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Characters / Final Fantasy XIV The Warrior Of Light

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

The Player Character / The Warrior of Light / The Warrior of Darkness

    General Tropes 
An Eorzean adventurer from one of three city states. Those who started in 1.0 witnessed a star shower and met an Archon of the Circle of Knowing and were then gifted with the Echo and became entwined with the war with Garlemald. Players are implied to be from outside of Eorzea entirely (or at least returning from an extended journey abroad), and have come (or returned) to Eorzea for reasons the player may define in the opening. In the process of proving themselves to their adopted city-state, they too meet a (now-former) member of the Circle, discover their possession of the Echo, and become involved in a conflict not only with the Garleans, but with a perhaps older and more sinister power...
  • 100% Heroism Rating: The Warrior of Light is treated with respect and awe throughout Eorzea, and even isolationist, borderline xenophobic nations come to respect them on account of their heroism. Ishgard reveres the WoL for ending the Dragonsong War and mending their relationships with both dragonkind and the rest of Eorzea. Doma and Ala Mhigo both view the WoL as a hero for liberating them from Garlean tyranny, aiding their refugees, and helping to restore their economies and infrastructures following the war.
  • The Ace:
    • Eventually you are this, being the go-to person for the Grand Companies and the Scions to solve whichever world-ending issue is plaguing them.
    • This is extremely exaggerated if you also put into perspective all of the various jobs the character can have. Normal people can only have one job, trying to double-task is such a tax on their aether it can easily be fatal. Other Echo users can do better, but still often need to specialize in only a handful safely. The Warrior of Light? They can be everything and have everything, from controlling the Warrior's Inner Beast, to having a Dragoon's Inner Dragon in their soul, to being chosen by Black and White magic (one outright illegal, the other strictly sanctioned on outsiders), to controlling their inner darkness perfectly as a Dark Knight, being able to open all of their chakras as a monk, perfectly learn mudras as a Ninja, and so on and so on. They can very easily become the master par none of every named job - past present and future - known in Hydaelyn.
    • In the trailer for Shadowbringers, the Warrior of Light is shown switching between all the jobs we have seen him use in previous trailers in quick succession. Downplayed in that the enemy he is using them against quickly repels each attack, breaking his weapons in the process.
  • An Adventurer Is You: A mutable Adventurer Be You, in fact, courtesy of the Armoury System.
  • Ambiguously Human:
    • During the conclusion of the 3.0 Heavensward plot, a number of your opponents begin to legitimately question whether or not you are actually another mere heroic "Spoken", as you've gone from "doing heroic things" to "performing feats that, by the laws of the metaphysics of this world, should be properly, literally impossible".
    • The start of an answer to this finally appears in Shadowbringers, that reveals the Warrior of Light in a past life was part of the ruling body of Amaurot, the ancient precursor race from which all life on the Source and the Shards descend. When the apocalypse happened, and the world was split, so was their soul, the reincarnation on the source being the Warrior of Light.
  • The Archmage: The Warrior of Light can be an exceptionally skilled mage who quickly masters any school of magic they choose to study, including foreign disciplinesnote  and previously extinct Jobsnote . There’s even a series of achievements which grant the player titles for getting all currently-available magic classes to the current level cap: these titles start with "Archmage"note  and get progressively more grandiose from there.
  • Authority Equals Asskicking:
    • By the end of the main quest in Azim Steppe, you are, regardless of your race, the khagan of the Xaela. While the Mol will rule in your absence (as officially, you fought on their behalf), strictly speaking you're the one in charge and a number of NPCs change their tune to reflect this. And half the reason they respect you is because of the mountains of ass you kicked during the Naadam.
    • Apparently, this was the case back in the original world. As an Amaurotian, they were very powerful, and very high on the ladder in the Ancients' society, as evident that it only takes 8 shards of their soul to contain a world's worth of eldritch light that mutates everything into Sin Eaters.
  • Berserk Button: Refusal to take responsibility for one's actions seems to be one for the Warrior of Light. When Emmanellain, in his immaturity, ruined the first planned meeting between Ishgard and the Dravanians by ordering a guard to shoot a protester, and afterwards refuses to accept responsibility for the event being caused off, the WoL is visibly furious and moved like they were about to punch him if Thancred hadn't held them back. And when he seems to be shirking responsibility again in a later conversation, the anger quickly returns to the WoL's face before he clarifies his meaning.
  • Big Damn Heroes: The finale of 4.5 has them arriving in the nick of time where Hien, Lyse, and Yugiri get beaten by Eldibus possessing Zenos's body. They then promptly start kicking ass.
  • Big Good: The WoL has friendly and influential relationships in all corners of the realm (see 100% Heroism Rating above). They are also the World's Best Warrior and the most important asset in the fight against the Acians, the Primals and the Garlean Empire.
  • Birds of a Feather: With Haurchefant and Hien, the former is Lampshaded by Alphinaud in the Tales from the Dragonsong War, and the latter lampshaded by Lyse.
  • Blood Knight:
    • Heavily implied by Lahabrea, saying they are just simply looking for something to despise so they can fight it. The Dark Knight questline confirms that they often offer to help people just for the chance of fighting a challenge. Zenos is also very fond of the Warrior of Light simply because of their refusal to die and how much bloodshed they can cause in battle. How much it truly applies is, of course, up to the player.
    • In a conversation with the Crystal Exarch, the Warrior of Light can confirm their plans after freeing Norvrandt from the tyranny of the Lightwardens involve, to paraphrase their own words, doing what they always do and finding another, stronger challenge, should you select that option. Other options include settling the score with the Garlean Empire, taking a breather, or thoughtful silence, so how much of a blood knight the Warrior of Light is, is still left up to the player.
  • Broken Bird: The Warrior of Light finally begins to crack after Haurchefant's death. While the whole story and affair in Ul'dah deeply affected them, Haurchefant's demise is what causes the Warrior to start mentally breaking down, which is made apparent in 3.2. The Dark Knight questlines are entirely devoted to delving into this aspect of them, in fact.
  • Brought Down to Badass: Midgardsormr strips you of Hydaelyn's blessing, wanting you to prove what you're capable of with your own strength, without relying on divine protection. This doesn't slow you down one bit, and over the course of Heavensward you earn back that power fight by fight until even the great wyrm admits that you are truly worthy to be Her champion.
  • But for Me, It Was Tuesday:
    • Averted for mortal enemies, as proven in the Dark Knight quests, but played straight for Primals of all things by the time they've reached Eden. Outside of traumatic signature skills, the Warrior of Light's attempts at summoning their own Leviathan and Titan come out distinctly different from the ones fought on the Source due to poor recollection of them and pulling in traits of similarly aspected enemies. Leviathan is close, being merely far larger and having a second head but with a fighting style more in line with Shinryu, while Titan comes out more like a Transforming Mecha with its only similarity being that it is prone to attacking with landslides.
    • During one Letter from the Producer it was mentioned that this lack of clarity is partially the cause of the Wandering Minstrel's exaggerated versions of events, he was already getting an incorrect version of the story before even getting to his dramatic additions. In the new Titan's case specifically, it was due to the Warrior of Light momentarily mixing up Kobolds and Goblins.
  • Call to Adventure: The player character begins mid-call of being an adventurer already, the Warrior of Light starts off as a fresh adventurer looking for work and is basically a wandering mercenary before meeting the Scions. It's only when the Warrior starts to fight off demons repeatedly and with ease is when you earn the attention of the Scions and begin the story proper.
  • Catch-22 Dilemma: Nearly averted in Shadowbringers. The only way to rid the First of the Light is by killing a Lightwarden, which causes its nascent corruption to glue itself onto the nearest living person, namely the one who killed it and transform them into the next Lightwarden in its place. At first, the Warrior of Light seems to immune to it and is able to disperse the aether and return night to the sky but as Y'shtola and later Ryne discover, the Warrior has been unwittingly been absorbing excess amounts of Light corruption. Killing the one in Rak'tika causes them to exhibit slight pangs, and the second-to-last one in Amh Areng causes excruciating pain as their very soul starts to crack at the seams. Because its the only way to rid the First of the Light, the Warrior is forced to kill Innocence, and the corruption becomes so bad that they're turning into a Lightwarden so strong that it brings everlasting light to every region in Norvrandt just by being there, making everything they've done worthless. In the end, the only reason why the Warrior didn't turn was because Ryne was using all her strength to keep the transformation at bay and and later Ardbert merges his soul with the Warrior to give the Light something to channel the excess Light through. This in turn gives the Warrior enough raw Light to survive against Hades and burn the rest of it away to kill the Ascian.
  • The Captain: As of 4.4, if the player has met all the requirements, this is their rank in their respective Grand Company.
  • Character Development: At the beginning, they're just a simple adventurer going along for the ride and rarely emote anything beyond a nod or something similar. They also do what they're told without complaint. As the story progress, the Warrior of Light becomes a lot more expressive and the replies they can give can range from a variant of the usual "yes" to the more sarcastic or jerkass nature. They will also frequently lampshade the situations that they get themselves into and they can even snark from time to time. The Warrior of Light also becomes more invested with their relationship with the Scions and other major characters and are willing to fight for what's right and defending the weak rather than doing it for the sake of glory.
    • This is reflected in the CGI trailers. In the original 1.0 trailer, the WoL was a short-haired and clean shaven young man, and by the time of the Cataclysm, his hair has grown out and he's become slightly taller. In the Heavensward trailer he switches from Warrior to Dragoon to emphasize the new relationship he has with Ishgard. The Stormblood trailer shows him first as a Monk with a new, shorter haircut, before switching him to Samurai and growing his hair out to near Blinding Bangs levels. The Shadowbringers trailer shows his hair growing out even more, his complexion darkening considerably, and developing a much more obvious beard as he switches to Dark Knight. This crosses over with Expository Hairstyle Change.
  • The Chosen One: The player is chosen by Hydaelyn to be her blade against the darkness. While there are others in possession of the Echo, and thus capable of fighting a primal, the Warrior of Light is consistently said to be both stronger and more skilled in the Echo than them, to the point where, by Stormblood, they are able to project it as a barrier to shield others from tempering.
  • Combat Clairvoyance: This is why you can see AoE markers before a big attack lands. The Echo allows you to sense your own impending doom (or at least severe injury) with just enough forewarning to avoid it.
  • Dark Is Not Evil:
    • Outside of the Dark Knight class, a Duskwight, Xaela, or Hrothgar Warrior of Light is this. In the Duskwight's case, they are discriminated in part because of their dark appearance and stereotyped as criminals. For the Xaela, they have a Proud Warrior Race reputation as well as having a dark theme to them as a whole, having dark scales and being created by the Dusk Mother according to creation tales. The dark scales also give them a particularly demonic/voidsent appearance for the males, while females resemble succubi. As for Hrothgar, they are the newest addition to the game and are the first truly monstrous race to become playable, whose first contact with the rest of the Eorzeans was met with fear and panic, but managed to stifle all-out conflict by learning the language of the other races. Nevertheless, outside of RP, a Duskwight, Xaela, and Hrothgar Warrior of Light is as heroic as any other race.
    • Inside of jobs, the Warrior of Light can be a Black Mage (Illegal because of its raw destructive power and reputation for demon summoning and human sacrifice), Dark Knight (demonized for, again, tapping into void powers and known as murderers to the public despite actually being vigilantes. The art itself also takes a toll on the user's mind) and Warrior (Controls a rage that if control slips, can turn them into an indiscriminate and unstoppable tornado of destruction and collateral damage) while still being Eorzia's near-worshipped champion of the smallfolk and hero of the Mothercrystal.
    • Shadowbringers is all about them becoming the "Warrior of Darkness" of the First, which - since Light is now the overwhelming force threatening to destroy the world and Darkness the underdog barely holding out - entails being exactly as heroic and helpful as they always were.
  • Dented Iron: Late in Heavensward and in Stormblood, it's implied that between being backstabbed several times, the loss of Moenbryda, Haurchefaunt, Ysayle, Minfillia and Papalymo, and all of the fighting, bloodshed and death left in their wake that the Warrior of Light is just simply tired, but they have to keep fighting anyway, because Hydaelyn still needs them, and to protect this world that those they've lost died protecting. The Dark Knight storyline for Stormblood makes it explicit, as Myste is some form of amalgamation of the Warrior's grief over their lost friends, and guilt over the fields of blood left in their wake.
  • Dragon Rider: At the end of Heavensward, they return to Ishgard on Midgardsormr's back, a truly historic moment given the enmity between dragons and Ishgardians.
  • The Dreaded:
    • Late into the main story questline, imperial soldiers will start displaying reluctance to face you during cutscenes due to your rising power. This is especially notable just before the fight with Rhitahtyn sas Arvina, where one of the soldiers with him appears visibly shocked and frightened when he learns that you're the one responsible for defeating the primals.
    • Your reputation is starting to become this to your enemies by Heavensward; this is perfectly exemplified after killing The Knights of the Round, where the leader of the group sees your character's face masked in shadows as he dies and asks in genuine terror "Who...what are you?!" And also, you've become so powerful with the blessing of light restored that even the Ascians are worried about you, to the point Lahabrea is beyond words after defeating him for the second time.
    • You also become this to the faction of Crystal Braves who betrayed you and the Scions. While ordered to arrest you on sight; many of them who walk around Revenant's Toll are shaken even just by talking to you. While they play it off as not worth their time; it's very apparent that they really don't want to fight a well known Godkiller and Demonslayer.
  • Dude, Where's My Respect?: One of the things that seems to consistently frustrate the Warrior of Light as the story carries on is having their good deeds turned back around on them or barely be acknowledged. Fray in the Dark Knight quest chain notes this himself and is actually the physical incarnation of these feelings born from the Crystal Braves' betrayal and the Wandering Dramaturge with his inane fetch quests and little to no respect for their hard work makes the Warrior of Light nearly hit a Rage Breaking Point.
  • 11th-Hour Superpower:
    • After failing to defeat Nidhogg himself, Hraesvelgr gives you one of his eyes and the incredible aether stored within it, allowing you to fight the elder wyrm and come out victorious. Though since dragon eyes have already proven themselves to be very sketchy, you give it back to him after the danger has passed.
    • To defeat Hades, the final boss of Shadowbringers, the Warrior of Light uses all the absorbed light from the Lightwardens they had defeated during the expansion, in combination with Ardbert rejoining with them, to empower themselves to stand up against Hades' full power, before using it to finish him off.
  • Embarrassing Nickname: When Hancock meets you in Kugane, he delivers various titles with one oddball title: "Stealer of Pants". If you haven't done the Heavensward Hildebrand storyline, it's something of a Noodle Incident, but if you have, it's one of the Warrior of Light's lowest moments according to their journal for the relevant quest (specifically, the Warrior lures a senile knight out into the middle of nowhere filled with bears and morbols, massages him to sleep, and then steals his clothes to help Hildebrand disguise himself as the old man).
  • The Exile: Being falsely accused of murder, the player character is forced to seek asylum within Ishgard since the other city-states would likely cause trouble if they showed up.
  • Extreme Doormat: No matter how demeaning or pointless as task may be, the Warrior of Light will do it—even if the only reason someone asks them to is mistaken identity! In fact, other Scions will even tell them to be more assertive, and the Dark Knight 30-50 quest focuses on how their inability to say no has led to them bottling up a lot of frustration on being taken for granted and treated without respect.
  • Facepalm:
    • When Khloe accidentally reveals who the owner of the Hard Place is to an Au Ra stranger, the Warrior of Light (who was trying to keep that information secret from said Au Ra), can only facepalm as the little girl blabbers on.
    • When the Namazu essentially tell the Warrior of Light that they will be helping the Namazu with their seven-year festival (when all the WoL did at this point was bring one of them back to their house from the Steppe), the Warrior of Light just gives a resigned look before facepalming as the camera pans away.
  • Family of Choice: The Fortemps family becomes this to them, having been pretty much unofficially adopted. In Shadowbringers, when Ardbert talks to them about the home he wanted to protect, the place that comes to the Warrior of Light's mind is Ishgard, and the Fortemps family waiting for them there.
  • Fire-Forged Friends: With the Scions of the Seventh Dawn and Garlond Ironworks.
    • Especially, it's implied, with the Scion from the player's respective city-state, since when they arrive in Minfilia's office, they greet either Yda and Papalymo (Gridania), Thancred (Ul'dah) or Y'shtola (Limsa Lominsa) with a smile, and the Scion in question offers an additional line about expecting the player to come.
    • This often happens during individual class/job storylines; as seen below, everyone's opinion of the player improves as more quests are completed.
  • Five Races: Can be the following, though their archetypes aren't so cut-and-dry as they appear to be. The number of races also increase with expansions.
    • Hyur (Mundane): Educated and the most wide spread race who are not initially native to Eorzea. The Midlanders can be found in large numbers all throughout Eorzea while Highlander refugees who fled the Imperial occupation of their homeland Ala Mhigo are typically found in the streets of Ul'dah living as refugees.
    • Elezen (High Men): Beautiful and lithe people with Pointy Ears that originally claimed sole dominion over Eorzea. Wildwood Elezen traditionally made their home among the forests of Gridania or in the ranks of the Holy See of Ishgard while Duskwight Elezen isolate themselves to caves in the wilds of Eorzea.
    • Miqo'te (Crafty): Animal Eyed Little Bit Beastly cat people that come from traditionally tribal societies. The Patriarchal Seekers of the Sun hail from the sands of Thanalan while the Matriarchal Keepers of the Moon typically form hunting parties in the Black Shroud. Despite their origins, Mi'qote from Gridania tend to be deeply and legitimately spiritual.
    • Roegadyn (Stout): Big burly people of many skin colors. The maritime race of Seawolves are the dominant race of Limsa Lominsa while the volcanic dwelling Hellsguard hail from Dravania and work as mercenaries in Ul'dah. A number of Roegadyn bemoan the stereotypes about them, however.
      "'Let the Roegadyn carry it', they say. Bah!"
    • Lalafell (Cute): Diminutive and childlike people. The Proud Merchant Race of Dunesfolk are the founders of the merchantile kingdom of Ul'dah and the salt of the earth Plainsfolk have farming roots in the fields of La Noscea. They may look cute, but Ul'danian Lalafell tend to be much "craftier" than normal for their archetype.
    • Au Ra (Stout/High Men): Introduced in Heavensward, a race of extremely large men and dainty petite women covered in scales and horns. The white horned and scaled Raen come from Doma, while the black horned and scaled Xaela come from the horse tribes and warbands of the Far Eastern steppes.
    • Viera (Crafty/High Men): Introduced in Shadowbringers, a forest-dwelling rabbit-eared race of isolationists who shun contact with the outside world and exile any who would dare venture from their homeland. Veena Viera, who hail from the mountainous Skatay Range, are distinguished fair complexions; while the Rava of the Golmore Jungle have dark skin. They are also noted for being a matriarchal race: male Viera live as lone protectors of Viera territory, separate from other males and mainstream society except to bear young and take any boys their mates give birth to under their care.
    • Hrothgar (Crafty/Stout): Introduced alongside Viera in Shadowbringers, a race of burly bruisers with feline characteristics that make them appear like anthropomorphic big cats. Helion Hrothgar hail from southern Ilsabard and have warm-colored fur, while The Lost are nomadic and have wintry coats. In contrast to the matriarchal Viera, only male Hrothgar are playable as the population of females are too critically low to risk their lives adventuring.
  • For Want of a Nail: According to Urianger in Shadowbringers, their going to the First was literally the only thing that stopped the Empire from ending the war then and there with the Black Rose.
  • Foreshadowing:
    • In the opening for A Realm Reborn, they dream of falling meteors. Four real-life years later, Patch 5.2 reveals that such a sight is what triggers the Echo; it's a response to a form of PTSD from reminding their soul of the Final Days of Amaurot. In essence, it is an echo of their original incarnation's trauma.
    • After the meteors fall, Hydaelyn speaks to them for the first time. Or rather, they hear Her for the first time. She's always talking in case anyone is listening, but the Echo is a prerequisite for hearing Her, not Her gift or sign of favor.
  • Four-Philosophy Ensemble: Despite being a Heroic Mime, the player forms one with Alphinaud (Realist), Estinien (Cynic), and Ysayle (Optimist) throughout 3.0. The group is traveling throughout Dravania together. The player serves as the Apathetic, not really getting involved in the arguments with the others.
  • Friend to All Children: The Warrior of Light tends to get on pretty well with kids, whether regaling the Doman refugee children with stories about their adventures to telling tales to children for the Starlight Festival (in the 2016 event). Alisaie also mentions that the Warrior of Light enjoys telling stories about their adventures to kids when they aren't out doing everything else in one of the Tales from the Storm.
  • Genius Bruiser: Most people unaware of the Warrior of Light's achievements, and even some that are aware, dismiss them as simple Dumb Muscle. Even disregarding the fact that the WoL can be a master Astrologian, Scholar, Arcanist and/or Machinist, they are an active part of an organization comprised of some of the best in the most educated nation in the world, and the WoL gets to show many times that they can be just as intelligent inside or outside the battlefield as some of their colleagues, even if not as well-educated.
  • The Gift: The player possesses the power of the Echo, allowing them to witness past events and rendering them immune to primal tempering, making them The Heretic to The Empire. It also provides a measure of prescience; it's what allows the player to see attack indicators and AOE markers, and in-universe every wipe is explained as being a vision of what could go wrong provided by the echo. Visiting past dungeons, trials or raids is also explained as meditating on previous adventures and growing stronger as a result.
  • Ghost Memory: The Echo allows the Warrior of Light to dive into another person’s memories and witness key moments of that person’s life. While doing so, the WoL will also experience the emotions that the person felt at the time of the memory. In Stormblood we learn this can have severe psychological effects if you can experience the memories of everyone around you with no way to turn it off.
  • Good Is Not Soft: It should be remembered that the Warrior of Light is a killer, having ended many lives both important and not. Their guilt over ending so many lives manifests itself during the Dark Knight level 70 questline. The Warring Triad plot also involves Unukalhai realizing he's been putting the Warrior of Light on a pendastal and sneaking off to do "the dirty work" himself rather than stain the purity of his idol. The rest of the Scions confront him on this and emphasize that the Warrior of Light is just as aware as the rest of them that the only thing to do for primal thralls is to put them down and they've done it before.
  • Got Volunteered: This is how you get the Anima Weapons - you go to speak to Rowana, only to encounter Ardashir and Gerolt in an argument. Their arguments and your arrival leads Rowana to declare the creation of the Anima Weapons and that you should be the one to test them, much to your displeasure.
  • He's Back: After an expansion's worth of heartbreak and implied depression for the Warrior of Light and the scattered Scions, Patch 3.4 sees the Scions of the Seventh Dawn reunited, the Warriors of Darkness defeated, and the Scions, despite all the hardships up till now, having their resolve restored and their hearts lifted.
  • Heartbroken Badass: The deaths of Moenbryda, Ysayle and Haurchefaunt weigh heavily on the Warrior of Light by the time of Gears of Change.
  • Hello, [Insert Name Here]: You are free to name your character however you want, as long as your name doesn't infringe the rules of the game (ie. no rude names, insults or other tasteless things).
  • Heroes Love Dogs: One of the sidequests involves feeding, soothing, and eventually befriending a wolf pup.
  • Heroic Fatigue:
    • This becomes more and more apparent in the level 30 to 50 Dark Knight quests where Fray, or the Warrior of Light rather, become sick and tired of always having to save everyone and doing things they could have done themselves, all without any thanks. This boils over to the point where the Warrior of Light's inner desires and frustrations become their own entity and fight to control them when they refuse to give in to their own desires.
    • By the time you're reunited with Yda and Papalymo in 3.4, Papalymo remarks in some side dialogue that the Warrior of Light looks, pardon his wording, more rugged and world-weary than the last time they saw one another.
    • The trailer for Shadowbringers shows the Warrior of Light looking extremely haggard as they cross a wasteland as well as looking more scruffy and older.
  • Heroic Mime: Your character's lips move and they gesture animatedly, but only the NPCs can hear what you're saying. The only actual lines assigned to you are menu choices. Gilgamesh makes note of this tendency in the 2.1 Hildibrand quest line, asking himself what role you were to play in the investigation and noting that he'd initially settled on "a silent guardian, content to watch events unfold with minimal interaction".
    • Starting from Heavensward, a few NPCs will take note that the Warrior of Light will just nod in agreement whenever spoken to. For example, the Goldsmith Guild Master considered making a Mammet fashioned after the WoL, which would only nod when spoken to.
  • Hidden Depths:
    • Despite being a Hero renown throughout Eorzea, they despise both the title and the fact that they have to help almost everyone for little more than a thank you, and sometimes not even that, and feel extremely guilty for all the lives they've been forced to take throughout their adventures.
    • Almost paradoxically however, they love fighting, to the point that they actively seek out someone that they won't feel guilty about fighting against, and cannot stop themselves from helping other people even in matters that they don't want to help. Also they seem to love traveling and adventuring in general as it is one of the few things that neither Fray nor Myste criticize, and is one of the few things that seem to give them joy
    • On a less serious note, the WoL's ability to master styles of fighting goes well with them learning other trades, and they have proved themselves quite skilled with matters of business, mining, gardening, crafting, alchemy, cooking, or even fishing.
    • Also what triggers the Bard job quest isn't some need to learn more archery techniques from a legendary master, but rather the fact that they seem genuinely fond of singing and poetry.
    • Dialogue from Aymeric in the Heavensward patch quests suggests they're a skilled (or at least animated, despite their appearance) storyteller.
  • Hope Bringer: A theme throughout the story, the Warrior of Light's ability to routinely achieve what is thought impossible and otherwise bring about the greatest good possible, to the point of uniting people from all walks of life behind one cause.
  • Horrible Judge of Character: You recruited Laurentius, a Wood Wailer who willingly sold out to the Garleans for profit, to join the Crystal Braves. Surprisingly, he's among the Crystal Braves who betray you for the Monetarists.
  • Hyper-Competent Sidekick: To Hildibrand Manderville.
  • I Choose to Stay: Brutally denied in "Griffin, Griffin on the Wall"; you can choose to stay with Papalymo when he decides to perform a Heroic Sacrifice to contain the emerging Shinryu, but Papalymo decides to blast you onto the escaping airship to get you out of there.
  • Idiot Ball: Grabs hold of a small one during the Hildibrand questline. They are told that the weapon thief they are looking for is a man in garish red clothing. Moments later Gilamesh, clearly the man they are looking for, shows up. Hildibrand forgot exactly what the description was except that the perp was wearing ridiculous clothing and doesn't realize he's looking for Gilgamesh. This is in character for him, but the Warrior of Light either doesn't make the connection as well, or is just so apathetic as to let the farce of a search continue for a while.
  • Immune to Mind Control: The Echo renders the Warrior of Light immune to a Primal's tempering. Both Ifrit and Garuda try to enslave the Warrior, only to fail, the former claiming it was because another (Hydalyn) has already claimed them. This is foreshadowing of the reveal that Hydalyn and Zodiark are the first primals
  • It Began with a Twist of Fate: 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 mercenary just looking for work. It's only after accepting a seemingly simple request does it progress into meeting the Scions of the 7th Dawn, and eventually becoming a world renowned hero.
  • It's Personal: The player character is visibly hit hard by Haurchefant's death, and one dialogue option has them swear vengeance upon Zephirin — and by extension, the rest of the Heavens' Ward — for killing him.
  • Jerk with a Heart of Gold: You are definitely heroic no matter how you play your character, but as the story goes on you get an increasing amount of opportunities to be kind of a jerk to people. Usually they laugh it off as you not being serious.
  • Leitmotif: While "The Maker's Ruin" has been acknowledged as their battle theme for a while, their proper character theme appears in Shadowbringers, named "More than Truth".
  • Living Legend: By the time you defeat Ramuh, your character's become so well known around Eorzea and you reputation is even spreading to the rest of the world that you're attributed with single-handedly inspiring an entire generation to become adventurers in service to the good of the country.
  • The Lost Lenore: What Haurchefant becomes to them. While the deaths of all the allies they lost clearly hurt, Haurchefant's is repeatedly shown to be the one that breaks them. Unexpectedly, they do not get better over time.
  • Made of Iron: The Warrior of Light can endure truly ludicrous amounts of punishment in the process of fighting Ascians, the Garlean Empire, Primals and other similarly strong adversaries. In A Realm Reborn alone, the one attack they explicitly cannot endure on their own or through the use of in-battle devices is the Ultima Weapon's Ultima spell, for which Hydaelyn herself has to shield the Warrior.
    • Notably in Heavensward, Thordan expresses disbelief at your continued survival after he launches his ultimate attack. At least while fighting Nidhogg, the Warrior has the excuse of being powered up by Hraesvelgr's eye. Ravana, Bismark, the Warring Triad, all of Alexander's fights, and the entirety of the Shadow of Mhach raid enemies have no such excuse.
    • In Stormblood, the more notable things the Warrior endures include, in no particular order, falling at terminal velocity (Byakko's fight), a gigantic sword swinging down on them (Susano), having copies of other Primals' ultimates striking down on them one after another (Shinryu), and having "Optimized" versions of their own level 2 DPS Limit Breaks thrown at them.
    • By the time of Shadowbringers, the Warrior is almost, but not quite, tough enough to single-handedly take on the overflowing Light that threatens to destroy an entire world. Exaggerated in the Eden raid, as the very first fight against Eden Prime lets them survive being thrown by a planetary beam into a nearby galaxy that then explodes.
  • Magic Knight: While not all classes will use MP, all forms combat in Eorzea do use magic and aether to achieve their superhuman feats. Every class/job has at least one aspect that is considered supernatural or magical. This is especially true with jobs. Even if they learn nothing too flashy as a base class, the magic starts to pick up as the job it follows into. Not even the Machinist is spared this trope. Their bullets are made of aether.
  • Magnetic Hero: Ironically for someone who barely speaks the Warrior of Light may very well be the most social of the Scions, whether it was the rest of the Scions, Garelond Ironworks, the people they meet during the class quests, or the people they meet and befriend during their many, many, adventures, the WoL always has a friend somewhere, no matter what part of Eorzea or Doma they visit.
  • Master of All: You can master every class on the same character if you so desire. Until 4.0 it was highly beneficial, in some cases practically mandatory, to branch out to at least some other classes to get access to cross-class abilities.
  • Military Mage: It doesn't come up often, given that the WoL is considered the Champion of Eorzea as a whole, but they are indeed part of the military, as of 4.4 having reached the rank of captain, and thanks to them being a Magic Knight even in their least magically inclined Jobs, they are always this.
  • Named Weapons: The various relic weapons that the Warrior of Light can obtain have unique names to set them apart from more generic weapons. The level 50 relic axe for the Warrior Job is called Bravura, for instance.
  • Nice Guy: While there is an increase in the amount of jerkish dialogue answers you can give, nothing says you have to take them, and it is possible to play the Warrior of Light as kind-hearted from beginning to end.
  • Nice Job Breaking It, Hero!:
    • After defeating Nidhogg, the Warrior and Alphinaud throw Nidhogg's eyes into the bottom of a chasm near Ishgard. The Warriors of Darkness retrieve them and give them to Elidibus, who gives them to The Griffin, who uses them to summon a primal even greater than Bahamut. To be fair, Aymeric assumed tossing the eyes into the abyss was a safe bet because the violent turbulence of wind and water aether made it impossible for a normal person to survive in.
    • In Stormblood, the Warrior of Light assists Yugiri in assassinating Zenos in Doma, despite Zenos curb stomping them already. Predictably, all they accomplish is alerting The Empire that the Scions are in Doma.
  • Not So Stoic:
    • Heavensward begins to show cracks in the player character's stoic persona, especially after Haurchefant sacrifices himself to save them. On a more comedic note, the Warrior of Light rapidly cycles between shock and anger while recieving multiple revelations all about how pointless a certain extended fetch quest during the Ivalice raid series was. They even get the option to demand that a quest giver not use the "f" word (fetch) in front of them after the whole farce.
    • On a more comedic note, during the Namazu beast tribe storyline, when one of the Namazu suggests sacrificing them in a giant wicker man, they react with vehement disagreement.
    • After listening to Vauthry's insane rant on the nature of Eulmore and the people within, the Warrior of Light looks pissed and clenches their fists like they're about to try to attack him then and there. Alphinaud has to stop them before they do anything they'd regret, but it's one of the few times outside of the Dark Knight storyline we see them get genuinely angry.
    • Pretty much any time they agree to help someone, it's by simply nodding their hand, possibly punching one hand with the other as if so say "let's kick some ass". In the Hildibrand questline, they bear witness to Julyan completely knocking out three people, including the enormous Gilgamesh, with a frying pan in short order. Julyan then turns and calmly asks for the Warrior's assistance. With a nervous look in their eyes, they very quickly nod rapidly, not wanting to be her next target.
  • Omniglot: The Echo allows the player to comprehend any spoken language, including the various beastmen dialects and the Black Speech of the Ascians.
  • Our Souls Are Different: During the second boss fight in the final Stormblood dungeon, a Garlean scientist forcibly extracts the Warrior of Light's soul from their body. The body itself goes comatose, but when the Warrior's soul forces itself back into its body, they are revived. The scientist is very surprised to see the soul rebel against the extraction, which could imply that the Warrior's soul is unique. It turns out that this is because the Warrior of Light is the reincarnation of one of the fourteen most powerful people of the ancient Precursor Race.
  • Party in My Pocket: Averted and played straight on occasion, often after unlocking a trial or dungeon NPC's tell you to gather "your adventurer friends" (as in other players) to aid you and on occasion other players in your party will be shown in the background for cutscenes but most of the time the player appears to stand alone until the scene ends. Gets lampshaded more as time goes on, to the point Lyse suggests finding some of your fellow adventurers, who hopefully are coincidentally taking a fishing trip in the far east at the time of a pressing situation. Shadowbringers introduces the Trust System, where dungeons can be run with a party of nearby NPC's for those who want to avert this.
  • Powerful and Helpless: The Warrior of Light is THE strongest fighter in all of Hydaelyn. This means nothing with cases such as political machinations against them, being drugged, watching your friend's souls get taken one by one, and dealing with The Corruption of becoming a Lightwarden.
  • The Power of Friendship: Although the Warrior of Light is the champion of Hydelyn, there are many others gifted with the Echo (Other players) that aid them in fighting primals. Word of God even points out the big difference that helps the player overcome Zenos in the end of Stormblood is that they "brought backup this time".
  • Power Loss Makes You Strong: Midgardsormr strips away the blessing of light to test your abilities and see if you really are worthy of being The Chosen One, and after spending a long time without it, by the time you get it back, that's when the general reaction to you tends to be What Are You.
  • Properly Paranoid:
    • By the time you enter Patch 3.4, you keep a wary eye on any one giving you wine or other drinks between Nanamo's near-death and you being drugged before the Peace Conference. It almost seems like your character is going totally tee-totaller in response.
    • In 4.5, the reveal of Gaius being alive puts the Warrior of Light on edge since they have tussled with them in the past and he knows what their plans were.
  • Protagonist Without a Past: The player's past and motivations don't come up too often, although the game gives you a few opportunities to define your character a little. They don't change the flow of the game, but mostly exist to let you define what sort of person your character is. Averted in Shadowbringers, concerning their original identity.
  • Purely Aesthetic Gender: Although races have a few (negligible) points of difference in starting stats, there is no gender difference at all apart from some cosmetic gear.
  • The Quiet One: The Warrior of Light doesn't talk too much, especially not in A Realm Reborn, preferring stoic nods more. Starting in Heavensward, they talk a lot more, but there is almost always an option to keep silent. Less so in Stormblood where you don't have the option to not say anything as much, but even so the Warrior of Light tends to let others do the talking.
  • Quit Your Whining: 3.2 has the Warrior of Light giving these off at times (especially to the Vath Deftarm) if you choose to respond that way, though some dialogue choices will have them giving some variant of the trope no matter what.
  • Regenerating Health: Happens in several main story quests throughout Heavensward and Stormblood under the Brilliant Conviction status where the Warrior of Light is breaking so many boundaries that they can regenerate HP on their own without any assistance and gains boosted strength as well. For gameplay purposes, the buff is to help the player get a slight edge when it comes to doing some of the major fights solo.
  • Reincarnation: One of the biggest reveals in Shadowbringers is that in a past life their unsundered soul was one of the Convocation of Fourteen; the ruling body of the Precursor Race, before the apocalypse and split of the worlds. This person's soul was split across them and reincarnated. The Wol can be considered the main shard of it, as the others return to them every time a new calamity occurs or, in Ardbert's case, when both shards are consenting. According to Hythlodaeus, they were very powerful and important, but the details still remain to be uncovered. A very sad part of this, is this person was a very close friend of Emet-Selch, aka Solus, who apparently got an inch of the Wol's true identity, and was extremely conflicted and displeased by it.
  • Renaissance Man: Can easily switch between and master multiple classes.
  • Ret-Gone: In-universe example; the Warriors of Light (Player Characters who have been playing since the original release) have been forgotten by the world at large due to the spell Louisoix used to send them five years into the future, to the point that although their deeds have been remembered, their faces are complete blanks. Most seem to remember them only as silhouettes against a bright light. At the end of the story of 2.0, everyone remembers you all at once.
  • Seen It All: It's hard to tell due to their stoic tendencies, but according to their quest journal, the Warrior of Light starts out as baffled as everyone else by everything involving Hildibrand. But by Heavensward's questline, they seem to simply accept everything with a bland smile and nod when people unfamiliar with Hildibrand are losing it over his insanity.
  • Self-Deprecation: As Fray and Myste are parts of the Warrior's psyche, their barbs towards the Warrior during the Dark Knight questlines are essentially the Warrior taking potshots at themselves.
  • Ship Tease:
    • A lot with both females and males regardless of gender. The most blatant ones are Haurchefant, Hien, Aymeric, Minfilia, Lyse, and Crystal Exarch aka G'raha Tia.
    • As part of the fifth anniversary celebrations two videos were shown on screen with the Warrior of Light having potential dates during the Rising celebrations with Y'sthola, Alisaie, Hien, Magnai, Lyse, Sadu, Yugiri and Alphinaud. All of these are filled with Ship Tease to the brim.
  • Showy Invincible Hero: Absolutely not. They're certainly a fabled hero and capable of very absurd things In-Universe and out, but even at the height of their power they've taken quite a few lumps. It's spelled out repeatedly that the WoL has some serious emotional baggage, and Stormblood and Shadowbringers have done a good job of demonstrating that not every battle is won as soon as they get to point their weapon at the Monster of the Week.
  • Silent Snarker: Some scenes can have the Warrior of Light give the appropriate gesture or facial expression showing off their snark.
  • The Slow Walk: They pull off two very badass slow walks at the end of 3.3. The first one re-enacts part of the Heavensward cinematic, where the Warrior slowly approaches the Horde as Temple Knights fall back. The second occurs after Nidhogg rips off one of Hraesvelgr's wings. The Warrior of Light doesn't even flinch as s/he stares down Nidhogg and proceeds to slowly approach him with a determined look once they obtained Hraesvelgr's eye.
  • The Soulsaver: They become this to the people of the First, by bringing back the Darkness to their world they allow the souls of the people living there to finally pass on, including those of the Sin Eaters.
  • The Stoic: As a result of their Heroic Mime status, the Warrior of Light rarely speaks and—prior to Heavensward, at least—demonstrates little emotion during conversations. Their stoicism is lampshaded repeatedly by multiple characters:
    Thancred: ...You might try to look a little disappointed! Or do you mean to give me another one of your stoic nods? You do, don't you? *sigh*
    Player: *nod*
  • Straight Man: They are usually this, though they can sometimes join in on the shenanigans from other characters if the player chooses to. This becomes very apparent in the Healer Role Quests during Shadowbringers where Giott gets frustrated at the Warrior of Light for either not reacting to their insults or jokes or giving them deadpan answers.
  • Suddenly Voiced: In Shadowbringers, after Ardbert willingly rejoins his soul with the Warrior of Light's, they give a voiced line of dialogue to Emet-Selch without any imput from the player, albeit with Ardbert's voice (regardless of gender).
    Warrior of Light: This world is not yours to end... This is our future. Our Story.
  • Super Not-Drowning Skills: After undergoing a Kojin ritual in Stormblood, the Warrior of Light is able to breathe underwater as if it were air, allowing them to swim underwater indefinitely.
  • Supporting Protagonist: Though the Warrior of Light is the one we control and is the one who generally gets stuff done, they are rarely the focus of the story, usually playing silent second fiddle to others in their story arcs.
    • In A Realm Reborn, they are just a mercenary that helps the Scions of the Seventh Dawn fight primals and eventually helps the Eorzean Alliance stop Gaius and his Garlean troops from taking over.
    • In Heavensward, though their reason for coming to Ishgard is personal (being framed for murder), the primary overarching story has little to do with them, with Aymeric, Ysayle, and Estinien having the most character focus.
    • In Stormblood, they are largely just the muscle that helps liberate Doma and Ala Mhigo from Garlemald, with Lyse and to a lesser extent Hien being the focus characters who orchestrate everything.
    • Shadowbringers' primary character arc seems to be about the First's Minfillia coming to terms with who she is and her powers, and Thancred coming to terms with the loss of "his" Minfillia and his feelings about this one. However, both of these arcs are resolved about 2/3rds of the way into the story, and the Warrior of Light finally steps into the role of the protagonist with a major arc focusing on them. Specifically, they are the only one who can slay the Light Wardens plaguing the land without instantly being turned into a Warden themself when they absorb the Wardens' aether. They are also being tested by Emet Selch throughout the story as they are the partially rebuilt soul of a major Aumarotian from Emet Selch's time, and he wants to know if they are reformed enough to join him in the Ascians' quest to unite all of the worlds together again and revive Zodiark.
  • Sympathy for the Devil:
    • Towards Yotsuyu after defeating her primal form. While she was an enemy to the Warrior of Light, her tragic backstory and complete loss of hope doesn't make the Warrior of Light feel good about their victory and they have some sympathy towards her.
    • The Warrior of Light also expresses some somberness towards Emet-Selch after defeating them, nodding in agreement to uphold their legacy.
  • Suspiciously Similar Substitute: In the case of a new character who isn't imported from FFXIV 1.0 you are treated as an entirely new person who for whatever reason decided to come to Eorzea, with people being reminded of the 1.0 heroes each time you accomplish a feat or act heroically. While you are never called an original Warrior of Light, and indeed the original Warriors of Light remain a foggy memory. The leaders of all city states and other groups come to recognize you as a new Warrior of Light in your own right, and Hydaelyn blesses you in the beginning as her new champion in the first place to replace the ones lost in the 7th Umbral Calamity. This is subverted however, as during the Bahamut raid story, Louisoix confirms he sent the player character forward through time by five years, even if they were created in 2.0, making them a 1.0 Warrior of Light in-story. This had to be confirmed this way most likely not only because of the continuity of the story, but also because the legacy campain couldn't work for everyone.
  • Take Your Time: You are never forced to do anything immediately and even when captured there is usually a back exit you can take back to the overworld and continue doing other things while the plot waits for you to address it. The implausibility of waiting to confront a primal to call allies to help you is even sometimes lampshaded.
  • Took a Level in Badass: In Heavensward which is impressive enough considering how powerful the Warrior of Light was before, but once you regain Hydaelyn's Blessing of Light it only adds to your strength to the point that even Lahabrea can't believe you've grown as overwhelmingly powerful as you have.
  • Trauma Button:
    • By the end of Heavensward, being poured drinks. During a private dinner with Aymeric at his estate, the Warrior of Light declines a drink, intensely watches the servant pouring the drink, and then watches Aymeric drink it with a look of worry. Between being drugged themselves at the peace talk, and Nanamo's poisoning right before the expansion, it's clearly left an effect on them.
    • During the Return to Ivalice raid series, the word "fetch" quickly becomes this after the dramaturge of the Garlean acting troupe you are helping sends you on a (deliberately) extended hunt for a specific bottle of wine. And then he and his wife don't even drink it. And then you get chewed out by the leader of the group and his son for screwing around (even though he told you to help the dramaturge to begin with), leaving the WoL clearly annoyed. When the dramaturge's wife later asks you if you want to... fetch something, the top option has you channel your inner Fray and demand that they never use the "F" word in front of you again.
    • Patch 5.2 reveals falling meteors/comets/etc. are another, not just for them but for any sundered Ascian. The Final Days of Amaurot left such an indelible mark on their past self's soul that witnessing a similar event triggers a flashback and awakens a fragment of the power they held back then—the Echo.
  • Trauma Conga Line: From the end of A Realm Reborn through to Stormblood, the Warrior of Light fails a lot, and loses a lot of people. While they have many victories (stopping Thordan, ending the Dragonsong War, saving Estinien, killing two Ascians and watching a third die, etc.), it comes at great cost, as they watch Wildred, Moenbryda, Haurchefant, Ysayle, Minfilia, and Papalymo die or be lost in front of them, as well as spend quite some time believing they failed to save Sultana Nanamo, and seeing Y'shtola lose her eyesight and Thancred lose his access to magic because of it. While the Warrior of Light's personality is up to interpretation and choice, they are continuously and strongly implied (particularly in the 60-70 Dark Knight quests) to be very much traumatized due to all of this. There's a reason that they can choose to adopt a simple mantra:
    "For those we have lost. For those we can yet save."
  • Try to Fit THAT on a Business Card!: There's a very long list of titles that can be received and selected to display by the player. But of the ones officially recognized or mentioned in the game's Main Story Quests, they're eventually known as The Warrior of Light, Blessed by Hydaelyn, Slayer of Primals/Eikons, Bane of the Imperial Legions, Eorzea's Champion, Savior of Ishgard, Rider of Dragons, Khagan of the Azim Steppes, Liberator of Ala Mhigo and Doma, Knight (and latter Honorary Son/Daughter) of House Fortemps, Soldier of one of the Grand Companies, Scion of the Seventh Dawn, Warrior of Darkness, and Stealer of Pants if some of the more puzzling rumors involving their assitance of a particular Gentleman Inspector are to be believed.
  • Took a Level in Jerkass: Downplayed. The Warrior of Light's possible responses can become a bit blunt in Heavensward, but by Stormblood, it's possible to make them an outright jerk at times. Shadowbringers cranks it Up to Eleven where you can be a complete asshole with your replies. None of the characters will take the jerk responses seriously and the ones that do will quickly brush it aside. In the end, the Warrior of Light is still a good natured hero, even if they can be a bit of a jerk sometimes.
  • Universal Translator: The Echo allows those who have to be able to understand all languages, even ones that aren't native to Hydaelyn.
  • Willfully Weak:
    • After Ravana is defeated, Ysayle notes that it's the first time she's seen the Warrior of Light fight with their true strength since she first summoned Shiva, implying the Warrior of Light isn't fighting at full power unless it's something like a primal, an Ascian, or worse. This is further implied by a handful of story missions where you get a buff that states you're "Breaking your limits as only a true Warrior of Light can", resulting in significantly heavier hits and constantly regenerating HP.
    • In Stormblood, Omega hypothesizes that this is the case as well. He then tries to force the Warrior to activate their true potential by putting them in a death trap.
  • The Worf Effect: In the first two battles against Zenos, the Warrior of Light fails spectacularly. This is a rare instance of Cutscene Power to the Max used against you as, regardless of how well you do in the actual fight, the story shows you losing to within an inch of your life.
  • World's Best Warrior: The Warrior of Light is considered far and wide as the best warrior in all of Eorzea, becoming a master in all the styles they pick, ranging from elite styles note  to incredibly dangerous and forbiden practicesnote . Combine all that with the Archmage above, and the result? There is no one in Eorzea that can claim to be superior to the Warrior of Light in combat by the end of Stormblood, and very few outside of it can actually match them.
  • Worthy Opponent: Various Legates and commanders for the Garlean Empire show some levels of respect for the Warrior of Light, particular in regards to their skill at slaying eikons (primals), and to a begrudging degree for having had a hand in stopping Garlemald's aggression against Eorzea.
  • You Are Too Late: They usually cannot prevent the summoning of the primals because of this. They were also too late to stop Livia from kidnapping the Scions or killing Noraxia.


Tank Jobs

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Ranged Jobs

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Melee Jobs

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Caster Jobs

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Healer Jobs

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Disciples of the Hand and Land

    Gathering and Crafting classes 
Disciples of the Land / Hand serve the purpose of Item Crafting but are mechanically classes of their own, including having unique weapons or "tools" to equip. Disciples of the Land focus on gathering ingredients to craft with, while Disciples of the Hand use those ingredients. They cannot be picked as a starting class, and so are only available once the player has reached level 10 in a Disciple of War or Magic class.

The various Gathering and Crafting classes provide examples of...

  • Elemental Crafting: The specialty of the crafting classes, naturally. In addition to the usual materials, all crafting also uses various types of elemental crystals, which come in three tiers: Shards, Crystals, Clusters. Back in A Realm Reborn, some recipes also have a specific elemental affinity, which was removed in Shadowbringers while their associated crafting actions is condensed to Brand/Name of the Elements.
  • Forensic Drama: The level 50-60 quest chain for the Alchemist involves the Warrior of Light using their alchemy skills to help solve a mysterious murder in Mor Dhona.
  • Improbable Weapon User: Their primary tools are equipped to the weapon slot and can be used to attack, though doing so is never advisable. Some tools like hammers, pickaxes etc would make some sense; alembics and needles, not so much.
  • Mechanically Unusual Class: They are not suited for combat at all, and strictly locked out of joining any Duty Finder queues, can't contribute to FATEs and get their own set of leve quests. There are no jobs associated with them either, they can't use any Disciple of War/Disciple of Magic cross-discipline skills, and they have no limit break. Instead, their skills are entirely centered around the mechanics of gathering materials or crafting items. Both categories also have their own types of energy, replacing the MP bar. Finally, their main means of gaining experience naturally has nothing to do with combat, instead, they gain experience for gathering and crafting items respectively.
    • Within their discipline, Fishers stand out for having their own system for gathering unlike Miner and Botanist who are basically carbon copies of each other, and the crafting classes mostly have all the same skills as well.
  • Not the Intended Use: Crafting and gathering classes can fight. Their combat stats are too low to make them practical for fighting anything stronger than low-level mobs, and they can't use weaponskills or magic spells, but they can use their tools as weapons if need be.
  • Supreme Chef: A fully kitted out max level Culinarian WoL at the time of whatever the main expansion is is this, able to find the rarest ingredients whether they're in scorching deserts, arctic wastelands as well as the various monsters prowling the world, they can make a feast worthy of royalty. The Level 60 Culinarian quest has them winning the Dellemont d'Or with the first perfect ten.
  • Stealth Expert: Funnily enough, the gathering classes put the Rogue to shame in this regard once they learn their version of it called "Sneak". Unlike "Hide", which breaks upon doing pretty much anything more than moving or jumping, "Sneak" persists through almost anything the gatherer does, allowing them to safely gather resources right in front of aggressive enemies, provided they're no higher than four levels above you and can aggro regardless. Prior to Patch 5.1, it was known as "Stealth", which imposed a movement penalty while hiding, and cannot be used while mounted. "Stealth" also periodically got upgraded through Traits, unlike the flat four level difference tied to "Sneak". Getting attacked while under "Stealth" also canceled it.
  • Weapon of Choice: Same as the combat classes, each of them is mainly defined by what they equip in their weapon slot, although as noted they use tools ill-suited for actual combat. Unlike the combat classes, however, all of them but the Fisher (until Stormblood content) also have a secondary tool equipable in the shield slot. Miners and Botanists both need the secondary tool to access a secondary type of gathering nodes, while the crafting classes don't strictly need them but can't really pass up the significant stat boosts. That said, the secondary tool also offers a cosmetic change in some recipes, like a weaver using a spinning wheel to make cloth or yarn. In Stormblood, Fishers gain the ability to go spearfishing underwater once they gain the ability to dive into the depths, finally gaining an offhand item.


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