61. Sex Sells - Whether it's the myriad of adult books that the likes of Irvine, Cyan, and the developers indulge in, the can-can shows that Mr. VIP Cecil Harbvey likes to frequent, or the infamous Honeybee Inn; you can bet your ass that the oldest profession in the world is alive and well in the FF-verse.

62. Onion Knights - Debuting in FFIII, the class has had myriads of references to them in later FFs. The job resurfaced for the War of the Lions and their gear is available in FFIV DS and FFXI. For the somewhat modern FF fan, they'll recognize them as Lulu's Celestial Weapon.

63. Samurai - Debuting in FFV, this class has become a staple in the FF series. It's most unique aspect is that the class has never had a consistent play-style in the series, always being radically different from previous incarnations. In FFV, they blocked blades, threw change, and had a double critical hit. Cyan could channel his Ki into his sword to unleash powerful Bushido moves. In Tactics they could release the magical latent ability of their swords. In X-2, they dealt with causing high damage against opponents HP and MP sometimes based on the Samurai's own health. In XI, they are Weapon specialist who can cause massive weapon damage with their bonuses. In TA2, they enchant their swords with magic to cause elemental damage...

64. Void/Nothingness - A recurring theme throughout the series. The Crystals are the antithesis of nothingness but it hasn't stopped villains from either summoning it (Cloud of Darnkess, Necron, Calius), weaponizing it (ExDeath and to some extent Ultimecia) or just plain trying to make it happen (pretty much every FF villain).

65. Goblins - It would be faster to list the FFs that don't feature them...

66. Goblin Punch - Has been one of the three most consistent Blue Mage spells in the series, appearing in every game featuring a Blue Mage.

67. Holy Spear - Has appeared in most FFs and is usually one of the strongest spears in the game. It debuted in FFII and was the best weapon for many a dragoon.

68. Limit Breaks - A staple since their debut in FFVI and popularized in VII. Whether you call them Desperation Attacks, Limits, Overdrives, Trance, Quickenings, Full ATB Moves, or a myriad of other things, this has remained a series staple.

69. Dancers - Mr. Sakaguchi's favorite job class. First appeared in FFIII as NPC's you can interact with, this continued until it became a job itself in FFV. Dancers still pop up in later installments as well.

70. Number Allusions - Though it officially became a trend in the series with FFVII, you can kind of see they were doing this pretty far back into the series. Basically the number of the installment keeps popping up in the game in different ways. Have fun noticing them now.