Lady Iceheart]] in it; quite a big deal, since it's the first appearance of said character in the ''Heavensward'' expansion.
303** Players can accidentally spoil the identity of [[spoiler: Matoya]] if they play a game of Triple Triad against Morning Dew before meeting the character in question since she has a card that is modeled after that character.
304** Some of the titles awarded in ''Heavensward'' from the story quests can spoil or at least foreshadow some of the events that will take place, including enemy factions returning to oppose you. This became a major source of ire from many players when patch 3.5 gives players the title [[spoiler: Papalymo's Final Witness]] after the named character dies. Players that haven't seen the cutscene related to the title would have the scene spoiled once they see the title on other players. However, this instance was a goof from localizer Koji Fox and he apologized for the slip up. He would later change the title to the more oblique "The Finest Pupil's Ally".
305** In the hard version of The Great Gubal Library, the first boss looks like it's the Demon Wall again, but it reveals itself to be a full grown monster where the book/wall was an illusion. Two things give away the surprise: the monster's head clips through the book rather than being attached to it and if you have enabled the option to have targets highlighted when hovering your cursor over them, the outline doesn't highlight the book.
306** As of Stormblood, the crafting quests require you to craft items in a similar fashion to the Ixal and Moogle quests - with materials provided to you. However, all of these items are visible from level 62 onwards, and some can completely give away some of the story details of the later quests. For example, if you happened to read the new items from the class quest section for Goldsmith, [[spoiler: It would fully give away the plot points of J'khebica having poor eyesight, the fact that you would ultimately make a big gift for the Sultana, and what exactly that gift is.]]
307** Several of the main story quest titles from Stormblood subtly give away the lyrics to a very important song that is heard at the end of the game (although not all of the words are in the titles). [[spoiler: Said clues are the lyrics to the Ala Mhigan national anthem, which is sung after beating the FinalBoss]].
308** ''Shadowbringers'' goes to great lengths to hide the final zone from the player, with any mention of [[spoiler: The Tempest]] labelled as ??? in interface text until you unlock it. This doesn't stop other players linking locations in the zone in chat with its name not obfuscated, and clicking them will show the location in the ??? region on the Norvrandt map, letting players link the zone with the name.
309** While [[TheGoodGuysAlwaysWin it's not exactly the plot twist of the century]], the presence of Skywatchers in Norvrandt removes all doubt as to whether you will succeed in your mission of bringing an end to the EndlessDaytime in the realm.
310** The fact that [[spoiler:Fordola and Arenvald's]] cameo in ''Shadowbringers''' level 80 Summoner quest was removed shortly before 5.5 went live made it clear that ''something'' was going to happen to them. [[spoiler:Sure enough, 5.5 has Arenvald attacked by the Lunar Primals and left permanently crippled.]]
311** ''Endwalker'' makes an effort to avert a few related to minions acquired. [[spoiler: What could have been called the Wind-up Venat or Hydaelyn is instead the much more vague "Wind-up Herois", with the description {{pun}}ningly acknowledging it by saying "You know who this herois". Similarly, an attainable minion resembling Meteion's bird form is called "Starbird", rather than something more specific.]]
312* InternalReveal: When parleying with the leaders of the Eorzean Alliance, Varis zos Galvus drops a reveal the players had received shortly before: The Garlean Empire was [[spoiler:founded by an Ascian to further their own goals of sowing chaos in the world]]. He also exposits on [[spoiler:the Source and its thirteen shards]], which the Eorzean leaders had only passing knowledge of.
313* InterspeciesFriendship: In ''Shadowbringers'', an Ondo named Narosh Kaol washed up on the shores of Kholusia. Weak and delirious, he's found by a pregnant Hume woman who takes him in and nurses him back to health. Years later, he returns to Kholusia to beg the woman's aid in helping the Ondo clutchmother give birth safely, which the woman, now the mother of a healthy young girl, happily obliges. Their friendship is especially notable given that Kholusia is the First's counterpart to Limsa Lominsa, the latter of which has had an ongoing war with the Sahagin for years.
314* InterspeciesRomance: 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 [[HotSkittyOnWailordAction a male Roegadyn and a female Lalafell]] in the form of Chief Foreman Fyrgeiss and the mother of his two Lalafellin sons.
315** The developers have stated that while interspecies relationships are not unheard of, they are uncommon and tend to be looked down upon, as the current intermingling of the Spoken races is a relatively recent event.
316** Saint Shiva (if she was a real person and not folklore before being summoned) is heralded as a champion by the heretics and the most despised villain of the Ishgardians because she "laid with a dragon", as the [=NPCs=] phrase it. ''Heavensward'' reveals that she was indeed a real person, though a simple Elezen rather than the [[AnIcePerson ice goddess]] that the heretics summoned. While it's never clarified whether they actually "[[HotSkittyOnWailordAction laid with one another]]", or if this was just historical propaganda, Shiva was quite explicitly deeply in love with the dragon Hraesvelgr, who loved her in turn.
317** Near the end of ARR, a bunch of the girls Thancred has wooed in the past all show up to fight over him, and there are Elezen and Miqo'tes. A little bit later, you see him hitting on another Miqo'te, showing he has no issues with race for one night stands at the very least.
318** One of the random [=NPCs=] you can find in the world, a Miqo'te, mentions that she was kicked out of her tribe for falling in love with a female Hyur, but her commentary implies that it was entirely because of her race and her gender was a non-issue.
319** Likewise, the unlock quest for the hard mode version of the Wanderer's Palace involves a pair of adventurers, Hyur and Miqo'te, who are in a homosexual relationship. The reason for their ostracism is implied to be solely on inter-racial grounds, not sexual orientation.
320** In ''Heavensward'' [[spoiler:Hilda's status as bastard-born is worsened by the fact that she's half Elezen, half Hyur. One of the [=NPCs=] who tells you about her makes it pretty clear Elezen-Hyur relationships are looked down upon, possibly because Hyur as a whole are considered lesser by Ishgardian Elezen.]]
321** ''Heavensward'''s Culinarian quests also feature a female Lalafell and male Miqo'te couple.
322** During the Ruby Princess's questline, she learns about an old tale of of one of her ancestors marrying a hyur who saved her. Their child was said to have very few scales as a hyur/au ra child.
323** After [[spoiler:the Rising Stones is repopulated with new scions]], Aenor Cockburne has her eyes on Ocher Boulder, who also joined. As of 3.2, it's clear they've gotten to "know each other", much to the distress of the girl's sister, who ponders the [[HotSkittyOnWailordAction logistical implications]] and the fact the only time it would have been possible would be when she was asleep not ten feet from them on missions.
324** The Hard version of the Great Gubal Library contains a book called "Of Love Unrequited", which is a confession of love from a Roegadyn to [[spoiler:Brayflox, a goblin.]]
325** Lamimi/Lammit is revealed to have romantic feelings for Ardbert; initially revealed in the first ''Encyclopedia Eorzea'' and expanded upon in ''Shadowbringers''. It's one-way, as she never reveals her feelings, but this is likely due to the fact dwarves on the First - which is what Lammit is - are considered a ''beast tribe'', unlike lalafells on the Source. This fact alone discourages her from acting on her feelings.
326** One-sided example: there is a sleeping Lalafell in Camp Drybone who is clearly having an erotic dream regarding Raubahn, a Hyur man.
327* InTheEndYouAreOnYourOwn:
328** Zigzagged in ''Endwalker''; the last quest sees the Warrior of Light [[spoiler:literally alone, as all the other Scions sacrificed themselves to get you to this point.]] All your actions are greyed out, a buff on your character reading, simply, "Endwalker: Walking alone into the end." But despite this, there are shades along your path, and each one you near speaks a line from friends the [=WoL=] has met (and sometimes lost) along the way. You are by yourself... but YouAreNotAlone.
329** Subverted at the climax of ''Endwalker''. [[spoiler:The final battle sees the rest of the Scions incapacitated by the Endsinger's furious assault. Rather than risk seeing their friends come to any more harm, the Warrior activates their portable teleporter before it drift away in the Endsinger's tempest, whisking away their friends and leaving them to face her alone. The Endsinger calls the Warrior a {{Hypocrite}} for seemingly giving up on the companionship they extolled, just as Zenos busts in as Shinryu for some much needed help. After that, the Warrior hops on Shinryu's back and summons seven more heroes one more time to finish the fight, all while the Scions' prayers influence the dynamis to give a sizable buff to everyone fighting.]]
330* InvisibleToNormals:
331** 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 player character) can see moogles even when they're hidden, however.
332** Ascians are revealed to operate like this. Elidibus was completely unseen by Tataru [[spoiler:while speaking to Minfilia in the Waking Sands]]. He explains that those without the knowledge or the gift cannot see the Ascians if they chose not to be seen.
333** During the questline for your relic weapon in 3.15, [[spoiler: an aetherial being appears and is aware of the Warrior of Light's presence. It appears again at the end of the quest chain right in front of Gerolt and Ardashir, but they cannot see the being at all and said being makes its home inside the relic weapon. The two of them do believe the Warrior of Light's statement about seeing the sentient being and believe it will mature over time.]]
334** Pixies are invisible to anyone they don't wish to be seen by. They can be seen however by using "Looking Grass". It's also shown that someone with sharp enough senses can find them.
335* InvisibleWall: Certain instances that take place outside of a dungeon will have some areas blocked off to you with red dotted lines so that you stick to the area the fight is supposed to be in. For areas where flying is allowed, trying to go past the map's borders, fly too high, or fly too low below the GravityBarrier will erect a shield like effect that prevents you from going past that point, but there's no explanation for why they appear. There's also invisible barriers around certain rock formations to prevent players from climbing up to places they weren't meant to be, though they only apply on-foot, since you can fly over such rocks in the expansion areas without issue (just not land on them).
336* IResembleThatRemark:
337** When you meet Genbu, Soroban is extremely surprised to meet a talking turtle. The Warrior of Light and Tataru just quietly turn and stare at him after he says this, as he is a Kojin, essentially a talking turtle.
338** With the addition of The Great Hunt, you get the option to make a similar remark to the palico during the quest that unlocks it. If the Warrior of Light is a Miqo'te or Hrothgar, the palico will call you out on it.
339* IronicEcho: In the Dreams of Ice story line, it's revealed that the reason Ishgard didn't lend aid to the other city states when the empire was a threat was due to Ishgard using every soldier they had to defend the city against the dragon horde and simply had no spare people to help out. Near the end of the Before the Fall story line, Alphinaud belittles the other three city states for not giving Ishgard the aid they need against the horde and he is told that the city-states cannot spare anymore men due to each nation having their own problems to deal with.
340* IronicName: Drybone, an area with Eastern Thanalan, is far from dry since it frequently rains, and even has a veritable oasis of greenery sprouting out of and around the corpse of a goobbue. It's explained that the constant rain is due to the Calamity's impact screwing with the weather.
341* {{Irony}}:
342** Lalafells in Ul'Dah were the ones who are responsible for creating the designation of "beast tribe" for the more animalistic but sentient races across Eorzea and beyond, essentially to make them second class citizens. [[spoiler:Within the First, adjacent to the Source world that is "our" world, the lalafell race grew in a completely different direction, becoming essentially stereotypical dwarves to the point that ''they'' are considered a beast tribe.]]
343** In ''Shadowbringers'', the Warrior of Light earns the mantle of Warrior of Darkness for their ability to [[spoiler: absorb the essence of the Lightwardens and end their corruption of Norvrandt]]. However, the only reason the Warrior is able to do this is because [[spoiler: of Hydaelyn's blessing of ''light'', which they are imbued with]]. To top it off, during the final battle, [[spoiler: the Warrior finishes off Hades - the ''true'' villain of the expansion and another [[DarkIsEvil dark-aligned Ascian]] - by expelling all the absorbed Lightwarden energy into their trademark Blade (or in this case, Axe) of Light.]]
344* ItsAWonderfulFailure:
345** Failing to stop the giant dragon from destroying the last barrier in the "Steps of Faith" duty shows the dragon roaring in victory while your character is knelt down in pain and exhaustion, unable to continue fighting and leaving Ishgard doomed. ''And you can't skip it.''
346** Failure to stop Bismarck from destroying the island you're on in The Limitless Blue will have a cutscene where Bismarck swallows the island, and [[SwallowedWhole your character along with it.]]
347** In the 5.3 Trial "The Seat of Sacrifice", [[spoiler:failing to escape from the Void (on the part of ''any'' player) results in Elidibus taunting you one final time before the battle restarts.]]
348* ItBeganWithATwistOfFate: This is how ''A Realm Reborn's'' story starts. Rather than being immediately hailed as a Warrior of Light, the player character starts off as a simple adventurer looking for work. It's only after accepting a seemingly simple request does it progress into meeting the Scions of the Seventh Dawn and eventually becoming a world-renowned hero.
349* ItWillNeverCatchOn: A couple of Dunefolk Lalafell discuss the creation of (what we know as) a bicycle in Ul'dah.
350-->'''Lalafell Girl''': I have an idea for a two-wheeled cart you pedal with your legs.\
351'''Lalafell Boy''': Why wouldn't you just ride a chocobo?

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