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Characters / Final Fantasy XIV The Warrior Of Light

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Main Character Index | The Warrior of Light | Scions of the Seventh Dawn | Nations | The First | Allies | Antagonists | Ascians | Garlean Empire | Class and Job Questline NPCs | Primals and Beastmen | Seasonal Event NPCs

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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

    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". Thordan in particular points out that he should have had the power to crush literally anything (and did in fact flatten Lahabrea like a bug, which even you hadn't been able to do) and you still defeated him completely. Upon really looking at you, he then questions directly whether or not you are what you appear to be. In fact, careful reading of certain lines raises the possibility that even a few of your allies, Y'shtola in particular, may be starting to wonder about just how relentlessly successful you are and how much you're a beacon of hope to everyone around you. Even some of the more powerful enemies that you face such as Sephirot (an elder primal) and nearly every voidsent in the Weeping City of Mhach are absolutely stumped at how a mere mortal could survive their onslaught; even the final boss in the Weeping City is confused on how your power matches hers and questions just what the heck is running through your veins to give you such power.
  • The Archmage: The Warrior of Light is 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.
  • 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.
  • 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.
  • 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, a fact that is made apparent in 3.2. A possible answer during a conversation with Thancred in that same patch reveals that the only thing that still convinces them to help Ishgard is their deep bond with Haurchefant. The boss of the 100th floor in the Palace of the Dead also shakes up the Warrior of Light when they ask if they also desire to save the ones they hold dear like he tried to do. The Warrior of Light can only look down and close their eyes as the boss dies.
  • 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.
  • 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.
  • The Captain: As of 4.4, if the player has met all the requirements, this is their rank in their respective Grand Company.
  • Chick Magnet/Dude Magnet: They have a lot of ship tease with both females and males regardless of gender. The most blatant ones being Haurchefant, Hien, Aymeric, Minfilia, and Lyse.
    • As part of the fifth anniversary celebrations two videos were shown on screen with the Warrior of Light having potental 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.
  • 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. Midgardsormr is fond of pointing out and needling you with the fact that this does not make you special or gifted, it merely means you were picked. Your "abilities" could have been given to anyone, and you should really be defined by your own talents. However the player character is still considered special and unique in the story, with their origins and true nature being put into question more and more as the story advances. And most importantly, they're also the only being to have the blessing of light, received from Hydealyn herself, it's part of why Midgardsormr starts to wonder if he was wrong about the special part.
  • Combat Clairvoyance: This is why you can see AoE markers before a big attack lands. The Echo allows you to sense your own impeding doom (or at least severe injury) with just enough forewarning to avoid it.
  • Convicted by Public Opinion: Averted. Although Teledji Adeledji accuses the player character of murdering the Sultana with poisoned wine at a banquet for the nobles, only rumors of the event have spread to the commonfolk who by and large are convinced that the Warrior of Light is innocent.
  • Dark Is Not Evil:
    • Outside of the Dark Knight class, a Duskwight or Xaela Warrior of Light is this. In the Duskwight's case, they are discriminated in part because of their dark appearance and stereotyped as criminals, while the Xaela have a Proud Warrior Race reputation and, especially the male Xaela, have a demonic look to them. Nevertheless, outside of RP, a Duskwight and Xaela 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.
  • Dented Iron: Late in Heavensward and in Stormblood, it's implied that between being backstabbed several times, the loss of Moenbryda, Haurchefaunt, Ysale, 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, even if they have only killed evil people.
  • 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.
  • 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.
  • Embarrassing Nickname: When Hancock meets you in Kugane, he delivers various titles with one oddball title: "Stealer of Pants". The game leaves this as a Noodle Incident and makes you wonder where this came from, though many players suspect it's from Hildibrand's 3.x missions.
  • 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.
  • Enemy Mine: The Warrior of Light is clearly unhappy when they realize that the Shadowhunter is Gauis Van Belsar, with them being the last person in the group to lower their guard after the revelation. You can even tell him that you plan to finish things later with him even though for now you'll work together.
  • 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 face palm 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 Wo L 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 face palming as the camera pans away.
  • 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
    • 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.
    • 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
    • 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.
    • The setting does play with the stereotypes a bit, however; Ul'danian Lalafell tend to be much "craftier" than normal for their archetype, Mi'qote from Gridania tend to be legitimately and deeply spiritual, and a number of Roegadyn bemoan the stereotypes about them.
      "'Let the Roegadyn carry it', they say. Bah!"
    • Heavensward also adds a combination Stout and High Men, the Au Ra: 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 war bands of the Far Eastern steppes.
    • Shadowbringers introduces a combination Crafty/High Men race in the Viera: 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.
    • Also from Shadowbringers is the Hrothgar, a combination Crafty/Stout 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.
  • 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 is a master Astrologian, Scholar, Arcanist and 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 colleages, 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.
  • 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).
  • 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".
  • Hidden Depths: Despite being a Heroic Mime, the Warrior of Light has shown that they have a surprisingly complex personality in spite of almost never talking, as Fray demostrates, some examples are:
    • 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.
  • 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.
  • 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.
  • 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 though.
    • Your jerkish side can shine through particularly during the Stormblood Hildibrand quest. When you find Hildibrand oddly frozen and being auctioned off in Kugane as an Eorzean statue, while Nashu panics, you have the option to simply say "Good riddance", and later, when both Hildibrand and the arc's criminal are both hanging off the ledge of a cliff, you can let say to focus on catching the criminal and let Hildibrand fall a great distance. Hildibrand is naturally not much worse for wear when he catches up to you, but even he says that letting him fall was rather cold of you.
  • 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.
  • 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. And Disciples of the Hand still use the old system, so if you want to craft your own gear...
  • 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.
  • Nice Job Breaking It, Hero!:
    • After defeating Nidhogg, the Warrior and Alphinaud throw Nidhogg's eyes into the bottom of a chasm near Ishgard. Another cutscene shows the Warriors of Darkness poised to capitalize on these sources of immense aether. Patch 3.4 sees this to its conclusion: Elidibus has given the eyes to The Griffin, the enigmatic leader of the Ala Mhigan resistance and very heavily implied extremist which was then later used to summon a primal even greater than Bahamut. It was later revealed by Aymeric that he 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.
    • Stormblood has the Warrior of Light assisting Yugiri in assassinating Zenos in Doma. Despite the fact that Zenos curb stomped the Warrior of Light already, they go with Yugiri's plan without a second thought. Predictably, she and the Warrior of Light are defeated and would had been killed if it wasn't for the villagers intervening. Alisaie calls out the Warrior of Light for their reckless behavior and tells them that The Empire are now alerted to their presence 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.
  • 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.
  • 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.
  • Plot Armor: Taken to an absurd degree. They can't be tempered, they never come close to death, any incapacitation suffered in a cutscene is a minor inconvenience that they bounce back from, and even when their blessing is stripped away by Midgardsormr, they can still kick as much ass as before. It is Handwaved with the fact that the Warrior of Light has power given to them by the Mothercrystal herself.
  • 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.
  • 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.
  • 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.
  • Schrödinger's Player Character: In official art and CGI cutscenes, the global stand in for the protagonist is a Midlander Hyur (the preset when you make a new character, albeit with brown hair) who started as a Archer before becoming a Warrior, a Dragoon (in Heavensward), and a Monk and Samurai (in Stormblood). It was a long-standing question if it was this or he was a Hero of Another Story, but the "Heavensward" and "Dragonsong" trailers show him in cutscenes that only the player character could ever possibly be involved in, decisively ending the confusion.
    • Turns out, that said Midlander Hyur is nearly identical to the Warrior of Darkness summoned by the Ascians.
  • 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.
  • 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 he stares down Nidhogg and proceeds to slowly approach him with a determined look once they obtained Hraesvelgr's eye.
  • The Snark Knight: They don't display the attitude much in A Realm Reborn, but it comes out quite a bit in Heavensward and even further in Stormblood where a lot of dialouge options you can pick from have some level of snark. The Dark Knight questlines brings the snark Up to Eleven and the Warrior of Light themselves aren't immune to their own snark.
  • 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*
  • Suddenly Voiced: They have a line in the Minion Guide's quotes under the Bite-Sized Pudding entry, saying: "A talking... pudding?". The 30-50 Dark Knight quests has them speak through Fray, as they made themselves imagine Fray was there with them, when in reality they are the same person and only the Warrior of Light is there. Fray is just saying the words that the Warrior of Light wants to say, even though the Warrior of Light is actually the one saying it. In Stormblood, the menu options to have the player speak are much more common, allowing you more flexibility in crafting them to the personality you want them to be. However, these are all just aesthetic and have no bearing on the story and can still be skipped without consequence.
  • 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.
  • 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. This confuses her, causing her to ask "Why are you sad? The Witch of Doma will soon be dead."
  • 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 Wo L 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.
  • 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."
  • 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. 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.
  • 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.
  • 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: In Eorzea, the Paladins of Ul'dah, the Dragoons of Ishgard, and the Monks of Ala Mhigo are considered the most elite fighters in the entire continent. Most people can only be one or two of these due to the limitations of the Job system. The Warrior of Light, though? They have combined these with the near extinct arts of The Warrior and The Bard, the illegal and highly dangerous (but also very powerful) Ishgardian Dark Knight, the revoltionary (for Eorzea) Ishgardian Machinist, the elite Doman arts of the Ninja and Samurai, the Hrothgar-created Gunbreaker, and the Thavnairian style of the Dancer. 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

    Gladiator and Paladin 

Gladiator and Paladin
Fighters that favor defense over attack by wielding both a sword and shield. By the use of a plethora of protective cooldowns they can shield allies from harm while taking minimal damage themselves. The Paladin unlocks powerful new skills for both attacking and defending as well as the ability to better support allies with healing and barrier magic.

The Gladiator class provides examples of...

  • The Artifact: Shields as a separate item from the main hand. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subjob by Gladiators, Conjurers and Thaumaturges. This class was removed when Jobs were introduced and the abilities were rolled into Gladiator and Paladin, and while mages are still able to use some shields, even before the 2.0 questline ends they almost exclusively receive two-handed weapons that prevent their use by the time they can advance to a full job; the only classes to still make use of off-hand equipment are Disciples of the Hand and Disciples of the Land, and is actually a second set of tools that complements their main tool, like grinding wheels for Goldsmith or scythes for Botanists. It's telling that the next two classes introduced that use anything in the off hand (Rogue/Ninja's twin knives, and Red Mage's rapier/crystal) have their weapon and off-hand equipment come pre-paired as a single item.
  • Cool Sword: The primary weapons of the Gladiator class are various one-handed swords including the exotic macuahuitl (a Mayincatec obsidian-bladed wooden sword).
  • Knife Nut: Knives and daggers were also a weapon available to this class until patch 2.3, in which they were replaced with more swords, in preparation for the addition of the fully knife-based Rogue.
  • Light 'em Up: "Flash" doesn't actually do damage, but it does blind enemies and draw their aggro more towards the Gladiator. "Circle of Scorn", "Spirits Within", and "Rage of Halone" likewise are sword attacks enchanted with light magic, some of which have similar aggro-building effects.
  • Luckily, My Shield Will Protect Me: The Gladiator is the only class who always uses a shield and has many abilities he can use in conjunction with it.
  • Mana Drain: "Riot Blade" allows Gladiators to siphon MP from enemies, not a terribly useful effect at first but it eventually becomes invaluable when the Paladin's Magic Knight abilities come more into play fifty levels later.
  • Practical Taunt: "Provoke", one of the more useful skills for a tank. And by one of the more useful we mean "this is a required cross-class skill for all tanks in end game content" levels of useful.
  • Shield Bash: "Shield Bash", one of the Gladiator's signature moves, is primarily used for stunning enemies. They also have "Shield Swipe" which is a Counter Attack they can use after blocking attacks. Of course one can make the shield invisible with the Heroic Spirit Shield equipment, which turns their shield bash attacks into backhands.
  • Spell Blade: "Rage of Halone" and "Spirits Within" notably enhance the Gladiator's sword with light.
  • Status Buff: Gladiators come with an enormous amount of buffs to help them mitigate damage.
  • Stone Wall: In contrast to the Marauder, the Gladiator focuses more on damage mitigation and defense, boasting a wide range of powerful defensive cooldown abilities. The Paladin builds on that of course.
  • Sword Plant: "Circle of Scorn" involves this which generates bursts of energy from the ground.
  • Throwing Your Shield Always Works: "Shield Lob" is the Gladiator's primary ranged attack for pulling enemies.

Paladins provide examples of...

  • An Adventurer Is You: The Tank (Mitigation Tank-Style). Much of their abilities are dedicated to reducing the damage they or their party members take. Also thanks to their shields, they get the chance to block attacks in addition to possibly parrying them.
  • Barrier Warrior: The Paladin can conjure Beehive Barriers, Deployable Cover, and Force Fields to protect themselves and allies.
  • Blade Brake: When using their "Passage of Arms" skill the Paladin will stab their blade into the ground behind them to brace themselves with.
  • Combat Medic: The Paladin could once use the Conjurer's healing spells, but unlike in Final Fantasy XI they lacked any real power due to the class's low Mind stat. This trope, however, comes in full force when they unlock their own powerful healing spell, Clemency, which not only restores HP on par with a healer, they can also regain some HP for themselves if they use the spell on another party member. The downside is that the spell uses a ton of MP and Paladins have poor MP pools to begin with. With the buff from Requiscat, Clemency's potency increases to be as strong as a White Mage's Cure II, making it shockingly feasible for a skilled Paladin to sustain themselves to victory even if their healer dies.
  • Cool Crown: The helmets of the Paladin's Job specific sets are often crowns of various designs.
  • Holy Hand Grenade: The Paladin's "Holy Spirit" spell is a powerful holy magic attack.
  • Knight Errant: Free Paladins, not belonging to the Sultansworn, are described like this.
  • Knight in Shining Armor: A lot of heavy armor equipment falls under this category, and even more so for the Paladin.
  • Limit Break: At Level 3, the Paladin's limit break is "Last Bastion", which surrounds all nearby allies in a massive iron bunker that greatly reduces damage.
  • Magic Knight: As a Paladin, the player can heal allies with "Clemency" and attack enemies with "Holy Spirit". Part of their strategy in Stormblood is to build up MP using "Riot Blade" and use "Requiscat", boosting their magic damage and healing and then burning it on repeated use of "Holy Spirit" or a significantly buffed "Clemency".
  • Mighty Glacier: Upon learning "Holy Spirit" and "Requiscat", the Paladin begins to gain more powerful tools for dishing pain out as much as they can take it. Their speed, however, still leaves something to be desired.
  • Nigh-Invulnerability: The Paladin's most powerful buff, "Hallowed Ground", makes them temporarily invincible to most attacks for ten seconds.
  • The Paladin: Exactly What It Says on the Tin. Specifically, the paladin order has its roots in the Sultana's personal guard.
  • Power Gives You Wings: With the "Passage of Arms" skill, the Paladin generates two large magical wings which actually act like shields for the rest of the party.
  • Praetorian Guard: The Paladins are the sworn bodyguards of the Sultanate and one of the last royalist factions.
  • Reverse Grip: The "Spirits Within" weapon skill has the Paladin stab enemies this way but most of their attacks are executed from a standard sword grip.
  • Spin Attack: "Total Eclipse" is a large one that the Paladin can do for area damage.
  • Stab the Sky: "Requiescat" has the Paladin charge energy into his blade by holding it aloft and then using the energy to slash an enemy.
  • Stance System: The Paladin has "Sword Oath" and "Shield Oath" for attack and defense respectively.
  • Super Armor: The Paladin has a trait which prevents them from being interrupted when casting their magic.
  • Sword Drag: "Goring Blade" drags the sword on the ground generating Sword Sparks in the form of electricity before slashing.
  • Taking the Bullet: "Cover", which will have the Paladin taking all physical damage for a party member for a short time, provided the covered party member remains within a close enough proximity to the Paladin.
    Marauder and Warrior 

Marauder and Warrior
Heavy wielders of axes who bear unrivaled ability to both absorb damage and return it in full. The Marauder can further increase its offensive and defensive potential by becoming a Warrior which grants them stances that allow them to gain stacks that unleash savage attacks and Life Draining powers.
  • An Axe to Grind: The weapon of choice for Marauders are two-handed great axes.
  • The Berserker: Their "Berserk" Status Buff turns all of their attacks into Critical Direct hits for 10 seconds.
  • Combos: More complex than Paladins in this regard who only have "Riot Blade" or "Rage of Halone" pre-Heavensward. Marauders have two main combos, the "Butcher's Block" combo and "Maim" combo. "Butcher's Block" is the threat building combo, while "Maim" balances a slashing damage debuff and a choice between 20 Beast Gauge with "Storm's Path" (most other abilities only give 10) or a temporary increase to all damage done with "Storm's Eye".
  • Counter Attack: Their "Vengeance" ability lets them temporarily reduce damage taken by a significant amount, and perform a counterattack every time they are physically hit.
  • Damage-Increasing Debuff: "Maim" makes the target take increased damage from slashing attacks for 24 seconds.
  • Damage Reduction: The "Vengeance" Status Buff gives the Marauder 30% damage reduction in addition to automatic counterattacks for 15 seconds.
  • Finishing Move: "Mercy Stroke", prior to its removal in Stormblood. The attack was only available when the target had 20% health or less remaining. If "Mercy Stroke" was the killing blow, the user would receive a large amount of health.
  • Last Chance Hit Point: "Holmgang", the Marauder’s invincibility skill, prevents the Marauder’s health from falling below 1 HP for 6 seconds.
  • Life Drain: The "Storm's Path" attack heals the Marauder for a portion of the damage it inflicts.
  • Not Completely Useless: Pre-4.0, Marauders had a weapon skill called "Fracture" that applied a small Damage Over Time debuff to the target. The skill was often maligned as being the least powerful DoT in the game and failing to mesh well with Marauder or Warrior movesets, to the point where other classes got more mileage out of it. It was still something worth leaving on a target after having to disengage, however, and did respectable damage under Berserk, if only because there was nothing better to squeeze into the buff window.
  • Practical Taunt: They can borrow "Provoke" from the Gladiator class, and are often required to due to how enmity works.
  • Status Buff: Uses theirs to increase their survivability or to exchange their survivability for power.
  • Sword Beam: "Overpower", which has the Marauder swing their axe to unleash a cone-shaped blast of energy. It’s the class’s main tool for drawing aggro from groups of enemies.
  • Throwing Your Sword Always Works: "Tomahawk" launches an energy copy of their axe at the enemy, which raises aggro.
  • Weapon Across the Shoulder: Both male and female Warriors rest their axes on their shoulders for their drawn idle animation. Men hold the axe with one hand, while women hold theirs with two. Their Victory emote also slings the ax across the shoulders.
  • You Will Not Evade Me: "Holmgang" creates a Variable-Length Chain of pure energy which shackles the Marauder to their current target, pulling that target toward the Marauder and preventing both of them from moving or attacking anyone else.

Warriors provide examples of...

  • An Adventurer Is You: The Meat Shield Tank while in their "Defiance" stance, which grants a massive HP and healing received boost. While in their "Deliverance" stance, they become more akin to the Blademaster DPS.
  • Battle Aura: A fiery orange haze will surround the Warrior’s body as they fill up their Beast Gauge. When they activate "Inner Release", this haze turns red and black and their entire body glows red.
  • The Berserker: Warriors draw their strength from a savage impulse they have known as the Inner Beast. The Inner Beast is a double-edged sword which can make a Warrior attack indiscriminately if they lose control of it, but mastering and wielding this ferocity lets Warriors become demons on the battlefield. This is reflected in gameplay through the Warrior's two stances, "Defiance" and "Deliverance", which build their power in the Beast Guage to perform devastating attacks.
  • Boring, but Practical: Staying in the "Defiance" stance while holding the boss means you'll be doing much less damage, but you'll have a much easier time surviving the onslaught. This is typically a good idea when tanking a fight you're unfamiliar with, and can dip into "Deliverance" after learning.
  • Cool Helmet: The Fighter's Burgeonet and Ravager's Helm are horned headgear with visors that can be put up or down depending on just how intimidating you want your hero to look.
  • Damage Reduction: The Warrior’s "Inner Beast" attack gives them 20% damage reduction for 6 seconds whenever they use it, and they retain the use of "Vengeance".
  • Dash Attack: The level 62 skill "Onslaught", which causes the Warrior to rush into their target for a heavy tackle.
  • Deflector Shields: "Shake It Off" gives a temporary shield to the party in exchange for their active defensive cooldowns ("Inner Beast", "Vengeance", "Thrill of Battle", "Raw Intuition"), relative to 8% of the Warriors maximum HP and increased by another 4% for each buff consumed.
  • Determinator: Their invulnerability cooldown is a different flavor to Paladin's "Hallowed Ground" in "Holmgang", which prevents the warrior from dying, but not from taking damage down to one HP.
  • Difficult, but Awesome: Tanking in "Defiance" is easy. Tanking in "Deliverance" is hard, as you trade many HP-related bonuses and skills for more damage output, require a practical knowledge of the non-stance cooldowns that still work, need to keep an eye on the enmity list, and need to know when to switch stances. A Warrior that can juggle these things, however, will have no trouble keeping the boss occupied while putting out damage comparable to a proper DPS class.
  • Ground-Shattering Landing: The powerful "Decimate" skill impacts the axe to the floor so hard it shatters the ground.
  • Heal Thyself: "Equilibrium" is a self-healing ability whose effect depends on the Warrior’s current Stance. It restores HP while in "Defiance", and restores 200 TP while in "Deliverance".
  • Life Drain: In addition to "Storm's Path", the Warrior's "Inner Beast" and "Steel Cyclone" attacks will heal them for a portion of the damage inflicted. It is not really explained in-game how the healing works. Perhaps it comes from adrenaline rage.
  • Limit Break: At level 3 their limit break is "Land Waker", where the Warrior takes a downward swing causing several massive walls of molten earth to erupt out, shielding the party.
  • Mighty Glacier: To contrast with its fellow tank job Paladin's Stone Wall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation (notably, lacking access to shields), and they have much more powerful weapon skills that more than compensate for their sluggish auto attacks.
  • Pelts of the Barbarian: All of the Warrior's signature gear sets have fur trimmings on barbarian themed armor sets.
  • Protectorate: It's revealed in the level 60 job quest that a Warrior learns to master their Inner Beast by tempering it with the desire to protect their allies from harm.
  • Razor Wind: "Fell Cleave" launches several discs of razor-sharp energy at the enemy.
  • Red Eyes, Take Warning: Warriors tapping into their Inner Beast have glowing red eyes. The Player gets these eyes while using the "Inner Release" skill.
  • Spin Attack: The Warrior's "Defiance" skill, "Steel Cyclone", which hits all enemies around them.
  • Stance System: "Defiance" reduces the damage the Warrior does but drastically increases threat gain, maximum HP, the potency of incoming healing magic while allowing access to damage reducing, healing, and threat-generating unique attacks. Heavensward added "Deliverance", a DPS-focused stance that boosts all damage dealt by 5% while allowing access to attacks that are extremely powerful even by standards of proper DPS jobs.
  • Super Mode: "Inner Release", an upgraded version of "Berserk" obtained at level 70. In addition to the base effect of making all the Warrior’s attacks Critical Direct hits, it also lets the Warrior spam their Beast Gauge abilities at no cost.
  • Sword and Fist: With their "Upheaval" ability, the Warrior will forgo their axe and just uppercut enemies instead.
  • Tranquil Fury: Revealed to be the hero's source of lucidity over the Inner Beast. By being mindful of one's allies and fighting to protect them, the Warrior can take control of their Inner Beast.
  • Useless Useful Spell: "Shake It Off" in the beginning of 4.0 was advertised as an ability that purged most negative status ailments. This is a broad way of saying "any ailment that can actually be cleansed." Most ailments that would be worth cleansing in the game are explicitly non-removable, either because they're part of a boss mechanic or a punishment for failing said mechanic. "Shake It Off"'s function was understandably changed in 4.1.
    Dark Knight 

Dark Knight
Knights who combine their skill with a Greatsword with that of The Dark Arts to protect themselves and allies. By wielding their Black Magic they can enhance the strength of their attack and defense while siphoning the magic of their enemies to fuel their spells and attacks.

Dark Knights provide examples of...

  • An Adventurer Is You: During Heavensward, they were a sort of hybrid Avoidance/Magic tank. With Stormblood, they're now closer to a Magic/Regenerator Tank with aspects of Blademaster DPS, depending on if they're in Grit, Darkside, or both stances.
  • Barrier Warrior: "The Blackest Night" allows Dark Knights to shield themselves or others regularly. Should something prove capable of breaking this barrier the Dark Knight is immediately granted half of their maximum Blackblood.
  • BFS: Their Weapon of Choice are massive hunks of metal that scale to the character's size but as a rule of thumb, from the end of the blade to the end of the hilt, will probably be a head taller than the character using them.
  • Black Knight: The Dark Knight artifact armor predictably dresses them as such.
  • Black Magic: The magic of the Dark Knight uses the body's natural link to the Void and tempers it into a weapon with the power of their emotions. If done improperly it is very easy for the user to be consumed by their powers and killed in the process.
  • Blood Magic: The skill "Blood Price" gives them more MP the more damage they take. While "Blood Weapon" drains an enemies MP by dealing more damage. As of 4.0, both skills are also a primary source of Dark Knights' Blackblood resource. "Blood Price" has been further adjusted to provide insignificant amounts of MP but proportionately as much Blackblood as the original MP gains, while "Blood Weapon" strikes a balance between the resources.
  • Blood-Splattered Warrior: After fighting off waves of Amalj'aa in the level 40 quest, Fray will comment on how you look after. They then advise you to leave the bloodstains because you have nothing to be ashamed of.
  • Casting a Shadow: The Dark Knight uses shadowy magic alongside their swords.
  • Combat Pragmatist: The aptly named "Low Blow" has the Dark Knight give the enemy a violently unsportsmanlike kick to stun them.
  • Cool Helmet: Like the Warrior's relic armor, the Dark Knight's helms are decorated with a sinister pair of horns.
  • Dark Is Not Evil: They exist to protect the innocent when the Temple Knights prove Light Is Not Good, though since everything else to do with darkness is evil on Hydaelyn, they're pariahs for it. Additionally, as observed by a Moogle of all things, its purpose is not just to bring justice to wrongdoers, but also to protect their loved ones, so only those who love and protect their charges as much as they kill bad people can harness the art's full strength.
  • Determinator: Their invincibility skill, "Living Dead", puts a lengthy (20 seconds) buff on the Dark Knight. If at any time the knight takes fatal damage while the buff is up, they won't die from that attack or any other as their HP will not drop below one point, but they will gain the zombie status (Walking Dead) and must be healed to 100% within ten seconds or they will die.
  • Hand Blast: "Power Slash", despite the name, is predominantly a point-blank blast of dark magic. "Unmend", the job's basic ranged attack, likewise takes the form of a ball of energy launched from the hand (since their weapons are too big to just throw at enemies the way Gladiator's Shield Lob or Marauder's Tomahawk work).
  • Horrifying Hero: The Warrior of Light comes across as one at times, especially before they have taken control of their inner darkness. In one quest, an NPC you helped much earlier in the main storyline is really happy to see you and asks for your help saving some settlers. When you come back covered in blood (Fray, your mentor, tells you that you have no need to wash it off), he's clearly terrified of you and stutters out a thank you before quickly trying to send you on your way.
  • In a Single Bound: A Dark Knight's "Plunge" attack has them jumping higher than is normally possible and at most a good fifteen yalms to drive their massive swords into their enemy. They're not as skilled a jumper as Dragoons, but certainly no slouches in that department either.
  • Kill 'em All: One of the very first things that you do as a Dark Knight is massacre a battalion of corrupt church soldiers, and of those that do survive Fray warns that the Warrior of Light will finish the job if they bother telling anybody who did it. A prime example of what a Dark Knight does and what entails in the Dark Knight story.
  • Last Chance Hit Point: The "Living Dead" skill grants Dark Knights a special status effect called "Walking Dead" if their HP hits 0 while active. For the next ten seconds, the Dark Knight's HP will not go below 1, but if their HP is not restored to maximum by the time the effect ends, they will die once "Walking Dead" expires.
  • Life Drain: The "Soul Eater" and "Abyssal Drain" abilities steal health from enemies, though the former requires Grit active and the latter only does so when boosted by Dark Arts.
  • Limit Break: At level 3 their limit break is "Dark Force", the Dark Knight makes a slash of their sword in the air, cutting into the void and cascading the party with pure darkness to shield them.
  • Mage Killer: Before 4.0, late game Dark Knights were prime specialists in reducing magic damage, both overall output by reducing an enemy's Intelligence level and a specialized buff for reducing magic damage taken, which can be doubled with "Dark Arts". Today the magic resistance buff action remains, but the intelligence debuff attack does not.
  • Magic Knight: They use their swords and the power of darkness together. Compared to the Paladin who uses magic sparingly either to burst damage, heal or draw aggro or the Warrior who taps into the inner beast to achieve supernatural feats, the Dark Knight uses magic for almost all of their skills, both offensively and for buffs.
  • Mana Drain: "Syphon Strike", "Blood Weapon", "Quietus", and an unenhanced "Carve and Spit" will all recover MP when striking an enemy, critical for the Magic Knight nature of the Dark Knight. This is only aesthetically a mana drain, however, due to enemies not actually having such a resource to drain from.
  • Mechanically Unusual Class: Dark Knight's stances, as opposed to the other Tanks, are very unique. Paladin and Warrior both have an offensive focused stance and a defensive focused stance that are mutually exclusive - activating one will turn off the other. A Dark Knight, however, can keep both "Grit" (Defensive), and "Darkside" (Offensive) stances up together. Darkside is arguably the more important of the two, as several abilities require it to be active to even use, while "Grit" actually prevents the use of some abilities, notably the MP restoring and Auto-Attack Speed buffing "Blood Weapon".
  • Mythology Gag: The Dark Knight's level 70 artifact armor highly resembles Cecil's Dark Knight armor from Final Fantasy IV.
  • Power Born of Madness: While all Warriors of Light deal with the various traumas listed in the General Tropes, Dark Knights are trained by multiple Literal Split Personalities that have manifested due to them. Mechanically, as of Stormblood, they now regularly subject themselves to Delirium to sustain their Blood skills and replenish their MP.
  • The Power of Hate: A Dark Knight's power is drawn from hatred towards injustice and abuse of power, this hatred also tempers them, allowing them to avoid being consumed by the darkness. However, to be at their absolute strongest, it requires The Power of Love as well, directed towards the Knight's charge, who they would give their life for.
  • Power Incontinence:
    • Not during actual gameplay, but under the influence of the Dark Knight crystal, the Warrior of Light has unwittingly created two sentient beings from their own aether, each representing negative thoughts that have swirled inside them (the first being Fray, representing the WoL's anger at everyone who takes their work for granted despite everything they've lost, and Myste, who represents the WoL's guilt at all the lives they have destroyed in one way or another.) No other class crystal has done anything nearly similar or caused the Warrior of Light's aether to do anything unexpected. It also doesn't seem to be a common thing among Dark Knights, as Sidurgu has no clue what is happening when Fray shows up at the end of the Stormblood class line out of thin air acting like he has history with the Warrior of Light.
    • Previously in 3.0, Darkside would constantly bleed out the user's MP just by having it on. This has since been removed following a buff.
  • Prestige Class: Dark Knight can only be unlocked on a character level 50 or above who has completed the main story up to the beginning of Heavensward, and instead of beginning at level 1 as a class, they begin at level 30 as a full job.
  • Spellblade: Their attacks wreathe their swords in dark magic. "Dark Arts" fits the trope perfectly, as it draws from the user's mana reserves to do more damage and additional effects on the attack it buffs.
  • Spin Attack: "Bloodspiller" is a skill where the Dark Knight will spin himself parallel to the ground so that he spins the sword vertically into an overhead swing.
  • Stance System: Dark Knights have two stances: "Grit", which is the generic tanking stance that reduces damage dealt but also damage received, and "Darkside", which drastically increases damage but makes you unable to be affected by external MP-restoring effects like "Refresh" or "Mana Shift". Additionally, there's "Dark Arts", which is only usable with "Darkside" on and costs around 25% of your max MP but makes certain abilities do more damage and gives certain others additional effects. Unlike the other stances in the game, however, these aren't mutually exclusive on their own - while some abilities which require Darkside can't be used while Grit is active, the two actually synergize pretty well for general purposes, removing Grit's damage-dealing penalty without affecting its defensive boost - but under normal circumstances using "Dark Arts" on every combo will drain your MP dry within three to four attacks.
  • Sword Plant: The female idle animation, doing for Saber what the male does for Cloud.
  • Technicolor Fire: "Dark Arts" causes the Dark Knight's body to temporarily spark up with dark blue flames, and as of a minor visual redesign in Stormblood, most of their weapon skills leave an abyssal black fire in the wake of their sword swings.
  • These Hands Have Killed: Myste, who represents another part of the Warrior of Light's psyche, monologues on this subject and calls the Warrior of Light the "Weapon of Light" instead. Knowing that death follows the Warrior wherever they go - either their friend's deaths or their enemy's - killing people, even those who may or may not deserve it, on some level affected the Warrior's state of mind. Myste was the culmination of all the guilt and anguish that the Warrior of Light feels, and ultimately their desire for forgiveness and atonement for all the lives they took.
  • The Undead: Their "Living Dead" ability invokes this to help them avoid death. Any healers will want to keep an eye on them more than usual when a Dark Knight is using it, or they'll drop dead once it wears off.
  • Weapon Across the Shoulder: The male's idle animation, doing Cloud proud. The likeness is further extended with the Victory Emote, which includes Cloud's famous weapon twirl.
  • Who Watches the Watchmen?: The reason for the Dark Knight's existence, they're master-less vigilantes who step in and slay Ishgard's above-the-law Temple Knights when they grow corrupt or their Knight Templar tendencies endanger innocents. In particular, the first Dark Knight was a decorated temple knight who slew a Pedophile Priest, who abducted orphans from the Brume (Ishgard's slums), but was still decorated enough the deed was deemed a cold-blooded murder.

Soldiers armed with a gunblade, swords built with a firing mechanism that can unleash enchanted shells to achieve many different effects.

Gunbreakers provide examples of...

  • All Swords Are the Same: Although the Garleans have gunblades, it is not the same kind as Hrothgar gunblade used by the Gunbreaker.
  • Badass Bandolier: They have a bandolier hanging from their longcoat.
  • Badass Longcoat: The relic armor is an armored longcoat.
  • Blade Across The Shoulder: The Gunbreaker's fighting stance has them resting their gunblade on their shoulder, this like most of the job is a shout out to Squall who uses the same stance in the Dissidia games.
  • Depleted Phlebotinum Shells: The Gunbreaker uses enchanted bullets to power up their skills.
  • Expy: The class is based on Squall's use of the gunblade and uses many of his iconic poses while fighting and the collector's edition of Shadowbringers has his Revolver gunblade as a glamour weapon.
  • Gunblade: The gunbreaker's arm is a gunblade; these models, however, are based on the version from Final Fantasy VIII which used ammunition to increase the cutting power, rather than the ones from Garlemald that can both shoot and stab.
  • High-Class Glass: The class has a monocle for its signature helmet.
  • Hot Blade: Much like in VIII the gunblade triggers explosions.
  • Praetorian Guard: The Gunbreaker fighting style has been honed and passed down by "Gunnhildr's Blades", the personal guards of the Hrothgar queen.
  • Prestige Class: Gunbreaker starts at level 60 and can only be unlocked if you have an equivalently leveled job.
  • Revolvers Are Just Better: The relic weapon of the Gunbreaker has a stylish revolver styled gun barrel.
  • Spellblade: Another dividing factor from it being the Garlean-style gunblades is that gunbreaker gunblades still use aether for their combat, in the form of aether-loaded cartridges/shells that imbue magic into their slashes.
  • Vibroweapon: As their gunblades take cues from VIII, they're not actual gun-weapons like those used by the Garleans, but rather pulling the trigger to expend ammo causes flash-vibrations that superheat the weapon to let it strike with hot cuts and explosive force.

Ranged Jobs

    Archer and Bard 

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

Archer classes provide examples of...

  • Arrows on Fire: Archers, pre-Stormblood, used to have the "Flaming Arrow" ability, now since removed.
  • Bottomless Quiver: In the original release arrows needed to be purchased, but now are infinite for balance purposes.
  • Energy Bow: Several of their abilities such as "Bloodletter" generate an arrow composed completely of magic.
  • Finishing Move: "Misery's End" is a powerful attack that only becomes available when the target has 20% health or less remaining.
  • Fragile Speedster: They can move continuously even when attacking, letting them avoid enemy attacks more easily, but their defenses are quite poor.
  • Great Bow: Many high-level bows are immense relative to the character's size, especially those wielded by Roegadyn players.
  • Long-Range Fighter: Ranged DPS like Archers have the longest range for their attacks to hit their targets. There's even the bonus "Repelling Shot", which causes the Archer to jump backward while attacking should an enemy get close.
  • Multi Shot: "Empyreal Arrow" fires two magical arrows at once. "Quick Nock" follows a similar pattern, as while only one arrow is launched at a time, the archer using it fires off half a dozen arrows in one second to hit multiple enemies in a cone.
  • Poisoned Weapons: "Venomous Bite" fires a poisoned arrow at enemies.
  • Rain of Arrows: "Wide Volley" and the Bard's "Rain of Death".
  • The Straight and Arrow Path: Even though guns are invented, archery has still not yet been fully displaced in Eorzea due to the technology differences between Eorzean firearms and Garlean firearms and the ability to weave magic through archery.
  • Shadow Pin: "Shadowbind" does no damage, but binds the target for 10 seconds, or until they're attacked.
  • Trick Arrow: Archers carry a few of them for multiple different purposes.

Bards provide examples of...

  • An Adventurer Is You: The list includes the Archer and DoT Master DPS, The Buffer, and The Power Re-generator, depending on what song effects and Role abilities they have up.
  • The Bard: This part should be obvious, but yes Bards are Bards.
  • Cooldown Manipulation: Two of the Bard’s songs manipulate the cooldowns for some of their abilities:
    • Mage’s Ballad resets the shared cooldown for Bloodletter and Rain of Death whenever the Bard’s Damage Over Time abilities land a critical hit.
    • Army’s Paeon reduces the Bard’s auto-attack delay and weaponskill recast time by 4% whenever their DoTs land a critical hit. The effect can stack up to four times, letting the Bard attack significantly faster.
  • Critical Hit Class: While critical hit is important to DPS in general, Bards make the most use out of it as (as of Stormblood) their critical hits with their damage over time attacks either give them haste, reset the cooldown of "Bloodletter" (their hardest hitting regularly-usable attack) or build up charges towards "Pitch Perfect", a very powerful burst, depending on which of their three songs they're singing.
  • Damage-Increasing Debuff: "Foe Requiem" lowers the defense and resistance of enemies to aid the damage in the party.
  • Dispel Magic: The Bard can dispel status ailments using "the Warden's Paean".
  • Fluffy Fashion Feathers: The Bard armor has a feathered fedora as typical for the class.
  • Hyperspace Arsenal: The Bard whips out a lyre from nowhere when performing a song. Even if they're using the Artemis Bow which has a lyre built into it, which we're told was designed specifically for the purpose of switching between harp playing and shooting on the fly easier, they'll still stick it to their back and whip out the standard lyre.
  • Instrument of Murder: The Bard's Anima Weapon is a harp which doubles as a bow rather than a bow with a built-in harp.
  • Limit Break: At level 3 their limit break is "Sagittarius Arrow", a golden portal opens above the enemies' heads and an absolutely massive Rain of Arrows shoots down while the Archer gives a showman-like bow. In the past, Bards shared their limit breaks with healers, which made them a standby medic if something went wrong.
  • Mage Marksman: The Bard combines the use of Magic Music and songs with their archery skills.
  • Magical Flutist: The Bard uses a flute for their "Troubadour" skill which grants the party a buff depending on the current song being played.
  • Magic Missile Storm: "Empyreal Arrow" creates a large number of energy arrows to surround and fire on one enemy. "Refulgent Arrow" also conjures a cluster of Instant Runes which fire arrows of magic light.
  • Magic Music: The Bard's abilities revolve around singing different songs to impart different effects from damage, buffs and debuffs.
  • Musical Assassin: In Stormblood "Mage's Ballad", "Army's Paeon" and "Wanderer's Minuet" all deal damage as well as impart their buffs.
  • Nice Hat: Their feathered chapeau.
  • Regenerating Mana: The main utility of the Bard's song abilities is to regenerate the MP and TP of their allies allowing them to get back into fighting condition.
  • Situational Damage Attack:
    • Sidewinder is a fairly weak attack on its own, but it becomes significantly more powerful if the target is suffering from one or both of the Bard’s Damage Over Time abilities.
    • Pitch Perfect can only be used while the Bard is playing the Wanderer’s Minuet, and its potency depends on the number of stacks generated by their Damage Over Time critical hits. At 1 stack, Pitch Perfect is fairly weak; at 3 stacks, it is the most powerful attack in the Bard’s arsenal.
  • Status Buff: They can provide many different kinds with their song abilities.
  • Stance System: In Stormblood, Mage’s Ballad, Army’s Paeon and Wanderer’s Minuet were reworked into stances that the Bard must cycle through. Each one generates different effects whenever the Bard’s Damage Over Time abilities score critical hits: for Mage’s Ballad, crits reset the recast timer for Bloodletter and Rain of Death; for Army’s Paean, crits grant up to four stacks of 4% haste; and for Wanderer’s Minuet, crits allow them to use Pitch Perfect, a Situational Damage Attack.
  • Vapor Wear: The Bard artifact armor is cut rather low on both the front and the back. Male characters wear a white undershirt beneath it. Females... don't.
  • Wandering Minstrel: Famed in Eorzean history for their playing ability. So much so, that army commanders held their ability to inspire their comrades in higher esteem than their equally skilled archery capabilities.
  • Warrior Poet: Archers well versed in lore, music, and poetry. It's the "Warrior" aspect that grants a Bard their magic. They need to be able to empathize with their fellow soldiers in order for their songs to carry magic. The art nearly died out due to armies hiring minstrels who didn't know combat to sing ineffectually or existing Bards embellishing their tales to the point of disconnect and losing their song's power.
  • Weak, but Skilled: The Bard's personal damage output isn't that high, but they boast an incredible amount of utility for their party.

Masters of machina and marksmanship that use their skill with Magitek engineering and carbines to attack enemies from afar. Through their engineering skills, they can call Attack Drones to aid them in combat and use custom ammunition to boost their damage output.

Machinists provide examples of...

  • An Adventurer Is You: The Archer (or Sniper/Gunslinger as the case may be), with shades of The Beastmaster (or Turretmaster rather). If however, they Overheat their Gauss Barrel, they become The Nuker for 10 seconds, focusing entirely on pumping out as much increased damage as possible.
  • Attack! Attack! Attack!: Compared to the Bard, the Machinist trades in utility for higher damage output, having more abilities which directly boost damage with their skills.
  • Attack Drone: The Machinist can create turrets that can attack the enemy as well as aid allies as well as create other magitek drones to attack enemies for "Heated Clean Shot".
  • Badass Normal: Every other job, even the outwardly more mundane Warrior, draws on some source of metaphysics or aether control for their combat, especially at higher levels. Machinist is unique in that regard compared to every other class in that all of its attacks are various forms of machines and deadeye marksmanship that allow it to stand tall with the other more fantastical jobs. The only aether it needs is what it draws to create the bullets with the toolbox, which even the most aether-deficient mundane smallfolk has enough to manage.
  • Bizarre and Improbable Ballistics: The "Heated Slug Shot" skill fires a line of bullets which will hang in the air for a moment before all shooting at an enemy at once.
  • Bottomless Magazines: Zig-zagged by the ammo mechanic; while you're never outright unable to attack because your gun is out of ammo (in fact, in spite of the animations and most Machinist weapons' designs suggesting a single-shot breechloader, and game mechanics giving it a limit of only three shots, one weaponskill allows you to fire a dozen or so shots in a second, and other characters with guns like Hilda will frequently fire multiple shots semi-automatically in cutscenes), nor do you ever run out of reserve ammo to reload your gun with, reloading (which you can accomplish by reloading either one at a time or all three at once) increases the damage of the next attack used, and for their main three rotational shots guarantees the proc for the next combo in the sequence. This is played straight and justified with non-special ammo, however: the aetherotransformer they wear on their hip is constantly creating new bullets out of the user's own aether.
  • Chess Motifs: The two turrets of the Machinist are called Rooks and Bishops and the skill to cause them to switch to support mode is called Promotion.
  • Delayed Explosion: "Wildfire" covers the enemy in a slow-burning pitch that compiles 25% of the damage your attacks do, exploding once the duration expires for all of the stored damage at once.
  • Difficult, but Awesome: The Machinist's rotation on paper seems rather simple and straightforward, but once you take into account all the other skills they have at their disposal, their rotation becomes very strict with very little room for error. In addition to weaving in multiple reloads of their ammunition, they must carefully manage their heat gauge in order to keep their Gauss Barrel from overheating, and when the time to overheat is necessary, ensure all their buffs align perfectly when they utilize "Wildfire" to maximize its damage output. If they mess even one step up, their entire rotation and damage potential go flying out the window, but when correctly executed, they've got seriously high damage output for a ranged class with a good amount of the utility that goes with it.
  • The Engineer: The Machinist can use machina such as turrets and other Attack Drones to attack.
  • Explosive Overclocking: The Machinist's Gauss Barrel has a heat gauge which boosts the power of their skills when past a certain level but will short out for 10 seconds if you let it overheat.
  • Fantasy Gun Control: With Eorzea's mastery over magic, guns were widely unpopular, with black powder weaponry only found in Limsa Lominsa and, as briefly discussed in a class quest, strictly controlled (only two non-Garleans are shown to use guns before the expansion, Merlwyb and a Yellowjacket). But with Garlond Ironworks bringing Garlean magitek to Eorzea, Ishgard has recently begun adopting new weapons technology and more advanced firearms in their Forever War with dragons. The Aetherotransformers helped Machinists become more widespread thanks to removing the rarity and fumbling difficulty of black powder firearms by creating a system where the gun's bullets are created from the wielder's own aether.
  • Finger Gun: The Machinist's Victory Emote uses his free hand to finger gun and blow off the imaginary smoke.
  • Finishing Move: "Heartbreak" is a powerful attack only available when the target has 20% health or less remaining.
  • Fire-Breathing Weapon: Come Stormblood, the Machinist has the "Flamethrower" ability which allows them to attack while raising their heat gauge quickly.
  • Firing One-Handed: Most of their abilities involve doing this in order to keep one hand free to manage the aetherotransformer and throw out gadgets. It's rather more impressive than it sounds given that machinists don't use pistols, but carbines and musketoons, short-barrelled rifles and muskets designed for cavalry use.
  • Goggles Do Nothing: They wear welding goggles as part of their job gear, and it makes sense for them to in this case, they're engineers, after all... but then this trope comes into play because players will have the option to simply wear them up on their forehead with the visor option.
  • Gun Fu: The Machinist does a lot of fancy twirls and flips with their gun once their Gauss Barrel is heated.
  • The Gunslinger: Typically Trick Shots with some elements of the Vaporizer.
  • Hand Cannon: While machinists mostly use carbines and musketoons (short-barrelled longarms designed to be easily portable), and sometimes even hold them appropriately when the Rule of Cool relents for a moment, some of their guns are very clearly designed as oversized pistols instead.
  • Holographic Terminal: The Machinist can create these with their magitek, using them to adjust their Gauss Barrel with their "Barrel Stabilizer" skill.
  • Improbable Aiming Skills: Machinists are incredibly flashy in their gunplay, including coming out of it in a spin ("Clean Shot") and taking a trick shot off of scattered reflective paneling, hitting the enemy multiple times with a single bullet ("Ricochet"). Their heated versions become even more insane by doing things like going into a sideways somersault, shooting at the ground and letting the bullet skid into the enemy, and shooting out a row of "smart" bullets that hang in the air before launching forward.
  • Knee Capping: As a skill, they have two versions; "Leg Graze" which afflicts Heavy and "Foot Graze" which inflicts Bind.
  • Limit Break: Their limit break "Satellite Beam" has the Machinist summon a mobile missile platform like those used by the Empire to call down a laser strike on the enemies.
  • Lightning Gun: The "Gauss Shot" fires a triad of mechanical disks that electrocute the enemy.
  • Long-Range Fighter: Like the Archer and Bard, this class favors dealing death at a distance; beyond weapons and some high-level gear, they even share the same armor and accessories.
  • Magitek: The Machinist powers their machines with a device called an Aetherotransformer which channels the Lightning and Fire aspected aether in the user's body to power their machina.
  • Mechanically Unusual Class: Unlike others, their attacks can be enhanced with the use of their Ammo buff. While they still have remaining stacks of the Ammo buff, all Weaponskills have an additional 20 Potency added to their attacks, and for some, they trigger special effects, such as guaranteed combos for extra damage. In other words, they have periods where they're focusing more on just providing support, and moderate damage, interspersed with periods of high damage bursts when their Reload abilities and buffs are ready.
  • More Dakka: "Spread Shot" fires a lot of bullets in a cone, combined with Rapid and then repeated gives you this trope. Rapid Fire itself makes the next 3 Weaponskills have their recast times reduced by 1.5 seconds, allowing for another Weaponskill at 1 second or less with Skill Speed bonus. Additionally, with the Gauss Barrel equipped for more damage, both combos and "Rapid Fire" allows Machinists to instant-cast weaponskills.
  • Mutually Exclusive Powerups: The single-target Rook autoturret and area-of-effect Bishop autoturret cannot be deployed simultaneously; the two share a recast timer, and if one is already on the field, it will automatically withdraw if the player tries to place the other type.
  • No Range Like Point-Blank Range: Their "Blank" skill, a quick, close-range blast that sends their target flying backwards.
  • Overheating: The key mechanic of the Machinist is managing the Explosive Overclocking of their Gauss Barrel, keeping it in the sweet spot of heated up without letting it overheat (at which point you'll have several seconds of increased damage, but then several more seconds of being unable to re-equip the Gauss Barrel) until you're ready to make the most of the damage bonus from overheating.
  • Pinball Projectile: One of the Machinist's attacks throws several reflective panels around the enemy, followed by trick-shooting a single bullet off them multiple times.
  • Poisoned Weapons: "Lead Shot" is described as a highly toxic round, fitting for its Damage Over Time status.
  • Prestige Class: Machinist can only be unlocked on a character level 50 or above who has completed the main story up to the start of Heavensward, and instead of beginning at level 1 as a class, they begin at level 30 as a full job.
  • Regenerating Mana: The Machinist can restore MP and TP using their the "Refresh" and "Tactician" skills. Before 4.0 they used a skill with their turrets much like the Bard did with their songs, at the cost of disabling the Turret's attacks.
  • Self-Destruct Mechanism: The Machinist can detonate their Autoturrets with the Rook/Bishop Overdrive skill for a big blast of damage.
  • Stance System: The Gauss Barrel skill gives the Machinist a "Heat" gauge which builds up as they attack. The more heat they have the more damage their attacks do, with their combo shots eventually transforming into "heated" versions which look flashier and do far more damage. Hitting 100 heat causes it to overheat, which grants ten seconds of drastically increased damage, but results in the Gauss Barrel turning off and being unusable for another ten seconds afterwards, though they also have abilities to regulate their heat to keep it at a sweet spot.
  • Sticky Bomb: "Wildfire" is one and the explosion it causes becomes more powerful the more damage inflicted while it's still ticking.
  • Throw Down the Bomblet: Also among its gun attacks Machinist has "Grenado Shot" which hurls a grenade and shoots it out of the air. It is often used repeatedly in a Grenade Spam for Area of Effect.
  • The Turret Master: Two flavors, a single-target attacking gun bearing Rook, and the Area of Effect electricity discharging Bishop. A Machinist can even overcharge them or cause them to self-destruct for more damage. Both used to be able to be switched to supportive roles and provide MP and TP restoration in an area instead of attacking.
  • Utility Belt: Every Machinist gun comes with an Aetherotransformer worn on their left hip. This is the bread and butter of the Machinist as it's what creates their ammo by siphoning the aether from their body and turning it into lightning-aspected bullets. It also servers as an all-in-one tool box and is where they store the wrench used for Dismantle and Reassemble, their special ammo used in Reloads, their folded up turrets, and the remote to overcharge or detonate them.
  • Weaponized Exhaust: The Machinist can use the "Cooldown" ability to vent heat from the Gauss Barrel to attack while lowering its heat. It even deals noticeably higher damage if the barrel's heat gauge is above 50.
  • Wrench Whack: "Dismantle"'s animation has the Machinist produce a wrench before throwing it at the enemy, damaging their weapon or crippling them to reduce damage output.

Graceful wielders of throwing weapons, that use their dances to harry enemies and support their allies.

Dancers show examples of...

  • Dance Battler: As one can expect from the dancers, they use their dances to control their throwing weapons after throwing them.
  • Fluffy Fashion Feathers: The Dancer's relic helmet is a few decorative feathers and their sashes have showy peacock feathers on them to boot.
  • Flying Weapon: The Dancers can control their weapons with their Magic Dance to keep their weapons spinning and launching at enemies.
  • Gendered Outfit: The female Dancer's relic armor is much more provocative since it wears a Show Girl Skirt and little else while the male version has a pair of trousers to it.
  • Magic Dance: Their dances can harm enemies by controlling their weapons or aid allies.
  • Precision-Guided Boomerang: The Dancers weapons will return to their hands after they throw them.
  • Rings of Death: Dancers have a pair of chakrams as their relic weapon although the developers specifically defined their arms as "Throwing Weapons" so there is room for variation such as Fuma Shuriken.
  • Stripperific: As one can expect from a Dancer class, the Relic outfit leaves little to the imagination, the male version, however wears pants but decides to go bare chested instead.

Melee Jobs

    Pugilist and Monk 

Pugilist and Monk
Masters of hand to hand combat that augment their strikes with a Power Fist, favoring speed over attack the Pugilist uses a unique Stance System to execute their martial arts and grow more powerful the longer they remain on the offense. The Monk enhances the pugilists already extreme power by gifting the class with more Ki Attacks to better round out their arsenal

Pugilist classes show examples of...

  • Animal Motifs: The Pugilist's Stance System is modeled after Animal Kung Fu having Opo-Opo Form, Raptor Form and Coeurl Form
  • Badass Back: Enforced with "Steel Peak" which actually strikes the enemy with your back.
  • Bare-Fisted Monk: Not quite, since they must equip a cestus to be the class. But the look can be achieved by equipping or glamouring the appearance of The Emperor's New Fist.
  • Close-Range Combatant: Most other melee classes have at least one throwing weapon, generally used for pulling purposes. Pugilists notably lack one.
  • Combos: The Pugilist fights shifting stances to form various 3 hit combos to apply themselves with powerful Status Buffs.
  • Counter Attack: "Haymaker", which can only be used immediately after evading an attack. "Featherfoot", which temporarily increases the user's evasion rate, can aid in this process.
  • Dual Wielding: Pugilist and Monks fight with a matching pair of Power Fist weapons in both hands. Although this has no impact on the actual gameplay and the cesti are treated as a single weapon as with any other class.
  • Elemental Punch: Fists of Earth, Wind and Fire.
  • Glass Cannon: They attack quickly and relentlessly and can lay on a ton of damage, but this is balanced out by having the lowest health, self-healing, and avoidance skills of all the melee DPS jobs.
  • Heal Thyself: "Second Wind".
  • Pressure Point: Prior to its removal in Stormblood, the "Touch of Death" skill.
  • Roundhouse Kick: The pugilists basic attack is one.
  • Sir Not-Appearing-in-This-Trailer: Characters of this class rarely appeared for the action sequences in the CG battles until the release of the Stormblood expansion teaser trailer, where this class made not just an appearance but is the main focus of both the trailer and expansion theme.
  • Shockwave Stomp: "Arm of the Destroyer" is one that does AoE damage to enemies nearby.
  • Stance System:
    • The Pugilist can only execute certain attacks if they are in a certain stance.
    • Pugilists and Monks also have access to a more traditional stance system with three stances: "Fists of Earth" (improved defenses), "Fists of Wind" (increased movement speed), and "Fists of Fire" (increased attack power).
  • Power Fist: The weapons of a Pugilist, from the more simple knuckledusters/cesti, the bladed bagh nakh ("tiger claw"), a few katars as well.

Monks provide examples of...

  • An Adventurer Is You: The Scrapper type DPS, in two different ways. The first is via maintaining their maximum 3 stacks of Greased Lightning, as from Pugilist. The second is via their Chakra Stacks level 62 and forward, where they gain the means to rapidly gain the 5 stacks of Chakra, combined with Riddle of Fire to repeatedly use The Forbidden Chakra attack.
  • Awesome, but Impractical: Tornado Kick sacrifices all three of the Monk's Greased Lightning stacks to deliver what is bar-none the hardest hitting attack available to the job. However, sacrificing greased lightning ruins a Monk's combat flow so severely that it's actually a significant DPS loss to use it. The only time Tornado Kick is sensibly useful is when an enemy is about to go invincible long enough that GL would fall off anyway, which also requires foreknowledge of boss fights and their rotations. Averted as of patch 4.4, where updates to certain abilities made it much easier to recover from the loss of greased lightning and is now used as a part of the optimal (if difficult) rotation.
  • Combined Energy Attack: The Brotherhood skill introduced in Stormblood allows the Monk to absorb Chakra from allies who successfully land weapon skills allowing them to unleash the Forbidden Chakra.
  • Critical Hit Class: After unlocking the "Deep Meditation" trait, Monks are more reliant on landing critical hits in order to charge their chakras mid-battle.
  • Dash Attack: Shoulder Tackle, which used to only be usable if you are at least 10 yalms from an opponent, charges at the enemy and stuns them.
  • Difficult, but Awesome: Monks are quite mechanically demanding to play, requiring you to constantly stay close to the enemy and keep attacking from the right positions just to maintain Greased Lightning and attain maximum damage, not to mention their lack of a projectile based attack in the case of a distant enemy. A bad Monk will deal very poor damage, but a good Monk offers both incredible damage output and impressive utility for their party.
  • Dual Tonfas: The Scaevean Magitek Tonfa have this apperance rather then being a standard Power Fist.
  • Enhanced Punch: Quite a few of their attacks but the Limit Break Final Heaven takes the cake where the Monk concentrates enough aether into their fist to generate an incredible explosion on impact.
  • Fluffy Fashion Feathers: Wears a Lu Bu-esque quail feather coming from their Martial Arts Headband.
  • Ground Punch: Howling Fist is one that opens a powerful fissure of energy to burst from the earth.
  • The Greatest Style: This trope is played with, the Fist of Rhalgr is widely known and feared because it imbues the users with superhuman ability, but then the King of Ruin formed the Corpse Brigade to specifically study and create martial technique to counter it. The Player character who is more flexible incorporates martial arts from Ul'dah pugilism into their arts which leads to the order doing the same.
  • Hurricane Kick: Dragon Kick has one after a backflip kick while Tornado Kick includes a more traditional one.
  • Kamehame Hadoken: Rockbreaker is a more Hadoken like blast of energy shot from the double palm strike pose, while Elixir Field falls closer to the Kamehameha like beam of energy.
  • Ki Manipulation: The backstory has this to show for the Charles Atlas Super Power the Monk's display, owing their incredible power to their mastery of ki and the chakras.
    • Heavensward added a Chakra mechanic, allowing the monk to stack five chakras to spend on "Forbidden Chakra", a massive attack, or restore their TP. They also gain an ability called Elixir Field which bears a great resemblance to the famous Kamehameha.
  • Limit Break: Level 3 has "Final Heaven", a massive charged punch delivered at light-speed that causes a massive explosion.
  • Non-Indicative Name: "Shoulder Tackle's" animation is actually a palm strike rather than a shoulder tackle.
  • Qipao: The Relic armor is visually inspired by it for both genders.
  • Rapid-Fire Fisticuffs: The Monk's mechanics rely on this concept, boasting on the shortest global cooldown and more powerful and frequent auto-attacks with Greased Lightning.
  • Regenerating Mana: The Monk can restore their own TP by spending their Chakra stacks on the Purification skill.
  • She-Fu: The Monk's fighting techniques are filled with gratuitous flip kicks and acrobatics regardless of gender.
  • Supernatural Martial Arts: The Monks gain their unmatched physical strengths by opening the Chakras within their body. By the time they're max level, Monks frequently throw around Ki attacks, shockwaves, and elemental magics as easy as punching.
  • Warrior Monk: Monk's were previously warrior priests from Ala Mhigo devoted to the worship of the Rhalgr the Destroyer.
  • Whole Costume Reference: The Monk's Esoteric armor is inspired by Yang's costume, particularly the pants.
  • Wuxia: The Monk's Relic armor is visually inspired by the genre.
    Lancer and Dragoon 

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

Lancer classes provide examples of...

  • Blade on a Stick: Lancers' arms are spears of various types varying from pikes, yaris, tridents, and halberds.
  • Blade Spam: Chaos Thrust involves several rapid slash attacks.
  • Combos: The Lancer has two main combos. The “Full Thrust” combo is pure damage, while the “Chaos Thrust” combo is weaker but applies a Damage-Increasing Debuff and Damage Over Time to the target.
  • Damage-Increasing Debuff: Disembowel reduces the enemy's piercing resistance, making them take more damage from classes that use that type of damage (other Lancers/Dragoons and the ranged physical classes).
  • Glass Cannon: Zigzagged. The Lancer can dish it out, and with the use of Keen Flurry (improves parry rate by 40 to 80% depending on level), and the Marauder's Foresight ability (defense up), they can actually do a half decent job of tanking a physical damage based enemy in an emergency, as they can wear the heaviest armor of any non-tank class. Their magic defense isn't that spectacular. They also have access to a considerable number of self-healing techniques by means of cross-class abilities such as the Marauder's Bloodbath and the Pugilist's Second Wind in addition to their own Life Surge mentioned above.
  • Javelin Thrower: They can hurl their spears like them for ranged attacks with the Piercing Talon skill.
  • Life Drain: Life Surge makes their next weapon skill do this, in addition to forcing a Critical Hit.
  • Status Buff: “Heavy Thrust” is an attack which temporarily boosts the Dragoon’s damage output, “Life Surge” turns the Lancer’s next weaponskill into a guaranteed Critical Hit, and “Blood for Blood” increases the damage that the Lancer inflicts and receives.
  • Slice-and-Dice Swordsmanship: There is a lot of Wushu inspired spear slashes involved in the Lancer's fighting style.

Dragoons provide examples of...

  • An Adventurer Is You: The Blademaster DPS, with moderately high to high potency attacks and bursts of damage provided by their Jump attacks. Their Party buffs, Battle Litany and Dragon Sight, are focused on pumping their own and allies damage as high as possible. They also have some of the best Area of Effect power for a Melee DPS, thanks to access to low-cost combo of Doom Spike and Sonic Thrust, combined with their cooldown based abilities of Dragonfire Dive and Geirskogul.
  • Animal Battle Aura:
    • “Blood of the Dragon” wreathes the Dragoon in a blue aura which resembles Midgardsormr’s scales. While active, it makes the Dragoon’s Jump and Spineshatter Dive abilities more powerful, adds a fourth attack to their weaponskill combos, and lets them use Geirskogul, a powerful line AOE. Stormblood upgrades it to “Life of the Dragon”, which makes the aura turn red and converts Geirskogul into the more powerful (and more frequently usable) Nastrond.
    • “Mirage Dive” launches a projection of the Dragoon’s Inner Dragon at an enemy to damage them.
    • The Dragon’s Level 3 Limit Break, Dragonsong Dive, envelops the Dragoon in an aura shaped like Midgardsormr’s head.
  • Combos: While in Blood of the Dragon, the Dragoon can follow up their Full Thrust and Chaos Thrust combos with “Fang and Claw” and “Wheeling Thrust”, respectively. Starting at level 64, they can follow up one of these attacks with the other for a fifth hit. In addition, they have an AOE combo with “Doom Spike” and “Sonic Thrust”.
  • Cool Helmet: Dragon themed, modeled after Kain's very famous helmet.
  • Crippling Overspecialization: Avoided by the player character, played straight with Ishgardian dragoons. In Heavensward a very high-ranking dragoon notes that because the player character fights all manner of man and beast in their travels throughout Eorzea that they've taken the Dragoon's overall fighting style and turned it into something unique and deadly against more than just dragons (and more effective against even them). As a result, the player character seems to make other dragoons look like amateurs to the point that said high-ranked dragoon asks for tutelage under them.
  • Dangerous Forbidden Technique: Just being a Dragoon is often referred to as being one. Having a dragoon soul crystal resonate means that the individual has a dragon's spirit inside of them, and that dragon's spirit tends to be very displeased with having its powers used to kill its kin. Dragoons who develop their art to the point of tapping in the Blood of the Dragon have to hold tight to their human will, otherwise they'll be overwhelmed by the inner dragon and transform into one, even if they're not of Ishgardian heritage.
  • Desperately Seeking A Purpose In Life: Post-Heavensward there's a general sensation of loss of purpose within the rank and file of the Dragoons. The end of the Dragonsong War, disbanding of Nidhogg's brood, and peaceful relations with Hraesvelgr's has led to the end of Dragoons' existence as dragonslayers. People like Huestienne and Estinien have found a new purpose in acting as intermediaries in mankind's new relationship with dragons however, finally achieving a piece with their inner dragon and unlocking exceptional powers for it. Finally being able to do the same is what allows the Warrior of Light to access Nastrond and Life of the Dragon, as they and their inner dragon are finally fighting together in true understanding, instead of simply subjugating that part of their soul for power.
  • Death from Above: As always, Jump attacks are the Dragoon's trademark.
  • Dragon Knight: Though Dragoons take the imagery of Dragons, in Eorzea they are the dragons' sworn enemy. The short story From Azure Ashes reveals that before they were dragonslayers, Dragoons were dragon riders who were unstoppable in combat thanks to their dragon allies giving them the altitude for their jumps. The level 70 relic armor is an artifact from this time period, which was given to Estinien and the player as a gift.
  • The Dragon Slayer: Dragoons are famed for their skills at killing dragons. The Azure Dragoon, of which there is {normally) only one at any one time, is even more renowned in this regard. However, after Heavensward their dragonslaying skills are no longer needed, changing their purpose entirely from what it originally was at the start of the game's life.
  • Goomba Stomp: Most of their unique skills are either jumping on things, away from things or powering up said jumps for more damage.
  • In a Single Bound: Jumps can be used to enter or exit combat depending on which you use.
  • Limit Break: At level 3 their Limit Break is Dragonsong Dive, the Dragoon is consumed by an aura appearing as Midgardsomr, the king of dragons, before taking a mighty leap that crashes down and consumes the enemy in blue fire.
  • Religious and Mythological Theme Naming: “Geirskogul” takes its name from a Valkyrie in Norse Mythology. It means “spear-shaker”, fittingly enough. Similarly, “Nastrond” is the name of the mythological Nidhogg’s domain.
  • Spell Blade: Dragonfire Dive which is a supercharged fiery jump attack. All of their attacks delivered under Blood of the Dragon add dragon aether to their swings as well.
  • Spikes of Doom: Their artifact armors are covered in multiple jagged spikes. These actually make sense as a feature of the armor, as it keeps dragons from stepping on/grabbing/eating them. They also have an ability called Doom Spike.
  • Status Buff: The Dragoon retains the Lancer’s status buffs, and gains two of its own. “Battle Litany” gives the entire party a significant boost to critical hit rate, while “Dragon Sight” boosts the damage output of the Dragoon and a player of their choice as long as they remain close to each other.
  • Tyke-Bomb: The player themself is exempt from this, but traditionally the Dragoon order fills in its ranks from the Sole Survivor children of Doomed Hometowns burned down by dragons, these children are adopted by elder Dragoons who then temper their hatred and lust for vengeance as a weapon against the dragons.
  • Whole Costume Reference: The Dragoon's Relic Gear is based on the armor of Kain Highwind as drawn by Yoshitaka Amano while the second Artifact Armor in Heavensward is based on the armor of Dark Kain.
    Rogue and Ninja 

Rogue and Ninja
Members of a secret society born in the shadows of Limsa Lominsa, Rogues fight using a dagger in each hand. Rogues will later train in the exotic martial arts of Doma to become Ninjas. Rogues and Ninjas were added to the game in patch 2.4. While not an Extra Job, Rogue cannot be chosen by new players, requiring level 10 in another class and the ability to get to Limsa Lominsa.

Rogues provide examples of...

  • Back Stab: They're a stealth class so this is to be expected. Trick Attack functions best when performed this way. In a bit of an inversion though, the now-removed Sneak Attack, their strongest direct damage attack from stealth, actually required you to be in front of the enemy.
  • The Blade Always Lands Pointy End In: Being masters of knife throwing though, this should be expected from ninja.
  • Colossus Climb: Rogues can do this to a weakened foe with the Assassinate ability, Flash Steping over top of whatever they happen to be murdering.
  • Dual Wielding: Rogues fight with a dagger in each hand, although this has no impact on the actual gameplay and the daggers are treated as a single weapon as with any other class.
  • Expy: Of the classic Thief class. A new armor design reminiscent of the Thief Artifact armor from FFXI and the classic game was added alongside the class. In-game it's noted that Rogues used to be known as the "Upright Thieves" before they were reformed as the Rogues Guild by the Admiral.
  • Flechette Storm: Death Blossom, which hurls a bunch of knives in an area around the Rogue.
  • Hand Seals: Ninjas use hand seals called Mudras, combining seals representing "Heaven", "Earth", and "Man" to cast powerful magic spells that create giant shurikens, call down lightning, and grant the speed of wind...or summon a rabbit dressed as a black mage if you mess up.
  • Honor Among Thieves: When Limsa Lominsa was first formed, a basic code of conduct was put in place to prevent the city of crooks and pirates from tearing itself apart. The most well-known rules are: first, no stealing from fellow Lominsans; second, no cheating other pirates out of their hard-won loot; and third, no treating people as goods. The Rogue's Guild are the enforcers of this code, even in the present day, as despite Merlwyb's efforts to clean up the city there's still plenty of work for them to do in the shady back alleys and black markets.
  • Knife Nut: Dual wields matched daggers and short blades. As explained by Jacke, the Rogues' Guildmaster, knives are much less likely to get caught up on a ship's rigging, are easy to use on the rolling and pitching deck of a ship, and harder to spot in a crowd when pursuing a target.
  • Ninja Log: Thematically the Perfect Dodge skill used to be this, the next attack would cause your character to disappear into smoke for a split second dodging the attack. Heavensward redesigned the ability into shade shift, a shield for 20% of your max HP.
  • Poisoned Weapons: The Ninja has the Dripping Blades trait, which increases the damage they deal.
    • The Ninja later gets an elemental variation on this called Doton, which creates a patch of corrupted earth on the ground dealing Damage Over Time and inflicting Heavy (slowed movement) on enemies standing in it.
  • Prestige Class: A Downplayed example, becoming a Rogue requires having unlocked the armory system (completing the level 10 class quest) and being able to go to Limsa Lominsa (if you didn't start as a Marauder or Arcanist, this requires doing the story until unlocking airship travel).
  • Reverse Grip: Like Zidane, Rikku and the Final Fantasy XI Ninja class before them, Rogues hold their dual-wielded daggers in the "icepick" grip.
  • Stealth Expert: Rogues and Ninjas are masters of stealth and can go invisible to execute surprise attacks for bonus damage.
  • Useless Useful Spell: Hide. There's several reasons that it's nowhere near as good as it sounds on paper. While good for sneaking directly in front of enemies in the world, the game's aggro works on line of sight so a skillful player can sneak around mobs anyway by running behind them when they're not looking. In dungeons, every enemy has True Sight and fully radial aggro sight, and Hide itself will fall if any other party member enters combat, meaning that unless the rogue attacks first (which shouldn't happen) it'll just fall off. It's telling that the big bread and butter of using stealth (Trick Attack) has a second, much less situational way of triggering via the Ninja's Suiton.
  • Video Game Stealing: Mug deals a slight amount of damage and has a chance to make the enemy drop an extra item when slain note . However, because of Competitive Balance, the odds of actually stealing something is hilariously low, so most players just use it when it's ready for a bit of extra damage.

Ninja provide examples of...

  • An Adventurer Is You: A hybrid Scrapper/Backstabber DPS. They focus on attacking very rapidly (sometimes multiple times with one attack), as well as weakening the enemy's defenses.
  • Blade Spam: Dream Within a Dream is a rapid 3 hit combo.
  • Breath Weapon: The Ninja's Katon and Hyoton ninjutsu have them breathe fire or ice at enemies.
  • Combos: Depending on which order you use them in, the Mudras: Ten, Jin, and Chi will make Ninjutsu do something different, up to a possible seven abilities.
  • Cooldown Manipulation: Kassatsu resets the cooldown of the Ninjutsu skill, and ensures that the next ninjutsu cast will be a critical hit. Ten Chi Jin also resets the cooldown of the Ninjutsu skill, and allows the Ninja to perform up to 3 jutsu at doubled potency depending on what mudra they use (for example: The Ninja casts Ten then uses Fuma Shuriken, next they cast Chi to use Raiton, and lastly Jin to use Suiton), with the caveat that they must not move or use any other skill for its duration, or else the skill automatically cancels or results in an Epic Fail rabbit.
  • Elemental Powers: 6 out of the 7 Ninjutsu are aspected to each of the 6 elements.
    • An Ice Person: Hyoton, an Ice-aspected attack that binds the target.
    • Blow You Away: Huton, a Wind-aspected status buff that increases speed for 70 seconds.
    • Dishing Out Dirt: Doton, an Earth-aspected that works like Shadow Flare creating a patch of corrupted earth to damage foes.
    • Making a Splash: Suiton, a Water-aspected attack that can cloak the ninja, allowing it to use Sneak Attack or Trick Attack.
    • Playing with Fire: Katon, a Fire-aspected Area of Effect attack.
    • Shock and Awe: Raiton, A Lightning-aspected attack with the strongest single-target potency of the ninjutsu.
    • Non-Elemental: Fuma Shuriken as the basic ninjutsu. Technically, Doton has the appearance of an earth attack but deals unaspected damage.
  • Damage-Increasing Debuff: Trick Attack, which increases the vulnerability on the enemy its used on for ten seconds.
  • Difficult, but Awesome: Ninjas have plenty of great utility at their disposal, and their difficulty comes from knowing when to use these tools at the right time, on top of maintaining DPS uptime on the enemy and constantly using their ninjutsu over the course of the fight. Played well, a Ninja can make a fight considerably easier for the party.
  • Epic Fail: Mess up a mudra combo or use a skill between the mudras and the Ninjutsu, and instead of a successful ninjutsu cast, you get an ineffectual rabbit on your head.
  • Fuuma Shuriken: The most basic Ninjutsu ability. Boasts relatively average potency but the best range of any Mudra. It's mostly useful with the level 70 ability Ten Chi Jin.
  • Hand Seals: How Mudras work based on three basic forms Ten (Heaven), Chi (Earth), and Jin (Man), a three-part philosophical system in many martial arts.
  • Intangible Theft: The Mug skill can give a minuscule chance to get items but its real use is to steal Ninki from enemies.
  • Jack of All Trades: Ninja is well equipped to deal with most situations with their versatile ninjutsu.
  • Ki Manipulation: As a secondary resource, the Ninja can build Ninki by auto attacking and mugging enemies to cast unique ninjutsu skills.
  • Kung-Fu Wizard: Ninjas use many acrobatic martial arts along with their ninjutsu.
  • Limit Break: At level 3 their limit break is Chimatsuri, the Ninja summons giant daggers made of energy to impale the enemy from multiple directions.
  • McNinja: Since the art is imported from Doma, all non-Auri player character Ninjas are by definition this.
  • Mechanically Unusual Class: Most of the Ninja's abilities are not readily available; they must perform Mudras in a specific order before using the Ninjutsu skill to activate the effect.
  • Mythology Gag:
    • During the Ninja Job unlock quest, you're taught the password to get into the Shinobi's hideout by your job's teacher. The password in question being the guard saying Ayame, and the player is to answer Kaede. The names are references to the sisters Ayame and Kaede from Final Fantasy XI, who also supplied the name for that game's Ninja Job Unlock quest as well.
    • The Black Mage-esque bunny that appears when you fail a Ninjutsu is the Mysidian Rabbit, which served a similar function as a dud result for the Ranger's Animals ability in Final Fantasy V and Setzer's Slots in Final Fantasy VI.
  • Ninja: This one is a given though.
  • Ninja Run: They do the Airplane Arms version and have greater than normal footspeed because of it. Sprinting with your weapon drawn gives you the more traditional version.
  • Smoke Out: Shukuchi has the Ninja throw a smoke bomb to vanish then rapidly move to a different spot before reappearing. Another skill, Smoke Screen, uses the smoke to conceal an ally, reducing their enmity generation.
  • Shout-Out: The Ninja's abilities where inspired by Naruto when in development and the director even advised his staff to re-read the first volumes of the series again before starting. This is especially evident with their Hellfrog Medium spell, which summons a toad to spit fire, summoning frogs was one of Naruto's signature abilities.
  • Summon Magic: In Stormblood they get the ability to summon firebreathing toads.
  • Sword and Fist: Many of the ninja's attack animations combine acrobatic flip kicks with with their knifework.
  • Useless Useful Spell: Hyoton is generally considered to be the worst of the ninjutsu, since it inflicts the rather useless Bind status, and has fairly low potency. Its only useful trait is that it can reset Shukuchi, but Katon and Raiton can do that too.
    • Subverted in PvP , however, as it is a very powerful Crowd Control skill. As of patch 4.5, it applies a 2-second unbreakable-by-damage immobilize that, if used well, can punish bad positioning severely. This is especially true in the Feast, where positioning can mean the difference between life and death.
  • Weak, but Skilled: The Ninja don't deal out as much personal DPS as their fellow melee damage dealers, but their coveted Trick Attack and the utility they offer makes their position very coveted.
    • This trope goes with them to PvP, as well. As of patch 4.5, they have an infrequent optimal burst rotation (the weakest of all melee DPS jobs). Yet, they make it up with a toolkit loaded with Crowd Control skills (and the only job so far with access to stealth). They have an Area-of-Effect Heavy -50%, an unbreakable-by-damage bind, a 2-second stun built into their hardest hitting ability, and a 2-second Silence. The Area-of-Effect heavy and the bind are especially deadly in large scale battles, most notably in Rival Wings with all those hard-hitting Area-of-Effect damage from the mechs. It is hard to play it well to high ranking in the Feast, but masters of the job (not many of them), more often than not, dictate the flow of battle in their favor.
  • Whole Costume Reference: The Ninja Relic Gear is clearly based on Shadow from Final Fantasy VI.

Masters of the blade trained in Othard swordplay techniques, wielding their katana, they use their exotic swordplay to build Sen and Kenki, storing energy within their blade to unleash powerful iaijutsu and hissatsu abilities.

  • An Adventurer Is You: The Blademaster DPS. Almost entirely dedicated on boosting their own damage output alone, when they're fully buffed a Samurai's Midare Setsugekka can score Critical Direct hits that hit harder than a level 1 Limit Break.
  • Attack! Attack! Attack!: The Samurai's kit has absolutely nothing in the way of utility outside of role abilities, which they share with the other melee DPS, so they make up for it with their massive damage output instead.
  • Blade Spam: Higabana unleashes several bleeding cuts on the enemy to fast to see. The Samurai's Limit Break Doom of the Living is also a rapid five hit combo with a massive Sword Beam finisher.
  • Difficult, but Awesome: While the Samurai has a fairly low skill floor, with lenient positional skills not tied to potency, and naturally high damage, it also has an incredibly high skill ceiling from having to utilize all of the skills and tools they have to their full advantage to keep pumping out consistently high damage. A poorly played Samurai will drag their team down with average damage and zero utility, but a well played Samurai offers the highest damage potential in the game, beating out even the Black Mage.
  • Finishing Move: Ageha is only available if the target has 20% health or less remaining. If it's the killing blow, it grants the user bonus Kenki.
  • Glass Cannon: They get a very small amount of mitigation and sustain through the Third Eyes-Merciful Eyes combo, but otherwise Samurai can't take much punishment whatsoever.
  • Gratuitous Japanese: The Samurai's abilities are almost all in Japanese, this, of course, is similar in Japanese itself where all of them are written in Kanji.
  • Iaijutsu Practitioner: The Samurai uses their Iaijutsu skill to unleash a powerful attack when they have generated enough Sen:
    • Higanbana (1 Sen): The Samurai in the blink of an eye, inflicts numerous bleeding cuts on the foe, dealing moderate damage and a long duration Damage Over Time status effect.
    • Tenka Goken (2 Sen): As the Samurai draws their sword, they unleash a wave of Sword Beams, hitting all foes in a wide frontal arc, with potency dropping off for each extra target hit after the first.
    • Midare Setsugekka (3 Sen): The Samurai unleashes a powerful vertical slash, followed by a horizontal slash, inflicting very high damage to a single target.
  • Katanas Are Just Better: The primary arms of the Samurai are the katana complete with a unique sheath for every blade. True to form the Samurai boasts the single highest average potency of all weapon based attacks. This however can be averted because the samurai has a few western inspired sabers and middle eastern shamshirs among their weapon types.
  • Ki Manipulation: The Samurai has Kenki as a secondary resource for spending on Hissatsu attacks, kenki is built by finishing combos, using Meditation or converting Sen with Hagakure.
  • Limit Break Doom of the Living, a rapid barrage of slashes finishing off with a large Sword Beam.
  • Lunacy: The Samurai's Gekkou attack is punctuated by imagery of the moon.
  • Mechanically Unusual Class: Samurai is more standard than its fellow Stormblood Job Red Mage, however, their Iajutsu attacks stand out by having them actively pause combat to initiate a small cast bar for strong attacks, making them only Melee DPS to mess with cast bars outside of using Limit Breaks.
  • Mythology Gag: The Samurai's artifact equipment draws more than a few cues from Auron. Their playstyle, which has them pause actively attacking to initiate devastating attacks after a small cast time, is a pragmatic way of adapting the Bushido ability used by Samurai in Final Fantasy V and Cyan's to MMO gameplay.
  • Nice Hat: The helmet of the Samurai's artifact armor is a traditional Japanese travelers hat.
  • Parrying Bullets: In the opening video for Stormblood, the mascot character is able to cleave a barrage of musket balls in half with one draw of his sword.
  • Petal Power: The Shifu weapon skills has Cherry Blossoms scattering with the the Samurai's sword strikes.
  • Prestige Class: Samurai can only be unlocked at level 50, and the job itself begins at a high level 50 rather than level 1.
  • Ronin: The playable Samurai have this style and flair about them, being dressed in kimonos and presumably being masterless roamers. The Warrior of Light in the expansion trailer is even shown coming to blows with Garlean samurai, who are the much more familiar armor and sword-wielding police force type Samurai.
  • Scarf Of Asskicking: The Samurai artifact gear comes with a long black scarf for that dynamic flair.
  • Sheath Strike: In the opening video for Stormblood, the mascot defeats a pursuing mook by striking him with his sheathed katana.
  • Spell Blade: The Samurai's Yukikaze finisher is an ice charged sword strikes.
  • Swipe Your Blade Off: As part of the Victory emote, the samurai will wipe off their blade between their arms.
  • Sword Beam: The Samurai can launch a triad of melee ranged sword beams for Area of Effect using Tenka Gouken and can launch a ranged one with Enbi.
  • Warrior Poet: The Samurai's attack system revolves around the three sens; Setsu (Snow), Getsu (Moon) and Ka (Flower) a motif in Japanese artwork referring to the seasons. Furthermore, most of the Samurai's weapon skills have translations often with poetic meanings and visual effects that invoke the themes. Yukikaze means "Snow Wind" and invokes a blizzard spell like visual effect on use. Midare Setsugekka can be interpreted as "Chaotic Beauty of the Seasons", and channels all three of sens imagery, with a large snowflake appearing beneath the Samurai as they focus on the Iaijutsu attack, before unleashing a pair of crescent moon like slashes and a storm of Cherry Blossoms.

Caster Jobs

    Thaumaturge and Black Mage 

Thaumaturge and Black Mage
Magic users that draw upon the aether in their body and channel it through a Magic Staff with a Power Crystal, concentrating on obliterating enemies with Fire, Ice, Lightning spells as well as the ability to unleash a few Standard Status Effects. Becoming a Black Mage gives the player even greater focus on destructive spells by drawing upon the ambient aether of the planet itself.

  • 108: The number of volumes of fundamental thaumaturgical principle. Fortunately, the guild abolished forcing newcomers to read them all. "Too great a deterrent to fresh novices."
  • The Artifact: Shields being equipable alongside one-handed rods. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subjob by Gladiators, Conjurers, and Thaumaturges. This class removed when Jobs were introduced and the abilities were rolled into Gladiator and Paladin, removing a mage's ability to use them. All weapons introduced since then (aside from the FFXIII weapon) have been two-handed, and Two-handed variants of existing onehanders are now slowly being rolled out as replacements.
  • Dark Is Not Evil: The Guild leaders refer to their art as "diving into the Abyss", and the god of death is the guild's patron deity. But the Thaumaturges make a point to understand life itself along with the destruction their magic brings.
  • Fireballs: Fire and Fire II manifest as launching fireballs at the enemy with Fire II's generating a large explosion on impact.
  • Fire, Ice, Lightning: The Thaumaturge's main method of attack is using spells from Fire for Attack, Blizzard for MP recovery and Thunder for Damage Over Time.
  • Forced Sleep: The Sleep spell which puts the target enemy to sleep for thirty seconds or until someone attacks them.
  • Luckily, My Shield Will Protect Me: Thaumaturges can wear shields if they are equipped with one-handed rods. Eventually, shields are phased out entirely in higher levels as two-handed rods become the standard.
  • Magic Staff: Uses various kinds of two-handed staves, though they can also use a one-handed Magic Wand (with a shield) as well.
  • Magikarp Power: Prior to getting the third tier elemental spells (which automatically max out the player's Astral Fire/Umbral Ice buff) and Firestarter (% chance on casting Fire that you get a free Fire III cast), thaumaturges and black mages are decent at DPS output. After, well...there's a reason endgame black mages are known for pulling enmity off an unprepared tank.
  • Mechanically Unusual Class: Thaumaturge/Black Mage is the only class/job that has "infinite" resource for their abilities. Their ice spells fully regen their mana, a mechanic no other class has. As a consequence, BLM can recover from death easily without a manashift/goad to get their resource to a decent level, and they are the best class to use manashift as the mana loss isn't a penalty when used at the right moment.
  • Non-Elemental: The paltry Scathe spell far weaker then its origin in Final Fantasy XII, here it is mainly used for attacking while moving.
  • Regenerating Mana: The Umbral Ice buff granted by casting Blizzard spells gives the Thaumaturge insane MP regeneration, allowing them to go from empty to full in a matter of seconds.
  • Squishy Wizard: Excellent magical strength, lousy physical defense.
  • Stance System: The Thaumaturge has two stances: Astral Fire, which empowers Fire spells but stops your MP from regenerating; and Umbral Ice, which empowers Blizzard spells and kicks your MP regeneration into overdrive. Knowing how and when to alternate between these two stances is a core element of the class’s gameplay.

Black Mages provide examples of...

  • An Adventurer Is You: The Nuker magic DPS, playing effectively the role of the "Artillery Mage". Big, powerful, and very unsubtle attacks to one or more foes.
  • Badass Long Robe: Not only can you assemble attire that lets you wear colors with the same palette as the classic Blackmage attire of past Final Fantasy titles, their Artifact and Mythology armors with the partially tattered leather shawl, and long coat which goes from the collar covering the nose and mouth of the character to just below their knees looks very bad ass. Other options such as Allagan and Divine, and Cid Garlond Ironworks Magitek robes are available as well
  • Black Mage: The Thaumaturge's Soul Crystal Job.
  • Black Magic: Black Magic not only draws upon the power of the body's inner Aether but also the land's aether and the Power of the Void to fuel their spells and is thus known to be a branch of Dark Magic. In the process of learning, you must deal several quests of using demon blood to open planar fissures and kill the monsters within to enhance the power of your magic. The Shadow of Mhach raid explores the folly of the Black Magi kingdom of Mhach which delved too deeply with demonic magic.
  • Casting a Shadow: Fitting with their Black Magic theme, they have a powerful shadow magic based nuke known as Foul.
  • Cast from Hit Points: Convert sacrifices some of the Black Mage's HP to restore around enough MP for an extra fire spell of one's choosing. Speaking more broadly, high-level Black Magic in general, separate from Thaumaturgy, absolutely requires having a Soul Crystal, attempting Black Magic without one, instead of drawing on the land's ether, draws purely from the caster's body, eventually burning them out and killing them.
  • Cool Mask: What the artifact headgear gives.
  • Difficult, but Awesome: One of the hardest classes to play optimally in the game, as to put out high damage, you are rooted to the spot with little time to move around. This means you need to know the flow of a boss's moves and know exactly where to stand when so you can cast your spells without being impeded. It requires knowledge of a fight more than pretty much any class for the best results. And although the Black Mage rotation is probably one of the simplest in the game, it has very strict time limits if you want to be able to cast your full rotation without dropping Enochian, which can be crippling to your damage if dropped at the wrong time. An unprepared black mage will probably do mediocre damage on a given boss. But a prepared black mage is easily one of the most powerful classes in the game.
  • Difficulty Spike: For the first 59 levels, Black Mage is pretty braindead to play, with a rotation that's little more than cast Fire 1, cast Fire 3 whenever it procs, then cast ice spells to regenerate mana, with Thunder thrown in whenever needed. And overall, it really doesn't matter that much whether your gauge timer runs out or not since you don't need Enochian for anything special, but it's not likely to run out as all your spells (except Ice 4 once you get it) reset the timer. Once you hit level 60 and learn Fire 4 however, your rotation changes entirely. Suddenly your fire phase becomes a race against time to get 6 Fire 4s out as Fire 4 (and Ice 4) don't reset the Enochian timer. If you don't get a Fire 1 or Ice 3 out in time to save your timer, your damage can potentially be crippled for a period of time depending on whether Enochian has come back off cooldown. On the bright side, Fire 4 is one of the most damaging skills in the game, so it's a worthy trade off.
  • Eyepatch of Power: All Artifact armor sets hide one of the Black Mage's eyes. The third set has the option to remove the eyepatch with the /visor emote.
  • Geometric Magic: The Ley Line manifests itself as a magic rune on the ground.
  • Glowing Eyes of Doom: The Black Mage will glow yellow at times.
  • Having a Blast: Flare, which drains the Mage's MP to 0, but makes up for it by easily being the hardest hitting ability accessible to players in inclusion to being AoE. It was heavily nerfed after Heavensward expansion, with Fire IV taking its place as the hardest-hitting single-target spell.
    • Despite the nerf, Flare is still useful for swarms of adds (though far less overpowered), and can be spammed by recharging MP with Convert and Transpose, which is further encouraged in Stormblood with Triplecast and Enhanced Umbral Heart, with the latter reduces Flare's MP cost to 2/3 of total MP.
  • Lady of Black Magic: Females one qualify, able to be played with a composed demeanor while casting strong elemental spells.
  • Language of Magic: The Black Mages can use the ability Enochian to cast more powerful spells, Enochian being the angelic language. At 70 this ability turns into Omniglot (an understanding of all language) after 30 seconds of uptime, allowing the use of Foul.
  • Ley Line: Ley Line lays down a magic circle that increases the black mage's overall haste within the zone. Come Stormblood, it also serves as teleport beacon for Between the Lines ability.
  • Limit Break: Meteor: The Black Mage sticks their staff into the ground and channels energies to the heavens, causing a gigantic meteor to crash down.
  • Lunacy: The overall theme of the Black Mage esoteric armor. The weapon itself is adorned with a crescent moon.
  • Smug Smiler: They sport quite the smug smirk in the victory pose.
  • Spam Attack: Once they get Triplecast they can throw out three spells out in a row which helps them really rack up the damage.
  • Teleportation: Thaumaturges has Aetherial Manipulation which allows them to teleport to nearby allies. Stormblood introduces the Between the Lines ability, which allows the Black Mage to instantly teleport back to the Ley Lines they have set up.
  • Robe and Wizard Hat: All three of the Black Mage's artifact sets have this aesthetic.

    Arcanist and Summoner 

Arcanist and Summoner
Sorcerers that specialize in commanding familiars, and delving into enfeebling and Damage Over Time spells by using a form of magic called Arcanima, a process that uses a Grimoire inscribed with geometric signs and mathematic formulas. Later on, they can learn the arts of the Ancient Allagan Summoner class, which summons elementals which have gained enhanced power from exposure to a primal of their element.

  • An Adventurer Is You: The Arcanist is a hybrid of the Beastmaster and the DoT Master, using both an autonomous pet and Damage Over Time spells to offset their rather weak offensive spells.
  • Blood Magic: The Energy Drain spell steals blood from the enemy to restore both health and magic.
  • Casting a Shadow: The Shadow Flare spell creates a pool of dark fire that damages and slows any enemies who step in it..
  • Damage Over Time: They specialize in these for offensive spells.
  • Death of a Thousand Cuts: They focus primarily on chipping off HP, relying on damage-over-time effects and their pet's attacks to complement their Ruin spells.
  • Familiar: The summons of this class work on a principle like this.
  • Formulaic Magic: According to their lore, they study magic through the art of....mathematics and geometry. Yes, Finding X on the Triangle, and understanding Pi, squaring, and cubic powers, and combining multiple symbols together, gives you access to magic and summoning.
  • Geometric Magic: The grimoires are filled with magical runes and geometries that act as a focus for the Arcanist's spells, high level spells cast by Scholars and Summoners will also be cast from glowing runes generated out of magic.
  • Good Is Not Soft: Most Arcanists are extremely affable people, and Summoners are generally a "good" class in most of the games, but their spells don't shy away from mentioning that the effects are horrifying and cause suffering (Miasma, for example outright says it fills the target's lungs with choking poison, Energy Drain outright pulls blood into your book to heal you, etc. etc.) Summoner especially, as they draw upon the power of the evil, xenophobic Primals and eventually Bahamut himself, something that's used against you at least once in the class story to make people think you're a branded slave and attack you.
  • Gradual Grinder: The Arcanist’s specialty. Their Bio and Miasma spells inflict potent Damage Over Time effects on a single enemy, and at higher levels they can use Bane to spread those effects to all enemies within a short radius of the initial target, albeit at reduced potency.
  • Gradual Regeneration: Sustain, a spell which gives the Arcanist’s pet regenerating health for 9 seconds. This ability was removed from the game when Stormblood launched, but was added back in with the 4.1 patch.
  • Healing Hands: Prior to Stormblood and the introduction of the Red Mage, Arcanists and Summoners were the only DPS class/job able to resurrect dead party members in battle. This makes them very useful in raids and trials, as a Summoner can prevent a wipe by raising the healers if they go down. They also have access to Physick, a basic healing spell.
  • Magic Is Mental: The Arcanists are scholars who create aether spells by drawing up mathematical formulas and geometric symbols.
  • Master Poisoner: Their specialty, with spells that include Bio and Miasma.
  • Mechanically Unusual Class: The Arcanist is unique in that it is the only class which branches off into multiple jobs, with one (the Summoner) being an improved version of Arcanist while the other (the Scholar) is radically different on a mechanical level. They were also the only class with pets of any kind until Heavensward introduced the Machinist.
  • Mundane Utility: Thanks to Arcanists' skills at mathematics and bookkeeping, their guild, located at one of the major docks for Limsa Lominsa, also acts as the city's customs department, overseeing the collection of tariffs and fees. Their Carbuncle summons act as essentially a magical equivalent of drug-sniffing and guard dogs.
  • Non-Elemental: The Ruin spells.
  • Onmyōdō: Though the player can’t actually play as one, the Othard counterpart of the Arcanist is the Onmyouji. They make use of similar spells to the Arcanist, and summon Shikigami in place of carbuncles.
  • Plaguemaster: Besides their mastery of Universal Poison, several of their spells also affect enemies with the effects like Disease and Virus.
  • Regenerating Mana: Aetherflow, which allows them to recover a large chunk of their MPnote  once a minute as well as gain charges to unleash more powerful spells (such as Energy Drain, which also recovers MP).
  • Spell Book: What the Arcanist uses for their spells. The Arcanist and Summoner get Grimoires, while the Scholar gets Codices.
  • Status Buff: The Arcanist can grant its summoned pet the Rouse status, giving it a significant boost to its healing or damage output and rendering it immune to certain status ailments for 20 seconds.
  • Stone Wall: Topaz Carbuncle and its upgraded form, Titan-Egi. They have the most health of the Arcanist and Summoner’s pets (often as much HP as an actual Tank of equivalent item level) and can give themselves Damage Reduction for a short time, but their attacks deal the least amount of damage.
  • Summon Magic: The Arcanist, Scholar, and Summoner all specialize in these with Carbuncle for the Arcanist, Faeries for the Scholar and Primal Egis for the Summoner.
  • Throw the Book at Them: You can actually whack monsters over the head with your grimoire for damage, and amusingly Summoner books have a disproportionate inherent damage stat meaning that an auto-attack can do as much as a Paladin's.
  • Vancian Magic: After using Aetherflow, the Arcanist gains three Aetherflow stacks which can be spent on specific spells like Energy Drain, Bane and Painflare.
  • Weak, but Skilled:
    • The Emerald Carbuncle and its upgrade, Garuda-Egi. In comparison to the Unskilled, but Strong Ifrit-Egi, they have less health, don’t do as much damage, and require the player to carefully micromanage their positioning and ability usage to avoid wasting a Status Buff or disrupting other players’ positionals with an ill-timed Knockback. On the other hand, their ability to attack at range gives them greater survivability, and their Contagion debuff is more potent than Ifrit’s Radiant Shield.
    • Also applies to the Arcanist itself. Their Ruin spells are less powerful than the basic offensive spells of every other magic class, and they rely on their pets and Damage Over Time spells to maintain a consistent damage output. On the other hand, they bring lots of utility to the party: they can raise fallen party members, they can Slow enemies with Shadow Flare, and their pets can Stun enemies or inflict Damage Increasing Debuffs on them.

The Summoner job provides examples of...

  • An Adventurer Is You: At its core the Summoner retains the Arcanist’s Beastmaster and DoT Master roles, while also dipping into the Nuker at higher levels as they acquire powerful offensive spells like Fester, Painflare, and Deathflare. At level 70 they adopt the Summoner role, gaining the ability to summon the very powerful Demi-Bahamut for a short time.
  • Awesome, but Impractical:
    • Before it was reworked into an upgraded version of the basic Ruin spell, Ruin III was the most powerful non-Aetherflow spell in the Summoner’s arsenal, but its MP cost was so high that attempting to spam it outside of Dreadwyrm Trance (which reduced that cost) would quickly burn through a Summoner’s mana pool.
    • Ruin IV is more powerful than Ruin III and it costs very little MP to cast, but whether you can use it at any given time is up to the RNG.note 
  • Badass Longcoat: Their level 50 artifact set includes a green longcoat with elaborate gold trimming.
  • Badass Longrobe: Has the same options as Black Mage for Allagan and Garlond Ironworks gear. Also has their Artifact and Mythology armor which, like the others, are based on the classic class designs, while looking awesome. In this case, an open, green robe and shirt, making it turn closer to the Bad Ass Long Coat side.
  • Bare Your Midriff: The Summoner's Artifact 3 has wrappings that leave the wearer's stomach bare.
  • Blow You Away: Garuda-Egi’s attacks are all wind-based. Its basic attack is a Razor Wind, and its Shockwave ability is a powerful blast of wind that inflicts knockback on the target. Aerial Blast is a powerful AOE with no secondary effects.
  • Cooldown Manipulation: The Enhanced Enkindle trait reduces Enkindle’s cooldown time by 10 seconds every time your pet manages to proc Ruin IV.
  • Counter Attack: Ifrit-Egi’s Radiant Shield ability surrounds nearby party members with a shield that deals minor damage to any enemy that attacks them for 20 seconds. This aspect of Radiant Shield was removed in Patch 4.4.
  • Crown of Horns: Every set of artifact gear has a headband with a single protruding horn. The horn is described as a channeling tool to better interact with the Egi.
  • Damage-Increasing Debuff:
    • In addition to inflicting both Bio and Miasma, Tri-Disaster inflicts enemies with Ruination, a debuff which increases the potency of Ruin magic cast on them.
    • As of Stormblood, Garuda-Egi’s Contagion ability now makes the target more vulnerable to magic damage.
    • Ifrit-Egi’s Radiant Shield Status Buff causes enemies to take increased physical damage for 4 seconds whenever they attack someone protected by the shield.
  • Damage Over Time:
    • High-level Summoners upgrade their Bio II and Miasma spells to Bio III and Miasma III respectively, giving them an edge over Arcanists and Scholars in this department. They also learn Tri-Disaster, an ability which instantly applies the effects of their highest-level Bio and Miasma spells to a single target at no MP cost.
    • Ifrit-Egi’s Inferno will set enemies on fire, dealing damage over time for 12 seconds.
  • Defeat Means Friendship: Twofold. In order to even have the potential to summon an Egi, you need to defeat the primal it's based off of and be washed in the Aether as it disperses (or in Tristan's case, survive a primal's attempts to temper by having the Echo). Once that's done, a ritual has to draw the Egi out of your Aether and then you have to defeat it to be able to summon it for your own use.
  • Dishing Out Dirt: Titan-Egi’s attacks are earth-based. Earthen Fury shatters the ground in Titan-Egi’s vicinity, creating a patch of Razed Earth that damages any enemies which step in it.
  • Dummied Out: A Ramuh-Egi was discovered in the files for Realm Reborn, having been removed just before release, later making an appearance as a mechanic in Ramuh's Primal fight. However, Yoshida has stated that it, as well as a Leviathan-Egi, will be implemented in the future.
  • Fight Fire with Fire: According to the lore, the Ancient Allagans created the Summoner discipline as a way to fight Primals by harnessing the power of Primals and turning it against them.
  • Gameplay and Story Integration: Summoners have to beat a Primal before they can conduct the rituals needed to summon its Egi. As such, the player can’t even unlock the Summoner job until they’ve beaten Ifrit in the Bowl of Embers, and they can’t do the class quests needed to obtain Titan-Egi or Garuda-Egi until they’ve completed the corresponding Trials.
  • Guys Smash, Girls Shoot: Enforced with the Ifrit and Garuda Egi's. Ifrit deals damage up close and personal and will inflict physical damage debuffs on enemies and Garuda will deal damage from a distance with her magic and inflict magical damage debuffs.
  • Limit Break:
    • Their level 50 job skill, Enkindle, makes their egis use a weaker (but still strong) version of the associated primal's ultimate attack, and at a 3-minute recast timer (Which can be reduced by procs of Ruin IV after level 66+), it possesses one of the longest cooldowns of any ability in the game.
    • Their actual level 3 Limit Break is Bahamut's Teraflare, the Summoner sprouts Bahamut's wings and grabs their head as if in pain as they rain down the same attack that brought ruin to Eorzea.
  • Magic Missile Storm: Ruin 3 and 4 have these as their visuals, distinct from Ruin and Ruin 2's almost identical Energy Ball attacks.
  • No-Self Buffs: The Summoner’s pet can grant its Devotion Status Buff to any party member except the Summoner. This no longer applies as of the 4.1 patch, as Devotion now affects all players in range, including the Summoner.
  • Not Completely Useless: The Tri-bind spell was given a much-needed buff in the 4.1 patch. While the Summoner is in Dreadwyrm Trance, Tri-bind’s potency is more than tripled, its binding effect is removed and its MP cost is reduced, turning it from a spell that most players never use into an effective and spammable source of crowd control.
  • Our Dragons Are Different: The Summoner can call a Demi-Bahamut as one of its spells.
  • Pillar of Light: The Summoner's Deathflare and Demi-Bahamut's Akh Morn are both depicted as columns of blue light which erupt from the ground beneath their target.
  • Playing with Fire:
    • Ifrit-Egi’s abilities are all fire-based. Inferno creates a cone of exploding fireballs, doing damage to all enemies within that cone and setting them on fire.
    • The Painflare spell, while Non-Elemental, takes the visual of blue fire.
  • Power Gives You Wings: The Summoner sprouts a pair of draconic energy wings while casting their Level 3 Limit Break, Teraflare.
  • Secret Art: Twofold.
    • The art of summoning originated in Ancient Allag and died out after the empire’s collapse, though records of their existence and practices are unearthed by the Sons of Saint Coinach in the present day. With the help of the Sons’ research, the Warrior of Light becomes the first active Summoner in thousands of years.
    • Even then, not just anyone can become a Summoner. It’s a long and dangerous process which involves surviving an encounter with a Primal, absorbing the Primal’s aether as it dies, and conducting a magical ritual to draw out that aether and give it form as an Egi… which will then try to kill you and must be beaten into submission. Y’mhitra puts it best:
      Y’mhitra: The path of the summoner is naught if not fraught with peril!
  • Situational Damage Attack: Fester’s potency depends on the number of Damage Over Time effects you’ve inflicted on the target (150 for one effect, 300 for two). It does no damage if the target isn’t suffering from any DoTs, or if those DoTs were inflicted by somebody else.
  • Status Buff: Aetherpact commands the Summoner’s pet to execute Devotion, granting Damage Reduction and slightly increased healing and damage output to all party members within a wide radius for 15 seconds.
  • Summoning Ritual: Summoners obtain their Egis by conducting Austerities, magical rituals which draw a Primal’s aether out of the Summoner’s body and give it form. They involve traveling to a land where the naturally dominant element matches that of the Primal in question, and then shifting the Summoner’s “aetheric balance” to match that element using their soul crystal as a focus. The Warrior of Light conducts Austerities of Flame, Earth, and Wind in order to obtain Ifrit-, Titan-, and Garuda-Egi respectively.
  • Super Mode: High-level Summoners unlock two of these.
    • Dreadwyrm Trance, which can only be entered after the Summoner casts three Aetherflow spells. It lasts for 16 seconds, grants a 10% buff to their magic damage, lets them cast Ruin III instantly, and makes Tri-bind more powerful while reducing its MP cost. It also grants an immediate reuse of Tri-Disaster and lets you cast the powerful Deathflare spell, which immediately ends Dreadwyrm Trance.
    • Level 70 Summoners can summon Demi-Bahamut after every second Dreadwyrm Trance, replacing their currently-summoned egi with an invincible dragon for 20 seconds. It will attack the Summoner’s current target with Wyrmwave every time the Summoner attacks, and can also be commanded to cast Akh Morn, one of the most powerful AOE spells available to the player, once every 13 seconds (up to twice in a single summoning).
  • Touched by Vorlons: The first step on the path to becoming a Summoner involves confronting a Primal, killing it, and soaking up the aetheric essence that it releases as it dies. This aether can then be drawn out and incarnated into an Egi of the Primal using a magic ritual.
  • Useless Useful Spell: Tri-bind. An incredibly weak AoE that binds enemies, most Summoners before Stormblood's release used to cross-class Ice II from Thaumaturge since it does more damage with the same bind effect. The 4.1 patch gave Tri-bind a much-needed buff, as seen under Not Completely Useless.
  • Unskilled, but Strong: Ifrit-Egi. Compared to Garuda-Egi, Ifrit-Egi has more HP, does more damage on its own, and doesn't require as much micromanagement of its abilities on the player's part. On the other hand, its Radiant Shield Damage-Increasing Debuff is significantly weaker than Garuda-Egi's Contagion, and all of Ifrit's attacks require it to get right in the enemy's face, making it more likely to take damage.
  • Willing Channeler: Dreadwyrm Trance, makes the summoner allow themselves to be temporarily possessed by Bahamut and use his spells to build up charges for a single large attack. Additionally, their unique level 3 Limit Break has them sprout Bahamut's wings and rain down Teraflare, Bahamut's single most deadly attack.
  • Winged Humanoid: The Summoner's Artifact armor sets usually include small, purely decorative wings on the back of the outfit.
  • Witch Hunt: Summoners were the victims of persecution during Allagan times. They were initially lauded as heroes for fighting the Primals, but after some corrupt Summoners started abusing their power and lording over the people as petty tyrants, the common folk became convinced that all Summoners were evil. The resulting mage hunts were a major factor in the art’s decline.

    Red Mage 

Red Mage
Hailing from the mountains of Gyr Abania where the survivors of the Mhachi Black Mages and Amdapori White Mages fled to survive a great flood millenia ago, Red Mages use both the White and Black magics of their ancestors in tandem. Wielding a rapier and crystal medium, they marry their spellwork with swordplay to attack enemies with long ranged chain magic before closing in with finishing moves with their sword.
  • Ascended Glitch: The proper use of Dualcast in XIV is based on a Metagame technique in the previous appearances of the feature. Players would start with a short cast spell to use a long cast spell in instant succession for much better DPS. This was an oversight the developers didn't expect to be so effective or popular.
  • An Adventurer Is You: In true Final Fantasy fashion of The Red Mage, the class is a bit of a Jack of All Trades role, heavily focused towards single-target damage. In terms of the roles they do play as, they're a Nuker mage first, a Blademaster Melee DPS second when their Mana gauge is charged up enough, and a Classic Healer third via the use of their Vercure and Verraise, which also take advantage of their Dualcast chain-spell trait.
  • Badass Cape: The relic armor of the Red Mage is equipped with a dynamic black half-cape.
  • Badass in a Nice Suit: The Red Mage's signature gear is a flashy double-breasted red suit with a long jacket and a cravat.
  • Blade Spam: Redoublement, the final blow of the Red Mage's weaponskill combo is a rapid spam of stabs.
  • Bifurcated Weapon: Their swords and crystal mediums are two halves of a proper magic staff.
  • Black and White Magic: The Red Mage's specialty is to build up Black and White Mana so they can close in for sword blows.
  • Cast from Lifespan: Invoked in lore by the job's trainer, but not utilized directly. Specifically, as mages were facing persecution after the War of the Magi led to 6th Umbral Calamity of Water due to taxing the lands available aether and throwing it out of balance, the first Red Mages took a vow to not use any more of the land's aether, instead drawing only upon their own bodies' reserves of aether. They get around the issues this normally presentsnote  by the use of their weapons, which act as an "aetheric accelerator", allowing for small amounts of aether to translate into significantly powerful spells. Gameplay wise, they're the only magic-using job which has no built-in ability or trait which quickly restores MP, though their spells cost significantly less than other spellcasters magic does and they supplement it with their skill with the sword. The only means they have of quickly filling back up on MP otherwise is via Ether potions, the Cross Role Lucid Dreaming ability or another party member's MP restoring abilities. Because of this a Red Mage in a struggling party who is frequently casting Verraise or Vercure to aid their healers (or worse, revive them) will run out of MP very quickly due to their much higher cost.
  • Combat Parkour: Because of they are designed to fight at long range and then close distance for finishing blows, the Red Mage is capable of flashy gap closing lunge with Corps-a-Corps to enter melee range and Displacement's backflip to escape melee range.
  • Crutch Character: Red Mages are fantastically powerful in early to midgame dungeons thanks to having naturally high potencies on their skills, but they start to fall off by the endgame, where they are usually wanted for their utility instead.
  • Elemental Powers: The Red Mage has Verthunder and Verfire from Black Magic and Veraero and Verstone from White Magic. They also have Verflare and Verholy to go along with them.
  • Flower Motifs: Roses. The shade of red for the class is associated with roses, their soul crystal is shaped like a rose petal, and rose petals scatter during their melee attacks. Impact looks more like a red lotus flower but was presumably intended to look like a blooming rose.
  • Gemstone Assault: The Red Mage's Jolt spell fires a shard of red crystal at enemies for projectiles while the Scatter spell generates a cluster of red crystals which detonate on groups of enemies. Impact even takes the appearance of a crystalline flower that expands under the enemy and shatters.
    • Fleche and Contre Sixte also generate crystalline swords to fire at the foe, albeit seemingly made of condensed, unaspected aether.
  • Gratuitous Foreign Language: Many of their attack names are taken from French or German fencing terminology and the prefix Ver that their Black and White magic use is Latin meaning True. The latter, though, is unintentional, as the ver-prefix comes from Vermillion.
  • Green Thumb: Red Magi can conjure up a magical rose with their Impact spell for attacking enemies.
  • Healing Hands Red Magi can heal allies with Vercure and raise them in battle with Verraise. Both benefit from Dualcast, giving RDM the easiest access to combat resurrection in the game... with the downside of consuming a quarter of their max MP every cast, and lack of any means to restore said MP beyond Ethers and Lucid Dreaming.
  • Limit Break: Their level 3 Limit Break is Vermillion Scourge. The Red Mage conjures Instant Runes of Black and White Magic, pumps immense power onto both of them, combines them to generate two massive crimson explosions.
  • Magic Knight: The Red Mage is noted to combine Black and White Magic with a rapier to attack.
  • Mechanically Unusual Class: Most classes are content to stay at the range they're designed for. Red Mage is technically a ranged DPS but the core of their fighting style is to bombard the enemy with spells, then close the gap for melee attacks and leap back after they do damage with the rapier to continue casting. Their Melee attacks also use TP instead of MP, making them the only caster to class to even touch it.
  • Mythology Gag:
    • The rapier in the Red Mage's artifact equipment slightly resembles Genesis's sword.
    • The Red Mage's idle pose when their weapon is drawn comes from Ramza's pose in the artwork for Final Fantasy Tactics.
  • Nice Hat: Red Magi's signature feathered red cap is as stylish as ever.
  • Non-Elemental: The Red Mage has a few non-elemental spells in their repertoire that usually grant equal parts Black and White Mana — Jolt, Impact and Scatter.
  • Petal Power: The Red Mage's sword attacks give off a flurry of red rose petals upon attacking.
  • Pillar of Light: "Verholy" is a pillar of white magic that descends on the target from above.
  • Power Crystal: One half of the Red Mage's arm is a crystal medium which they can use to aid them in casting spells and combine with their sword to make a Magic Staff.
  • Prestige Class: Red Mage can only be unlocked at level 50, and the job itself begins at a high level 50 rather than level 1.
  • Red Is Heroic: Even the Red Mages who aren't the Warrior of Light are traveling duelists who wander the world doing good.
  • Red Mage: Its all in the name, their powers are said to be a hybrid of Black and White magic, even fusing their magic into their sword to finish with strong melee attacks.
  • Reverse Grip:
    • When they attach the Crystal Medium to the hilt of the rapier, they hold their sword in a reverse grip to use the combination as a magic rod.
    • When they attack with their sword-based Area of Effect attack Moulinet, they swing their rapier in this manner.
  • Royal Rapier: The signature sword of the Red Mage is an elegant rapier, setting their graceful fighting styles apart from the other more knightly sword-wielding tanks or the Japanese styled blade-wielding damage dealers.
  • Shout-Out: The Red Mage's Zwerchhau has them carving out a Z with their sword like Zorro.
  • Skill Gate Character: The Red Mage is the easiest of the caster classes to learn and play. Summoner is much more complex to learn, and Black Mage has low mobility and have to cast all their spells while on a rather strict timer. Red Mage in comparison has a simpler rotation than SMN and has a fair amount more mobility and relaxed casting than BLM. On top of this, Red Mage has a heal spell for emergenciesnote  and the easiest access to a revive of any class, even more so than healers. However, in terms of raw damage, a skilled Red Mage won't be able to match the damage of an equally skilled Black Mage or Summoner. And in high end content, ideally the party shouldn't need Red Mage to heal or revive.
    • Amusingly coincidental to FFI's Red Mage, considered a crutch in the early game that falls off in effectiveness around mid-game. Just the same, Black Mage starts out unsatisfying but quickly becomes a powerhouse able to deal tons of damage when Red Mage falls off.
  • Spell Blade: The main mechanic behind Black and White Mana is to use each in near-equal measure to charge the Red Mage's sword so their weapon skill combo will be more powerful.
  • Stepping-Stone Sword: Contre Sixte, the AoE version of Fleche, has the Red Mage do a Sword Plant, then jump up and perform a backflip off of the grip, before summoning a barrage of aetheric blades in mid-air that fall around the target and explode.
  • Storm of Blades: The Red Mage has the Fleche and Contre Sixte spells that conjure magical swords that they shoot at enemies.
  • Sword Beam: When flipping away from enemies with Displacement the Red Mage simultaneously launches a cross-shaped sword beam at the enemy.
  • Weapon Twirling: Their victory pose emote has them throw both their crystal focus and rapier up into the air which connect into staff form while spinning, catch it in their right hand, then throw it spinning up into the air again from behind their back, and straighten their clothing collar or Hair Flip (if male or female respectively) before catching their weapon.
  • Yin-Yang Bomb: Due to being descended from the survivors of both practitioners of powerful magics who made peace with each other, Red Mages combine Black and White magic to warp spells in ways neither of their individual parts can. Their Limit Break in particular fuses two powerful black and white magic spells into one attack, and the clashing forces creates an explosion of such intensity that it makes Black Mage's Meteor look tame (even though it does the same damage).
    Blue Mage 

Blue Mage
Sorcerers equipped with canes that study the powers of monsters. The discipline originates with the Whalaqee tribe in the New World.

Blue Mages are the first Limited Job. They cap at Level 50 and cannot use the duty finder to find random groups. If a blue mage wants to do instanced content, it must be with a preformed party. They are unable to enter instanced content beyond that of the base game.

  • Animal Motifs: The Blue Mage's Relic Cane, the Spirit of the Whalaqee has a distinct wolf motif while the relic hat has an emblem of a Unicorn on it.
  • Anvil on Head: 4-Tonze Weight.
  • Badass Cape: The Blue Mage's gear has a fancy blue cape with red lining to it.
  • Badass in a Nice Suit: The job gear of a Blue Mage is fancy suit.
  • Beehive Barrier: Mighty Guard creates one when cast.
  • Bequeathed Power: Transfusion fully restores another party member's HP and MP before killing the user.
  • Breath Weapon: The aptly named Bad Breath spell of the Morbol monsters and the Aqua Breath, The Ram's Voice, The Dragon's Voice, Snort, and Flying Sardine spells. A few non-breath attacks on enemies become this on the Blue Mage, including Flame Thrower and Ink Jet.
  • Cane Fu: The Blue Mage's weapon is a cane that they can use to bludgeon enemies and cast spells. It was even used by player character to bludgeon Kraken in the first Blue Mage job quest until it retreats.
  • Combos: Certain spells do significantly more damage depending on the enemy's current state, encouraging having the two interacting spells loaded out together. Sharpened Knife hits enemies that are stunned harder, which makes Faze very strong; Drill Cannon does a whopping 420 potency damage to enemies petrified by Level 5 Petrify; High Voltage does more damage and increases the duration of the paralysis of enemies afflicted with Aqua Breath's Dropsy status effect; and The Dragon's Voice does more damage if the enemy is frozen by The Ram's Voice.
  • Competitive Balance: Their limited level cap, which is intended to raise over time, and various restrictions regarding instanced content ensure that highly developed Blue Mages are unable to break relevant content while underdeveloped Blue Mages can not become a hindrance to unsuspecting groups.
  • Cool Mask: Their job gears helmet has a blue domino mask.
  • Crutch Character: 1000 Needles. Early on, dealing exactly 1000 damage is more than enough to instantly kill most enemies below level 30 (and even dealing 500 or 333 damage to two or three enemies can do the trick), making it worth using even with its six-second cast time. Once the player hits level 50, however, other spells begin to reach or even surpass 1000 Needles in damage while also casting in half the time, inflicting statuses on enemies, and/or having greater range.
  • Damage-Increasing Debuff: The Off-guard spell makes a single enemy take 50% more damage from the Blue Mage’s spells for 30 seconds. Peculiar Light makes all enemies near the caster take 30% more damage from magical attacks for 10 seconds.
  • Elemental Powers: With their wide variety of monster obtained spells, including six elemental Primals, they can use all six elements in Final Fantasy XIV. And unlike all other colored mages, Elemental Rock–Paper–Scissors are indeed applicable to Blue Magics, at least for contents designed specifically for Blue Mages, such as The Masked Carnival. Completing the "Perfect Blue" challenge even requires the player to use spells of every element (and physical damage type) against Azulmagia, though the spells do not necessarily need to deal damage.
  • Elemental Weapon: They can learn how to use Shiva's Great Bow attack, Glass Dance.
  • Eye Beams: Glower, The Look, and Level 5 Petrify.
  • Fixed Damage Attack: 1000 Needles does exactly 1000 damage, per the spell's incarnation in most games, and will split the damage near-evenly between nearby enemies. While weak sounding, 1000 damage is on the higher end of attack damage at level 50 note  which in inclusion to being an area-of-effect attack makes it deceptively strong. The main reason it eventually falls off is its 6-second cast time.
    • Also worth noting that 1000 Needles can be learned at nearly any level (with your best bet after or around level 25), and still deals 1000 damage regardless of debuffs on the caster (such as Mighty Guard) or the caster's level. As such it's often the go-to spell for leveling or level-synched Blue Mages, until other spells begin to catch up around level 40.
  • Forced Sleep: Acorn Bomb can put an enemy and nearby enemies to sleep for a whopping 30 seconds.
  • Rule of Fun: The main reason why the dev team wanted to include something so versatile and overpowered. They also wanted the players to be able to revisit old content with a fresh new challenge.
  • Gendered Outfit: The male design for Blue Mage outfits has long trousers but the female version wears short shorts with thigh high boots instead.
  • Gentleman Wizard: Their design motif centers around stylish Victorian suits with a matching cane.
  • Having a Blast: Bomb Toss, which damages all enemies caught in the blast and also stuns them; Fire Angon, which throws a flaming lance at an enemy that explodes to damage other enemies near the target; and the aptly-named Self-Destruct.
  • Healing Hands: White Wind restores HP to themselves and party members equal to the user's current HP.
  • HP to 1: Tail Screw has a low chance to inflict this, , but fails on enemies that are immune to Instant Death, or are higher level than the caster.
  • Jack of All Trades: Blue Mage is a highly versatile class. While officially listed as a Ranged Magical DPS, it can also function as a healer with White Wind, or as a tank with Mighty Guard.
  • Making a Splash: The first spell they learn is Water Cannon, learned from fighting off a Kraken, although there are far less dangerous enemies to learn them from. There is also Aqua Breath, Ink Jetnote  and Veil of the Whorl. As of Stormblood, the Blue Mage is also the only caster class with access to offensive water magic since damage was removed from the White Mage's Fluid Aura.
  • Mana Drain: An usual case when using Blood Drain. The enemy version absorbs your HP to restore its own. The Blue Mage version still causes damage to the enemy, but you recover MP instead.
  • Mechanically Unusual Class:
    • They are a Limited Job with a level cap of 50 on release, to be raised in future patches. They must also learn their skills by defeating monsters and have solo content unique to them known as the Masked Carnival. Their abilities are also handled in a loadout style menu of 24 spells at any one time, making their spells and rotation entirely player-created instead of set in stone like every other job. Because of the odd properties of their spells and their acquisition, Blue Magi cannot be taken into the Duty Finder with random parties, do roulettes, enter Deep Dungeons, nor PvP, but in return receive significantly more experience from killing enemies out in the world, though they can still enter unsynced and premade groups for content so they can learn spells only found on trial and dungeon bosses.
    • Gameplay-wise, their job flow and rotation are also not strictly "cast one spell, cast next spell" or "Cast spell until proc happens", unlike every other job. A loose encouragement exists in the form of certain spells making other spells do more damage (similar to Final Fantasy XI's Skillchain system) and mana costs making it impractical to spam high power Blue Magic, but other than that, a Blue Mage's rotation is entirely flexible, and entirely player-created.
    • Blue Mage weapons are entirely cosmetic and provide zero stat bonuses, and none have materia slots. As of their release in 4.5, Blue Mages only have three weapons to choose from: The starter weapon, the level 50 Relic weapon, and a special level 50 weapon received by defeating the final boss of the Masked Carnivale.
  • Nice Hat: Their Magus's Mask also comes with a stylish bicorn and their True Blue Hat is dapper hunting cap.
  • Not the Intended Use: At the time of their introduction, players realized that the massive experience boost provided to Blue Mages would also apply to their Chocobos, making the Blue Mage a favorite for leveling the birds until this aspect was Dummied Out about two weeks later.
  • Overly Long Tongue: The Sticky Tongue spell pulls enemies to the Blue Mage and stuns them.
  • Prestige Class: Blue Mages are only obtainable after reaching level 50 on another job and completing the Praetorium. Downplayed since it doesn't require any expansions, and starts out at Level 1, although it gets EXP much more quickly from open-world enemies.
  • Power Copying: Blue Magi have to learn the actions of monsters by hunting them down and defeating them. It's not a guaranteed process though, and magics at higher rarity have a significantly lower chance to be learned.
  • Purposely Overpowered: Theoretically, with the appropriate spells, a Blue Mage is potentially a Master of All, able to tank, heal and deal damage simultaneously. The dev team's stated rationale was that they wanted to go all out with this job without worrying about game balancing, which is why it is classified as a Limited Job and unable to do most things requiring a group. In practice, however, Blue Mage falls short of this mark, with most of their spells either being weaker than other jobs' basic skills or Awesome, but Impractical.
  • Palette Swap: The previewed hat and mask is an amalgamation of two previous head pieces, colored blue. It looks nice, though.
  • Percent Damage Attack: Missile halves the target's current HP (and can be used on the same target repeatedly), but fails on enemies that are immune to Instant Death, or are higher level than the caster.
  • Sacrificial Revival Spell: The Transfusion spell sacrifices the caster in order to fully restore a party member's HP and MP. However, it still cannot be used to resurrect fallen players.
  • Spike Shooter: They can learn the Cactuar's 1000 Needles spell.
  • Suicide Attack: Final Sting and Self-Destruct can inflict massive damage to enemies at the cost of knocking out the caster instantly.
  • Stage Magician: The Blue Mage has the trappings of one because The Masked Carnival is a vaudeville like spectacle show where the Blue Mage shows off their strange magics on stage.
  • Taken for Granite: Level 5 Petrify turns enemies whose levels are in multiples of 5 into stone.
  • This Is a Drill: Drill Cannon damages all enemies in front of you. If they are under the Petrification status, Drill Cannon's power gets a huge boost at the cost of removing the Petrification status upon impact.
  • Throw Down the Bomblet: The Bomb Toss spell conjures up a Cartoon Bomb for throwing at enemies.
  • Victor Gains Loser's Powers: Through killing monsters after they use a learnable skill, the Blue Mage has a chance of learning said skill. It is RNG dependent, meaning some skills are harder to learn. Lore wise, the Blue Mage absorbs a bit of the opponent's aether, meaning that they don't need to get hit by the skill, but chances are they'll get hit by it, often several times, in the process of killing the target.
  • Waist Coat Of Style: Under their suit jacket they have an elaborate waistcoat and a fancy tie for good measure.

Healer Jobs

    Conjurer and White Mage 

Conjurer and White Mage
Magic users who channel the aether of the land itself through a wand made from unworked wood. With a focus on healing and bestowing allies with a few Status Buffs they also command the power of earth, water and wind to defend themselves as needed. Becoming a White Mage gives the player unparalleled healing skills as well as the powerful Holy spell.

  • The Artifact: Shields being equipable alongside one-handed canes. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subjob by Gladiators, Conjurers and Thaumaturges. This class removed when Jobs were introduced and the abilities were rolled into Gladiator and Paladin, removing a mage's ability to use them. All weapons introduced since then (aside from the FFXIII weapon) have been two-handed, and Two-handed variants of existing one-handers are now slowly being rolled out as replacements.
  • Beehive Barrier : The Protect spell.
  • Blow You Away: The Aero spell line inflicts damage-over-time to the target.
  • Cast from Hit Points : Part of the Conjurer's questline, though the player doesn't use this trope. it's revealed even if one has a natural talent for healing, without the study of the elementals, and thus their blessings, they'll end up doing this. It can eventually lead to their death if they heal too much.
  • Combat Medic: The Healer role calculates their magical damage with the same stat used to determine healing power — which, as healers, they tend to have quite a lot of — allowing them to be quite effective in kicking ass as well as healing when the time is right. The trope becomes a point in one of the late class quests where you are told that conjurers must learn to be able to do more than just heal people.
  • Dishing Out Dirt: The Stone spells, which damage an enemy by making large rocks burst out of the ground beneath its feet.
  • Druid: The conjurer has strong druidic flavor, possessing the bond with nature to help channel their spells and with some of the wands being branches complete with leaves.
  • Elemental Powers: Has both the Aero and Stone spell lines as well as some water spells.
  • Forced Sleep: The Repose spell which puts the target enemy to sleep for thirty seconds or until someone attacks them.
  • Healing Hands: The various Cure spells and Medica spells; the former have very potent healing for a single person (Cure 3 can also heal anyone else in the small vicinity of the target) while the latter isn't as strong but makes up for it by healing multiple people at once in a large area around the caster.
  • Knockback: The Fluid Aura spell knocks its target a good distance back from the Conjurer and binds them in place for several seconds. Prior to Stormblood, Fluid Aura would also damage the target.
  • Land, Sea, Sky: The three main elements of conjury revolve around the life-giving elements of earth, water, and air to contrast with the destructive connotations of the Fire, Ice, Lightning elements wielded by thaumaturgy.
  • Light Is Not Good: Several dialogues in-game heavily imply that Conjurers routinely and willingly let people die if such is the will of the elementals. Also, the White Mage Job questline reveals that White Magic became a forbidden art because it was exploited for selfish purposes and warfare.
  • Magic Wand: What the class uses if they aren't using a two-handed staff.
  • The Medic: Conjurer is the only healer class in the game (although there is more than one healer job) and also possesses the handy Raise spell. Before the removal of the cross-class system, Conjurer was pretty much mandatory for the other healing jobs for spells like Protect and Stoneskin.
  • Squishy Wizard: Has very poor defense.
  • Whatevermancy: Though the player can’t actually play as one, the Othard counterpart to the Conjurer is the Geomancer. They use the same set of earth-, water-, and wind-elemental spells for offense and healing as the Conjurer does, with the added caveat of being Seers who can predict the future, and being willing to subjugate the elements of Othard to settle, instead of Gridania who lives in harmony with them at the price of being beholden to their Blue and Orange Morality.

White Mages provide examples of...

  • An Adventurer Is You: "The Classic Healer" is their primary role, having the highest potency direct healing spells and low MP cost. Eventually, they unlock the trait "Secret of the Lily" which causes their Cure spells to generate Lilies as a resource to reduce the cooldown time on their healing abilities.
  • Badass Long Robe: Nothing says badass healer like having a long white robe with red trims on it.
    • Carries on into much of their higher level garbs as well, notably with the Allagan gear, as well as their Soldiery Tome gear, which add gold trimmed plate armor as well
  • Barrier Warrior: White Mages dip into this with Divine Benison, a spell that grants one party member a 15-second shield which blocks damage equal to 15% of their maximum hit points.
  • Boring, but Practical: White Mages don't provide much utility compared to the Scholar or Astrologian, but the sheer raw potency of their heals is enough for them to be incredibly vital to the party.
  • Cooldown Manipulation: The primary purpose of the Lilies, which are spent to reduce the cooldown periods of certain spells note  whenever you cast those spells. Depending on how many lilies were spent, the spell’s cooldown time will be reduced by 4, 10, or 20 percent. This later gets upgraded so that you also have a chance of reducing the cooldown time on Asylum and Assize by 5 seconds whenever you critically heal someone with Cure or Cure II.
  • Gradual Regeneration:
    • The Regen spell restores a player's HP in small bursts for several seconds. Over its full duration, it is one of the most powerful single-target healing abilities in the game, short of Benediction.
    • Medica II grants everyone within the spell’s range a weaker but longer-lasting health regen effect, in addition to healing them directly.
    • Heavensward gives White Mages the Asylum ability, which lays down a large field (comparable to the Scholar's sacred soil) that passively regens everyone standing in it.
  • Flower Motif: The White Mage has an association with lilies, even using them as a resource for some of their skills in Stormblood.
  • Healing Hands: On top of having the healing spells from the Conjurer class, White Mages also get their own healing spells as a supplement; Regen grants Gradual Regeneration, Divine Seal boosts healing potency, and Benediction can instantly restore a person's HP to full. Past level 50, White Mages gain even more healing abilities, such as Asylum to create a magical field to heal everyone over time if they're inside it, Assize to give instant healing to everyone near you while also damaging enemies, and Tetragrammaton to give instant healing that is like Benediction, but not as strong.
  • Holy Hand Grenade: The very powerful Holy spell, which stuns everyone on top of being an AoE spell.
    • The Heavensward expansion added Assize to the White Mage repertoire, which on top of being more damaging than Holy without diminishing returns, is an AOE heal more potent than Medica, and recovers 10% of your MP. It gets even more potent on 4.5, as its potency becomes twice as much as Holy and its cooldown reduced from 60 seconds to 45.
  • In the Hood: Both the White Mage's artifact armour and unique Orison armour sets feature a white and red hood. The artifact armour's hood is kept down, while the Orison hood is kept up.
  • Limit Break: Pulse of Life; at level 3 the White Mage clasps their hands together, kneels and radiates a wave of healing energies, healing all party members to full while also reviving dead ones.
  • Mini Dress Of Power: The female white mage's artifact pants is an absurdly short skirt. And by short we mean "turns your white mage into a perpetual pantalette shot if not worn with the long robe form the same set" short.
  • Regenerating Mana:
    • Shroud of Saints, which not only grants the user enhanced MP regeneration for a few seconds, but it also cuts all current aggro to the player by half. The skill proper no longer exists but is remembered as the original form of the "Lucid Dreaming" Healer role ability.
    • The Assize spell restores a good chunk of the White Mage’s MP, in addition to healing all nearby allies and damaging all nearby enemies.
    • Stormblood added the Thin Air cooldown, causing spells to cost no mana for its duration. Between Lucid Dreaming, Assize, and Thin Air, White Mages are almost incapable of running out of mana, one of their greatest advantages over other healing jobs.
  • Skill Gate Character: Zigzagged, on one hand, they are incredibly simple to play with very lenient mechanics, and are wanted in parties that require powerful healing, on the other hand, more advanced parties will often choose a duo of the Scholar and the Astrologian due to the utility they offer being more desirable. Nevertheless, the White Mage is a fantastic job to start for players unused to the Healer role.
  • White Mage: The Conjurer's Soul Crystal Job.
  • Who Wears Short Shorts?: Male White Mages in Relic Gear if you check under their robe.

Arcanists trained in Nymish battle strategy and healing arts, they support and protect allies with their Fairy Companion and powerful barrier magic. Because they evolve from Arcanist, they share all of that classes tropes (though they lose access to the Carbuncle summons).

  • An Adventurer Is You: Keeping their Do T Master and Beastmaster from Arcanist, the Scholar adds the Preemptive Healer to their role, with healing spells that provide a shielding effect based on the amount healed or damage reduction shields. Also their pet summons switch to Fairies with two different roles. Eos acts as a Classic Healer, while Selene acts as The Buffer with some healing.
  • Artificial Stupidity: Eos is pretty infamous among the player base for her dodgy AI, which can overreact as drastically as "blowing every cooldown because the tank has a light scratch" to underreacting as badly as "The tank's almost dead, better heal the dps that's at 75% hp". For this reason, Eos is usually kept on obey so her powerful healing taken increase and AoE regen can be used reliably. Selene has similar issues, but not quite as severe unless you really need to control her area effect status effect removal.
  • Attack Its Weakpoint: As a reference to the Libra skill from other games, the Scholar gains the Chain Stratagem ability which gives enemies bonus critical hit rate by finding and exploiting weak points.
  • Badass Longcoat: Both the second and third artifact gear for the scholar bear one. The Savant's coat has a steampunk overcoat flair while the third artifact has a more traditional academic talar.
  • Barrier Warrior: The Scholar's bread and butter. They don't heal for as much as a White Mage can, but two of their healing spells also add 30-second shields that block as much damage as they heal. On a critical heal, this effect is doubled for the Adloquium spell. On top of that, they also have Deployment Tactics to duplicate a player's shield buffs for the whole party; an effective Scholar tactic is for a player to stack healing-boosting buffs and hope for an Adloquium crit to share, completely trivializing certain mechanics.
    • They also have Sacred Soil, which is a large magic barrier which stays on the field for 15 seconds, and any party member standing inside it receives 10% less damage taken.
  • Beehive Barrier: The Galvanize effect takes this appearance when healing allies with Adloquium and Succor.
  • Bling of War: The Scholar's first relic coat is a military jacket complete with medals for service.
  • Brainy Specs: Included in the Relic armor's graduation cap. The "/visor" emote can remove them from the hat.
  • Cast from Hit Points: Dissipation is this trope with a twist, it's your fairy's HP you're sacrificing, killing them instantly to buff your healing potency.
  • Cooldown Manipulation: The Quickened Aetherflow trait allows them to reduce the cooldown of their Aetherflow ability every time they successfully heal with an Aetherflow spell.
  • Difficult, but Awesome: Scholars have quite the difficulty curve, requiring proper micromanagement and positioning of their fairy, knowing when to step in with their own healing abilities, and gauging how much mitigation their party needs. But a skilled Scholar is one of the best healers in the game, capable of keeping their party alive with only a few casts of their healing abilities, and maintaining exceptional damage uptime on the enemy.
  • Fairy Companion: Lily, who can take two forms:
    • Eos, replacing Summon I's Emerald Carbuncle while using Scholar, is a healing oriented fairy, who in addition to the default "Embrace" healing spell, also has three Area of Effect abilities: one for Regen, one for a 20% magic defense buff, and the third gives a 20% spell-based healing received buff to those in range of her.
    • Selene, replacing Summon II's Topaz Carbuncle, however, is a more of a support/buffing fairy. It still retains the same "Embrace" healing spell, but instead has a Silence ability for spellcasting foes, and two AoE abilities that support the party; Fey Wind gives an increased Spell Speed and Attack speed while in effect, letting everyone attack faster, and Fey Caress, a AoE Esuna-like ability that removes debuffs and status effects from party members in range.
  • Force Field: They are able to provide allies with barriers as Status Buffs while healing them.
  • Gentleman and a Scholar: The Scholar's Esoteric gear dresses them in a steampunk esque tuxedo and top hat.
  • Gradual Regeneration: Eos's powerful healing spell, Whispering Dawn creates an Area of Effect regen effect that can easily be enhanced by the Rouse skill.
  • Great Big Book of Everything: The Scholar Relic Weapon, the Omnilex, is a tome said to contain every military strategy and tactic known to man (at the time it was written).
  • Having a Blast: Broil creates several small super-heated explosions on the enemy, Broil 2 fires explosive charges at the enemy instead.
  • Healing Hands: The Scholar's specialty (though less directly than the White Mage, often combining healing with a damage absorption effect).
  • High-Class Glass: The Esoteric armor top hat has a built-in Steampunk monocle that can fold up to the brim of the hat or down into place over the eye.
  • Limit Break: Angel Feathers, where the Scholar summons an angelic faerie, which circles around, healing all party members to full and reviving the fallen.
  • Military Mage: The Scholars were the backbone of the Nymian Marine Corps and in tandem with their army of marauders they were able to compete with the far larger armies of the Mage nations of Mhach and Amdapor.
  • Meaningful Name: Eos is the Greek Goddess of the Dawn, while Selene, her sister, is the Goddess of the Moon.
  • Nice Hat: The Artifact Armor includes a graduation cap, while the Esoteric armor grants a top hat.
  • Steampunk: The Scholar's Esoteric armor is a dapper steampunk inspired design.
  • The Strategist: The lore of the Scholar Job has this as its origin, being field medics and tacticians for the armies of the tiny nation of Nym. This is especially apparent with the Japanese naming themes behind their spells that were changed to sound more mystical in English, with skills having names like Encouragement Plan (Adloquium, which is Latin for the same thing), Raise Morale Plan (Succor), Field Medical Formation (Sacred Soil) and Live Encouragement Act (Lustrate). Heavensward brought this into the English version as well, with Deployment Tactics and Emergency Tactics among their then-new abilities.
  • Vancian Magic: The Scholar relies heavily on this concept, requiring charges of Aetherflow to cast their most powerful spells like Indomitably and Lustrate.
  • Zettai Ryouiki: The Artifact armor of the Scholar is B-rank.

Masters of a rare branch of spellcraft known as Astromancy, these seers use celestial aspected magic to support allies and attack enemies by altering fate and can bestow powerful enchantments using a deck of magical fortune telling cards. By attuning to the Power of the Sun they can grant allies Gradual Regeneration or by channeling the Moon they can instead shield them from harm.

Astrologians provide examples of

  • An Adventurer Is You: Their cards gives them the role of the Buffer, while their stances turn them either into the Classic Healer (Diurnal Sect) or the Preemptive Healer (Nocturnal Sect).
  • Astrologer: The hint is in the name.
  • Badass Bookworm: They chart out the stars and use them to chart the future. They're also capable fighters and healers.
  • Barrier Warrior: Nocturnal Sect grants barrier properties to the Astrologian's healing magic. Additionally, Collective Unconscious grants 10% Damage Reduction to anyone standing within it.
  • Cards of Power: Their Starglobe weapon is one part astrolobe one part deck of enchanted Tarot Cards.
  • Constellations: Of the fictional kind, the Astrologian's power comes from 6 constellations, The Balance, The Bole, The Spire, The Ewer, The Arrow and The Spear. These constellations are also on the designs of the cards they use and are aspected to one of the elements.
  • Charged Attack: The Earthly Star Spell can be set and used right away to heal and attack in an area or you can wait ten seconds for it to grow more powerful before detonating it.
  • Cool Mask: The Astrologian's signature gear both come with masks to create that mysterious fortune teller mystique.
  • Death Dealer: On the rare occasion they attack with their Cards of Power.
  • Deflector Shields: Collective Unconscious has the Astrologian throw up a dome of energy around themselves, providing health regeneration and 10% Damage Reduction to all party members standing within it.
  • Discard and Draw:
    • At level 35 the Astrologian learns Royal Road, which sacrifices their currently drawn card to enhance the next one they play in one of three ways: giving it 150% potency, doubling its duration, or halving its potency but spreading its effect to the entire party.
    • At level 45, the Astrologian learns "Redraw", which lets them return the card they have drawn and draw a new card.
  • The Fatalist: Astrologians believe that a man's destiny is written out in the stars and cannot be changed. However, as every man has several fates, an Astrologian can choose the most favorable of these fates for others.
  • The Gambler: Though they lack the motifs, their cards will fundamentally fulfill the niche of the other luck-based classes, with each card doing something different, and the ability to combine cards to change their effects, reshuffle to make the next card stronger, and so on.
  • Gradual Regeneration: Aspected Benefic and Aspected Helios will grant health regeneration while the Astrologian is in Diurnal Sect. Additionally, Collective Unconscious grants regenerating health to anyone standing within it.
  • Gradual Grinder: The Astrologian's damage output isn't as high as their fellow healers, but they compensate by being able to cast their main damage spell, Malefic, very quickly at a short 1.5 second cast time.
  • Gravity Master: Their most powerful attack spell is Gravity.
  • Having a Blast: Their standard Damage Over Time attack is Combust.
  • Healing Hands: The healing magic of the Astrologian is unique in the way that it heals by altering fate, at least on paper.
  • Improbable Weapon User: Their weapons are referred to as "Star Globes", and are a sort of telescopic lens focus based on Astrolabes with a deck of tarot cards circling it. In the rare case that they do actually use it to attack, they slice at enemies with the cards.
  • Limit Break: Astral Stasis: the Astrologian creates a massive spherical starfield and rewinds time, healing all party members to full while reviving dead ones.
  • Lunacy: The Nocturnal Sect stance relies on the Moons power to create barriers.
  • Master of None: Astrologians are an incredibly flexible class between their six cards that grant incredibly powerful buffs and unique stances that either cause regen or barriers. However, to balance out their versatility they can't change stance in combat, requiring forethought as to if shields or regen are better, they also don't have as powerful regen as white mage (Save their long cooldown Collective Unconscious, which is very powerful), and their shields, while strong, don't double on a crit like a scholar's do.
  • Nothing Up My Sleeve: The Astrologian has the Sleeve Draw ability which of course is a reference to card sharps keeping winning cards up their sleeves.
  • Playing Card Motifs: The Minor Arcana skill has the Astrologians draw a Lord or Lady of Crowns, obvious references to the King and Queen cards.
  • Power of the Sun: The Diurnal Sect is governed by the Sun and grants Gradual Regeneration properties to the Astrologian's healing magic. The Helios line of spells likewise draws on the power of the Sun while the Combust line of spells creates a miniature sun to continuously damage an enemy.
  • Prestige Class: Astrologian can only be unlocked on a character level 50 or above who has completed the main story up to the start of Heavensward, and instead of beginning at level 1 as a class, they begin at level 30 as a full job.
  • Robe and Wizard Hat: The relic gear dresses them in one decorated with celestial bodies.
  • Spam Attack: Malefic isn't as strong as the White Mage's and Scholar's main damage spells, but it makes up for it by having a short cast time of at least 1.5 seconds, letting Astrologians spam it very quickly.
  • Stance System: Astrologians have two stances to switch between. Diurnal Sect increases their healing output by 10% and adds regen to some spells, while Nocturnal Sect increases their healing by 15% and makes those same spells grant damage-absorbing barriers. However, to balance the fact that they're the best of both worlds, their stances cannot be changed in combat, requiring forward thinking of which type of healing is better for the current fight.
    • In theory, this could complement the healing style of the second healer in full groups (regen to a Scholars barriers, barriers to a White Mages regen). In practice, however, the regen is more universally useful as it can be stacked with the White Mage effect while barriers cannot.
  • Star Power: The crux of their magic is the use of celestial bodies including the stars, the sun and the moon. The Stella line of spells, in particular, draw their power directly from stars and the Earthly Star spell allows them to simultaneously heal and attack with Stellar Burst or Stellar Explosion.
  • Status Buff:
    • The six Cards of Power an Astrologian can draw grant a specific buff to whomever that card is used on:
    • The Synastry buff causes a party member of your choice to regain some health whenever you cast a single-target healing spell on anyone other than that party member for 20 seconds.
  • Super Speed: Lightspeed reduces the cast time of all spells by 2.5 seconds, and reduces their MP cost in half for 10 seconds, making it an extremely useful ability for when the Astrologian needs to fire off attacks faster, or quickly heal their party in an emergency.
  • Tarot Motifs: The enchanted cards wielded with the Star Globe have tarot motifs to them.
  • Time Master: Astrologians use their star-charting ability to predict the future, and they have four spells that affect the flow of time itself: Lightspeed, which greatly reduces the casting time for all of their spells; Time Dilation, which extends the duration of the Astrologian's buffs for a single party member; Celestial Opposition, which stuns enemies and extends the duration of all ally buffs by 10 seconds; and their level 3 Limit Break, Astral Stasis, heals allies by rewinding time.
  • Weak, but Skilled: The Astrologian has the lowest overall damage potential out of all the jobs, but they boast one of the best utilities in the game, which makes them highly desired by advanced parties.
  • Winds of Destiny, Change: Their healing magics operate by drawing the power of celestial forces to change fate, or rather, select the most favourable fate.

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.

  • 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. Some high-level recipes also have a specific elemental affinity.
  • 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.
  • Stealth Expert: Funnily enough, the gathering classes put the Rogue to shame in this regard once they learn their version of it. Unlike Hide, which breaks upon doing pretty much anything more than moving or jumping, Stealth persists through almost anything the gatherer does, allowing them to safely gather resources right in front of aggressive enemies and use Sprint to reduce the movement penalty. Only mounting up or attacking breaks 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.


Example of: