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** The Red Mage's artifact rapier "Murgleis" slightly resembles [[VideoGame/CrisisCore Genesis's sword.]]

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** The Red Mage's artifact rapier "Murgleis" slightly resembles [[VideoGame/CrisisCore Genesis's sword.]]sword]].



** 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.

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** When they attach the Crystal Medium crystal medium to the hilt of the rapier, they hold their sword in a reverse grip to use the combination as a magic rod.



* WeaponTwirling: 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 collar or HairFlip (if male or female respectively) before catching their weapon.

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* WeaponTwirling: Their victory pose emote has them throw both their crystal focus medium 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 collar or HairFlip (if male or female respectively) before catching their weapon.
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"Class" is the base; "job" is the one with the soul crystal.


The Arcanist, unusually for a base job, can also branch into a Healer class, the Scholar. More about that class can be found [[Characters/FinalFantasyXIVHealerClasses here.]]

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The Arcanist, unusually for a base job, class, can also branch into a Healer class, job, the Scholar. More about that class job can be found [[Characters/FinalFantasyXIVHealerClasses here.]]

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Sorcerers that specialize in commanding familiars, and delving into enfeebling and DamageOverTime spells (prior to ''Endwalker'' removing them) by using a form of magic called Arcanima, a process that uses a [[{{Spellbook}} Grimoire]] inscribed with [[GeometricMagic geometric signs]] and [[FormulaicMagic 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.

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Sorcerers that specialize in commanding familiars, and delving into enfeebling and DamageOverTime spells (prior to ''Endwalker'' removing them) by using a form of magic called Arcanima, a process that uses a [[{{Spellbook}} Grimoire]] inscribed with [[GeometricMagic geometric signs]] and [[FormulaicMagic 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.\\\
The Arcanist, unusually for a base job, can also branch into a Healer class, the Scholar. More about that class can be found [[Characters/FinalFantasyXIVHealerClasses here.]]
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* PowerCrutch: Soul crystals are each an AmuletOfConcentratedAwesome in which the experience of previous holders of the crystal can be passed down to the next, enabling the newest holder to learn at an accelerated rate. But in the case of the Mhachi black mage soul crystal, it's ''essential'' for an aspiring black mage to use magic safely, as black mages channel so much aether to cast their spells that doing so without extremely strict training and/or a soul crystal for guidance will simply [[SuperpowerMeltdown incinerate the would-be mage from the inside out.]]
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* SkillGateCharacter: Red Mages sacrifice some damage for party utility. They can heal in emergency situations[[note]]RDM's Vercure scales with ''Intelligence'' rather than Mind, making it one of the most powerful heals among DPS in spite of its low potency, since it can be Twincast like everything else; SMN's Physick scales with Mind, making it nearly useless past level 50, before which gear may boost both Intelligence and Mind[[/note]] and quickly resurrect multiple party members by Dualcasting Verraise. However, a skilled RDM will generally deal less damage than an equally-skilled SMN or BLM, which can be significant in endgame raids with tight DPS checks, and ideally the party shouldn't need an RDM to heal or revive anyway. This leads to an attitude that Red Mages are good in raid progression, but bad in raid farming due to being a JackOfAllStats instead of a specialist. This is amusingly similar to FFI's Red Mage, which is considered a crutch in the early game that falls off in effectiveness around mid-game, when it is overtaken in damage by Black Mage.

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* SkillGateCharacter: SkillGateCharacters: Red Mages sacrifice some damage for party utility. They can heal in emergency situations[[note]]RDM's Vercure scales with ''Intelligence'' rather than Mind, making it one of the most powerful heals among DPS in spite of its low potency, since it can be Twincast like everything else; SMN's Physick scales with Mind, making it nearly useless past level 50, before which gear may boost both Intelligence and Mind[[/note]] and quickly resurrect multiple party members by Dualcasting Verraise. However, a skilled RDM will generally deal less damage than an equally-skilled SMN or BLM, which can be significant in endgame raids with tight DPS checks, and ideally the party shouldn't need an RDM to heal or revive anyway. This leads to an attitude that Red Mages are good in raid progression, but bad in raid farming due to being a JackOfAllStats instead of a specialist. This is amusingly similar to FFI's Red Mage, which is considered a crutch in the early game that falls off in effectiveness around mid-game, when it is overtaken in damage by Black Mage.
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''Class and Job Questlines'': [[Characters/FinalFantasyXIVDisciplesOfWar Disciples of War]] | [[Characters/FinalFantasyXIVDisciplesOfMagic Disciples of Magic]] | [[Characters/FinalFantasyXIVDisciplesOfTheHand Disciples of the Hand]] | [[Characters/FinalFantasyXIVDisciplesOfTheLand Disciples of the Land]]\\

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''Class and Job Questlines'': [[Characters/FinalFantasyXIVDisciplesOfWar Disciples of War]] ([[Characters/FinalFantasyXIVDisciplesOfWarTank Tank]] | [[Characters/FinalFantasyXIVDisciplesOfWarMelee Melee]] | [[Characters/FinalFantasyXIVDisciplesOfWarRanged Ranged]]) | [[Characters/FinalFantasyXIVDisciplesOfMagic Disciples of Magic]] | [[Characters/FinalFantasyXIVDisciplesOfTheHand Disciples of the Hand]] | [[Characters/FinalFantasyXIVDisciplesOfTheLand Disciples of the Land]]\\
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''Antagonists'': [[Characters/FinalFantasyXIVAscians Ascians]] ([[Characters/FinalFantasyXIVEmetSelch Emet-Selch]]) | [[Characters/FinalFantasyXIVGarleanEmpire Garlean Empire]] ([[Characters/FinalFantasyXIVZenosYaeGalvus Zenos yae Galvus]] | [[Characters/FinalFantasyXIVBozjanGarleans Bozjan Garleans]])\\

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''Antagonists'': [[Characters/FinalFantasyXIVAscians Ascians]] ([[Characters/FinalFantasyXIVEmetSelch Emet-Selch]]) | [[Characters/FinalFantasyXIVGarleanEmpire Garlean Empire]] ([[Characters/FinalFantasyXIVZenosYaeGalvus ([[Characters/FinalFantasyXIVGaiusVanBaelsar Gaius van Baelsar]] | [[Characters/FinalFantasyXIVZenosYaeGalvus Zenos yae Galvus]] | [[Characters/FinalFantasyXIVBozjanGarleans Bozjan Garleans]])\\

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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 millennia ago, Red Mages use both the White and Black magics of their ancestors in tandem. Wielding a [[RoyalRapier rapier]] and [[PowerCrystal 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.




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 millennia ago, Red Mages use both the White and Black magics of their ancestors in tandem. Wielding a [[RoyalRapier rapier]] and [[PowerCrystal 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.



%%A new caster DPS Job which will be introduced with [[ExpansionPack Dawntrail]]. Pictomancers use magical brushes to weave art into attacks.


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%%A new caster DPS Job which will be introduced with [[ExpansionPack Dawntrail]]. Pictomancers use magical brushes to weave art into attacks.

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Just making the formatting consistent with other jobs on the page so the transition is easier once we un-hide this.


%%A new caster DPS Job which will be introduced with [[ExpansionPack Dawntrail]]. Pictomancers use magical brushes to weave art into attacks.




%%A new caster DPS Job which will be introduced with [[ExpansionPack Dawntrail]].


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%%* SplashOfColor: [[DownplayedTrope Downplayed]], but also taken literally. The Pictomancer's spells use much more vibrant colors than most other magicks, and frequently are also accompanied with a literal splash of paint.
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* AmplifierArtifact: The Red Mage's weapon is specifically designed to act as an "aetheric accelerator", allowing for small amounts of aether to translate into significantly powerful spells. Lorewise, as mages were facing persecution after unrestricted magic overtaxed the land's available aether and caused the Sixth Umbral Calamity, 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 make this work by the use of their magic-amplifying weapons and using their bodies as a focus for their magic through their acrobatics and fencing techniques, which let even those who have low natural reserves of aether (as described in the level 80 quest) be an effective Red Mage. This is [[SlidingScaleOfGameplayAndStoryIntegration reflected in gameplay]], as they're the only magic-using job which has no built-in way to restore MP and their spells also cost significantly less than other spellcasters' spells.

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* AmplifierArtifact: The Red Mage's weapon is specifically designed to act as an "aetheric accelerator", allowing for small amounts of aether to translate into significantly powerful spells. Lorewise, as mages were facing persecution after unrestricted magic overtaxed the land's available aether and caused the Sixth Umbral Calamity, 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 make this work by the use of their magic-amplifying weapons and using their bodies as a focus for their magic through their acrobatics and fencing techniques, which let even those who have low natural reserves of aether (as described in the level 80 quest) be an effective Red Mage. This is [[SlidingScaleOfGameplayAndStoryIntegration reflected in gameplay]], as they're the only magic-using job which has no built-in way to restore MP or discount their usage and their spells also cost significantly less than other spellcasters' spells.



** Before Endwalker, RDM was also considered the easiest caster class to learn, compared to SMN's steeper learning curve with juggling damage-over-time effects and BLM's low mobility and stricter spell rotation. However, SMN's reworked kit in Endwalker is now generally considered to be the easiest caster class to learn, since its rotation is fairly simple and stays essentially the same from level 30 all the way until endgame.

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** Before Endwalker, ''Endwalker'', RDM was also considered the easiest caster class to learn, compared to SMN's steeper learning curve with juggling damage-over-time effects and BLM's low mobility and stricter spell rotation. However, SMN's reworked kit in Endwalker is now generally considered to be the easiest caster class to learn, since its rotation is fairly simple and stays essentially the same from level 30 all the way until endgame.
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%%** The moogle created through their art doesn't use the standard design from XIV but the designs from VideoGame/FinalFantasyVI.

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%%** The moogle created through their art doesn't use the standard design from XIV ''XIV'', but the designs from VideoGame/FinalFantasyVI.''VideoGame/FinalFantasyVI''.
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%%* ArtsyBeret: To go along with their painters aesthetic and as a visual shout out to [[VideoGame/FinalFantasyVI Relm]], their signature helmet is a colourful beret.
%%* ElementalPowers: They can cast their own versions of the standard FireIceLightning and LandSkySea spells by painting things like lightning bolts, ice crystals and crushing stones.
%%* FightingClown: It has some elements of this, as its elemental magic have more cartoony and colorful presentations than traditional spells and its ability to conjure RidiculouslyCuteCritters.

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%%* ArtsyBeret: To go along with their painters painterly aesthetic and as a visual shout out to [[VideoGame/FinalFantasyVI Relm]], their signature helmet is a colourful beret.
%%* ElementalPowers: They can cast their own versions of the standard FireIceLightning and LandSkySea LandSeaSky spells by painting things like lightning bolts, ice crystals and crushing stones.
%%* FightingClown: It has some elements of this, as its elemental magic have has more cartoony and colorful presentations than traditional spells and its ability to conjure RidiculouslyCuteCritters.{{Ridiculously Cute Critter}}s.



%%* LivingDrawing: Some spells rather then drawing arcane phenomenon like blizzards and flames are instead drawing monsters like [[SeriesMascot moogles]] and [[KillerRabbit spriggans]].

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%%* LivingDrawing: Some spells rather then than drawing arcane phenomenon phenomena like blizzards and flames are instead drawing monsters like [[SeriesMascot moogles]] and [[KillerRabbit spriggans]].



%%* SuperCuteSuperPowers: The bright, cartoony and colourful visuals of the Pictomancer's spells give it a distinct visual identity to contrast with the abilities of the other classes.

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%%* SuperCuteSuperPowers: The bright, cartoony cartoony, and colourful visuals of the Pictomancer's spells give it a distinct visual identity to contrast with the abilities of the other classes.
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%% ** Pictomancer is inspired wholesale by [[VideoGame/FinalFantasyVI Relm Arrowny]], wielding paintbrushes as a magical conduit, and bringing art to life through magic to fight. The Archon that created pictomancy is even named after Relm.

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%% ** %%** Pictomancer is inspired wholesale by [[VideoGame/FinalFantasyVI Relm Arrowny]], wielding paintbrushes as a magical conduit, and bringing art to life through magic to fight. The Archon that created pictomancy is even named after Relm, and the default job gear is based off of the character artwork for Relm.



%% * OrnamentalWeapon: The Pictomancer's signature armor has a dagger carried on the small of its back, but the class runs entirely on magic through paintings.

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%% * %%* OrnamentalWeapon: The Pictomancer's signature armor has a dagger carried on the small of its back, but the class runs entirely on magic through paintings.
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%% ** Pictomancer is inspired wholesale by [[VideoGame/FinalFantasyVI Relm Arrowny]], wielding paintbrushes as a magical conduit, and bringing art to life through magic to fight.

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%% ** Pictomancer is inspired wholesale by [[VideoGame/FinalFantasyVI Relm Arrowny]], wielding paintbrushes as a magical conduit, and bringing art to life through magic to fight. The Archon that created pictomancy is even named after Relm.
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Made a mistake by adding Tural to "Other Realms" instead of "Nations of Hydaelyn" with the initial post; correcting the error now.


''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]]\\
''Other Realms'': [[Characters/FinalFantasyXIVTheVoid The Void]] | [[Characters/FinalFantasyXIVTheFirst The First]] | [[Characters/FinalFantasyXIVTheWorldUnsundered The World Unsundered]] ([[Characters/FinalFantasyXIVPandaemonium Pandæmonium]]) | [[Characters/FinalFantasyXIVUltimaThule Ultima Thule]] | [[Characters/FinalFantasyXIVTural Tural]]\\

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''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]]\\
Thavnair]] | [[Characters/FinalFantasyXIVTural Tural]]\\
''Other Realms'': [[Characters/FinalFantasyXIVTheVoid The Void]] | [[Characters/FinalFantasyXIVTheFirst The First]] | [[Characters/FinalFantasyXIVTheWorldUnsundered The World Unsundered]] ([[Characters/FinalFantasyXIVPandaemonium Pandæmonium]]) | [[Characters/FinalFantasyXIVUltimaThule Ultima Thule]] | [[Characters/FinalFantasyXIVTural Tural]]\\Thule]]\\
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''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]] | [[Characters/FinalFantasyXIVTural Tural]]\\
''Other Realms'': [[Characters/FinalFantasyXIVTheVoid The Void]] | [[Characters/FinalFantasyXIVTheFirst The First]] | [[Characters/FinalFantasyXIVTheWorldUnsundered The World Unsundered]] ([[Characters/FinalFantasyXIVPandaemonium Pandæmonium]]) | [[Characters/FinalFantasyXIVUltimaThule Ultima Thule]]\\

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''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]] | [[Characters/FinalFantasyXIVTural Tural]]\\
Thavnair]]\\
''Other Realms'': [[Characters/FinalFantasyXIVTheVoid The Void]] | [[Characters/FinalFantasyXIVTheFirst The First]] | [[Characters/FinalFantasyXIVTheWorldUnsundered The World Unsundered]] ([[Characters/FinalFantasyXIVPandaemonium Pandæmonium]]) | [[Characters/FinalFantasyXIVUltimaThule Ultima Thule]]\\Thule]] | [[Characters/FinalFantasyXIVTural Tural]]\\
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''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]]\\

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''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]]\\Thavnair]] | [[Characters/FinalFantasyXIVTural Tural]]\\
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Past-tense


* TheArtifact: Shields being equippable alongside one-handed scepters. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subclass by Gladiators, Conjurers, and Thaumaturges. This class was 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 ''Final Fantasy XIII''-inspired weapon) have been two-handed, and two-handed variants of existing one-handed weapons are now being slowly rolled out as replacements.

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* TheArtifact: Shields being equippable alongside one-handed scepters. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subclass by Gladiators, Conjurers, and Thaumaturges. This class was 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 ''Final Fantasy XIII''-inspired weapon) have been two-handed, and two-handed variants of existing one-handed weapons are now being slowly got rolled out as replacements.
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* TheArtifact: Shields being equippable alongside one-handed rods. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subclass by Gladiators, Conjurers, and Thaumaturges. This class was 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 ''Final Fantasy XIII''-inspired weapon) have been two-handed, and two-handed variants of existing one-handed weapons are now being slowly rolled out as replacements.

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* TheArtifact: Shields being equippable alongside one-handed rods.scepters. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subclass by Gladiators, Conjurers, and Thaumaturges. This class was 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 ''Final Fantasy XIII''-inspired weapon) have been two-handed, and two-handed variants of existing one-handed weapons are now being slowly rolled out as replacements.
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* TheArtifact: Shields being equippable 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.

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* TheArtifact: Shields being equippable alongside one-handed rods. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subjob subclass by Gladiators, Conjurers, and Thaumaturges. This class was 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 ''Final Fantasy XIII''-inspired weapon) have been two-handed, and Two-handed two-handed variants of existing onehanders one-handed weapons are now being slowly being rolled out as replacements.

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%%!Pictomancer

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%%!Pictomancer%%![[ArtAttacker Pictomancer]]



%%* LivingPainting: Some spells rather then drawing arcane phenomenon like blizzards and flames are instead drawing monsters like [[SeriesMascot moogles]] and [[KillerRabbit spriggans]].

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%%* LivingPainting: KamehameHadoken: Executed by a painted moogle no less, combining two pompoms to launch a destructive magic beam from its hands.
%%* LivingDrawing:
Some spells rather then drawing arcane phenomenon like blizzards and flames are instead drawing monsters like [[SeriesMascot moogles]] and [[KillerRabbit spriggans]].

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Astral and Umbral still apply lore-wise to the Thaumaturge's magic even after the Shadowbringers revelations.


* TheArtifact: 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.
** The uses of the terms "Astral" and "Umbral". [[spoiler:In ''Shadowbringers'', it's revealed that the concepts of Astral and Umbral are actually the exact opposite of how Dark and Light actually manifest due to Astral and Umbral referring to the "effects" of the element as opposed to their "causes", meaning that Astral elements are actually more closely tied to Dark Aether, and Umbral to Light, and the terms Astral and Umbral are very rarely brought up in any other capacity beyond this point.]]

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* TheArtifact: Shields being equipable equippable 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.
** The uses of the terms "Astral" and "Umbral". [[spoiler:In ''Shadowbringers'', it's revealed that the concepts of Astral and Umbral are actually the exact opposite of how Dark and Light actually manifest due to Astral and Umbral referring to the "effects" of the element as opposed to their "causes", meaning that Astral elements are actually more closely tied to Dark Aether, and Umbral to Light, and the terms Astral and Umbral are very rarely brought up in any other capacity beyond this point.]]
replacements.



* MagicAIsMagicA: Thaumaturgy, and subsequently Black Magic, uses the mage's inner aether as a source for spells while using the crystal medium within their staves or wands to shape the spell; thus their spells take the form of energy elements like fire, ice and lightning. Black Magic then takes it further by using the aether of the surrounding land to amplify the spell by several orders of magnitude.

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* MagicAIsMagicA: MagicAIsMagicA:
**
Thaumaturgy, and subsequently Black Magic, uses the mage's inner aether as a source for spells while using the crystal medium within their staves or wands to shape the spell; thus their spells take the form of energy elements like fire, ice and lightning. Black Magic then takes it further by using the aether of the surrounding land to amplify the spell by several orders of magnitude.magnitude.
** Their StanceSystem shifts the user's aether towards either the astral (active) or umbral (passive) spheres. Under the effects of Astral Fire, their spells have much more ''oomph'' to them, but it also means they're putting ''out'' so much aether that they can't really recover any of it. When affected by Umbral Ice, their magical output is reduced to relative ScratchDamage because they're limiting its flow, allowing for rapid aether recovery.
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Missed the comment d'oh


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ffxiv_pictomancer.jpg]]

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[[quoteright:350:https://static.%%[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ffxiv_pictomancer.jpg]]
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%%!Pictomancer
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ffxiv_pictomancer.jpg]]
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[[Characters/FinalFantasyXIVTheWarriorOfLight The Warrior of Light]] ([[Characters/FinalFantasyXIVTankClasses Tank Classes]] | [[Characters/FinalFantasyXIVRangedClasses Ranged DPS Classes]] | [[Characters/FinalFantasyXIVMeleeClasses Melee DPS Classes]] | '''Caster Classes''' | [[Characters/FinalFantasyXIVHealerClasses Healer Classes]])\\

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[[Characters/FinalFantasyXIVTheWarriorOfLight The Warrior of Light]] ([[Characters/FinalFantasyXIVTankClasses Tank Classes]] | [[Characters/FinalFantasyXIVRangedClasses Ranged DPS Classes]] | [[Characters/FinalFantasyXIVMeleeClasses Melee DPS Classes]] | '''Caster Classes''' | [[Characters/FinalFantasyXIVHealerClasses Healer Classes]])\\Classes]] | [[Characters/FinalFantasyXIVLimitedJobs Limited Jobs]])\\

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