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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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** 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 (from the same teacher as the Warrior of Light, incidentally) 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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-- (With Zero) ''"An equal to Drusilla. Extraordinary..."''

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-- --> (With Zero) ''"An equal to Drusilla. Extraordinary..."''

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* In ''Heavensward's'' storyline, when [[spoiler:Nidhogg attacks the peace conference between Ishgard and Dravania]], Aymeric briefly takes up a bow and tries to shoot him. The 6.3 update adds him as a duty support party member for Sohr Khai, and he normally acts as a Gladiator, but if the player is a Tank job, he is instead an Archer.

to:

* In ''Heavensward's'' storyline, when [[spoiler:Nidhogg attacks the peace conference between Ishgard and Dravania]], Aymeric briefly takes up a bow and tries to shoot him. The 6.3 update adds him as a duty support party member for Sohr Khai, and he normally acts as a Gladiator, but Gladiator. However, if the player is a Tank job, he can fill a DPS role as an Archer instead.
* The Galatea Magna in Lapis Manalis
is instead an Archer.built to be a combat training dummy for Reapers, measuring how fast you defeat her once her fight begins. She rates your performance from 1-12, with lower numbers denoting higher ranks of power. A highly competent speed-killing party can achieve higher ranks, which can lead to befuddled responses wondering how you're that strong. If you take Zero along, Galatea Magna will appropriately acknowledge her powers.
--> (Rank 2) ''"Impossible... Only Rullus has achieved such a feat."''
-- (With Zero) ''"An equal to Drusilla. Extraordinary..."''
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This isn't GASI, this is Developers Foresight, so moving.


* In ''Heavensward's'' storyline, when [[spoiler:Nidhogg attacks the peace conference between Ishgard and Dravania]], Aymeric briefly takes up a bow and tries to shoot him. The 6.3 update adds him as a duty support party member for Sohr Khai, and he normally acts as a Gladiator, but if the player is a Tank job, he is instead an Archer.
* In the 6.0 mission "Bonds of Adamant(ite)", the allies who show up or are mentioned helping will change depending on the post-MSQ Raids you've complete.
** When Alisaie looks up to the skies to see a group of flying crafts soaring by. Normally, it's Manacutters piloted by Ishgardian Knights. If you completed the Shadow of Mhach Alliance Raid series, [[spoiler:it's the Redbill Sky Pirates instead, focusing on Leofard and Cait Sith]].
** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Lords story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharlayan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzen's Phoenix Blade and that the other Lords urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, complete with the Prima Vista hovering in the background in one cut]]. Completing both Eureka and Save the Queen will also have Hancock mention how [[spoiler:the Bozjan Resistance and Ejika Tsunjika both chipped in to help out, though with a bit of grumbling from the latter on how he would have liked a bit of forewarning. The latter's presence is also dependent whether or not you let him sacrifice himself, and if you brought him back if sacrificed]].
** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omega storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]]. Additionally completing the Sorrow of Werlyt [[spoiler:will get you a message and care package from Gaius: an Allagan artifact salvaged from Valens' Weapons project]].
** Horary Boulder got his adamantite from Mor Dhona, but with some help. If you cleared the Alexander raids, [[spoiler:the Idyllshire mercenaries that helped out include one Slowfix and his fellow goblins to gobbiebomb the hell out of the Allagan security systems]].

to:

* In ''Heavensward's'' storyline, when [[spoiler:Nidhogg attacks the peace conference between Ishgard and Dravania]], Aymeric briefly takes up a bow and tries to shoot him. The 6.3 update adds him as a duty support party member for Sohr Khai, and he normally acts as a Gladiator, but if the player is a Tank job, he is instead an Archer.
* In the 6.0 mission "Bonds of Adamant(ite)", the allies who show up or are mentioned helping will change depending on the post-MSQ Raids you've complete.
** When Alisaie looks up to the skies to see a group of flying crafts soaring by. Normally, it's Manacutters piloted by Ishgardian Knights. If you completed the Shadow of Mhach Alliance Raid series, [[spoiler:it's the Redbill Sky Pirates instead, focusing on Leofard and Cait Sith]].
** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Lords story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharlayan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzen's Phoenix Blade and that the other Lords urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, complete with the Prima Vista hovering in the background in one cut]]. Completing both Eureka and Save the Queen will also have Hancock mention how [[spoiler:the Bozjan Resistance and Ejika Tsunjika both chipped in to help out, though with a bit of grumbling from the latter on how he would have liked a bit of forewarning. The latter's presence is also dependent whether or not you let him sacrifice himself, and if you brought him back if sacrificed]].
** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omega storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]]. Additionally completing the Sorrow of Werlyt [[spoiler:will get you a message and care package from Gaius: an Allagan artifact salvaged from Valens' Weapons project]].
** Horary Boulder got his adamantite from Mor Dhona, but with some help. If you cleared the Alexander raids, [[spoiler:the Idyllshire mercenaries that helped out include one Slowfix and his fellow goblins to gobbiebomb the hell out of the Allagan security systems]].
Archer.
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* "Egi Glamour" is backed by Arcanist theory and practice, with Y'mithra's research as the basis. An Egi's initial appearance is based on what the practitioner gravitates to, i.e. Ifrit-Egi for fire aether. If the caster wills it, they're able to reimagine the Egi's form into another, such as a Carbuncle, since the outer appearance has no bearing on the summon's aetherial properties. This is how players are able to alter the appearance of their summons without compromising the integrity of their summon magic.

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* "Egi Glamour" Pet Glamour is backed by Arcanist theory and practice, with Y'mithra's research as the basis. An Egi's basis for Summoners, or Nymian arts for Scholar. The pet's initial appearance is based on what the practitioner gravitates to, i.e. Ifrit-Egi for fire aether. If the caster wills it, they're able to reimagine the Egi's summoned creature form into another, such as a Carbuncle, since the outer appearance has no bearing on the summon's aetherial properties. This is how players are able to alter the appearance of their summons Egis or faeries without compromising the integrity of their summon magic.
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* Allied Beast Tribes in ''A Realm Reborn'' all begin relations with the player at Rank 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.

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* Allied Beast Tribes in ''A Realm Reborn'' all begin relations with the player at Rank 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. The uneasy alliance is also why they only cap at Rank 4, "Trusted". The Ixal is the only tribe in ''A Realm Reborn'' that caps at Rank 7, "Sworn", for the sole reason that they don't give two shites about the Wood Wailers or worshiping Garuda, and just want to make a high-tech airship to reach their promised land. From ''Heavensward'' onward, the allied Beast Tribes tend to start with better relations to the player.
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Was told this was true.


** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Lords story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharlayan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzen's Phoenix Blade and that the other Lords urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, complete with the Prima Vista hovering in the background in one cut]]. Completing both Eureka and Save the Queen will also have Hancock mention how [[spoiler:the Bozjan Resistance and Ejika Tsunjika both chipped in to help out, though with a bit of grumbling from the latter on how he would have liked a bit of forewarning]].

to:

** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Lords story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharlayan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzen's Phoenix Blade and that the other Lords urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, complete with the Prima Vista hovering in the background in one cut]]. Completing both Eureka and Save the Queen will also have Hancock mention how [[spoiler:the Bozjan Resistance and Ejika Tsunjika both chipped in to help out, though with a bit of grumbling from the latter on how he would have liked a bit of forewarning]].forewarning. The latter's presence is also dependent whether or not you let him sacrifice himself, and if you brought him back if sacrificed]].
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None


** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Lords story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharlayan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzen's Phoenix Blade and that the other Lords urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, complete with the Prima Vista hovering in the background in one cut]].

to:

** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Lords story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharlayan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzen's Phoenix Blade and that the other Lords urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, complete with the Prima Vista hovering in the background in one cut]]. Completing both Eureka and Save the Queen will also have Hancock mention how [[spoiler:the Bozjan Resistance and Ejika Tsunjika both chipped in to help out, though with a bit of grumbling from the latter on how he would have liked a bit of forewarning]].

Added: 266

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* In the 6.0 mission "Bonds of Adamant(ite)", the allies who show up will change depending on the post-MSQ Raids you've complete.
** When Alisaie looks up to the skies to see a group of flying craft fly by, what they are change depending on if you beat the Dun Scath raids. If you haven't, it'll be three Manacutters piloted by Ishgardian Knights. If you have, [[spoiler:it's the Redbill Pirates, focusing on Leofard and Cait Sith]].

to:

* In the 6.0 mission "Bonds of Adamant(ite)", the allies who show up or are mentioned helping will change depending on the post-MSQ Raids you've complete.
** When Alisaie looks up to the skies to see a group of flying craft fly by, what they are change depending on if you beat the Dun Scath raids. If you haven't, it'll be three crafts soaring by. Normally, it's Manacutters piloted by Ishgardian Knights. If you have, completed the Shadow of Mhach Alliance Raid series, [[spoiler:it's the Redbill Pirates, Sky Pirates instead, focusing on Leofard and Cait Sith]].



** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omegascape storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]]. Additionally completing the Sorrow of Werlyt [[spoiler:will get you a message and care package from Gaius: an Allagan artifact salvaged from Valens' Weapons project]].

to:

** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omegascape Omega storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]]. Additionally completing the Sorrow of Werlyt [[spoiler:will get you a message and care package from Gaius: an Allagan artifact salvaged from Valens' Weapons project]].project]].
** Horary Boulder got his adamantite from Mor Dhona, but with some help. If you cleared the Alexander raids, [[spoiler:the Idyllshire mercenaries that helped out include one Slowfix and his fellow goblins to gobbiebomb the hell out of the Allagan security systems]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* "Egi Glamour" is backed by Arcanist theory and practice, with Y'mithra's research as the basis. An Egi's initial appearance is based on what the practitioner gravitates to, i.e. Ifrit-Egi for fire aether. If the caster wills it, they're able to reimagine the Egi's form into another, such as a Carbuncle, since the outer appearance has no bearing on the summon's aetherial properties. This is how players are able to alter the appearance of their summons without compromising the integrity of their summon magic.

Added: 357

Changed: 890

Is there an issue? Send a MessageReason:
None


* 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.

to:

* Allied Beast Tribes in ''A Realm Reborn'' all begin relations with the player at level Rank 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 ''Heavensward''
*** The
Vath begin relations at level Rank 3, "Friendly", because helping them out is a part of the main scenario. This makes them the sole exception in their expansion, before ''Stormblood'' made Rank 3 the baseline for all races.
***
The Vanu Vanu and Moogles begin at level Rank 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.''Stormblood''



** All three of the ''Shadowbringers'' beast tribes start at level 3 as well.

to:

** All three of the ''Shadowbringers'' beast tribes start at level 3 as well.''Shadowbringers''



** 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.
** Likewise with the past tribes, all the tribes introduced in ''Endwalker'' start at level 3 trust.

to:

** 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.
Eorzea. This is reinforced in their rename from "Beast Tribe Quests" into "Tribal Quests".
** Likewise with the past tribes, all the tribes introduced in ''Endwalker'' start at level 3 trust.''Endwalker''
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** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omegascape storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]]. Additionally completing the Sorrow of Werlyt [[spoiler:will get you a message and care package from Gaius: salvaged parts from Valens' Weapons project]].

to:

** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omegascape storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]]. Additionally completing the Sorrow of Werlyt [[spoiler:will get you a message and care package from Gaius: an Allagan artifact salvaged parts from Valens' Weapons project]].
Is there an issue? Send a MessageReason:
None


** When Alisaie looks up to the skies to see a group of flying craft fly by, what they are change depending on if you beat the Dun Scath raids. If you haven't, it'll be three Manacutters piloted by Ishgardian Knights. If you have, [[spoiler:it's the Redbill Pirates, focusing on Leofold and Cait Sith]].
** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Beasts story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharaylan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzan's own katana and that the other Holy Beasts urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, confirming that it's their airship]].
** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omegascape storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]].

to:

** When Alisaie looks up to the skies to see a group of flying craft fly by, what they are change depending on if you beat the Dun Scath raids. If you haven't, it'll be three Manacutters piloted by Ishgardian Knights. If you have, [[spoiler:it's the Redbill Pirates, focusing on Leofold Leofard and Cait Sith]].
** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Beasts Lords story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharaylan Sharlayan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzan's own katana Tenzen's Phoenix Blade and that the other Holy Beasts Lords urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, confirming that it's their airship]].
complete with the Prima Vista hovering in the background in one cut]].
** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omegascape storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]]. Additionally completing the Sorrow of Werlyt [[spoiler:will get you a message and care package from Gaius: salvaged parts from Valens' Weapons project]].

Added: 303

Changed: 14

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* In the 6.0 mission "Bonds of Adamant(ite)", the allies who show up will greatly grow depending on the post-MSQ Raids you've complete.

to:

* In the 6.0 mission "Bonds of Adamant(ite)", the allies who show up will greatly grow change depending on the post-MSQ Raids you've complete.complete.
** When Alisaie looks up to the skies to see a group of flying craft fly by, what they are change depending on if you beat the Dun Scath raids. If you haven't, it'll be three Manacutters piloted by Ishgardian Knights. If you have, [[spoiler:it's the Redbill Pirates, focusing on Leofold and Cait Sith]].
Is there an issue? Send a MessageReason:
None


* In ''Heavensward's'' storyline, when [[spoiler:Nidhogg attacks the peace conference between Ishgard and Dravania]], Aymeric briefly takes up a bow and tries to shoot him. The 6.3 update adds him as a duty support party member for Sohr Khai, and he normally acts as a Gladiator, but if the player is a Tank job, he is instead an Archer.

to:

* In ''Heavensward's'' storyline, when [[spoiler:Nidhogg attacks the peace conference between Ishgard and Dravania]], Aymeric briefly takes up a bow and tries to shoot him. The 6.3 update adds him as a duty support party member for Sohr Khai, and he normally acts as a Gladiator, but if the player is a Tank job, he is instead an Archer.Archer.
* In the 6.0 mission "Bonds of Adamant(ite)", the allies who show up will greatly grow depending on the post-MSQ Raids you've complete.
** When Soroban and Hancock join the Scions, what they say changes depending on if you completed the Four Beasts story and Return to Ivalice raids. Without them complete, Soroban just comes with a Kojin relic and learned that Hancock was on his way to Sharaylan and decided to join him. As well, Hancock just looks back at the massive airship in the air when he says that he needed a particular type of transport to get everything there. Complete them and [[spoiler:the katana with the relics is revealed to be Tenzan's own katana and that the other Holy Beasts urged Soroban to take it to aid them in saving the star. As well, Hancock will add in that the Majestic Company offers their greetings to the Warrior of Light, happy to accompany them on another adventure, confirming that it's their airship]].
** When Cid and the rest of the Ironworks show up, the number will increase slightly depending on if you complete the Omegascape storyline. [[spoiler:Doing so adds in Alpha and toy form Omega]].
Is there an issue? Send a MessageReason:
None


* During the second phase of Abyssos: The Eighth Circle (Savage), you must create concepts to survive Hephaistos' High Concept. At the end of the second High Concept, you are required to mix two different concepts in order to survive his Ego Death wipe. [[spoiler:The concept you're supposed to create is the Phoenix, the symbol of cyclical death and rebirth. Hephaistos laughs in glee as the Phoenix concept you made resurrects you, as he himself was trying to resurrect Lahabrea's wife Athena.]]

to:

* During the second phase of Abyssos: The Eighth Circle (Savage), you must create concepts to survive Hephaistos' High Concept. At the end of the second High Concept, you are required to mix two different concepts in order to survive his Ego Death wipe. [[spoiler:The concept you're supposed to create is the Phoenix, the symbol of cyclical death and rebirth. Hephaistos laughs in glee as the Phoenix concept you made resurrects you, as he himself was trying to resurrect Lahabrea's wife Athena.]]]]
* In ''Heavensward's'' storyline, when [[spoiler:Nidhogg attacks the peace conference between Ishgard and Dravania]], Aymeric briefly takes up a bow and tries to shoot him. The 6.3 update adds him as a duty support party member for Sohr Khai, and he normally acts as a Gladiator, but if the player is a Tank job, he is instead an Archer.

Added: 7186

Changed: 4313

Is there an issue? Send a MessageReason:
None


When your character can be anything you wish them to be, it'd be easy to just have a cookie-cutter line of dialogue and call it a day. In here though, there's a staggering amount of little details that pay a lot of attention in world-building, from quest completion, to even your character's affiliations, race, and job at the time of a cutscene. Whatever's down here are some of the more major points, as listing every little detail would take a while when DevelopersForesight is in play, too.

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When your character can be anything you wish them to be, it'd be easy to just have a cookie-cutter line of dialogue and call it a day. In here though, there's a staggering amount of little details that pay a lot of attention in world-building, change and adapt according to the player's character, from quest completion, to even your character's affiliations, race, and job at the time of a cutscene.cutscene. It makes the experience an extra touch personal, and gives a RewatchBonus when you decide to go replay cutscenes to see what changes. Whatever's down here are some of the more major points, as listing every little detail would take a while when DevelopersForesight is in play, too.



* In the waning days of 1.0's service, a conspicuous red dot of light could be seen in night sky, which grew larger over time until it was revealed to be the moon of Dalamud, [[ColonyDrop which was descending towards Eorzea]]. Over the following days, story quests were added revolving around attempts to stop Dalamud's descent, and contain the chaos erupting as a result of its imminent impact. In the end, the heroes' efforts amounted to naught, as Dalamud approached Eorzea, only for its destruction to end up unleashing Bahamut and bringing the realm to the brink of oblivion, with one of the heroes [[FlingALightIntoTheFuture sending the player characters into the future.]] When ''A Realm Reborn'' launched, five years had passed since Bahamut's rampage, and the realm had recovered, [[NothingIsTheSameAnymore yet irrevocably changed]], while player characters returning from 1.0 would see changes to the story to account for their presence during the previous version's events. One significant change is the prologue cutscene for Legacy players: Wheras a normal player would be entering their chosen city via caravan, the Legacy player would be teleported in at the outskirts, reflecting their escape from the calamity.



* [=NPCs=] will, generally, remember you if you've interacted with them before. This can be as minor as the leaders of the city's adventurer's guild remembering you if you started in that city when you visit them for other quests, to as major as class and job trainers acknowledging your membership if you go there on quest-related business not related to the guild itself. Even the one-off holiday events show signs of the latter. Yugiri in the main story will even change her dialogue accordingly if you're a Ninja when you meet up with her again ("You should train to be a Ninja" to "You fight like one of us, I'm proud of you").



* 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. When compared to their other healer brethren, their spell repertoire gives them the highest 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.
** 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.

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* Each spellcaster (and occasional non-caster) 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. When compared to their other healer brethren, their spell repertoire gives them the highest 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.
later. The danger of exhausting personal aether is very real as a result, and Sylphie came close to killing herself trying to use her powers without the proper practices.
** 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. They also don't start learning any spells with massive impact until becoming Black Mages proper, as high level Black Magic is exceptionally dangerous for Thaumaturges to try to use without a conduit, which their soul crystals act as. The consequences can and will be ''fatal'', as detailed in the ''Heavensward'' job storyline: it burns the caster from the ''inside'', which horrifies Zhai'a enough to snap him out of his fundamentalist mentality.



*** 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.

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*** 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. Additionally, Summoner works on a twofold DefeatMeansFriendship with their summoned Egi; as such Arcanists can't obtain them until killing their respective Primal (the issue of summoning Ifrit-egi is sidestepped, since you can't advance ''any'' class into a Job until completing a quest sometime after fighting Ifrit in the story), making them the only job blocked from progressing their ''A Realm Reborn'' Job storyline by Main Story progression.



** Astrologians draw upon the infinite power of space and stars, and thus have some of the better mana conservation of the healer jobs. Their star-charting ability also allows them to see into the future, and as such many of their buffs and healing strategies in-lore and in gameplay play them to be preemptive healers ready to get a spellcast out before damage is done even though their kit is better served towards being a reactive healer like White Mage. When dealing with The First in ''Shadowbringers'', Astrologians even find a bit of LoopholeAbuse in this logic by focusing downward, since technically the planet ALSO counts a "star", a solution that boggles your job trainer's mind.



* 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 Padjal as part of Gridanian tradition, with the Warrior being selected by a soul crystal to inherit it abnormally.

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* Members of the Garlean Empire are biologically incapable of casting magic, therefore the only casters you find in Garlean strongholds tend to be Lalafell or Highlander humans (who were drafted after their countries were conquered) and tend to be low ranked at that, or use shock-sticks, in which case they can only cast thunder and paralyze. In story quests where you're fighting alongside characters who have no healing capability like Cid (Garlean and incapable of using magic), Sidurgu (never in his life touched Conjury), or Thancred (who lost his ability to use aether) instead of using a cure spell on you like most [=NPCs=] in the same type of story battle, they'll use a powerful Aqua Vitae potion that accomplishes the same effect.
* 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 Mhach 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 Padjal as part of Gridanian tradition, with the Warrior being selected by a soul crystal to inherit it abnormally.



** 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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** 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.job despite Machinist being considered new, with its crystal lacking the etching that most soul crystals have.



* Normally, the game does not take into account on what the player's job or class is when a cutscene occurs, but as the game has gone on it's started to acknowledge your job more often. In ''Stormblood'', Y'shtola is gravely wounded and Krile asks you to help her out. Normally, she would ask you to hold the person down as she heals them. If you are a healer, she asks you to help her heal. One of the Eden raids in ''Shadowbringers'' has Urianger asking if you know how rain is formed. Normally your options are to say you're vaguely familiar with the idea or [[CloudCuckoolander claim "it's an Allagan conspiracy"]], both of which result in Urianger explaining how it works in the game's lore; if you're playing as a Scholar, you can point out that people of your profession are generally well-versed, at which point he apologizes for not remembering and asks you to explain it.



** The FinalBoss of the Shadowbringers expansion involves [[spoiler: temporarily and successfully summoning [[BeyondTheImpossible 7 Warriors of Light from 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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** The FinalBoss of the Shadowbringers expansion involves [[spoiler: temporarily and successfully summoning [[BeyondTheImpossible 7 Warriors of Light from 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. are, simultaneously justifies how they're able to conveniently bring 3-7 people into group content in even the most out-there locations. They first use it against Elidibus, and then in ''Endwalker'' they use before the fights with both Zodiark and the Endsinger]].Endsinger.]]



** 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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** All three of the ''Stormblood'' beast tribes begin at level 3. 3.
***
Like the Vath, helping the Kojin out is part of the main scenario. 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. 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. 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. angry.
***
The Qitari personally saw your fight with the Lightwarden Eros and thus know for a fact that they can trust you. 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.



** 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 to reform their hippo racing lifestyle into a local delivery service.

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** Likewise with the past tribes, all the Arkasodra tribe tribes introduced in ''Endwalker'' starts start at level 3 trust. 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 to reform their hippo racing lifestyle into a local delivery service.service.
*** The Last Dregs [[spoiler:is ran by N-7000 and Jammingway, whom you helped to placate Stigma-4. They call for your help to investigate a newborn star.]]
*** The Dreamingways are led by Dreamingway, a despondent Loporrit who didn't know where his skill lie until discovering his ear for music thanks to the Warrior of Light. The Loporrits are also [[spoiler:created to ferry the survivors of Hydaelyn off to flee the Final Days, and are innately friendly to mankind.]]


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** Additionally, the Echo is an AntiFrustrationFeature buff that boosts your maximum HP, attack power, and healing potency so that you can clear a battle if you're struggling with it. In lore, the Echo is granted to a select few whose abilities differ from person to person. In the player's case, their Echo grants them ungodly strength and makes them immune to being [[BrainwashedAndCrazy tempered by a Primal]]. During the ''Heavensward'' main story, you come across the Warriors of Darkness and they also possess the Echo. Just like the player, defeating the group has their Echo kick in and makes them stronger in the exact same way as the player.


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* A side quest in ''Endwalker'' tasks you with gathering a very poisonous plant that can gravely poison you on mere touch unless you use a pair of gloves to extract the plant without harming yourself. You can still gather the plant without the gloves and doing so will inflict a ''very'' strong poison debuff on you whose damage is higher than your natural HP regeneration, meaning it's possible to outright die from the poison.
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* The three "Deep Dungeons" - Palace of the Dead, Heaven on High, and Eureka Orthos - 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, 70, and 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, and the security protocol on the third - 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.

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* The three "Deep Dungeons" - Palace of the Dead, Heaven on High, and Eureka Orthos - 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, 70, and 90 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, and the security protocol on the third - 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.
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None


* 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.

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* The two three "Deep Dungeons" - Palace of the Dead and Dead, Heaven on High High, and Eureka Orthos - 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 60, 70, 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 dungeons, and the security protocol on the third - 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.
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None


* When fighting Alexander Prime, the primal will sometimes freeze everyone in place by stopping time. Buffs and debuffs on the players are also affected by having their timers stop and resume counting down when the time freeze effect ends.

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* When fighting Alexander Prime, the primal will sometimes freeze everyone in place by stopping time. Buffs and debuffs on the players are also affected by having their timers stop and resume counting down when the time freeze effect ends.ends.
* During the second phase of Abyssos: The Eighth Circle (Savage), you must create concepts to survive Hephaistos' High Concept. At the end of the second High Concept, you are required to mix two different concepts in order to survive his Ego Death wipe. [[spoiler:The concept you're supposed to create is the Phoenix, the symbol of cyclical death and rebirth. Hephaistos laughs in glee as the Phoenix concept you made resurrects you, as he himself was trying to resurrect Lahabrea's wife Athena.]]

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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 stranded in the Dravanian forelands where the spell plopped him out at 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 a different dimension altogether, takes this to its logical extreme, with capped teleport fees to any other area in the game.
** 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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* The aetherytes -- large rotating crystals that serve as fast-travel points across the game -- get a lot of in-universe justifications for their locations and their functions.
**
Why do you have to teleport to aetherytes? aetherytes in the first place? Why can't you just teleport anywhere you wish? Because you could possibly ''die'' from it! teleporting if you did it wrong! 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: theory; in practice, [[DangerousForbiddenTechnique it is it's so difficult to use that using it means risking one's life]], and life]] because you might end up in the Lifestream, which is basically a death sentence. And even if you somehow manage to re-emerge escape from the lifestream, 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 stranded in the Dravanian forelands where the spell plopped him out at until the player character happens to come through for an unrelated matter. Both times Y'shtola used Flow, Flow twice, once in ''A Realm Reborn'' and once in ''Shadowbringers.'' Both times, she needed outside help to return, return from the Lifestream, and the first time Y'shtola used it, she did, she permanently lost her eyesight from it.eyesight.]]
* Speaking of aetherytes, the ** The cost of teleporting to one an aetheryte depends on the actual in-lore in-universe distance between where you are and where you want to go.go, much like how a plane ticket at an airport would be more expensive the further away your destination is. 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 a different dimension altogether, takes this to its logical extreme, with capped teleport fees to any other area in the game.
** *** 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.planes.
** This is why you have to use your aether to attune to the aetheryte's power and location -- doing so allows someone to teleport there safely since both your aether and the aetheryte's are in sync. In ''Endwalker'', a researcher in Old Sharlayan attempts to teleport you to an aetheryte you're not attuned to as a science experiment. The look on your character's face even suggests that they're well-aware of what it would mean if this failed. [[spoiler:While the teleportation works, it causes you to get very bad motion sickness that basically cripples you for around half an hour in-universe, rendering the prospect of teleporting to untuned aetherytes very impractical.]]
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* 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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* 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.]]]]
* When fighting Alexander Prime, the primal will sometimes freeze everyone in place by stopping time. Buffs and debuffs on the players are also affected by having their timers stop and resume counting down when the time freeze effect ends.
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There isn't a gameplay aspect ot this. Also the WOD aspect was a change to reflect later lore, not a cause of this being in the gameplay and story.


* 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.]]
* In 6.2, the biology of a Voidsent is expanded upon. [[spoiler:Zero explains that when a Voidsent dies, their aether disperses, leaving their soul without a body for a set amount of time since they're unable to enter the Lifestream. The World of Darkness, being the Warrior of Light's first excursion into the Void, is updated to reflect this lore by having the bosses dissolve into aether.]]
* The ''Heavensward'' Alchemist storyline brings discussion about the color of one's aether and is utilized to track down the culprit trying to attain eternal life. [[spoiler:Aether color comes into great importance near the end of ''Shadowbringers'', where it's revealed that the Warrior of Light and Ardbert have the same soul color, thus, making them sundered reflections of each other. Ardbert eventually rejoins with the Warrior of Light, strengthening their soul to stay their overwhelming light aether.]]

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* 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.]]
* In 6.2, the biology of a Voidsent is expanded upon. [[spoiler:Zero explains that when a Voidsent dies, their aether disperses, leaving their soul without a body for a set amount of time since they're unable to enter the Lifestream. The World of Darkness, being the Warrior of Light's first excursion into the Void, is updated to reflect this lore by having the bosses dissolve into aether.]]
* The ''Heavensward'' Alchemist storyline brings discussion about the color of one's aether and is utilized to track down the culprit trying to attain eternal life. [[spoiler:Aether color comes into great importance near the end of ''Shadowbringers'', where it's revealed that the Warrior of Light and Ardbert have the same soul color, thus, making them sundered reflections of each other. Ardbert eventually rejoins with the Warrior of Light, strengthening their soul to stay their overwhelming light aether.
]]
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minor: typo fixed


* The level 15 Rogue class quest involves Jacke and the player starting a fight against multiple foes with backup on the way. A well-equipped and fast player can kill all the foes before that help arrives. If that happens, Perimu and V'kebbe will survey the scene and comment that's "There's naught for us to do..." followed by Jacke chiding them for being late.

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* The level 15 Rogue class quest involves Jacke and the player starting a fight against multiple foes with backup on the way. A well-equipped and fast player can kill all the foes before that help arrives. If that happens, Perimu and V'kebbe will survey the scene and comment that's that "There's naught for us to do..." followed by Jacke chiding them for being late.
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minor edit for brevity


* The level 15 Rogue class quest involves Jacke and the player fighting against multiple foes with Perimu and V'kebbe coming in later to help finish the fight. A well-equipped and fast player can kill all the foes before help arrives. If that happens, Perimu and V'kebbe will survey the scene and comment that's "There's naught for us to do..." followed by Jacke chiding them for being late.

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* The level 15 Rogue class quest involves Jacke and the player fighting starting a fight against multiple foes with Perimu and V'kebbe coming in later to help finish backup on the fight. way. A well-equipped and fast player can kill all the foes before that help arrives. If that happens, Perimu and V'kebbe will survey the scene and comment that's "There's naught for us to do..." followed by Jacke chiding them for being late.
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extra dialogue in level 15 rogue quest

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* The level 15 Rogue class quest involves Jacke and the player fighting against multiple foes with Perimu and V'kebbe coming in later to help finish the fight. A well-equipped and fast player can kill all the foes before help arrives. If that happens, Perimu and V'kebbe will survey the scene and comment that's "There's naught for us to do..." followed by Jacke chiding them for being late.
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* In 6.2, the biology of a Voidsent is expanded upon. [[spoiler:Zero explains that when a Voidsent dies, their aether disperses, leaving their soul without a body for a set amount of time since they're unable to enter the Lifestream. The World of Darkness, being the Warrior of Light's first excursion into the Void, is updated to reflect this lore by having the bosses dissolve into aether.]]

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* In 6.2, the biology of a Voidsent is expanded upon. [[spoiler:Zero explains that when a Voidsent dies, their aether disperses, leaving their soul without a body for a set amount of time since they're unable to enter the Lifestream. The World of Darkness, being the Warrior of Light's first excursion into the Void, is updated to reflect this lore by having the bosses dissolve into aether.]]
* The ''Heavensward'' Alchemist storyline brings discussion about the color of one's aether and is utilized to track down the culprit trying to attain eternal life. [[spoiler:Aether color comes into great importance near the end of ''Shadowbringers'', where it's revealed that the Warrior of Light and Ardbert have the same soul color, thus, making them sundered reflections of each other. Ardbert eventually rejoins with the Warrior of Light, strengthening their soul to stay their overwhelming light aether.
]]
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** To get the point across of how much of a canon integration this makes, at [[spoiler:Haurchefant's]] death, the Warrior originally sat there idle with horror and sorrow even as a Healer class, raising a lot of questions of why they didn't try to do anything. As of 6.2, now Alphinaud is a Duty Support member and canonically is there as well, attempting to do the healing himself to no avail for a wound too intense to fix.
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* Speaking of the Duty Support system, it merges retroactively with Trusts to help create a better story context for a number of dungeons and even some trials; much like yourself, you start out with simple adventurers that then become Grand Company members, before finally ascending to Scion members, and it's a consistent team at that. Once the [[WhamEpisode Bloody Banquet]] hits, however, the ''Heavensward'' content properly melds you with the canonical team members that accompany you through different parts of the story as well. In effect, unless the story implicitly implies the Warrior of Light handled a duty [[OneManArmy entirely by themselves]], the Duty Support canonizes a party for them as well as finally has the story integrated into the gameplay firmly.
** Former duties and bosses turned into solo duties also reflect this: Rhitahtyn goes from a chump of a boss eight players overwhelm, to the intended DuelBoss the story always implied him to be as one of Gaius' finest commanders. Lahabrea makes a ''very'' personal stake on the Warrior of Light's life, albeit [[GameplayAndStorySegregation your party inexplicably disappears]] for this case. And the Steps of Faith was implied to be a desperate, last-ditch defense effort scrambling whatever they could get while the other nation-states ignored their plight, which is reflected by now having a handful of Scions, Lucia and the Ishgardian Dragoons all banding together in a way the original duty party system couldn't integrate into the plot well with a random band of adventurers.
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* 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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* 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.]]
* In 6.2, the biology of a Voidsent is expanded upon. [[spoiler:Zero explains that when a Voidsent dies, their aether disperses, leaving their soul without a body for a set amount of time since they're unable to enter the Lifestream. The World of Darkness, being the Warrior of Light's first excursion into the Void, is updated to reflect this lore by having the bosses dissolve into aether.
]]

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