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* It is stated that food helps a person replenish their spent aether and that people who use a lot of aether in battle will become very hungry afterwards. As a game mechanic, food gives you a small buff in a few stats which helps fuel you as you use aether from your abilities. This also extends to [[spoiler: G'raha Tia]] who used to rely on the Crystal Tower to fuel his magicks and notes that he feels ''very'' hungry once he starts using his own aether to cast spells.

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* It is stated that food helps a person replenish their spent aether and that people who use a lot of aether in battle will become very hungry afterwards. As a game mechanic, food gives you a small buff in a few stats which helps fuel you as you use aether from your abilities. This also extends to [[spoiler: G'raha Tia]] who used to rely on the Crystal Tower to fuel his magicks and notes that he feels ''very'' hungry once he starts using his own aether to cast spells.spells.
* The ''Endwalker'' dungeon [[spoiler:Ktisis Hyperboeia gives you three very, very good Trust party members in Venat, Hythlodaeus, and Emet-Selch. While they're not going to completely steamroll the dungeon as party members (with Emet functionally being either a Dark Knight or Black Mage, Hyth being a Bard, and Venat being a Dancer, Paladin, or White Mage), the three still are very much masters of creation magics in a society of creation mages, and it reflects in some of their unique skills and behaviours - they're (especially Venat) better at predicting boss movements than the Scions, they all have party wide instant healing skills in emergencies, and their battle synergies are designed to always give you and the others maximum breathing room and support, making the dungeon much less of a challenge.]]
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** Starting in 6.1, Allied Tribes drop the "beast" label to better reflect Eorzea mending their relationships with them. Especially since the term was made up by the Ul'dahn monetarists and the Garlean empire specifically to drive a wedge between them and the so-called "five races" of Eorzea.
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Some of these are Developers Foresight or don't really qualify as Gameplay And Story Integration


** In Shadowbringers, any Black Mage worth their salt will immediately realize the logic behind Urianger's [[spoiler:explanation of Light and Dark based on the perspective of the First. The previous conception of Astral being active and Umbral is passive is, in truth, ''flipped''.]]



** The Machinist would seem to subvert this - the description of the stone for the job, like that of the later Blue Mage, mentions it doesn't have any great deeds carved into it. So how do you start off with the skills of a moderately trained shooter? Simple - the stuff you're doing at the low levels (point away from face and fire, with a few extra tricks) is theoretically possible for ''anyone'' using a gun and regulator. The weapon, as in real life, is supposed to allow the armament of lower class Ishgardians who don't have the full training of the Houses to become actual knights. The Warrior of Light ''probably'' has a bit of an edge and is a "natural" for it, and gets better as they level through either simply improving at the basics or being given, developing and upgrading new and unique gear, like the Rook autoturret and its eventual transformation into an autonomous robot, to augment and assist their gunnery, but in theory anyone is supposed to strap into the gear and shoot decently well.



* At least in Stormblood, certain side quests have their basic stories changed depending on how far you've progressed. For instance, an NPC in a run-down village may need your help because the Imperials make things tough enough as-is. But if you've driven the Imperials out, it changes to them needing your help so they can get back on their feet.
* Occasionally, the main story will reference [[AnAdventurerIsYou your job]]. For example, if you're a Dragoon, Estinien will recognize you and promise he's not there to fight this time when he's introduced to the main story toward the end of A Realm Reborn; he'll also frequently address you as a fellow Azure Dragoon during Heavensward. Similarly, Yugiri will point out that she knows you've become a shinobi if you've unlocked the Ninja job. In Stormblood, if you're a healer, Krile calls you to [[spoiler:assist with healing Y'shtola after her run-in with Zenos]].
* This sometimes happens with race, as well. If you're a Xaela Au Ra, for example, an NPC in the Azim Steppes will talk about how your parents must have fed you a traditional Xaela dish as a child.
* Your Grand Company will affect the dialogue you get occasionally. For instance, story quests that involve the Immortal Flames, if you are a member of that company, will have members of the Flames address you by your rank, including Raubahn. Sometimes the dialogue will change in other ways, including your commander saying that the fact you are an Immortal Flame makes it a better idea for him to give you the sensitive information you are asking him for.
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* [=NPC=]s use, and will ''give'' you, Linkpearls in ''A Realm Reborn''. You see Raubahn using one to communicate with his troops during the Echo flashback to [[spoiler:the battle of Carteneau and Bahamut's release]], and Minfilia gives you one during the plot so she can stay in touch.

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* [=NPC=]s use, and will ''give'' you, Linkpearls in ''A Realm Reborn''. You see Raubahn using one to communicate with his troops during the Echo flashback to [[spoiler:the battle of Carteneau and Bahamut's release]], and Minfilia gives you one during the plot so she can stay in touch. Additionally, your character's race is taken account of when they answer their linkpearl; Miqo'te, Viera, and Hrothgar raise their hands higher up to reach their beastly ears.
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* One story quest in ''Endwalker'' has [[spoiler: Fandaniel ripping the Warrior of Light's soul of their body and placing it within a random Garlean soldier's body while Zenos's soul is transplanted into the Warrior of Light's body. The Warrior of Light has to reach Camp Broken Glass before Zenos reaches it and slaughters everyone. The Warrior of Light is at a ''severe'' handicap due to several factors; by not being in their own body, they are weaker in attack and defense and they can't regenerate HP over time like they usually do, thus healing requires salvaging whatever health kits you can find. Because Garleans are incapable of manipulating aether, the Warrior of Light cannot cast magic or use other abilities that require aether, which is why they are stuck as a Gladiator with a very limited set of abilities. The Warrior of Light also can't even make a dent in rouge magitek weapons unless they hijack an empty magitek armor themselves just to even the odds. Lastly, because they are so weak on their own, the Warrior of Light has to rely on several Garlean soldiers and civilians to have a fighting chance.]]

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* One story quest in ''Endwalker'' has [[spoiler: Fandaniel ripping the Warrior of Light's soul of their body and placing it within a random Garlean soldier's body while Zenos's soul is transplanted into the Warrior of Light's body. The Warrior of Light has to reach Camp Broken Glass before Zenos reaches it and slaughters everyone. The Warrior of Light is at a ''severe'' handicap due to several factors; by not being in their own body, they are weaker in attack and defense and they can't regenerate HP over time like they usually do, thus healing requires salvaging whatever health kits you can find. Because Garleans are incapable of manipulating aether, the Warrior of Light cannot cast magic or use other abilities that require aether, which is why they are stuck as a Gladiator with a very limited set of abilities. The Warrior of Light also can't even make a dent in rouge rogue magitek weapons unless they hijack an empty magitek armor themselves just to even the odds. Lastly, because they are so weak on their own, the Warrior of Light has to rely on several Garlean soldiers and civilians to have a fighting chance.]]
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* You can't join the Rogue's guild until you've gotten to be at least level 10 in another combat job. This because the Rogues are a secretive group and they won't invite you until you've established yourself, either by becoming a rising member of one of the other two combat guilds in Limsa Lominsa, or have distinguished yourself enough that one of the other two members of the Alliance asked you to be their messenger to the city.
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* During certain cutscenes, [=NPC=]s (and the player character) will openly use Aetheryte teleportation or explicitly refer to it. In a few other cutscenes, spells such as Protect are also used.

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* During certain cutscenes, [=NPC=]s (and the player character) will openly use Aetheryte teleportation or explicitly refer to it. In a few other cutscenes, spells such as Protect are also used. One levequest in Gridania will also mention that it is standard practice for Botanists who encounter danger in the wild to drop their cargo and use Return to escape.
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* Teleporting while part of a party allows everyone else in your party to follow you (assuming they're attuned to the destination) without having to spend gil or go through the cast time for the teleport. In the early Sage job quests, Loifa and his group escape the player several times in just this manner, by having one of them teleport away for the others to follow with no downtime.

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* Teleporting while part of a party allows everyone else in your party to follow you (assuming they're attuned to the destination) without having to spend gil or go through the cast time for the teleport. In the early Sage job quests, Loifa and his group escape the player several times in just this manner, by having one of them teleport away for the others to follow with no downtime.downtime.
* One story quest in ''Endwalker'' has [[spoiler: Fandaniel ripping the Warrior of Light's soul of their body and placing it within a random Garlean soldier's body while Zenos's soul is transplanted into the Warrior of Light's body. The Warrior of Light has to reach Camp Broken Glass before Zenos reaches it and slaughters everyone. The Warrior of Light is at a ''severe'' handicap due to several factors; by not being in their own body, they are weaker in attack and defense and they can't regenerate HP over time like they usually do, thus healing requires salvaging whatever health kits you can find. Because Garleans are incapable of manipulating aether, the Warrior of Light cannot cast magic or use other abilities that require aether, which is why they are stuck as a Gladiator with a very limited set of abilities. The Warrior of Light also can't even make a dent in rouge magitek weapons unless they hijack an empty magitek armor themselves just to even the odds. Lastly, because they are so weak on their own, the Warrior of Light has to rely on several Garlean soldiers and civilians to have a fighting chance.]]
* It is stated that food helps a person replenish their spent aether and that people who use a lot of aether in battle will become very hungry afterwards. As a game mechanic, food gives you a small buff in a few stats which helps fuel you as you use aether from your abilities. This also extends to [[spoiler: G'raha Tia]] who used to rely on the Crystal Tower to fuel his magicks and notes that he feels ''very'' hungry once he starts using his own aether to cast spells.
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** The Sage questline mentions that Sage arts originated from the use of adder stones to channel their magicks, which eventually evolved into the nouliths used by the job. This is reflected by the class's Addersgall and Addersting guages. Addersgall is a constantly regenerating resource that allows the use of special healing abilities, which also have a side benefit of regenerating MP. Addersting, meanwhile, is a resource that's generated whenever one of the sage's barriers is broken, which allows them to use a powerful spell that costs no MP. Expert use of the job revolves around being able to weave in Addersgall and other abilities in between attack spells in order to mitigate damage and keep the party healthy with the actual healing spells being reserved for emergencies or to shield against big attacks.
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* "The Minstrel's Ballad" trials are retellings of past encounters you had, and it's more or less reliving your experiences through bardic tales. However, since the Wandering Minstrel has a habit of embellishing it with more dramatic description, those retold fights are harder to match it. Savage-difficulty encounters of Normal Raids have the same logic as well, though with more means than just song. Sometimes it's through data records, twisted memories embedded in crystal, or a researcher wanting to be a bit fancy with note taking.

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** Arcanists are told about the value of planning, and correspondingly must manage Aetherflow, buffs, and debuffs, for up a minute in advance. The skill used to generate Aetherflow is on a 60s cooldown, and the two DamageOverTime spells are up to 30s in length, requiring the need to reapply them to sustain it.

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** Arcanists are told about the value of planning, and correspondingly must manage Aetherflow, buffs, and debuffs, for up a minute in advance. The skill used to generate Aetherflow is on a 60s cooldown, and what the two Arcanist does in-between that time differs based on the job after level 30.
*** Summoners have the Aethercharge spell, which is also on a 60s cooldown, and grants usage of their gemstone Arcanum spells. Though all three of them are available, which order to use them is up to caster's discretion. Additionally, when an Arcanum is evoked, the effects are on a timer, so the Summoner must use their charges or lose them.
*** Scholars, meanwhile, have to upkeep their
DamageOverTime spell, while preemptively casting their healing spells are up to 30s in length, requiring the need form protective barriers on their allies. Their Aetherflow is also what fuels several key abilities to reapply them ensure survival, ranging from DamageReduction, to sustain it.emergency burst healing.
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** [[spoiler:The FinalBoss of the Shadowbringers expansion involves summoning [[AlternateUniverse Heroes of Light from the other Shards,]] who make up your party for the actual boss fight.]]

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** [[spoiler:The FinalBoss of the Shadowbringers expansion involves temporarily and successfully summoning [[AlternateUniverse Heroes [[BeyondTheImpossible 7 Warriors of Light from the other Shards,]] Source,]] who make up your party for the actual boss fight.]]
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* Teleporting while part of a party allows everyone else in your party to follow you (assuming they're attuned to the destination) without having to spend gil or go through the cast time for the teleport. In the early Sage job quests, Loifa and his group escape the player several times in just this manner, by having one of them teleport away for the others to follow with no downtime.
* The Reaper job is described as the users making a [[DealWithTheDevil pact with a Voidsent]]; the Voidsent will sup upon the aether of slain foes and grant its pacted strength in return. Sure sounds a lot like gaining ExperiencePoints and levelling up, doesn't it?

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* Teleporting while part of a party allows everyone else in your party to follow you (assuming they're attuned to the destination) without having to spend gil or go through the cast time for the teleport. In the early Sage job quests, Loifa and his group escape the player several times in just this manner, by having one of them teleport away for the others to follow with no downtime.
* The Reaper job is described as the users making a [[DealWithTheDevil pact with a Voidsent]]; the Voidsent will sup upon the aether of slain foes and grant its pacted strength in return. Sure sounds a lot like gaining ExperiencePoints and levelling up, doesn't it?
downtime.
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* Teleporting while part of a party allows everyone else in your party to follow you (assuming they're attuned to the destination) without having to spend gil or go through the cast time for the teleport. In the early Sage job quests, Loifa and his group escape the player several times in just this manner, by having one of them teleport away for the others to follow with no downtime.

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* Teleporting while part of a party allows everyone else in your party to follow you (assuming they're attuned to the destination) without having to spend gil or go through the cast time for the teleport. In the early Sage job quests, Loifa and his group escape the player several times in just this manner, by having one of them teleport away for the others to follow with no downtime.downtime.
* The Reaper job is described as the users making a [[DealWithTheDevil pact with a Voidsent]]; the Voidsent will sup upon the aether of slain foes and grant its pacted strength in return. Sure sounds a lot like gaining ExperiencePoints and levelling up, doesn't it?
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** Sharlayan is incredibly isolationist; a significant amount of time is spent arranging the paperwork to get you into the country in the first place.
** Garlemald is the capital of the Garlean Empire, the mortal enemy of the Eorzean city-states. It's not until [[spoiler:it's devastated by the civil war that erupts from Varis' death that you can enter, as part of a humanitarian mission.]]
** [[spoiler:Like with the First, there is no physical way to reach Mare Lamentorum before the plot of ''Endwalker'' allows, on account of it being ''on the moon''.]]
** [[spoiler:Similarly, Elpis only exists in the distant past. It takes the sacrifice of Elidibus' remaining being, along with the capabilities of the Crystal Tower, to allow even a ''shade'' of the Warrior of Light to get there.]]
** [[spoiler:And rounding out the ''Endwalker'' areas, Ultima Thule exists '''''at the very edge of the universe'''''. It takes the construction of an extremely advanced spaceship to even get there, and ''even then'' you have to deal with the fact that it is hostile to life by its very nature.]]
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Soo...apparently this was alluded to as far back as the Omega raids. Whoah.


* In ''Endwalker'', [[spoiler: a central plot point is the existence of an energy form independent from aether, [[EmotionalPowers akasa/dynamis]], which is stirred by and responds to emotions. As soon as the concept is first introduced, you're given a dialogue option suggesting the concept sounds familiar due to the Warrior of Light overcoming their limits through sheer determination in the midst of battle, and this implication that dynamis is intended as a canonical explanation for the ability to LimitBreak is cemented when the FinalBoss requires the use of a level three tank LimitBreak to survive one of its attacks, said boss exclaiming "Dynamis?!" after you do so.]]

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* In ''Endwalker'', [[spoiler: a [[spoiler:a central plot point is the existence of an energy form independent from aether, [[EmotionalPowers akasa/dynamis]], which is stirred by and responds to emotions. As soon as the concept is first introduced, you're given a dialogue option suggesting the concept sounds familiar due to the Warrior of Light overcoming their limits through sheer determination in the midst of battle, and battle. It had a passing acknowledgement in the Interdimensional Rift story, with Omega unable to comprehend how your character can transcend limits amidst the heat of battle after your triumph in the Sigmascape, but this implication that dynamis is intended as a canonical explanation for the ability to LimitBreak is cemented when the FinalBoss requires the use of a level three tank LimitBreak to survive one of its attacks, said boss exclaiming "Dynamis?!" after you do so.]]

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* Travel logistics are worked into how the games' armies move. In 4.5, Hien explicitly says that the main Doman fighting force will be delayed arriving in Eorzea as crossing the south sea (and having to avoid the Garlean home continent of Ilsabard) takes time, and not every fighter has the necessary Aetherpool to just teleport halfway across the world. Hien himself, Yugiri, and a decent chunk of Doman fighters are still present in time for the Ghimlyt Dark dungeons, however, because they attuned themselves to the aetheryte crystals in Ala Mhigo during the fight to take the city, just like the player does when they find a new aetheryte, so they ''could'' just teleport there.

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* Travel logistics are worked into how the games' individuals and armies both move. In 4.5, Hien explicitly says that the main Doman fighting force will be delayed arriving in Eorzea as crossing the south sea (and having to avoid the Garlean home continent of Ilsabard) takes time, and not every fighter has the necessary Aetherpool to just teleport halfway across the world. Hien himself, Yugiri, and a decent chunk of Doman fighters are still present in time for the Ghimlyt Dark dungeons, however, because they attuned themselves to the aetheryte crystals in Ala Mhigo during the fight to take the city, just like the player does when they find a new aetheryte, so they ''could'' just teleport there.there.
** 6.0 has this pop up again when the Scions split up after arriving in Sharlayan, with about half the group staying behind to perform research while the other half decides to check the situation in Thavnair. The latter group only even gets there in a timely fashion thanks to a prototype Sharlayan aetheryte which can be attuned to other aetherytes to let people teleport between them without being attuned to the destination, since traveling by boat again would take too long, but only one member of the group heading to Thavnair has ever actually been there before.



* Although many job quests in 2.0 can be taken up as soon as you have the right level, the Summoner has two break points. In order to summon a Primal-Egi, you have to have been present at the Primal's defeat and bathed in their Aether. Since you can only take up jobs after beating Ifrit, your first Egi is naturally based on him; however, to convert Emerald and Topaz Carbuncle to Garuda- and Titan-Egi respectively, you have to first defeat them in the story. The fights happen close to the level points you would face the respective Primals, but if you overlevel ahead of time, the quests will remain locked.

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* Although many job quests in 2.0 can be taken up as soon as you have the right level, the Summoner has two break points. In order to summon a Primal-Egi, you have to have been present at the Primal's defeat and bathed in their Aether. Since you can only take up jobs after beating Ifrit, your first Egi is naturally based on him; however, to convert Emerald and Topaz Carbuncle to Garuda- and Titan-Egi respectively, you have to first defeat them in the story. The fights happen close to the level points you would face the respective Primals, but if you overlevel ahead of time, the quests will remain locked. [[spoiler:Demi-Bahamut and the Dreadwyrm Trance, meanwhile, only require you to reach the requisite level and complete their related job quests, regardless of whether you've played through the Binding Coils, since ''everyone'' in Eorzea has been washed in Bahamut's aether after his destruction at the end of the Sixth Astral Era.]]
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[[WMG:[[center: [- ''VideoGame/FinalFantasyXIV''\\
''Tropes:'' [[FinalFantasyXIV/TropesAToC A to C]] | [[FinalFantasyXIV/TropesDToF D to F]] | [[FinalFantasyXIV/TropesGToI G to I]] ('''Gameplay and Story Integration''') | [[FinalFantasyXIV/TropesJToL J to L]] | [[FinalFantasyXIV/TropesMToO M to O]] | [[FinalFantasyXIV/TropesPToR P to R]] | [[FinalFantasyXIV/TropesSToU S to U]] | [[FinalFantasyXIV/TropesVToZ V to Z]]\\
]] -]]]
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* In ''Endwalker'', [[spoiler: a central plot point is the existence of an energy form independent from aether, [[EmotionalPowers akasa/dynamis]], which is stirred by and responds to emotions. As soon as the concept is first introduced, you're given a dialogue option suggesting the concept sounds familiar due to the Warrior of Light overcoming their limits through sheer determination in the midst of battle, and this implication that dynamis is intended as a canonical explanation for the ability to LimitBreak is cemented when the FinalBoss requires the use of a level three tank LimitBreak to survive one of its attacks, said boss exclaiming "Dynamis?!" after you do so.]]

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* In ''Endwalker'', [[spoiler: a central plot point is the existence of an energy form independent from aether, [[EmotionalPowers akasa/dynamis]], which is stirred by and responds to emotions. As soon as the concept is first introduced, you're given a dialogue option suggesting the concept sounds familiar due to the Warrior of Light overcoming their limits through sheer determination in the midst of battle, and this implication that dynamis is intended as a canonical explanation for the ability to LimitBreak is cemented when the FinalBoss requires the use of a level three tank LimitBreak to survive one of its attacks, said boss exclaiming "Dynamis?!" after you do so.]]]]
* Teleporting while part of a party allows everyone else in your party to follow you (assuming they're attuned to the destination) without having to spend gil or go through the cast time for the teleport. In the early Sage job quests, Loifa and his group escape the player several times in just this manner, by having one of them teleport away for the others to follow with no downtime.
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** Conjurers and White Mages have reserves of powerful spells, but can easily run dry if incautious -- and their tutor warns that White Magic was normally restricted to Padjal in part because overuse of magic drained enough aether from the land to cause an entire Umbral Age. Their spells have the highest potency out of the healers, but have the most costly healing spells in Cure II, Medica, and Medica II, and lack any personal MP managing abilities outside of Lucid Dreaming until obtaining Assize and Thin Air over ''thirty'' levels later.

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** Conjurers and White Mages have reserves of powerful spells, but can easily run dry if incautious -- and their tutor warns that White Magic was normally restricted to Padjal in part because overuse of magic drained enough aether from the land to cause an entire Umbral Age. Their spells have When compared to their other healer brethren, their spell repertoire gives them the highest potency out of the healers, but have raw healing and damaging power. However, they also the most costly healing spells in Cure II, Medica, and Medica II, and lack any personal MP managing abilities outside of Lucid Dreaming until obtaining Assize and Thin Air over ''thirty'' levels later.
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** This even becomes a plot point late in ''Stormblood'', when [[spoiler:Fordola is transfused with an artificial Echo. The result is her easily dodging multiple attacks from the heroes altogether like she sees them coming, because she ''does''. It takes using an aetheric siphon made by Urianger and the Warrior of Light being completely unaware of what it does to defeat her, because she'd just read exactly what the item does from their mind if the Warrior knew ahead of time.]]

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** This even becomes a plot point late in ''Stormblood'', when [[spoiler:Fordola is transfused with an artificial Echo. The result is her easily dodging multiple attacks from the heroes altogether like she sees them coming, because she ''does''. It takes using an aetheric siphon made by Urianger and the Warrior of Light being completely unaware of what it does to defeat her, because she'd just read exactly what the item does from their mind if the Warrior knew ahead of time.]]
* In ''Endwalker'', [[spoiler: a central plot point is the existence of an energy form independent from aether, [[EmotionalPowers akasa/dynamis]], which is stirred by and responds to emotions. As soon as the concept is first introduced, you're given a dialogue option suggesting the concept sounds familiar due to the Warrior of Light overcoming their limits through sheer determination in the midst of battle, and this implication that dynamis is intended as a canonical explanation for the ability to LimitBreak is cemented when the FinalBoss requires the use of a level three tank LimitBreak to survive one of its attacks, said boss exclaiming "Dynamis?!" after you do so.
]]
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* Jobs introduced in ''A Realm Reborn'' add new skills to your base class when you equip the corresponding Soul Crystal. This is justified by the fact that Soul Crystals contain the knowledge and memories of previous owners, which are bestowed upon you upon equipping them. This is also the reason why the jobs added in each expansion start off at higher levels (30 for ''Heavensward'' jobs, 50 for ''Stormblood'', and 60 for ''Shadowbrigers''): the Soul Crystals already have a plentiful amount of knowledge and memories from past users. Conversely, this is also why Blue Mages start at level 1: blue magic was only very recently introduced to Eorzea, and as such, Blue Mage Soul Crystals are new and pristine because you're the first person to use the one you receive.

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* Jobs introduced in ''A Realm Reborn'' add new skills to your base class when you equip the corresponding Soul Crystal. This is justified by the fact that Soul Crystals contain the knowledge and memories of previous owners, which are bestowed upon you upon equipping them. This is also the reason why the jobs added in each expansion start off at higher levels (30 for ''Heavensward'' jobs, 50 for ''Stormblood'', and 60 for ''Shadowbrigers''): ''Shadowbringers'' and 70 for ''Endwalker''): the Soul Crystals already have a plentiful amount of knowledge and memories from past users. Conversely, this is also why Blue Mages start at level 1: blue magic was only very recently introduced to Eorzea, and as such, Blue Mage Soul Crystals are new and pristine because you're the first person to use the one you receive.



*** In ''Heavensward'', the Vath begin relations at level 3, "Friendly", because helping them out is a part of the main scenario. The Vanu Vanu and Moogles begin at level 1 despite you helping them out in the main scenario because the tribe of Vanu Vanu you assist are a different tribe than the one you interacted with during the main story, and the Moogles are {{ungrateful bastard}}s who would rather laze about than do any of the work they've hired your help for.
*** All three of the ''Stormblood'' beast tribes begin at level 3. Like the Vath, helping the Kojin out is part of the main scenario. The Ananta are part of the Ala Mhigan resistance, and literally half of the expansion was spent helping the people of Ala Mhigo drive the Garleans out. The Namazu, in contrast to the Moogles, are [[TooDumbToLive too trusting for their own good]] and thus see you as a valued friend even though you've only just met them and [[TheFriendNobodyLikes your character wants nothing to do with them initially]].
*** All three of the ''Shadowbringers'' beast tribes start at level 3 as well. Not only are you [[spoiler:the famed Warrior of Darkness who brought night back to Norvrandt]], but there's also a secondary reason: The Pixies are aware that you've made a pact with [[spoiler:Feo Ul, the current Titania]] and don't want to make them angry. The Qitari personally saw your fight with the Lightwarden Eros and thus know for a fact that they can trust you. The Dwarves are lead by a man you personally helped get over his social anxiety and who also looks up to you for your skill.

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*** ** In ''Heavensward'', the Vath begin relations at level 3, "Friendly", because helping them out is a part of the main scenario. The Vanu Vanu and Moogles begin at level 1 despite you helping them out in the main scenario because the tribe of Vanu Vanu you assist are a different tribe than the one you interacted with during the main story, and the Moogles are {{ungrateful bastard}}s who would rather laze about than do any of the work they've hired your help for.
*** ** All three of the ''Stormblood'' beast tribes begin at level 3. Like the Vath, helping the Kojin out is part of the main scenario. The Ananta are part of the Ala Mhigan resistance, and literally half of the expansion was spent helping the people of Ala Mhigo drive the Garleans out. The Namazu, in contrast to the Moogles, are [[TooDumbToLive too trusting for their own good]] and thus see you as a valued friend even though you've only just met them and [[TheFriendNobodyLikes your character wants nothing to do with them initially]].
*** ** All three of the ''Shadowbringers'' beast tribes start at level 3 as well. Not only are you [[spoiler:the famed Warrior of Darkness who brought night back to Norvrandt]], but there's also a secondary reason: The Pixies are aware that you've made a pact with [[spoiler:Feo Ul, the current Titania]] and don't want to make them angry. The Qitari personally saw your fight with the Lightwarden Eros and thus know for a fact that they can trust you. The Dwarves are lead by a man you personally helped get over his social anxiety and who also looks up to you for your skill.
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** The Machinist would seem to subvert this - the description of the stone for the job, like that of the later Blue Mage, mentions it doesn't have any great deeds carved into it. So how do you start off with the skills of a moderately trained shooter? Simple - the stuff you're doing at the low levels (point away from face and fire, with a few extra tricks) is theoretically possible for ''anyone'' using a gun and regulator. The weapon, as in real life, is supposed to allow the armament of lower class Ishgardians who don't have the full training of the Houses to become actual knights. The Warrior of Light ''probably'' has a bit of an edge and is a "natural" for it, and gets better as they level through either simply improving at the basics or being given and developing new and unique gear, like the Rook autoturret, to augment and assist their gunnery, but in theory anyone is supposed to strap into the gear and shoot decently well.

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** The Machinist would seem to subvert this - the description of the stone for the job, like that of the later Blue Mage, mentions it doesn't have any great deeds carved into it. So how do you start off with the skills of a moderately trained shooter? Simple - the stuff you're doing at the low levels (point away from face and fire, with a few extra tricks) is theoretically possible for ''anyone'' using a gun and regulator. The weapon, as in real life, is supposed to allow the armament of lower class Ishgardians who don't have the full training of the Houses to become actual knights. The Warrior of Light ''probably'' has a bit of an edge and is a "natural" for it, and gets better as they level through either simply improving at the basics or being given and given, developing and upgrading new and unique gear, like the Rook autoturret, autoturret and its eventual transformation into an autonomous robot, to augment and assist their gunnery, but in theory anyone is supposed to strap into the gear and shoot decently well.



* Occasionally, the main story will reference [[AnAdventurerIsYou your job]]. For example, if you're a Dragoon, Estinien will recognize you and promise he's not there to fight this time toward the end of A Realm Reborn; he'll also frequently address you as a fellow Azure Dragoon during Heavensward. Similarly, Yugiri will point out that she knows you've become a shinobi if you've unlocked the Ninja job. In Stormblood, if you're a healer, Krile calls you to [[spoiler:assist with healing Y'shtola after her run-in with Zenos]].

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* Occasionally, the main story will reference [[AnAdventurerIsYou your job]]. For example, if you're a Dragoon, Estinien will recognize you and promise he's not there to fight this time when he's introduced to the main story toward the end of A Realm Reborn; he'll also frequently address you as a fellow Azure Dragoon during Heavensward. Similarly, Yugiri will point out that she knows you've become a shinobi if you've unlocked the Ninja job. In Stormblood, if you're a healer, Krile calls you to [[spoiler:assist with healing Y'shtola after her run-in with Zenos]].
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it's a historical reference, just not _that_ one


** Gyr Abania is right next to Gridania, but remains inaccessible until Stormblood - thanks to a massive Garlean fortress and equivalent of the Berlin Wall. You can only gain access [[spoiler:after a fringe group of the Ala Mhigan resistance forces the issue, pierces the wall, kills the Garlean forces, and summons/creates a Primal.]]

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** Gyr Abania is right next to Gridania, but remains inaccessible until Stormblood - thanks to a massive Garlean fortress and equivalent of the Berlin Hadrian's Wall. You can only gain access [[spoiler:after a fringe group of the Ala Mhigan resistance forces the issue, pierces the wall, kills the Garlean forces, and summons/creates a Primal.]]
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* Why do you have to teleport to aetherytes? Why can't you just teleport anywhere you wish? Because you could possibly ''die'' from it! As explained in lore books, aetherytes are situated in areas where the physical and aetherial planes are closest to one another, with the aetherytes serving as beacons to allow a person to rematerialize their bodies and souls safely. Without them, they would be lost in the Lifestream and run the risk of having their bodies break down completely into aether. [[spoiler:The spell "Flow" allows one to teleport anywhere they wish, at least in theory: in practice, [[DangerousForbiddenTechnique it is so difficult to use that using it means risking one's life]], and even if you manage to re-emerge from the lifestream, your body and aether will suffer for it. Thancred managed to return under his own strength, but [[BroughtDownToNormal completely lost his ability to use magic, meaning he was stuck where the spell plopped him out at in the Dravanian forelands until the player character happens to come through for an unrelated matter]]. Both times Y'shtola used Flow, she needed outside help to return, and the first time she did, she lost her eyesight from it.]]
* Speaking of aetherytes, the cost of teleporting to one depends on the actual in-lore distance between where you are and where you want to go. The first three cities are all in Eorzea and relatively near to one another, so it doesn't cost a lot of money to travel between any of them, and the costs gets lower the closer you physically get to them (e.g. teleporting to Ul'dah from Eastern Thanalan will cost noticeably less than teleporting there from the North Shroud). Going from anywhere in Eorzea to the Far East (Othard and Hingashi) and vice-versa will always cost a lot of money no matter where you are, due to them being quite literally in different continents on the opposite side of the world. The First, being effectively a different dimension altogether, takes this to its logical extreme, with capped teleport fees to any other area in the game.

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* Why do you have to teleport to aetherytes? Why can't you just teleport anywhere you wish? Because you could possibly ''die'' from it! As explained in lore books, aetherytes are situated in areas where the physical and aetherial planes are closest to one another, with the aetherytes serving as beacons to allow a person to rematerialize their bodies and souls safely. Without them, they would be lost in the Lifestream and run the risk of having their bodies break down completely into aether. [[spoiler:The spell "Flow" allows one to teleport anywhere they wish, at least in theory: in practice, [[DangerousForbiddenTechnique it is so difficult to use that using it means risking one's life]], and even if you manage to re-emerge from the lifestream, your body and aether will suffer for it. Thancred managed to return under his own strength, but [[BroughtDownToNormal completely lost his ability to use magic, magic]], meaning he was stuck stranded in the Dravanian forelands where the spell plopped him out at in the Dravanian forelands until the player character happens to come through for an unrelated matter]].matter. Both times Y'shtola used Flow, she needed outside help to return, and the first time she did, she lost her eyesight from it.]]
* Speaking of aetherytes, the cost of teleporting to one depends on the actual in-lore distance between where you are and where you want to go. The first three cities are all in Eorzea and relatively near to one another, so it doesn't cost a lot of money to travel between any of them, and the costs gets lower the closer you physically get to them (e.g. teleporting to Ul'dah from Eastern Thanalan will cost noticeably less than teleporting there from the North Shroud). Going from anywhere in Eorzea to the Far East (Othard and Hingashi) and vice-versa will always cost a lot of money no matter where you are, due to them being quite literally in different continents on the opposite side of the world. The First, being effectively a different dimension altogether, takes this to its logical extreme, with capped teleport fees to any other area in the game.



** Ishgard is the only accessible gateway to Abalathia's Spire and the other parts of Coerthas (itself the only accessible gateway to Dravania), and they are notoriously isolated, with only the Central Highlands acting as a contact point before the start of Heavensward. You only gain access to Ishgard after you are made a ward of one of the Houses.
** The western part of the Dravanian Hinterlands is divided from the eastern part by a river; the only crossing point that isn't {{broken|Bridge}} is Idyllshire, and there is a blockage of the path until you win the trust of the Goblins and they agree to help clear it.

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** Ishgard is the only accessible gateway to Abalathia's Spire Spine and the other parts of Coerthas (itself the only accessible gateway to Dravania), and they are notoriously isolated, with only the Central Highlands acting as a contact point before the start of Heavensward. You only gain access to Ishgard after you are made a ward of one of the Houses.
** The western part of the Dravanian Hinterlands is divided from the eastern part by a river; river, with the surrounding land way too high up above it for you to just jump in and swim across; the only crossing point that isn't {{broken|Bridge}} is Idyllshire, and there is a blockage of the path until you win the trust of the Goblins and they agree to help clear it.



** There is literally no physical way to reach the First before the plot of ''Shadowbringers'' is set into motion; the Source and the Shards are separated from a dimensional rift that is nearly impossible to cross, it's not until the Crystal Exarch calls upon your character that you're able to breach that Rift, and that's only with the help of the very powerful Crystal Tower, one of the few things in the setting that can create portals to the Shards.

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** There is literally no physical way to reach the First before the plot of ''Shadowbringers'' is set into motion; the Source and the Shards are separated from a dimensional rift that is nearly impossible to cross, it's cross. It's not until the Crystal Exarch calls upon your character that you're able to breach that Rift, and that's only with the help of the very powerful Crystal Tower, one of the few things in the setting that can create portals to the Shards.



* Several services will be locked on the Source or the First with no crossover between each other. For instance, Jandeleine can appear in all inns except the one in the Crystarium, because while he's always on the move, there is no way for him to physically cross over to the First. Postmoogles on the First can also give you messages with the in-game justification that Feo Ul telepathically sends messages between the moogles of the First and the Source; if you're in the middle of the Postmoogle side quest, the First postmoogle will still tell you your rank but admits they have no idea what that means.

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* Several services will be locked on the Source or the First with no crossover between each other. For instance, Jandeleine can appear in all inns except the one in the Crystarium, because while he's always on the move, there is no way for him to physically cross over to the First. Postmoogles on the First can also give you messages with the in-game justification that Feo Ul telepathically sends messages between the moogles of the First and the Source; Source (the same justification for why you can still interact with retainers from the Crystarium's inn); if you're in the middle of the Postmoogle side quest, the First postmoogle will still tell you your rank but admits they have no idea what that means.
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** There is literally no physical way to reach the First before the plot of ''Shadowbringers'' is set into motion; the Source and the Shards are separated from a dimensional rift that is nearly impossible to cross, it's not until the Crystal Exarch calls upon your character that you're able to breach that Rift, and that's only with the help of the very powerful Crystal Tower, one of the few things in the setting that can create portals to the Shards.
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* Area of effect markers are explained as some combination of the Echo granting minor precognition and/or the enemy tipping their hand before unleashing a big attack. Moreover, some enemies actually notice and even take advantage of this, particularly [[spoiler:Sigmascape V4.0's fight against [[VideoGame/FinalFantasyVI Kefka Palazzo]]: after you dodge a marked attack or two, he catches on that you've discovered his "tells", then immediately begins giving false tells for some attacks, which translate into slightly different area of effect markers which tell you where his attack ''won't'' hit.]]

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* Area of effect markers are explained as some combination of the Echo granting minor precognition and/or the enemy tipping their hand before unleashing a big attack. Moreover, some enemies actually notice and even take advantage of this, particularly [[spoiler:Sigmascape V4.0's fight against [[VideoGame/FinalFantasyVI Kefka Palazzo]]: after you dodge a marked attack or two, he catches on that you've discovered his "tells", then immediately begins giving false tells for some attacks, which translate into slightly different area of effect markers which tell you where his attack ''won't'' hit.]]
** This even becomes a plot point late in ''Stormblood'', when [[spoiler:Fordola is transfused with an artificial Echo. The result is her easily dodging multiple attacks from the heroes altogether like she sees them coming, because she ''does''. It takes using an aetheric siphon made by Urianger and the Warrior of Light being completely unaware of what it does to defeat her, because she'd just read exactly what the item does from their mind if the Warrior knew ahead of time.
]]
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** In Shadowbringers, any Black Mage worth their salt will immediately realize the logic behind Uriangers [[spoilers explanation of Light and Dark based on the perspective of the First.]]

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** In Shadowbringers, any Black Mage worth their salt will immediately realize the logic behind Uriangers [[spoilers explanation Urianger's [[spoiler:explanation of Light and Dark based on the perspective of the First.First. The previous conception of Astral being active and Umbral is passive is, in truth, ''flipped''.]]

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Plenty! There's a myriad of little details that have a lot of attention in world-building, and those down here are some of the more major points:

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Plenty! There's When your character can be anything you wish them to be, it'd be easy to just have a myriad cookie-cutter line of dialogue and call it a day. In here though, there's a staggering amount of little details that have pay a lot of attention in world-building, from quest completion, to even your character's affiliations, race, and those job at the time of a cutscene. Whatever's down here are some of the more major points:points, as listing every little detail would take a while when DevelopersForesight is in play, too.
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Plenty! There's a myriad of little details that have a lot of attention in world-building, and those down here are some of the more major points:
* Vesper Bay is pretty important to the plot (as it's where the Scions' home base is), yet it lacks an Aetheryte Crystal and indeed is the only proper town to lack one, causing you to have to hot foot it from Horizon or take the ferry near Limsa Lominsa's Arcanists' Guild every time you want to go there. In the post-2.0 part of ''A Realm Reborn'', it is revealed that the town doesn't have one because the various powerful factions of Eorzea are trying to pressure the Scions into working with them, with strings attached. They all refuse to give the town an Aetheryte Crystal unless the Scions start working with them, which is one reason Alphinaud believes the Scions should move their base elsewhere.
* During certain cutscenes, [=NPC=]s (and the player character) will openly use Aetheryte teleportation or explicitly refer to it. In a few other cutscenes, spells such as Protect are also used.
* Pretty much everything related to the Seventh Umbral Era was reflected in-game and commented on by [=NPC=]s during that storyline in ''1.0'', from weather changes to the increase of monsters' size to the changes in Dalamud.
* If the player gets a cutscene when logging in at the inn, their character will be without their headgear. According to the developers, that's because "no one sleeps with a hat or a helmet". Glasses, however, will remain on, as sleeping with them on is not unreasonable.
* [=NPC=]s use, and will ''give'' you, Linkpearls in ''A Realm Reborn''. You see Raubahn using one to communicate with his troops during the Echo flashback to [[spoiler:the battle of Carteneau and Bahamut's release]], and Minfilia gives you one during the plot so she can stay in touch.
* Each spellcaster class has a different style of mana management, and this is part of the lore.
** Conjurers and White Mages have reserves of powerful spells, but can easily run dry if incautious -- and their tutor warns that White Magic was normally restricted to Padjal in part because overuse of magic drained enough aether from the land to cause an entire Umbral Age. Their spells have the highest potency out of the healers, but have the most costly healing spells in Cure II, Medica, and Medica II, and lack any personal MP managing abilities outside of Lucid Dreaming until obtaining Assize and Thin Air over ''thirty'' levels later.
** Thaumaturges and Black Mages have structured lessons about the ebb and flow of aether through Umbral and Astral ages, and correspondingly burn through mana in Astral Fire then use Umbral Ice to regenerate MP. Astral Fire halts natural MP regeneration, while Umbral Ice greatly accelerates it.
** In Shadowbringers, any Black Mage worth their salt will immediately realize the logic behind Uriangers [[spoilers explanation of Light and Dark based on the perspective of the First.]]
** Arcanists are told about the value of planning, and correspondingly must manage Aetherflow, buffs, and debuffs, for up a minute in advance. The skill used to generate Aetherflow is on a 60s cooldown, and the two DamageOverTime spells are up to 30s in length, requiring the need to reapply them to sustain it.
** The Red Mage, meanwhile, is told by the job trainer that the pioneers of the job consisted of the White Mages of Amdapor and Black Mages of Mhach who had joined other refugees in the Gyr Abanian mountains to escape the 6th Umbral Calamity's massive world-wide flood caused by the War of the Magi set prior to the events of the game, due to the land being drained of aether. Faced with the anger and destruction caused by their actions, the members of the two sides put aside their differences and swore to repay their debts to civilization by helping with rebuilding and protecting the weak. They also swore a vow to only use the reserves of aether within their bodies to power their spells to avoid another Calamity, adapting the mana-hungry disciplines of White and Black magic through "aetheric accelerator" focusing crystals that allow small bits of aether to translate into powerful spells. In game, this translates to Red Mages having relatively low MP costs for their spells, barring their healing and especially resurrection spells, but no built-in ability to restore MP quickly, only having access to the cross-role action Lucid Dreaming and their natural mana regen. They are also described to have spells that happen up front, rather than over time. This directly translates to gameplay, as they have no DamageOverTime spells - their equivalent of the White Mage spell "Aero" and the Black Mage spell "Thunder" are long-cast but instantly-damaging spells, as opposed to the quickly-cast damage-over-time spells that they are for White and Black Mage.
** Similarly, the Bard job trainer speaks of the importance of Bardic music to inspire allies, and how one should always put their allies' needs in battle first, before their own vanity and personal glory. In gameplay, this translates as Bard being a highly support-oriented DPS job (second to Dancer), having less personal DPS than others, but having a host of abilities to boost their allies' DPS in various ways, increase the effectiveness of healing, boosting damage output, reduce damage vulnerability, and more.
* The fact that you can fight Primals over and over is also integrated into the plot: They cannot really be killed and can just be summoned again. Bosses that you'd never ever fight again because they couldn't be re-summoned like a Primal have their harder modes explained via other means, such as losing yourself in a bard's embellished retelling of your original encounter with them, or fighting a simulacrum made of the resident Precursors' technology used for training purposes. Even dungeons show time marching onwards, as Hard Modes are, rather than the same dungeon but with the enemy levels bumped up, the dungeon after time has passed and newer, bigger threats have moved in, old pathways have collapsed and new ones been exposed, among other changes.
* Jobs introduced in ''A Realm Reborn'' add new skills to your base class when you equip the corresponding Soul Crystal. This is justified by the fact that Soul Crystals contain the knowledge and memories of previous owners, which are bestowed upon you upon equipping them. This is also the reason why the jobs added in each expansion start off at higher levels (30 for ''Heavensward'' jobs, 50 for ''Stormblood'', and 60 for ''Shadowbrigers''): the Soul Crystals already have a plentiful amount of knowledge and memories from past users. Conversely, this is also why Blue Mages start at level 1: blue magic was only very recently introduced to Eorzea, and as such, Blue Mage Soul Crystals are new and pristine because you're the first person to use the one you receive.
** The Machinist would seem to subvert this - the description of the stone for the job, like that of the later Blue Mage, mentions it doesn't have any great deeds carved into it. So how do you start off with the skills of a moderately trained shooter? Simple - the stuff you're doing at the low levels (point away from face and fire, with a few extra tricks) is theoretically possible for ''anyone'' using a gun and regulator. The weapon, as in real life, is supposed to allow the armament of lower class Ishgardians who don't have the full training of the Houses to become actual knights. The Warrior of Light ''probably'' has a bit of an edge and is a "natural" for it, and gets better as they level through either simply improving at the basics or being given and developing new and unique gear, like the Rook autoturret, to augment and assist their gunnery, but in theory anyone is supposed to strap into the gear and shoot decently well.
** The relationship between classes and jobs comes up in a big way in ''Stormblood''[='=]s Monk questline. Widargelt and his disciples only know the martial arts style developed and taught by the Fists of Rhalgr, and so [[CripplingOverspecialization are left completely at the mercy]] of Corpse Brigade pugilists who know a style specifically designed to counter that of the Fists. The player character, however, is much more able to stand against them and even defeat them, because they don't ''just'' know the Fists' style - they learned it on top of Ul'dahn pugilism, which they later teach to the others to make the group unpredictable enough to give them the edge.
* One of the first quests for Dark Knights teaches about careful use of the power of one's own inner darkness, using just enough to grant them the strength needed to stand against their foes, without letting the darkness consume them and leaving them vulnerable to their enemies. Much like the spellcasting examples above, this translates to careful and balanced use of the Dark Knight's various high-MP-cost spells and abilities. Trying to use too many at once without using their MP restoring abilities will severely reduce their ability for damage dealing, damage mitigation, and holding enmity of their foes.
* During the 51-60 Blacksmith series of quests, you are working for a noble family that has fallen into poverty (the family just being a young girl and the one employee who remained to take care of her after her father was falsely convicted of heresy). The employee tells you that he will be unable to pay you for your work until their house rises back up again, and indeed you get no gil from completing the quests until the final one (though you still get gear/silver pieces as a reward).
* Why do you have to teleport to aetherytes? Why can't you just teleport anywhere you wish? Because you could possibly ''die'' from it! As explained in lore books, aetherytes are situated in areas where the physical and aetherial planes are closest to one another, with the aetherytes serving as beacons to allow a person to rematerialize their bodies and souls safely. Without them, they would be lost in the Lifestream and run the risk of having their bodies break down completely into aether. [[spoiler:The spell "Flow" allows one to teleport anywhere they wish, at least in theory: in practice, [[DangerousForbiddenTechnique it is so difficult to use that using it means risking one's life]], and even if you manage to re-emerge from the lifestream, your body and aether will suffer for it. Thancred managed to return under his own strength, but [[BroughtDownToNormal completely lost his ability to use magic, meaning he was stuck where the spell plopped him out at in the Dravanian forelands until the player character happens to come through for an unrelated matter]]. Both times Y'shtola used Flow, she needed outside help to return, and the first time she did, she lost her eyesight from it.]]
* Speaking of aetherytes, the cost of teleporting to one depends on the actual in-lore distance between where you are and where you want to go. The first three cities are all in Eorzea and relatively near to one another, so it doesn't cost a lot of money to travel between any of them, and the costs gets lower the closer you physically get to them (e.g. teleporting to Ul'dah from Eastern Thanalan will cost noticeably less than teleporting there from the North Shroud). Going from anywhere in Eorzea to the Far East (Othard and Hingashi) and vice-versa will always cost a lot of money no matter where you are, due to them being quite literally in different continents on the opposite side of the world. The First, being effectively a different dimension altogether, takes this to its logical extreme, with capped teleport fees to any other area in the game.
* ''Glamour'' of all things is used in the main story of ''Stormblood''. Yes, the mechanic you use you make your gear's appearance change and is purely cosmetic is used as part of a major plan: [[spoiler:lacking the manpower to take over an Imperial Castrum, the Alliance and Resistance make a plan where their forces pull away as many Imperials as they can while a small group sneaks in on griffin-back and ''glamours the Imperial flag'' into one of their own, making it look like they had successfully taken the outpost, and causing the Imperials to flee, thinking they had lost. It works.]] A literal FalseFlagOperation, anyone?
* At least in Stormblood, certain side quests have their basic stories changed depending on how far you've progressed. For instance, an NPC in a run-down village may need your help because the Imperials make things tough enough as-is. But if you've driven the Imperials out, it changes to them needing your help so they can get back on their feet.
* Occasionally, the main story will reference [[AnAdventurerIsYou your job]]. For example, if you're a Dragoon, Estinien will recognize you and promise he's not there to fight this time toward the end of A Realm Reborn; he'll also frequently address you as a fellow Azure Dragoon during Heavensward. Similarly, Yugiri will point out that she knows you've become a shinobi if you've unlocked the Ninja job. In Stormblood, if you're a healer, Krile calls you to [[spoiler:assist with healing Y'shtola after her run-in with Zenos]].
* This sometimes happens with race, as well. If you're a Xaela Au Ra, for example, an NPC in the Azim Steppes will talk about how your parents must have fed you a traditional Xaela dish as a child.
* Your Grand Company will affect the dialogue you get occasionally. For instance, story quests that involve the Immortal Flames, if you are a member of that company, will have members of the Flames address you by your rank, including Raubahn. Sometimes the dialogue will change in other ways, including your commander saying that the fact you are an Immortal Flame makes it a better idea for him to give you the sensitive information you are asking him for.
* While, as noted below, some boss fights treat you as alone despite being in a party, others fully integrate the idea of having a party into the story. The fight against the [[OurDragonsAreDifferent colossal Dravanian "siege engine"]] Vishap in A Realm Reborn is a good example - a large part of the story leading up to it involves desperately trying to recruit the assistance of the Grand Companies of Eorzea to defend Ishgard; when that fails, the Scions go around recruiting adventurers to help, instead. The seven people you do the fight with are implied to be some of those adventurers you recruited.
** [[LampshadeHanging Lampshaded]] by the in-game dialogue before the fight with [[spoiler: Susano]]. Lyse will muse that it's likely there will be friends of yours who happen to be on a trip in the area who can help you.
** [[spoiler:The FinalBoss of the Shadowbringers expansion involves summoning [[AlternateUniverse Heroes of Light from the other Shards,]] who make up your party for the actual boss fight.]]
* The expense of acquiring and maintaining an aethernet within a city is implicitly acknowledged by the number of aethernet shards and their convenience for getting around in the three major city-states. Ul'dah, the wealthiest of the three city-states, has aethernet shards in close proximity to every single guild and other important area of the city, while Gridania and Limsa Lominsa require a fair bit of hoofing it to where you're needed even after using the aethernet, especially in Limsa Lominsa's upper decks, where a single aethernet shard at the center is the closest you can directly teleport to for anything in the southern half of the decks, requiring a fair bit of walking to reach the Maelstrom HQ or especially the Armorer's and Blacksmith's guild.
* The implementation of NewGamePlus in 5.1 is justified by the ending of Shadowbringers' story as [[spoiler:the Warrior of Darkness regaling a curious child with tales of their deeds before coming to Norvrandt.]]
* Travel logistics are worked into how the games' armies move. In 4.5, Hien explicitly says that the main Doman fighting force will be delayed arriving in Eorzea as crossing the south sea (and having to avoid the Garlean home continent of Ilsabard) takes time, and not every fighter has the necessary Aetherpool to just teleport halfway across the world. Hien himself, Yugiri, and a decent chunk of Doman fighters are still present in time for the Ghimlyt Dark dungeons, however, because they attuned themselves to the aetheryte crystals in Ala Mhigo during the fight to take the city, just like the player does when they find a new aetheryte, so they ''could'' just teleport there.
* One of the aether current quests in Shadowbringers in [[spoiler:Amaurot has one of the specters give you a lightning crystal at the end of the quest so that you can will robes into being. You of course cannot simply will objects into being like the old ancients could, but lightning crystals are used by the weaver class to craft clothing.]]
* When using the Trust System in ''Shadowbringers'', Thancred won't be able to use all of his weaponskills as a Gunbreaker unless "Minfilia"/[[spoiler:Ryne]] is also in your party. [[spoiler:This is because, after the events of ''ARR'' and his brief trip with the Flow spell, he can't manipulate aether and relies on Ryne to provide aether cartridges ahead of time.]]
* During the second boss of the Eden raid, the boss has spells that are delayed, you see the markers but they don't actually go off until later. [[spoiler:It's revealed that her magic isn't really her own, all her spells take time to go off.]]
* Although many job quests in 2.0 can be taken up as soon as you have the right level, the Summoner has two break points. In order to summon a Primal-Egi, you have to have been present at the Primal's defeat and bathed in their Aether. Since you can only take up jobs after beating Ifrit, your first Egi is naturally based on him; however, to convert Emerald and Topaz Carbuncle to Garuda- and Titan-Egi respectively, you have to first defeat them in the story. The fights happen close to the level points you would face the respective Primals, but if you overlevel ahead of time, the quests will remain locked.
* Although level will restrict you practically, in theory once you have the airship pass as of level 15, you can travel to almost any area from 2.0 - none of the main areas are restricted, though travel can take time without mounts and flight, but you aren't able to travel to expansion areas until the plot allows it. However, each area has reasons for why you can't normally travel there. To wit:
** Ishgard is the only accessible gateway to Abalathia's Spire and the other parts of Coerthas (itself the only accessible gateway to Dravania), and they are notoriously isolated, with only the Central Highlands acting as a contact point before the start of Heavensward. You only gain access to Ishgard after you are made a ward of one of the Houses.
** The western part of the Dravanian Hinterlands is divided from the eastern part by a river; the only crossing point that isn't {{broken|Bridge}} is Idyllshire, and there is a blockage of the path until you win the trust of the Goblins and they agree to help clear it.
** Azys Lla is an ancient flying Allagan city protected by an energy shield which requires a key (or a powerful tool) to gain access.
** Gyr Abania is right next to Gridania, but remains inaccessible until Stormblood - thanks to a massive Garlean fortress and equivalent of the Berlin Wall. You can only gain access [[spoiler:after a fringe group of the Ala Mhigan resistance forces the issue, pierces the wall, kills the Garlean forces, and summons/creates a Primal.]]
** Othard is potentially accessible by sea, but it took months for the Doman refugees to travel, and all of the "ijins" (foreigners) in Hingashi seem to have been there for a while. However, it takes finding a willing captain (and Tataru [[spoiler:blackmailing him]]) to open the path for you... which reveals that the real challenge is a haunted ships' graveyard. Once you clear it, ferries are more freely able to travel between the areas.
* Allied Beast Tribes in ''A Realm Reborn'' all begin relations with the player at level 1, "Neutral". You may be a national hero who defeated the primals of their tempered kin, but they have no reason to believe you're any different from the other "civilized" races who treat them like dirt, and thus only truly begin to see you as a friend as you continue to help them out. From ''Heavensward'' onward, the allied Beast Tribes tend to start with better relations to the player.
*** In ''Heavensward'', the Vath begin relations at level 3, "Friendly", because helping them out is a part of the main scenario. The Vanu Vanu and Moogles begin at level 1 despite you helping them out in the main scenario because the tribe of Vanu Vanu you assist are a different tribe than the one you interacted with during the main story, and the Moogles are {{ungrateful bastard}}s who would rather laze about than do any of the work they've hired your help for.
*** All three of the ''Stormblood'' beast tribes begin at level 3. Like the Vath, helping the Kojin out is part of the main scenario. The Ananta are part of the Ala Mhigan resistance, and literally half of the expansion was spent helping the people of Ala Mhigo drive the Garleans out. The Namazu, in contrast to the Moogles, are [[TooDumbToLive too trusting for their own good]] and thus see you as a valued friend even though you've only just met them and [[TheFriendNobodyLikes your character wants nothing to do with them initially]].
*** All three of the ''Shadowbringers'' beast tribes start at level 3 as well. Not only are you [[spoiler:the famed Warrior of Darkness who brought night back to Norvrandt]], but there's also a secondary reason: The Pixies are aware that you've made a pact with [[spoiler:Feo Ul, the current Titania]] and don't want to make them angry. The Qitari personally saw your fight with the Lightwarden Eros and thus know for a fact that they can trust you. The Dwarves are lead by a man you personally helped get over his social anxiety and who also looks up to you for your skill.
* The Marauder's opening questline deals with a feral Aurochs named Kujata, who is so dangerous because those he attacks are very difficult to heal, and it's common for victims to die even when getting treatment. When you actually fight him, he places an Infirmity debuff on you with every hit, which drastically reduces the effectiveness of healing spells on you.
* Several services will be locked on the Source or the First with no crossover between each other. For instance, Jandeleine can appear in all inns except the one in the Crystarium, because while he's always on the move, there is no way for him to physically cross over to the First. Postmoogles on the First can also give you messages with the in-game justification that Feo Ul telepathically sends messages between the moogles of the First and the Source; if you're in the middle of the Postmoogle side quest, the First postmoogle will still tell you your rank but admits they have no idea what that means.
* The two "Deep Dungeons" - Palace of the Dead and Heaven on High - both have a limited range of levels within, and starting from the first floor will reduce you to level 1 and 61 respectively as part of the challenge, with each dungeon also having a cap of 60 and 70 respectively. Further, within each, your gear is replaced by two simple stats which modify all relevant traits - your Aetherpool Arm and Armor. This is explained by enchantments on the two dungeons - it takes acclimating to the dungeon to reach higher levels of power, but there is a limit to how powerful each will let you be. Further, the weapons are specialized gear; other weapons are suppressed by the magic involved in each place.
* Each expansion has subtle explanations as to why the level cap is lifted worked into the patches in-between. In the Seventh Astral Era, [[spoiler:Midgardsormr suppresses the blessing of the light, without removing any of the main character's innate power. Rebuilding the blessing caps off at level 60, when you've reached the new level cap.]] In the Dragonsong War, you temporarily borrow [[spoiler:Hraesvelgar's eye,]] and though you soon return it, there's likely some benefit to carrying that power. Further, Stormblood involves going into lands long subjugated by the Empire; aether in the land can respond to outside influences, and such long-standing control means that the aether may well recognize you as an intruder, forcing you to fight harder to evolve. Finally, in Shadowbringers, you travel to a world saturated in Light, and furthermore spend much of the time [[spoiler:absorbing the Lightwardens' essences.]] The Light is again something you have to fight through, and the other factor [[spoiler:visibly cracks your soul until the ending, where you fuse with another soul to contain it and channel it into a weapon, adding another hero's aether to your own. The time it was cracking, however, gives it room to expand, and your fusion with Ardbert likely means you have even more room to grow now.]]
* Area of effect markers are explained as some combination of the Echo granting minor precognition and/or the enemy tipping their hand before unleashing a big attack. Moreover, some enemies actually notice and even take advantage of this, particularly [[spoiler:Sigmascape V4.0's fight against [[VideoGame/FinalFantasyVI Kefka Palazzo]]: after you dodge a marked attack or two, he catches on that you've discovered his "tells", then immediately begins giving false tells for some attacks, which translate into slightly different area of effect markers which tell you where his attack ''won't'' hit.]]

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