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* While the Scions change classes over the course of the story, whatever class they embrace is skills compounded on what they already know to make them unique from the standard skillset players have access to. [[spoiler:Thancred, while having become a full-time Gunbreaker, is capable of performing the Ninja's "Shukuchi" to skip the tightrope illusion in Dohn Mheg. Y'shtola's Sorceress job functions like a Black Mage, but she is capable of casting Water, Aero, and Stone to full capacity; elements normally restricted to Conjurers, and is what she started as in ''A Realm Reborn''. In 6.2, if the need requires it, she can fall back into a healer role. In ''Endwalker'', Urianger is able to change from a healer to a Magic DPS, utilizing his Arcanist knowledge to fight alongside the Scions against Hydaelyn.]]

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* While the Scions change classes over the course of the story, whatever class they embrace is skills compounded on what they already know to make them unique from the standard skillset players have access to. [[spoiler:Thancred, while having become a full-time Gunbreaker, is capable of performing the Ninja's "Shukuchi" to skip the tightrope illusion in Dohn Mheg. Y'shtola's Sorceress job functions like a Black Mage, but she is capable of casting Water, Aero, and Stone to full capacity; elements normally restricted to Conjurers, and is what she started as in ''A Realm Reborn''. In 6.2, if the need requires it, she can fall back into a healer role. In ''Endwalker'', Urianger is able to change from a healer to a Magic DPS, utilizing his Arcanist knowledge to fight alongside the Scions against Hydaelyn.]]
* One of the late-game raids in ''Endwalker'' has a moment of Gameplay and Story Integration which can only be seen with Trusts. [[spoiler:During the fight against Hydaelyn, every Scion is programmed to get hit by at least one mechanic during the fight, except for Y'shtola. This is because all of Hydaelyn's attacks are telegraphed with aether -- which is the only thing Y'shtola can see, and thus would be able to predict with ease. She'll even say "The aether... I can see it!" during the fight in a text balloon.
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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 [[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.



* Bosses will often repeat their last phase and say the same lines until they're killed (or enrage in high level content). During the Return to Ivalice raids, a piece of auracite that transformed the final boss of the Royal City of Rabanastre is recovered. In a cutscene after, a Sharlayan scholar explains how the auracite amplified the warped desires of the boss, causing him to repeat the same phrases and attacks over and over again.

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* Bosses will often repeat their last phase and say the same lines until they're killed (or enrage in high level content). During the Return to Ivalice raids, a piece of auracite that transformed the final boss of the Royal City of Rabanastre is recovered. In a cutscene after, a Sharlayan scholar explains how the auracite amplified the warped desires of the boss, causing him to repeat the same phrases and attacks over and over again.again.
* While the Scions change classes over the course of the story, whatever class they embrace is skills compounded on what they already know to make them unique from the standard skillset players have access to. [[spoiler:Thancred, while having become a full-time Gunbreaker, is capable of performing the Ninja's "Shukuchi" to skip the tightrope illusion in Dohn Mheg. Y'shtola's Sorceress job functions like a Black Mage, but she is capable of casting Water, Aero, and Stone to full capacity; elements normally restricted to Conjurers, and is what she started as in ''A Realm Reborn''. In 6.2, if the need requires it, she can fall back into a healer role. In ''Endwalker'', Urianger is able to change from a healer to a Magic DPS, utilizing his Arcanist knowledge to fight alongside the Scions against Hydaelyn.]]
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** The 6.0 update alters the logic behind teleporting to the First slightly; rather than it being as expensive as possible because the Warrior of Light is traveling across the rift, the cost is calculated based on them using the Crystal Tower as a conduit, which, in universe, was how they were able to travel to the First all along. As such, the costs are calculated based on the player's proximity to Mor Dhona and the destination's proximity to the Crystarium (or vice versa), where the Crystal Tower is in both planes.
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* Dwarves, being the First's reflection of the Lalafell race, has all their structures scaled to match, such as the fences being waist-high for most races. The dwarven housing in particular can be accessed by ''only'' lalafell players, as anyone else is obviously too tall to fit through the tiny doorway.
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Added example from the Return to Ivalice questline


* Hraesvelgr swore a vow to Shiva to not kill anyone. [[spoiler:In Dragonsong's Reprise (Ultimate), he is enslaved by Allagan neurolinks and is forced to fight alongside Nidhogg. If anyone dies to Hraesvelgr's attacks, he will become enraged by the broken vow, gaining Vulnerability Down and Damage Up buffs and wiping the party.]]

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* Hraesvelgr swore a vow to Shiva to not kill anyone. [[spoiler:In Dragonsong's Reprise (Ultimate), he is enslaved by Allagan neurolinks and is forced to fight alongside Nidhogg. If anyone dies to Hraesvelgr's attacks, he will become enraged by the broken vow, gaining Vulnerability Down and Damage Up buffs and wiping the party.]]]]
* Bosses will often repeat their last phase and say the same lines until they're killed (or enrage in high level content). During the Return to Ivalice raids, a piece of auracite that transformed the final boss of the Royal City of Rabanastre is recovered. In a cutscene after, a Sharlayan scholar explains how the auracite amplified the warped desires of the boss, causing him to repeat the same phrases and attacks over and over again.
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** Why does the Machinist start at level 30 despite the Warrior being given a brand new soul crystal? Because Stephanivien designed his guns to be usable by any run-of-the-mill commoner even without any prior training. Since the Warrior of Light ''does'' have prior training, their knowledge puts them several steps above the baseline for the job.
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Removing comment regarding Ktisis Hyperboreia Trust members being unable to use Limit Break, as videos exist of them doing so.


* 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.]] However, there's one thing you can do that they can't: [[spoiler:Limit Break. As they mentioned earlier, the Sundered are much better at manipulating dynamis than they are.]]

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* 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.]] However, there's one thing you can do that they can't: [[spoiler:Limit Break. As they mentioned earlier, the Sundered are much better at manipulating dynamis than they are.]]
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** 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. One of the latter group has already been there, has already attuned, and can travel easily, but the rest (including the Warrior) have not; since traveling by boat again would take too long, the only way they can even get there in a timely fashion is thanks to a prototype Sharlayan aetheryte which is itself attuned to the destination aetheryte, allowing people to teleport between them even if they're not attuned to the destination themselves. The downside? Since the traveler is not teleporting there on their own ability, but is instead "tugged" rather forcefully by the destination, each trip causes such severe aether poisoning that the powerful, hardy, healthy Scions who use it spend the next few hours quietly and pitifully nursing the equivalent of a massive hangover.

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** 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. One of the latter group has already been there, has already attuned, and can travel easily, but the rest (including the Warrior) have not; since traveling by boat again would take too long, the only way they can even get there in a timely fashion is thanks to a prototype Sharlayan aetheryte which is itself attuned to the destination aetheryte, allowing people to teleport between them even if they're not attuned to the destination themselves. The downside? Since the traveler is not teleporting there on their own ability, but is instead "tugged" rather forcefully by the destination, each trip causes such severe aether poisoning that the powerful, hardy, healthy Scions who use it spend the next few hours quietly and pitifully nursing the equivalent of a massive hangover. To reflect this, when the Warrior of Light attempts to fight through the aethersickness, they're stopped by regular bouts of nausea and are afflicted with the Heavy debuff to represent their nauseated sluggishness.

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** 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.

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** 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 One of the latter group only even gets there in a timely fashion thanks to a prototype Sharlayan aetheryte which has already been there, has already attuned, and can be attuned to other aetherytes to let people teleport between them without being attuned to travel easily, but the destination, rest (including the Warrior) have not; since traveling by boat again would take too long, but the only one member of the group heading to Thavnair has ever actually been way they can even get there before.in a timely fashion is thanks to a prototype Sharlayan aetheryte which is itself attuned to the destination aetheryte, allowing people to teleport between them even if they're not attuned to the destination themselves. The downside? Since the traveler is not teleporting there on their own ability, but is instead "tugged" rather forcefully by the destination, each trip causes such severe aether poisoning that the powerful, hardy, healthy Scions who use it spend the next few hours quietly and pitifully nursing the equivalent of a massive hangover.
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* 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.]]

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* 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 [[spoiler:Hraesvelgr'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.]]



* Hraesvelgr swore a vow to Shiva to not kill anyone. [[spoiler:In Dragonsong's Reprise (Ultimate), he is enslaved by Allagan neurolinks and is forced to fight alongside Nidhogg. If anyone dies to Hraesvelgr's attacks, he will become enraged by the broken vow, gaining a Vulnerability Down debuff and Damage Up buff and wiping the party.]]

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* Hraesvelgr swore a vow to Shiva to not kill anyone. [[spoiler:In Dragonsong's Reprise (Ultimate), he is enslaved by Allagan neurolinks and is forced to fight alongside Nidhogg. If anyone dies to Hraesvelgr's attacks, he will become enraged by the broken vow, gaining a Vulnerability Down debuff and Damage Up buff buffs and wiping the party.]]
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* Being able to replay dungeons that have already been cleared falls under this category as it relies on knowing how the Echo worked in 1.0. In that version of the game, the Warrior of Light can go back and interact with the past and transfer physical objects between the past and present but are unable to change the outcome. Redoing past dungeons is the same thing, they relive the events in the past and obtain items from within but can not change the events that follow.

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* Being able to replay dungeons that have already been cleared falls under this category as it relies on knowing how the Echo worked in 1.0. In that version of the game, the Warrior of Light can go back and interact with the past and transfer physical objects between the past and present but are unable to change the outcome. Redoing past dungeons is the same thing, they relive the events in the past and obtain items from within but can not change the events that follow.follow.
* Hraesvelgr swore a vow to Shiva to not kill anyone. [[spoiler:In Dragonsong's Reprise (Ultimate), he is enslaved by Allagan neurolinks and is forced to fight alongside Nidhogg. If anyone dies to Hraesvelgr's attacks, he will become enraged by the broken vow, gaining a Vulnerability Down debuff and Damage Up buff and wiping the party.]]
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* When speaking with affiliated Grand Company members, they will formally refer to you by your rank (e.g. Captain (last name)). In the 3.2 MSQ "A Spectacle for the Ages", if you happen to be affiliated with the Immortal Flames, Raubahn will refer to you in kind, since he's your superior.

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* When speaking with affiliated Grand Company members, they will formally refer to address you by your rank (e.g. Captain (last name)). In the 3.2 MSQ "A Spectacle for the Ages", if you happen to be affiliated with the Immortal Flames, Raubahn will refer to address you in kind, the same way since he's your superior.
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* When speaking with affiliated Grand Company members, they will formally refer to you by your rank (e.g. Captain (last name)). In the 3.2 MSQ "A Spectacle for the Ages", if you happen to be affiliated with the Immortal Flames, Raubahn will refer to you in kind, since he's your superior.
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* 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.]] However, there's one thing you can do that they can't: [[spoiler:Limit Break. As they mentioned earlier, the Sundered are much better at manipulating dynamis than they are.]]

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* 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.]] However, there's one thing you can do that they can't: [[spoiler:Limit Break. As they mentioned earlier, the Sundered are much better at manipulating dynamis than they are.]]]]
* Being able to replay dungeons that have already been cleared falls under this category as it relies on knowing how the Echo worked in 1.0. In that version of the game, the Warrior of Light can go back and interact with the past and transfer physical objects between the past and present but are unable to change the outcome. Redoing past dungeons is the same thing, they relive the events in the past and obtain items from within but can not change the events that follow.
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** Likewise with the past tribes, the Arkasodra tribe in ''Endwalker'' starts at level 3 trust. The Arkasodra themselves are far more docile than the Gajasura, their Azim Steppe brethren, and [[spoiler:as savior and close associate with Nidhana and the Great Work]], Trna and her co-workers are more than willing to put their trust in you.

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** Likewise with the past tribes, the Arkasodra tribe in ''Endwalker'' starts at level 3 trust. The Arkasodra themselves are far more docile than the Gajasura, their Azim Steppe brethren, and [[spoiler:as savior and close associate with Nidhana and the Great Work]], Trna and her co-workers are more than willing to put their trust in you.you to reform their hippo racing lifestyle into a local delivery service.
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** Likewise with the past tribes, the Arkasodra tribe in ''Endwalker'' starts at level 3 trust. The Arkasodra themselves are far more docile than the Gajasura, their Azim Steppe brethren, and [[spoiler:as savior and close associate with Nidhana and the Great Work]], Trna and her co-workers are more than willing to put their trust in you.
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''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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''Tropes:'' [[FinalFantasyXIV/TropesAToC A to C]] | [[FinalFantasyXIV/TropesDToF D to F]] ([[Foreshadowing/FinalFantasyXIV Foreshadowing]]) | [[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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Considering it's outright made a major deal of the quest that this is happening, and is the intent, thats not really this trope, since the entire point of the quest is that. Thats like saying "Wow this moment where an NPC is with you in the cutscene reflects how they are helping you in battle".


* 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 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.]]



* 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.]]
** However, there's one thing you can do that they can't: [[spoiler:Limit Break. As they mentioned earlier, the Sundered are much better at manipulating dynamis than they are.]]

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* 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.]]
**
]] However, there's one thing you can do that they can't: [[spoiler:Limit Break. As they mentioned earlier, the Sundered are much better at manipulating dynamis than they are.]]
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** For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do. Meanwhile Alisaie canonically learns the Red Mage discipline properly and Urianger directly uses his Sharlayan studies to go the path of the Astrologian, though he can fall back to a custom version of the Summoner class as a DPS in ''Endwalker'' if need be, as he started as an Arcanist.

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** For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do. Meanwhile Alisaie canonically learns the Red Mage discipline properly and Urianger directly uses his Sharlayan studies to go the path of the Astrologian, though he can fall back to a custom version of the Summoner class as a DPS in ''Endwalker'' if need be, as he started as an Arcanist. Similar cases occur with characters like Thancred and Ryne, the former having to learn his Gunbreaker class from another character off-screen while he passed on his Rogue/Ninja hybrid knowledge to the latter, and Alphinaud only upgrades to Sage after being an Arcanist/Summoner for so long by inheriting his father's nouliths, which required returning to Sharlayan. Every Scion Job upgrade or origin comes down to either overcoming these in-universe limitations to go their own paths, or needing the right teachers and circumstances to learn the Jobs themselves.

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* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage, and Conjurers for healing support instead of White Mages or other classes. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks as the Warrior all but stumbled into learning under the sole remaining practitioner on his travels; Eorzea literally can't produce forces of either with such limitations. White Magic is also limited extensively to the Warrior and the Padjal as part of Gridanian tradition. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, while Alisaie canonically learns the Red Mage discipline properly and Urianger directly uses his Sharlayan studies to go the path of the Astrologian, though he can fall back to a custom version of the Summoner class as a DPS if need be as he started as an Arcanist.

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* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage, and Conjurers for healing support instead of White Mages or other classes. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks as the Warrior all but stumbled into learning under the sole remaining practitioner on his travels; Eorzea literally can't produce forces of either with such limitations. White Magic is also limited extensively to the Warrior and the Padjal as part of Gridanian tradition. tradition, with the Warrior being selected by a soul crystal to inherit it abnormally.
**
For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, while do. Meanwhile Alisaie canonically learns the Red Mage discipline properly and Urianger directly uses his Sharlayan studies to go the path of the Astrologian, though he can fall back to a custom version of the Summoner class as a DPS in ''Endwalker'' if need be be, as he started as an Arcanist.
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* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks as the Warrior all but stumbled into learning under the sole remaining practitioner on his travels; Eorzea literally can't produce forces of either with such limitations. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.

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* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage.Mage, and Conjurers for healing support instead of White Mages or other classes. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks as the Warrior all but stumbled into learning under the sole remaining practitioner on his travels; Eorzea literally can't produce forces of either with such limitations. White Magic is also limited extensively to the Warrior and the Padjal as part of Gridanian tradition. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and while Alisaie canonically learns the Red Mage discipline properly.properly and Urianger directly uses his Sharlayan studies to go the path of the Astrologian, though he can fall back to a custom version of the Summoner class as a DPS if need be as he started as an Arcanist.
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Appendeum to Ktisis Hyperboeia note


* 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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* 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.]]
** However, there's one thing you can do that they can't: [[spoiler:Limit Break. As they mentioned earlier, the Sundered are much better at manipulating dynamis than they are.
]]
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* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks as the Warrior all but stumbled into learning under the sole remaining practitioner; Eorzea literally can't produce forces of either with such limitations. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.

to:

* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks as the Warrior all but stumbled into learning under the sole remaining practitioner; practitioner on his travels; Eorzea literally can't produce forces of either with such limitations. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.
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None


* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks, with both disciplines having at best one or two teachers each stuck in unique and dangerous circumstances the Warrior has to butt into; Eorzea literally can't produce forces of either. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.

to:

* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks, with both disciplines having at best one or two teachers each stuck in unique and dangerous circumstances magicks as the Warrior has to butt into; all but stumbled into learning under the sole remaining practitioner; Eorzea literally can't produce forces of either.either with such limitations. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.

Changed: 444

Removed: 444

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None


* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks, with both disciplines having at best
one or two teachers each stuck in unique and dangerous circumstances the Warrior has to butt into; Eorzea literally can't produce forces of either. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.

to:

* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks, with both disciplines having at best
best one or two teachers each stuck in unique and dangerous circumstances the Warrior has to butt into; Eorzea literally can't produce forces of either. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.

Added: 444

Changed: 441

Is there an issue? Send a MessageReason:
None


* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks, with both disciplines having at best a single teacher each stuck in unique and dangerous circumstances the Warrior has to butt into; Eorzea literally can't produce forces of either. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.

to:

* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks, with both disciplines having at best a single teacher best
one or two teachers
each stuck in unique and dangerous circumstances the Warrior has to butt into; Eorzea literally can't produce forces of either. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.
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None

Added DiffLines:

* Throughout the story, and as of 6.1 even in the Duty Support menu for your Scion and Grand Company accomplices, characters only ever seem to rely on Thaumaturges for offensive magic, even if you're a Black Mage or a Red Mage. The art of the Black Mages was thought to be extinct with the fall of Mnach and the Warrior of Light has effectively become TheChosenOne for carrying on its art in a rather exclusive manner, and the Red Mage is a highly customized fusion of White and Black magicks, with both disciplines having at best a single teacher each stuck in unique and dangerous circumstances the Warrior has to butt into; Eorzea literally can't produce forces of either. For that matter, it takes special effort and non-standard training off-screen for Y'shtola to go from a Conjurer to the unique Sorceress class that fights like a Black Mage on her own terms, something Papalymo doesn't manage to do, and Alisaie canonically learns the Red Mage discipline properly.
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None


** Inversely, the story also has a plausible explanation as to why you're able to get Allagan Tomestones in the First; because they came along with the Crystal Tower, which is itself an Allagan construct and has Allagan tech.

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** Inversely, the story also has a plausible explanation as to why you're able to get Allagan Tomestones in the First; First: because they came along with the Crystal Tower, which is itself is an Allagan construct and has containing Allagan tech.
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Added DiffLines:

** Inversely, the story also has a plausible explanation as to why you're able to get Allagan Tomestones in the First; because they came along with the Crystal Tower, which is itself an Allagan construct and has Allagan tech.
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None


** [[spoiler:The FinalBoss of the Shadowbringers expansion involves temporarily and successfully summoning [[BeyondTheImpossible 7 Warriors of Light from the Source,]] who make up your party for the actual boss fight.]]

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** [[spoiler:The The FinalBoss of the Shadowbringers expansion involves [[spoiler: temporarily and successfully summoning [[BeyondTheImpossible 7 Warriors of Light from the Source,]] other shards,]] who make up your party for the actual boss fight.]]]] This ends up becoming a recurring plot point from patch 5.3 onwards, when [[spoiler: the Warrior of Light retrieves Azem's crystal and gains its ability to summon allies to wherever they are. They first use it against Elidibus, and then in ''Endwalker'' they use before the fights with both Zodiark and the Endsinger]].

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