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  • Jack-of-All-Stats: Bards. Whilst their damage and defense aren't amazing, they have several special auras that can restore TP and MP, increase movement speed outside of combat and lower enemies' magical resistances, among other spells that can protect a party member from a debuff or silence enemies. They used to have the same Limit Break as healers, but this was changed in Heavensward, as some of their new abilities are mostly focused on increasing their damage. Machinists also share some of their features, using the same Limit Break and also being able to restore a party's TP or MP.
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  • Jeanne d'Archétype: Not any NPC in particular, but the 50*** Joan of Trout fish has this flavor text to describe how Made of Iron it is.
    "Caught alive and lashed to a spit; thrust into a cookpit and left to suffer the hellish flames for nigh on a quarter bell. Yet, the flames would not take her. Drubbed and beaten; tossed into a pot of scalding broth and left to endure the roiling currents as they cooked her flesh to the core. Yet the water would not have her. And thus was Joan returned to the lake."
  • Jerkass: Various NPCs/questgivers qualify, but two notable examples are Silvairre in the Archer questline (at least initially; he gets better as the story progresses), and Professor Erik in the Monk Job questline (though he turns out to be a better person later on, too, and has a fairly good reason for being somewhat standoffish).
    • Heavensward gives us the Astrologian questline. Whereas all the other guilds and trainers welcome you with open arms, and consider you a famous and well respected member by the time their quest reaches either level 30 or 50, no one in Ishgard, outside of the job's trainers and few allies, have any respect for you taking up learning the Sharlayan Astrologian techniques. Many just outright dismiss your achievements, because they only believe in the use of Ishgardian Astrology, which is solely used to predict the movements of the Dravanian dragons. Others hold you in complete disdain, considering you little more than an enabler for Jannequinard's pro-Sharlayan views to spread, and they much prefer to think of him as little more an annoying idiot to be ignored.
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  • Jerkass Has a Point: There is an NPC who appears twice and is a jerk to you both times. The first time you talk to him, you are trying to track a man who is rousing Uldahn's refugees into an uprising. He wants nothing to do with you then, but it just so happens the man you are looking for comes to talk to him at that very moment. The second time, you come asking him to join the Crystal Braves. He rudely brushes you off and says that even though your intentions might be pure, the fact that the Crystal Braves are taking money from the Monetarists means nothing good. He's right, the Monetarists bribe many members of the Crystal Braves to betray the Scions.
  • Jiggle Physics: It's very subtle and more realistic than most other games to the point where you'd have to zoom in and look closely to see it, but it is there. The devs put a surprising amount of detail into this as well and how much a female character's breasts will bounce changes based on the armor they're wearing. Wearing a solid steel breastplate? Your boobs aren't going anywhere. Wearing the default Miqo'te shirt that clearly lacks a bra? You'll be bouncing like crazy, especially if you're doing two out of three of the dances introduced in patch 2.2.
  • Journey to the Center of the Mind: The Echo is an ability granted to those few who witnessed a strange, meteor shower-like event in the sky, which occurred at the beginning of the game's main storyline. Those possessed of the Echo have the ability to touch people's souls, and experience their memories as if they had been present at the time. This is, of course, not time travel, but the actions of a person with the gift inside an "Echoed" memory will permanently alter the memories of the person the Echo is used on.
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    • Those capable of detecting the Echo's use (often by having the gift themselves) will occasionally recognise an unfamiliar person in their memories and realise what's going on. Those with this ability who haven't given their permission - such as Raya-o-Senna - of course consider this very, very rude.
    • 1.0 was also very sneaky about its use. Prior to the Echo being explained when the player character is invited to join the Path of the Twelve, the Echo receives very little suggestion. As its use is preceded only by a soft 'whoosh' noise and a very subtle screen effect, often with no change in location whatsoever, it is only in retrospect that many players will realise certain events early in the story were actually their experiencing NPCs' memories. A Realm Reborn makes it much more obvious even before the Echo is explained that something strange is happening.
  • Jump Physics: You can't change directions after you jump and you can only jump about two feet high, though jumping doesn't serve any purpose other than leaping up a low ledge to save yourself time when traveling. However, falling off a cliff will make you suffer fall damage and great heights will leave you with just a single point of HP after you land. If you suffer massive fall damage while engaged with an enemy, the HP to 1 safeguard won't kick in and you can wind up KOing yourself from fall damage alone.
  • Keystone Army: At the end of Stormblood, after Zenos dies, the Garlean armies occupying Ala Mhigo fold, effectively ending the occupation with the viceroy's demise.
  • Knight Templar: Gridania and Ishgard show some elements of this. Ishgard seems to come closer to playing it straight (see Gray and Grey Morality above).
  • Kick the Son of a Bitch: Livia's death. Cid pities how she died whining and reliving the trauma of being a war orphan, but after her exceedingly callous and brutal purge of the Waking Sands, many fans think dying in fear and despair was just what she deserved.
    • Teledji Adeledji. After "finding out" the Sultana has been poisoned, he arrests the player, orders the Brass Blades to arrest all the other Scions, and then starts mocking Raubahn with her death. Raubahn takes it poorly, given Teledji's constant political machinations and destabilizing actions, and kills Teledji. He would have killed Lolorito too, but for Ilberd's intervention. Few players would say that both of them didn't deserve it.
  • Kill 'Em All: The Empire had aimed to do this to all the beast tribes in order to stop the summoning of the primals for goodnote . In the "Dreams of Ice" story line, the Scions fear that if Iceheart's (a normal Elezen woman who has the Echo like the player and the Scions) summoning of Shiva became known, then the empire might completely eradicate Eorzea of its people since there's potential for anyone besides the beastmen to summon a primal and it would be easier to capture/kill everyone rather than trying to find out who has the ability to summon.
  • Killer Rabbit: Bringing back the tradition as has been going on for years in the series, and a popular in-joke with the FFXI crowd, there's a number of absolutely adorable creatures here, that will happily tear apart any under-level adventurer who tries to use the "/pet" command on them.
    • Eorzean Squirrels, rats, etc. At first, fairly harmless, a non-aggressive mob, meant for new players to find their footing. Upon heading east of Camp Dragonhead, for Whitebrim Front in the Coerthas Central Highlands, players not paying attention, will meet their Chinchilla cousins, who DO aggro if they spot a player within their level range or lower. First time visitors to the area have had to return to the Aetheryte back in Dragonhead after that.
    • Spriggans. Little black furballs with bunny ears, and some minion versions even. They carry around a chunk of ore in their tiny arms, or in a little belt. Unlike the above, these things are on a zone by zone basis of which aggro players on sight, and which don't. And in some cases, this varies by even which part of the zone you're even in.
    • Deer type enemies. Those listed as Doe versions, tend to be non-aggressive, but put up a fight if attacked. Bucks however, are territorial, and will aggro. The same also applies with Goat type enemies.
    • Heavensward brings us Gaelicatsnote  and Deepeyesnote .
  • The Kindness Of Strangers: Due to being an MMO, it's not unheard of to see players in the overworld lending a hand to others who are in trouble, even if the two will never meet again. There's an even an achievement of the same name for reviving defeated players not in your party.
  • Kubrick Stare: Edda Pureheart gives one to Paiyo Reiyo at the end of the "Corpse Groom" quest. Double as a Slasher Smile.
  • Lady and Knight: During the Little Lady's Day celebration, when every young woman in Ul'dah is treated like a princess, these young women chose an older male to be their "seneschal" or protector and servant. This can be a friend, family member, or even a kind stranger.
  • Lady Not-Appearing-in-This-Game: An odd example. The trailer for 1.0 had multiple characters in it, most of whom would appear in the trailer for 2.0 and later appear as villainous NPCs (though they were technically separate characters). All except for one Elezen Gladiator who only appeared within the first trailer, then disappeared from any subsequent appearances. That is at least until you have completed all 4 Role quests within Shadowbringers. During said quests, there is an Elezen gladiator who shows up in certain echo flashbacks, and after completing all four questlines, it turns out that she has survived for a whole century since the Flood of Light started, working as a barmaiden within the Crystarium.
  • Laser Blade: The Padjali and Kinna weapons are the closest that get to this trope as they are weapons of pure light (blood red light for the Kinna) that you can obtain.
  • Lazy Bum: The Kobolds of the 789th Order are not only lazy, but very spineless. The group takes pride in reaping the rewards from Kobolds that work harder than them and they wince in fear whenever they get bullied by Kobolds with superiority over them. The 789th order believe strongly in being lazy is the way to live rather than working hard and making effort. The Kobold Orders are numbered by their strength, and 789 is dead last.
  • Leaning on the Fourth Wall: Thanks to a combination of Lampshade Hanging and Lemony Narrator, the game just loves to point out how silly some things are.
    • The third of the Level 50 Astrologian quests gives us this description from one of the Astrologian trainer NPCs who has a "Quest Available!" exclamation mark above his head at the moment it offers it to the player to accept:
    Quest-Sharlayan Ascending: "So eager is Jannequinard to talk with you, it is almost as if there were a giant exclamation point hovering over his head."
    • During the Even Further Adventures of Hildebrand, you become properly acquainted with the stalker who has been following Nashu since the beginning of the ARR quests. He tells you that he first laid eyes on her 5 years ago, or possibly just a week ago, lampshading the ambiguous amount of time that has passed in-story since the beginning, while also lining up with when A Realm Reborn was released which was 5 years previous in real-world time.
    • Another quest in the same quest line has the player character find "Plot-relevant Gloves". The description even notes that you couldn't have picked them up if you weren't doing the quest.
    • At the end of the Return to Ivalice quests, Cid notes that you have "enough battles under [your] belt to fill at least three tomes, if not four". One immediately imagines that they might be titled A Realm Reborn, Heavensward, and Stormblood, plus a fourth tome exclusive to Legacy characters...
    • Right before the final battle with Emet-Selch, aka Hades, he proclaims that you two shall fight with all titles thrown aside. He is the only boss in the expansion whose name doesn't have a title to go with it.
  • Leeroy Jenkins:
    • It wouldn't be an MMORPG without the trope. There's always at least one person who will run ahead of your group and pull hate from every enemy in the area, causing him to get a beatdown so fast that the healer can't keep up. Made worse if said player is not a tank. Some NPCs will also act in a leeroy manner, whether as demanded by plot or when they're actually helping you in a fight.
    • This trope is the cause for a Start of Darkness: Avere, upon his group reaching the Tam-Tara Dungeon, raced head first into the dungeon without waiting for his group, especially his beleaguered fiance healer Edda Pureheart. He ended up getting his head cut off for his troubles and Edda's team blamed her for his death because she was too slow, not for the fact that he was an idiot who raced on ahead.
  • Legacy Character: The Hullbreaker Island dungeon reveals this fact about the legendary pirate Mistbeard. Mistbeard is itself a Cool Helmet, and whoever wears it has the right to dub himself Mistbeard. The last Mistbeard hung up his helmet to enlist under the Admiral as her right hand.
  • Lemony Narrator: The descriptions for FATE quests can get extremely sarcastic sounding at times. This happens most often with creatures that are surrounded by myth and may or may not be real... then pointing out that said myth that may or may not be real is currently trying to murder you.
  • Lets See You Do Better: A common theme of the Crafting guild quest lines should a rival be introduced in them. Averted in the Armorer guild, through, as you actually do better than a fellow guild member, but then try to pass your creations as her's to help her complete an order and gain confidence in herself.
    • Played for laughs during the Main story line, when during the rescue of the Scions from the Garleans Castrum Centri base, Wedge abandons "Maggie" the magitek armor after getting surrounded by Garlean soldiers right when the Scions could use her firepower.
      Biggs: "You ditched your magitek armor?! Fool of a Lalafell!"
      Wedge: "Well, EXCUSE ME! She's all yours if you think you can do any better!"
  • Let's Split Up, Gang: The Crystal Tower has several areas where all 3 party groups must split up in order to complete the objectives. You're only separated by several feet so you can still be in reach for healing from another group, but not close enough to actually help out completely in a fight. Other areas will have invisible barriers to prevent people from healing other alliances.
  • Level Grinding: At the game's original launch, Square Enix tried to blunt this trope with a fatigue system where as you earned experience the amount of experience you earned would very gradually decrease until you would earn nothing at all. Fatigue would diminish while a character was inactive, but the system was still generally unpopular with the people that played enough to be affected by it, and it was ultimately removed in patch 1.18. As of 2.0, you can get to level 50 with very little level grinding as long as you complete sidequests at the same time as main questsnote .
  • Level in Reverse: Common among the Hard Mode dungeons, which generally feature the players returning to a previously-cleared dungeon under new circumstances.
    • Amdapor Keep's hard mode has you working your way towards the boss room that normal mode ended at and working your way backwards with some of the paths slightly altered.
    • Similarly, Pharos Sirius' hard mode has you starting at the very top of the lighthouse where you fought the Siren and working your way down to the bottom, though you also get to explore a sub level beneath the ground floor that was recently opened up by the kobolds.
  • Level Scaling: Inverted by most things, which "level sync" an overleveled player down to the appropriate level — complete with temporary loss of actions, which can be disorienting if you're not expecting it. Optional (but played straight by default) for guildleves, which can be increased in level by up to 5 to keep the challenge and rewards appropriate for slightly overleveled players who haven't unlocked the next set yet.
  • Life Drain: Some enemies have abilities or buffs that will absorb your HP and adds to their own. As of patch 4.0, caster DPS jobs can use the Drain spell for the same function.
  • The Lifestream: The Aethereal Sea, which is also referred to by the trope name.
  • Light Is Not Good:
    • The final battle of Heavensward, the pope-turned-primal King Thordan and his Knights of the Round, use attacks like "Holiest of Holy" and "Light of Ascalon." Their motivations, however, are anything but good.
    • The Amdapori aesthetic is a high gothic cathedral style of polished white alabaster stone, and they utilized White Magic. They also along with the other Magi caused an Umbral Calamity and the Great Flood. The Lost City of Amdapor (Hard) has undead/resureccted White Mages that will use healing magic on their allies and will not hesitate to cast Holy on your party and it's just as strong as the player's Holy spell while also having the same Stun effect. The second boss will use a more powerful version of Holy that can instantly wipe the party if not countered in time and the final boss can use Cure III and Cure IV to heal itself, but it can also turn the same spells against you to deal massive damage if it's under the Reverse effect.
    • Patch 3.4's storyline introduces the concept that pure light is just as dangerous as pure darkness. The Warriors of Darkness hail from a world where light was stronger than darkness. They easily dispatched the evils of their world, only to find that their constant destruction of darkness caused what almost became a flood of light. A pure, blinding radiance permeates their world, erasing color and life itself. Only the intervention of Hydaelyn herself can prevent the world from becoming a light-aspected void of positive energy.
    • Shadowbringers is pretty much Light Is Not Good: The Expansion.
  • Lighter and Softer:
    • While the main story line does have some humorous moments here and there, the Hidlibrand side quests are all about wacky hijinks that looks like they came straight out of a cartoon.
    • The Alexander raid storyline is intentionally light and somewhat goofy, using Goblins as the main enemies, in order to counterbalance just how dark and bleak the Heavensward storyline as a whole is.
    • While the beastmen quests in 2.0 had fit in with the rest of the game's darker themes, the Ixali beastmen quests focuses more on the Ixali outcasts simply wanting to return to their homeland in the sky and have no desire to get involved with the conflict with the spoken races. Heavensward shows off the Vanu Vanu that ran away from their oppressive village and are trying to build their own village in peace as well as getting along with their brethren neighbors while the outcast Gnath are looking for a purpose in life and want to help other people like the Warrior of Light does.
  • Limit Break: Introduced in ARRnote : Each Role gets a different Limit that starts at level 1 in a light party (four people), 2 in a full party (eight people), and gains another bar when fighting the last boss of an instance, allowing up to level 3. In Heavensward the mechanics of limit breaks were changed slightly so that only Jobs can use the level 3 limit breaks, and each was also granted a unique visual (as opposed to 2.0 only having three, one for each role). The four types of limit breaks are:
    • Tanks: Grants the party a brief, but significant reduction to damage taken(Stone Wall and Mighty Guard). The level 3 version has a visual unique to each class, and is potent enough to prevent wipes from some attacks that were designed to wipe the party if not handled properly.
    • Magic DPS: AoE damage, weaker than melee but stronger than ranged physical. At level 1 and two it's a Kill Sat and rain of comets, at level 3 the area of effect becomes absolutely massive, with a visual unique to each class.
    • Melee DPS: A massive single target hit, doing far more damage than the other two kinds of DPS. Level 1 is Braver, level 2 is Omnislash but called Blade Dance, and level 3 has a visual unique to each class.
    • Ranged physical DPS: Damage in a direct line, weaker than caster and melee but has absurd range, making it the safest to use. At level 1, the character draws a crossbow and uses Big Shot, a big charged laser. Level 2 is Desperado, in which a second crossbow is drawn and shoots a hilariously large hail of bolts. At level 3, the width grows massive and damage increases with a visual unique to each class.
    • Healers: Healing Wind, a giant wave of healing that becomes more effective at level 2 (Breath of the Earth). At level 3, the range and healing is increased even more, and it also gains a raise effect with a unique class based visual, reviving all dead party members completely without any resurrection penalty.
  • Lip Lock: The few voiced cutscenes don't have lip animations that even come close to matching the dialogue in any language, just generic Mouth Flaps that start when a line's audio does and stops when the line ends with no pauses. The problem is the Japanese lines are much longer than the English ones, and the localization team didn't write around that fact, so quite a lot of the English audio is spoken very slowly and unnaturally to make sure the audio starts and stops with the Mouth Flaps.
  • Little People: Lalafell, the spiritual successors of the Tarutaru.
  • Loophole Abuse: Many of the crafter quests require you to make a specific item. However, nothing is stopping you from having another player craft the item for you or you just straight up buying the item on the marketboard. The crafter quests in Stormblood changes it up by giving you the required materials to craft the item and they can't be gotten anywhere else, thus you have to actually make the items with your own hands.
  • Lost in Translation: One that caused some major xenophobic Epileptic Trees, the Japanese fanbase was "pleasantly" surprised to discover that Chocobosnote  were renamed to the Kanji for "Horse-bird/馬鳥" by the development team. This, combined with the announcement of a Chinese release and the hiring of a Chinese localization team to translate it after the game was released, led to the assumption by some that the entire development of the game was outsourced to China. This is despite the FFXI development team basically transferring entirely to this game. Then, when the fanbase screamed bloody murder about this, they were renamed "Chocopos" before quickly being corrected a final time. Er, whoops. Thankfully, since the new producer took over, his first priority has been to keep players of all regions informed and listen to their suggestions.
    • This is later lampshaded in ARR with NPCs from the Far East analogue calling Chocobos Horsebirds in at least the English localization.
    • This trope also ruined the big punchline to ARR's Hildebrand quest line, causing it to just seem like it was simply more Hildebrand style humor. In Japan the punchline was a brick joke.
  • The Lost Woods: The Black Shroud, or Twelveswood, where lies the city of Gridania. The trope was clearer in 1.0, where the region was a giant gridlike maze and more fuss was made about the semi-sentience of the forest, but elements of this are still plenty evident.
  • Low-Level Run: There's a feature in the duty finder that allows preformed parties to sync their item level to the absolute minimum for that dungeon/trial, allowing people to re-experience their first time doing a duty with weak gear.
  • Luck-Based Mission: Crafting high-quality items involves a lot of RNG; there is a base chance represented by the Quality bar (increased by using high quality ingredients), there are abilities you can use to increase the quality (which also have failure chances) and there are random variations in item condition (Normal, Good, Excellent and Poor) that change the effectiveness of those abilities. Crafting high quality items consistently requires a combination of good gear, cross-class skills and a rotation that minimizes the effect of RNG swings.
    • The Atma drops introduced in patch 2.2 is the trope in spades. Upgrading your relic zenith weapon to higher levels requires 12 Atma items that can only be found in specific areas from any FATEs and the drop rate of said items are ridiculously low. Without all 12 items, you are not going to get your relic weapon powered up. Fortunately, patch 2.4 greatly increased their drop rates, so it's at least a little bit less painful now.
    • Patch 3.15 brings the new anima weapons, the first quest of which (unless you have a fully upgraded relic weapon from ARR to trade in) - soul without life - requires you to gather 18 luminous crystals from FATEs in each of the six Heavensward outdoor zones. The drop rate isn't quite as bad as was alleged for the above patch 2.2 drops (pre-boost), but there is still an element of luck involved.
    • Everything about the Aquapolis. To get in, you need to open a treasure chest from Deciphering a dragonskin treasure map. After you defeat the mobs and open the chest, there is a chance a portal to the dungeon will open. If it does, the layout is simple; you beat the mobs on the floor, open the chest, and then the person who initially Deciphered the treasure map has to simply pick the left or right door. The correct door lets you go down a floor, the wrong door boots you out of the dungeon. There are no hints or clues as to which door is the correct one, except rarely a door will light up as a free pass (and it can still be the wrong door!). There are seven floors total. Good luck!
      • The Lost Canals of Uznair is an updated version of the Aquapolis, and follows the same format.
    • The "Wondrous Tails" weekly activity is very much luck-based. You're given a journal that has a 4x4 grid in it, and completing specific activities (Complete a level 60 dungeon, beat Shiva Extreme mode, etc.) a seal will be placed, randomly, within the grid. The goal is to make three lines worth of seals for the best rewards, but again, you have no control over where the seal is placed. You can use two of your Second Chance points to shuffle in the hopes of a better arrangement, but you cannot shuffle after you've gotten more than 7 seals, and it's still random. On top of that, you only get a Second Chance point when you or someone in your party is doing an activity for the first time, and you can only hold a max of 9 Second Chance points.
  • Ludd Was Right: The fall of the Allagan Empire, as described by Doga and Unei in the Crystal Tower storyline, began when it became apparent that their reliance on that same tower had fostered stagnation and decadence on a global scale, and collapse was imminent. It's treated merely as backstory at the time, but ends up forgotten entirely even as the story ends with the remaining members of NOAH vowing to restore the Tower to that original purpose in the future.
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