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		<id>https://www.bg-wiki.com/index.php?title=Endgame_Progression_Guide&amp;diff=766925</id>
		<title>Endgame Progression Guide</title>
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		<updated>2026-06-01T04:11:09Z</updated>

		<summary type="html">&lt;p&gt;Keygenesis: Fixed the extra |} bracket issue. Should Tank Trusts, Support Trusts, and Healer Trusts be separate sections, or are they meant to be included under Easy To Get Trusts?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Collaborative Guide}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve finally hit level 99. Congratulations! What now? You&#039;re probably overwhelmed by all the endgame content, and have no idea where to start or what&#039;s accessible.&amp;lt;br/&amp;gt;&lt;br /&gt;
This guide will explain in detail what various endgame events are, what you can get out of them, and when you can take part in them. This guide is set up to walk you through from the first minute as a level 99 all the way to Best In Slot (BIS) gear.&amp;lt;br/&amp;gt;&lt;br /&gt;
It will also assume you have no knowledge of FFXI&#039;s endgame events, and will try to aim towards doing as much as possible solo. &lt;br /&gt;
&lt;br /&gt;
This guide is roughly arranged in a power level order to begin attempting an event, but not with the intent of 100%ing each entry before moving on to the next. Get a few pieces of gear, or make a bit of progress, and the snowball will start rolling faster than you think.&amp;lt;br/&amp;gt;&lt;br /&gt;
You want to always be moving forward. Try not to get bogged down in any one event. You can always come back to farm gear later, and it&#039;ll probably go much faster later with more gear under your belt.&lt;br /&gt;
&lt;br /&gt;
Each section of this guide is collapsed by default to make reading easier. Click the [Expand] button on the right-side of any section to expand it for more information.&lt;br /&gt;
&lt;br /&gt;
====A Quick Reminder====&lt;br /&gt;
Before we get started in the guide proper, have you started on your [[Coalition Assignments]] and [[Mog Garden]] yet? There is more info on these in the [[Endgame_Progression_Guide#Fresh_99_&amp;amp;_Initial_Gearing|Initial Gearing section]] below, but they take months of real-life time to max out. If you haven&#039;t started on them yet, it&#039;s a great idea to do so as soon as you can!&amp;lt;br/&amp;gt;&lt;br /&gt;
Now&#039;s also a good time to make sure you have started your timers for [[Traverser stone]]s for [[Abyssea]] and [[Voidstone]]s for [[:Category:Voidwatch|Voidwatch]]. Both of those accumulate slowly in real time, so you want to get the timers rolling ASAP.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview - click on &amp;quot;Expand&amp;quot; to read more --&amp;gt;&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
This guide is hosted on the &#039;&#039;&#039;[[Main Page|BG Wiki]]&#039;&#039;&#039; - generally the best resource for all content in the current endgame. However, it tends to lack information or detail on older content - for that, I would recommend &#039;&#039;&#039;[https://ffxiclopedia.fandom.com/ FFXIclopedia]&#039;&#039;&#039;. As a rule of thumb, any content from &#039;&#039;before&#039;&#039; the [[Seekers of Adoulin]] expansion will probably have more detail on FFXIclopedia, and any content after that will likely have more detail here on BGwiki. For reference, areas in the &amp;quot;Middle Lands&amp;quot; around the three main nations, areas in the near east of Aht Urghan, &amp;quot;Shadowreign&amp;quot; areas in the past, and all Abyssea areas are generally pre-Adoulin content.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don&#039;t want to go to another wiki for your content, bring it over here! BG welcomes any and all updates by any and all users and there&#039;s plenty of content over on FFXIclopedia that could be crossposted here.&lt;br /&gt;
&lt;br /&gt;
I would also highly recommend &#039;&#039;&#039;[https://www.ffxiah.com/ FFXIAH]&#039;&#039;&#039; for easily and quickly looking up prices of items on your server - both in the [[Auction House]] (AH) and in players&#039; bazaars.&lt;br /&gt;
&lt;br /&gt;
There are some YouTubers with useful guides for players new and old:&lt;br /&gt;
*[https://www.youtube.com/channel/UCCEg2gnysc6Ze_WPHJKSBeA Ruaumoko] has very detailed and educational guides on many different jobs, along with strategies for some endgame fights. &lt;br /&gt;
*[https://www.youtube.com/user/CloudchiefArcade1 Cloudchief Arcade] has several videos aimed towards newer players, explaining how several endgame events work and the best ways to tackle them.&lt;br /&gt;
*[https://www.youtube.com/channel/UC7VUf7er90RYUVgAJwv3x3Q Next Games] has an EXTREMELY detailed series of video guides tailored to Ninja, but also includes several guides for soloing difficult endgame fights.&lt;br /&gt;
&lt;br /&gt;
If you have a favorite FFXI YouTube channel that you don&#039;t see mentioned here, feel free to add it! The more the merrier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Deciding on your Jobs=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
The first major decision is deciding which jobs to play. And yes, that&#039;s jobs &amp;lt;i&amp;gt;plural&amp;lt;/i&amp;gt; - it&#039;s generally not a good idea to focus on just one single job for your entire FFXI career.&amp;lt;br/&amp;gt;&lt;br /&gt;
Early on it&#039;s fine to play just a single job, especially because you want to get it geared up enough to get into content you can&#039;t clear solo, but you should consider your future jobs to know what kind of loot you want to focus on.&amp;lt;br/&amp;gt;&lt;br /&gt;
There are, unfortunately, a few pitfalls that new players may not see coming when picking jobs. I don&#039;t want to discourage you from picking a job that sounds fun to you, but it would be a disservice to you not to at least give you a bit of warning! This section will warn you what to expect from party roles and individual jobs, both the good and the bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039; - A job with more positive points is not necessarily better than a job with fewer, and a job with more negative points is not necessarily worse than a job with fewer. The positive/negative bullet points are simply included to let you know what to expect from a job.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Damage Dealers&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There are a lot of options to pick from when it comes to dealing damage in FFXI. Unfortunately, dealing damage is also very popular with the existing playerbase, many of which have been playing for a looooong time and are geared to the nines. Being a Damage Dealer (often abbreviated &amp;quot;DD&amp;quot; or &amp;quot;DPS&amp;quot;) can be very fun, but know that there will be &#039;&#039;&#039;a lot&#039;&#039;&#039; of competition, and as a new player you may find it difficult to get invites to groups that aren&#039;t already friends of yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you play a Damage Dealer, expect to...&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*...spend a lot of time waiting for invites, or making parties yourself&lt;br /&gt;
*...have low damage early in group content, which may make you feel like you&#039;re being &amp;quot;carried&amp;quot; through that content until your gear improves (whether you care about this is up to you)&lt;br /&gt;
*...learn how [[Attack Speed]] works and various [[Accuracy]] caps for content&lt;br /&gt;
*...farm and fully augment at least one (and quite possibly more) [[Ultimate Weapon]]s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Physical Damage Dealers (Heavy DD / DPS)&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the heavy hitters, as the name implies. They often wear heavy armor and use two-handed weapons. They can be quite durable, but don&#039;t offer much else in terms of party support beyond pure damage and the occasional buff or debuff.&lt;br /&gt;
&lt;br /&gt;
[[File:Pummeler&#039;s Mask icon.png]]&#039;&#039;&#039;[[Warrior]]&#039;&#039;&#039; - The classic heavy DD, WAR is flexible and wields many different weapons. Can function as a tank in a pinch. Good in almost any situation where you need physical damage. Typically focuses on Great Axes, but also [[Naegling]] and [[Loxotic Mace +1]].&lt;br /&gt;
*{{color|positive|Low initial gear requirement}}&lt;br /&gt;
*{{color|positive|Wide variety of damage types makes WAR valuable for things like [[Odyssey]] where being able to hit &amp;quot;well enough&amp;quot; with slashing/blunt/piercing is important}}&lt;br /&gt;
*{{color|neutral|Fairly simple to play}}&lt;br /&gt;
*{{color|negative|Requires a lot of gear (and weapons) at higher levels of content}}&lt;br /&gt;
[[File:Anchorite&#039;s Crown icon.png|link=]]&#039;&#039;&#039;[[Monk]]&#039;&#039;&#039; - MNK doesn&#039;t wear heavy armor, but is very survivable nonetheless due to high HP, self-healing, and access to [[Guard]] and [[Counter]]. Can buff party max HP, which can help save the team during some boss attacks. Uses Hand-to-Hand weapons and [[Kick Attack]]s.&lt;br /&gt;
*{{color|positive|Good for soloing}}&lt;br /&gt;
*{{color|positive|Has great access to [[Subtle Blow]], useful in high-end content for preventing enemy TP gain so you get hit with fewer devastating enemy skills.}}&lt;br /&gt;
*{{color|negative|Gear doesn&#039;t have much overlap with other jobs}}&lt;br /&gt;
[[File:Ignominy Burgeonet icon.png|link=]]&#039;&#039;&#039;[[Dark Knight]]&#039;&#039;&#039; - DRK is the &amp;quot;big numbers&amp;quot; job. High single-target WS damage, temporary access to 9,999 HP with [[Drain III]] and everyone loves [[Absorb-TP]] for bleeding edge content even as a subjob.&lt;br /&gt;
*{{color|positive|Powerful burst damage}} &lt;br /&gt;
*{{color|positive|Like, really big numbers. The psychological impact of having 9,999 HP should not be understated}}&lt;br /&gt;
*{{color|neutral|The cost of some of these big numbers is some fiddly preparation with stat absorption and HP draining. While this is generally just &amp;quot;the cost of doing business&amp;quot;...}}&lt;br /&gt;
*{{color|negative|Taking the time to cast spells cuts into their damage dealing on lower-HP targets like [[Odyssey]] segment farming where you just want to reach 1,000 TP as quickly as possible}}&lt;br /&gt;
[[File:Wakido Kabuto icon.png|link=]]&#039;&#039;&#039;[[Samurai]]&#039;&#039;&#039; - SAM specializes in Skillchains, and can solo multiple Skillchains by using a ton of weapon skills in a row. Good for &amp;quot;zerging&amp;quot; down bosses due to this ability to pump out big burst damage. The only class that specializes in Great Katanas, but may also use [[Shining One]].&lt;br /&gt;
*{{color|positive|Powerful burst damage and self-skillchain capabilities}}&lt;br /&gt;
*{{color|positive|Low initial gear requirement}}&lt;br /&gt;
*{{color|negative|Gear doesn&#039;t have much overlap with other jobs}}&lt;br /&gt;
[[File:Vishap Armet icon.png|link=]]&#039;&#039;&#039;[[Dragoon]]&#039;&#039;&#039;- A mix of DRK and SAM, with a pet wyvern thrown in - DRG deals good Weapon Skill damage and can solo Skillchains easily due to their Jump skills. You need to pay attention to keeping your pet wyvern alive, though you have lots of options for getting rid of hate and keeping yourself alive. Specializes in Polearms.&lt;br /&gt;
*{{color|positive|Good for soloing with a [[White Mage|WHM]] or [[Blue Mage|BLU]] subjob.}}&lt;br /&gt;
*{{color|positive|Bleeding-edge DRG with a final stage [[Gae Buide (Level 119 III)|Gae Buide]] (6 months of IRL time minimum) likely have the highest single-target DPS in the game}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|It can be extremely difficult to keep your Wyvern alive in some fights, and if your Wyvern dies you lose a noticeable amount of your damage}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Physical DD&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
These jobs wear light armor and usually dual wield weapons. Don&#039;t let the name fool you, they can often dish out nearly as much damage as a Heavy DD (if not more, depending on gear) - however, they often lack the survivability of the heavier jobs. They tend to make up for this by offering more support with debuffs, buffs, and even healing. Many light DDs are also more suited than other jobs for solo / &amp;quot;low man&amp;quot; situations where you don&#039;t have a full party of other players, due to having a mix of strong damage and sustainability. &lt;br /&gt;
&lt;br /&gt;
[[File:Atrophy Chapeau icon.png|link=]]&#039;&#039;&#039;[[Red Mage]]&#039;&#039;&#039; - A jack of all trades, RDM can deal some very solid damage with their swords, while dealing extra magic damage on each swing with their en-spells. They can solo shorter skillchains, and even magic burst off of them - all while offering buffs and healing. Primarily dual wields Swords and/or Daggers, or sometimes [[Daybreak]].&lt;br /&gt;
*{{color|positive|Very good at soloing}}&lt;br /&gt;
*{{color|positive|Can fulfill multiple party roles - buffing, light healing, reasonable DPS, and very strong enfeebling}}&lt;br /&gt;
*{{color|positive|Has access to both Physical and Magic damage for things like [[Omen]] objectives or {{Blue!}} procs in various fights}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Requires a lot of gear}}&lt;br /&gt;
[[File:Pillager&#039;s Bonnet icon.png|link=]]&#039;&#039;&#039;[[Thief]]&#039;&#039;&#039; - Everyone should have level 99 Thief... for farming items. [[Treasure Hunter]] is all it brings to the table these days. Its intended abilities were to control hate (see [[enmity]]) of party members and deal burst damage with position-based skills. Unforunately, all these [[Job Ability|Job Abilities]] have incredibly long cooldowns for not-really-that-great benefits. If you want to play Thief, just play Dancer instead.&lt;br /&gt;
*{{color|positive|Makes farming items very easy - you want level 99 THF eventually}}&lt;br /&gt;
*{{color|neutral|Fairly simple to play}}&lt;br /&gt;
*{{color|negative|Inconsistent damage due to positional requirements}}&lt;br /&gt;
*{{color|negative|Low defenses even compared to other Light DDs}}&lt;br /&gt;
[[File:Totemic Helm icon.png|link=]]&#039;&#039;&#039;[[Beastmaster]]&#039;&#039;&#039; - BSTs fight alongside various helper pets that provide powerful buffs and debuffs while the BST dishes out the hurt. They can deal very strong AOE damage, and are &#039;&#039;&#039;extraordinarily good at soloing.&#039;&#039;&#039; Primarily dual wields Axes, or an Axe and Shield.&lt;br /&gt;
*{{color|positive|Very good at soloing}}&lt;br /&gt;
*{{color|positive|Also excellent at dealing with level capped content (by summoning a high-level [[Sultry Patrice]] outside it) and cleaving a wide swath through &lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Gear doesn&#039;t have much overlap with other jobs}}&lt;br /&gt;
[[File:Orion Beret icon.png|link=]]&#039;&#039;&#039;[[Ranger]]&#039;&#039;&#039; - RNGs can deal very good damage both up close with melee attacks and at a distance. They lack party support options, but can deal quite a lot of damage. Dual Wields Daggers, Swords, and Axes for meleeing, and Bows, Crossbows, and Guns for ranged damage.&lt;br /&gt;
*{{color|positive|Powerful burst and sustained damage}}&lt;br /&gt;
*{{color|positive|Has Physical and Magic WS damage options}}&lt;br /&gt;
*{{color|neutral|Unlike while levelling, [[Ammo]] consumption is not an issue once you get any [[Ultimate Weapon]], as they all can be used to dispense a stack of 99 bullets or arrows once every IRL hour.}}&lt;br /&gt;
*{{color|negative|Gear doesn&#039;t have much overlap with other jobs}}&lt;br /&gt;
[[File:Hachiya Hatsuburi icon.png|link=]]&#039;&#039;&#039;[[Ninja]]&#039;&#039;&#039; - NIN are similar to RDMs in that they can self-skillchains and then magic burst off of them with [[Ninjutsu]]. They&#039;re also very survivable in any content where [[Utsusemi]] works to avoid damage, and can even serve as a tank in some situations. They dual wield one-handed Katanas and carry throwing Shurikens.&lt;br /&gt;
*{{color|positive|Very good at soloing}}&lt;br /&gt;
*{{color|neutral|Not very popular in the current &amp;quot;metagame&amp;quot; - many players will not opt for a Ninja when other DPS are available, and you&#039;ll have to do a fair amount of your own research}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Requires a lot of gear}}&lt;br /&gt;
[[File:Convoker&#039;s Horn icon.png|link=]]&#039;&#039;&#039;[[Summoner]]&#039;&#039;&#039; - SMNs summon up pets to do their dirty work, and they can deal very strong damage with [[Blood Pacts]], along with a variety of buffs and debuffs. However, it can be difficult for a new player to gear up, as they require quite a lot of different equipment to become effective, and the cooldown on [[Blood Pact]] is capped at 20 seconds minimum. They carry Staves, but don&#039;t use them for meleeing, instead sending their summoned Avatars in to fight.&lt;br /&gt;
*{{color|positive|Can fulfill multiple party roles}}&lt;br /&gt;
*{{color|positive|Very good at dealing a large amount of damage once every 20 seconds}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Requires a lot of gear}}&lt;br /&gt;
*{{color|negative|Gear doesn&#039;t have much overlap with other jobs}}&lt;br /&gt;
*{{color|negative|Very good at dealing a large amount of damage... &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; once every 20 seconds}}&lt;br /&gt;
[[File:Assim. Keffiyeh icon.png|link=]]&#039;&#039;&#039;[[Blue Mage]]&#039;&#039;&#039; - BLU uses enemy skills to bring a lot of variety to the table, dealing respectable melee damage along with lots of AOE debuffs + damage. (Learning the spells in the first place can be time consuming, though.) They dual wield Swords.&lt;br /&gt;
*{{color|positive|Very good at soloing}}&lt;br /&gt;
*{{color|positive|Has access to both strong physical and magical damage options}}&lt;br /&gt;
*{{color|positive|Has a broad (if esoteric) toolkit - TP denial, defense or attack down, party-wide healing, one spell that gives 10+ shadow images, and so on}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Requires a lot of time to learn Blue Magic}}&lt;br /&gt;
*{{color|negative|Requires a lot of gear}}&lt;br /&gt;
[[File:Laksamana&#039;s Hat icon.png|link=]]&#039;&#039;&#039;[[Corsair]]&#039;&#039;&#039; - A great party support with very strong (if random) buffs, COR can also deal respectable damage. In very high demand for parties. They dual wield Daggers or Swords, and use Guns for ranged damage.&lt;br /&gt;
*{{color|positive|In very high demand}}&lt;br /&gt;
*{{color|positive|Low initial gear requirement}}&lt;br /&gt;
*{{color|positive|Can fulfill multiple party roles}}&lt;br /&gt;
*{{color|positive|Has Physical and Magical WS damage options}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Expected to get at least one [[Ultimate Weapon]] for lategame content}}&lt;br /&gt;
*{{color|negative|Since COR is relatively easy to gear up, almost everyone has one. This doesn&#039;t mean you can&#039;t show up to a party on COR, but it isn&#039;t helping a group of people do anything they didn&#039;t already have access to}}&lt;br /&gt;
[[File:Foire Taj icon.png|link=]]&#039;&#039;&#039;[[Puppetmaster]]&#039;&#039;&#039; - PUP is a pet job like BST. The puppet is very customizable - it can be a melee DD, a ranged DD, or a surprisingly strong tank. Puppetmasters wield Hand-to-Hand weapons, but often let their puppets do most of the fighting.&lt;br /&gt;
*{{color|positive|Very good at soloing}}&lt;br /&gt;
*{{color|positive|Can fulfill multiple party roles}}&lt;br /&gt;
*{{color|positive|Universally acknowledged to be the best job at handling level capped content, thanks to [[Overdrive]]}}&lt;br /&gt;
*{{color|neutral|Not very popular in the current meta, despite being quite capable of tanking most high-end content in ways most players don&#039;t think about. You may have to advertise yourself a bit}}&lt;br /&gt;
*{{color|negative|Gear doesn&#039;t have much overlap with other jobs}}&lt;br /&gt;
*{{color|negative|High initial startup cost in both money and time - purchasing all attachments from the NPCs will run you about ten million gil, and learning which are worthwhile when is an entire skill that doesn&#039;t transfer to any other job at all}}&lt;br /&gt;
[[File:Maxixi Tiara icon.png|link=]]&#039;&#039;&#039;[[Dancer]]&#039;&#039;&#039; - DNC specializes in skillchains like SAM, but sacrifice some damage in exchange for very effective debuffs and light healing. You&#039;ll need to use Sambas, Waltzes, Steps, and Jigs to manage a resource called [[Finishing Move|Finishing Moves]] to deal big burst damage. They dual wield Daggers.&lt;br /&gt;
*{{color|positive|Very good at soloing}}&lt;br /&gt;
*{{color|positive|Powerful burst damage}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Relatively low surviability at lower gear levels (which can be partially mitigated with DNC&#039;s [[Waltz]] abilities for self-healing)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes:&#039;&#039; At higher gear levels, [[Bard]] can also function as a light DPS with melee dagger attacks and weapon skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic DD&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic DDs, unsurprisingly, focus on magic damage - usually from range, and often AOE (hitting multiple enemies at once.) Their damage is often very strong, but they are generally very squishy. Most mages use Staves or Clubs, and won&#039;t melee unless they have an [[Ultimate Weapon]] with a relevant [[Aftermath]].&lt;br /&gt;
&lt;br /&gt;
[[File:Spae. Petasos icon.png|link=]]&#039;&#039;&#039;[[Black Mage]]&#039;&#039;&#039; - The gold standard of magic damage, BLM are all about big explosions. They provide some light debuffing options, but are always brought along for their raw firepower - especially when [[Magic Burst|Magic Bursting]] off a Skillchain. &amp;lt;br/&amp;gt;&lt;br /&gt;
*{{color|positive|Powerful burst damage of every element except [[Light]]}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|neutral|Very unpopular in the current meta, as players aim to drop powerful WSes repeatedly rather than setting up Skillchains. But this can be easily resolved by talking to other people...}}&lt;br /&gt;
*{{color|negative|Requires knowledge of Magic Damage mechanics}}&lt;br /&gt;
*{{color|negative|Having multiple BLMs in a team results in lowered damage for all of them (see [[Magic_Damage#Consecutive_Elemental_Damage_Penalty|&amp;quot;the Nuke Wall&amp;quot;]])}}&lt;br /&gt;
[[File:Atrophy Chapeau icon.png|link=]]&#039;&#039;&#039;[[Red Mage]]&#039;&#039;&#039; - RDMs don&#039;t get the AOE damage options, but can deal respectable single-target magic damage while also bringing strong debuffs, buffs, and healing. Also able to deal lots of magic damage through melee attacks using enspells.&lt;br /&gt;
*{{color|positive|Has far better physical damage than the rest of the magic DDs}}&lt;br /&gt;
*{{color|negative|Doesn&#039;t have AOE nuke options}}&lt;br /&gt;
[[File:Convoker&#039;s Horn icon.png|link=]]&#039;&#039;&#039;[[Summoner]]&#039;&#039;&#039; - SMNs get some lovely damaging [[Blood Pacts]]. [[Ramuh]]&#039;s ability to paralyze an entire pack of enemies with [[Thunderspark]] is surprisingly helpful against more durable enemies that won&#039;t die to a single big nuke, too.&lt;br /&gt;
*{{color|positive|Has buffing [[Blood Pact: Ward]] options in between the damaging [[Blood Pact: Rage]] activations}}&lt;br /&gt;
*{{color|negative|Still limited by the 20 second [[Blood Pact]] cooldown and expectations for at least one [[Ultimate Weapon]]}}&lt;br /&gt;
[[File:Assim. Keffiyeh icon.png|link=]]&#039;&#039;&#039;[[Blue Mage]]&#039;&#039;&#039; - BLUs can dish out very strong AOE magical damage, often dealing status effects too. As mentioned above, they also perform well as a Light DD. &lt;br /&gt;
*{{color|positive|Very strong AOE damaging spells of all of the eight elements}}&lt;br /&gt;
*{{color|positive|Also has [[Subduction]] (very fast AOE that puts a substantial Movement Speed debuff on affected enemies) and a few physical damage spell options}}&lt;br /&gt;
*{{color|negative|MP recovery options aren&#039;t the best without [[Tizona_(Level_119_III)|Tizona]] - [[Magic Hammer]] has a long cooldown and beyond that you&#039;re looking at [[Battery Charge]]}}&lt;br /&gt;
[[File:Acad. Mortarboard icon.png|link=]]&#039;&#039;&#039;[[Scholar]]&#039;&#039;&#039; - Very flexible mages, SCHs flip-flop back and forth between specializing in white and black magic. Can deal very strong damage over time and can even be a primary healer, if you&#039;re good at juggling its [[Stratagem]] charges. It can even create skillchains via magic!&lt;br /&gt;
*{{color|positive|Can self-skillchain with magic spells and turn self-target buffs into AOEs with [[Accession]]}}&lt;br /&gt;
*{{color|positive|Serves as a perfectly good main healer for almost all content, though less so than WHM}}&lt;br /&gt;
*{{color|positive|Low initial gear requirement}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Low damage ceiling - without access to huge nukes or any meaningful weaponskills, there&#039;s not much of a way for SCH to hit 99,999 without a &amp;lt;i&amp;gt;lot&amp;lt;/i&amp;gt; of dedicated support or their 1-hour ability [[Kaustra]]}}&lt;br /&gt;
[[File:Geomancy Galero icon.png|link=]]&#039;&#039;&#039;[[Geomancer]]&#039;&#039;&#039; - While primarily used as a support job, GEOs can bring solid magic damage to the table. In AOE form, too!&lt;br /&gt;
*{{color|positive|In very high demand for basically every party}}&lt;br /&gt;
*{{color|positive|Low initial gear requirement}}&lt;br /&gt;
*{{color|neutral|Lower AOE damage than a dedicated job like BLU or BLM}}&lt;br /&gt;
*{{color|negative|Expected to get their [[Ultimate Weapon]], [[Idris]], ASAP. It requires three RL months&#039; worth of [[Coalition Assignments]] completions}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes:&#039;&#039; While not traditional casters, [[Ranger]] and [[Corsair]] can both deal big chunks of magic damage from a distance with magical [[Weapon Skills]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Tanks&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Tanks are in charge of keeping and holding enemy hate while not dying. Sometimes they can bring some good damage to the table, too. A lot of content wants a tank, and as such they&#039;re in high demand. However, you&#039;ll be expected to know the content inside and out, and will face high gear requirements at top levels of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you play a tank, expect to...&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*...get invites to parties very quickly&lt;br /&gt;
*...do lots of research on endgame content and to know the mechanics like the back of your hand&lt;br /&gt;
*...not deal very much damage&lt;br /&gt;
*...spend time farming an Ultimate Weapon (REMA) once you reach higher levels of play&lt;br /&gt;
&lt;br /&gt;
[[File:Rev. Coronet icon.png|link=]]&#039;&#039;&#039;[[Paladin]]&#039;&#039;&#039; - The classic sword and shield knight, PLD is the best tank at reducing physical damage or tanking large numbers of enemies. Not only that, but PLD can support the party with surprisingly potent healing spells - a skilled Paladin can stay alive without support even against some stronger bosses, removing the need for the party to rely on a dedicated healer.&lt;br /&gt;
*{{color|positive|In very high demand}}&lt;br /&gt;
*{{color|positive|Good at soloing}}&lt;br /&gt;
*{{color|neutral|While their damage isn&#039;t the best, it&#039;s far from the worst too}}&lt;br /&gt;
*{{color|negative|Expected to get an [[Ultimate Weapon]] for lategame content (but you can often get away with just a stage 2 [[Prime Shield]] in the offhand, which is as easy as it gets)}}&lt;br /&gt;
[[File:Hachiya Hatsuburi icon.png|link=]]&#039;&#039;&#039;[[Ninja]]&#039;&#039;&#039; - NIN survives via avoiding damage altogether. It&#039;s not used as a main tank too often these days, but it&#039;s particularly good against enemies without many AOE attacks. Unfortunately, that doesn&#039;t really describe the current endgame meta at all, so NIN doesn&#039;t see a ton of use as a tank these days.&lt;br /&gt;
*{{color|positive|When [[Utsusemi]] works, Ninja trivializes whatever it&#039;s fighting}}&lt;br /&gt;
*{{color|negative|Nearly everything from 2018 or later was designed to make [[Utsusemi]] not work (stripping all shadows on hit or bypassing them altogether or spamming AOEs that remove them)}}&lt;br /&gt;
[[File:Foire Taj icon.png|link=]]&#039;&#039;&#039;[[Puppetmaster]]&#039;&#039;&#039; - PUP doesn&#039;t tank directly - instead using its pet puppet as the tank. The puppet has frankly ridiculous amounts of damage reduction - capping at 87.5% - which lets your healers focus on other party members more easily. The flip side is that the PUP is the only person who &amp;lt;i&amp;gt;can&amp;lt;/i&amp;gt; heal the puppet.&lt;br /&gt;
*{{color|positive|Extremely high damage reduction}}&lt;br /&gt;
*{{color|positive|[[Maintenance]] is the status ailment removal option that actual player tanks &amp;lt;i&amp;gt;wish&amp;lt;/i&amp;gt; they had, with a low cooldown (1 minute, down to 45 seconds with merits) to remove 4 status ailments}}&lt;br /&gt;
*{{color|negative|Gear doesn&#039;t have much overlap with other jobs}}&lt;br /&gt;
[[File:Runeist Bandeau icon.png|link=]]&#039;&#039;&#039;[[Rune Fencer]]&#039;&#039;&#039; - RUNs specialize in resisting magic damage and status effects, making it very strong in the current endgame. They can only resist a few elements of magic at a time, so the RUN will need to be familiar with what specific encounters require. With strong enough gear, can also dish out very good damage. Despite the name, they wield Great Swords.&lt;br /&gt;
*{{color|positive|In very high demand}}&lt;br /&gt;
*{{color|positive|&amp;lt;i&amp;gt;Really&amp;lt;/i&amp;gt; good at resisting magical attacks, which are the backbone of a lot of current endgame content}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Expected to get their [[Ultimate Weapon]], [[Epeolatry]], ASAP. It requires three RL months&#039; worth of [[Coalition Assignments]] completions}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes:&#039;&#039; Warriors, Monks, and Dancers can also function as tanks in emergencies or specialized situations. (See also [[Regal Gloves]], and please do let the entire world know if you actually make them work. It&#039;s my white whale.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Supports&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The primary role of support jobs is to buff party members or debuff enemies. These jobs are the strongest thing around and key members of any party - getting party invites will likely be very easy. Unfortunately, most of them have a lot of gear requirements to work at a high level, and some require good knowledge of the content being played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you play a support, expect to...&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*...get invites to parties very quickly&lt;br /&gt;
*...keep track of multiple buffs and debuffs, across 6+ party members and all enemies being fought, while also understanding the specific mechanics of how your job&#039;s buffs work (each job has different rules)&lt;br /&gt;
*...sit around doing nothing until you need to refresh buffs/debuffs (until you get well-geared enough to contribute damage)&lt;br /&gt;
*...spend time farming multiple [[Ultimate Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brioso Roundlet icon.png|link=]]&#039;&#039;&#039;[[Bard]]&#039;&#039;&#039; - BRDs use songs to give allies a wide range of powerful buffs - accuracy, attack, attack speed, MP regeneration, you name it they can buff it. They can also deal respectable melee damage with good enough gear, and have some decent debuffs such as sleeps and dispels.&lt;br /&gt;
*{{color|positive|In very high demand for all content}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Requires a lot of gear that isn&#039;t useful for any other job}}&lt;br /&gt;
*{{color|negative|Expected to get MULTIPLE [[Ultimate Weapons]] (REMA) for lategame content}}&lt;br /&gt;
[[File:Laksamana&#039;s Hat icon.png|link=]]&#039;&#039;&#039;[[Corsair]]&#039;&#039;&#039; - Gamblers by nature, CORs play a quick push-your-luck game to give AOE buffs to their party. Bad luck can cause a &#039;&#039;&#039;Bust&#039;&#039;&#039; though, which removes the buff from the party (and debuffs you). They can also deal very good physical damage. In very high demand.&lt;br /&gt;
*{{color|positive|In very high demand for all content}}&lt;br /&gt;
*{{color|positive|Low initial gear requirement - we&#039;re talking a [[Barataria Ring]] and you&#039;re good to go}}&lt;br /&gt;
*{{color|neutral|Surprisingly technical to play at higher levels}}&lt;br /&gt;
*{{color|negative|Expected to get at least one [[Ultimate Weapon]] and deal substantial damage in lategame content... though none of them buff [[Phantom Roll]] (aside from the crafted [[Rostam]]) so you&#039;re fine to start without them}}&lt;br /&gt;
[[File:Geomancy Galero icon.png|link=]]&#039;&#039;&#039;[[Geomancer]]&#039;&#039;&#039; - GEOs use AOE bubbles to give powerful buffs and debuffs, localized to specific areas of the battlefield. Their debuffs can&#039;t be resisted, and are very powerful - although the GEO will need to keep a [[Luopan]] pet alive in order to maintain these buffs/debuffs, and most content from 2020 and later has explicit nerfs on specific [[Geomancy]] spells. In very high demand due to its strong support effects.&lt;br /&gt;
*{{color|positive|Valuable even in much of the content that explicitly nerfs [[Geomancy]]}}&lt;br /&gt;
*{{color|positive|Like [[Corsair]], even a [[Dunna]] will be enough to make your buffs more than powerful enough to justify a party slot}}&lt;br /&gt;
*{{color|negative|...but, yes, you will be expected to get [[Idris]] ASAP}}&lt;br /&gt;
*{{color|negative|Your [[Black Halo]]s honestly never get far above &amp;quot;mediocre&amp;quot; (even with [[Maxentius]]), so you&#039;re really just bringing buffs to the table}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backup Support&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
These jobs tend to give buffs that can be found elsewhere, and can&#039;t usually support an entire party on their own. Instead, they fulfill a different role in the party (often dealing damage) while also providing additional support alongside a BRD, COR, or GEO. &lt;br /&gt;
&lt;br /&gt;
[[File:Atrophy Chapeau icon.png|link=]]&#039;&#039;&#039;[[Red Mage]]&#039;&#039;&#039; - RDMs use strong single-target debuffs and buffs to cripple enemies and embiggen allies. Unfortunately, they can&#039;t directly buff party attack or accuracy, which is often a primary concern for support jobs. On the other hand, they also bring strong physical and magic damage to the table, and help out with healing.&lt;br /&gt;
*{{color|positive|Buffs have incredibly long duration (10+ minute [[Haste II]], for instance)}}&lt;br /&gt;
*{{color|positive|The best there is at landing debuffs, with [[Saboteur]] and [[Frazzle]]}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|Can&#039;t directly buff offensive stats beyond [[Haste]] (plus [[Dia]] and [[Distract]])}}&lt;br /&gt;
[[File:Convoker&#039;s Horn icon.png|link=]]&#039;&#039;&#039;[[Summoner]]&#039;&#039;&#039; - SMNs can deal quite a lot of damage with their offensive blood pacts, but they also provide a lot of support utility with their defensive ones as well. Party-wide hastes, attack buffs, defense buffs, and even debuffs such as sleeps and silences. The single large passive from [[Avatar&#039;s Favor]] is also noteworthy.&lt;br /&gt;
*{{color|positive|Has some spells that literally nobody else gets (looking at you, Garuda&#039;s [[Hastega II]])}}&lt;br /&gt;
*{{color|neutral|Only one or two relevant buffs per Avatar means you&#039;ll be doing a lot of fiddling around, but at least the 20 second cooldown on [[Blood Pact: Ward]] hardly matters}}&lt;br /&gt;
*{{color|neutral|People don&#039;t really know how good SMN is at buffing, so you&#039;ll have to show them firsthand}}&lt;br /&gt;
*{{color|negative|[[Avatar&#039;s Favor]] buffs reach max potency when you have had the same Avatar out for 135 seconds - so (for example) the 3 minute base duration on [[Hastega II]] is an enormous pain point}}&lt;br /&gt;
[[File:Maxixi Tiara icon.png|link=]]&#039;&#039;&#039;[[Dancer]]&#039;&#039;&#039; - DNC are primarily light DDs, but they can be useful as a backup support as well. They can speed up ally melee attacks and provide unique debuffs that stack with other supports, such as defense down and evasion down. They can also provide backup healing and debuff removal.&lt;br /&gt;
*{{color|positive|[[Haste Samba]] provides &amp;quot;Job Ability Haste&amp;quot;, a category of haste no other job can give other players that is separate from, but stacks with, with magical [[Haste]] effects}}&lt;br /&gt;
*{{color|positive|Everyone loves a good [[Box Step]], providing a maximum of -23% Defense to the target}}&lt;br /&gt;
*{{color|negative|Not the biggest deal, but dances &amp;lt;i&amp;gt;do&amp;lt;/i&amp;gt; cost TP to use that could otherwise go towards WSes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Healers&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
It&#039;s the healers&#039; job to keep everyone in the party alive. They are mandatory for most high-end content, and thus in high demand. That being said, healers generally tend to struggle solo due to being squishy and having very low damage. They also are expected to know quite a bit about the endgame, knowing what debuffs to cure in each fight and which mechanics to respect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you play a healer, expect to...&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*...get invites to parties very quickly&lt;br /&gt;
*...do a lot of research on endgame content, so you&#039;ll know what to expect from the fight&lt;br /&gt;
*...need good reflexes and quick decision making&lt;br /&gt;
*...probably get blamed if things go wrong &lt;br /&gt;
&lt;br /&gt;
[[File:Theophany Cap icon.png|link=]]&#039;&#039;&#039;[[White Mage]]&#039;&#039;&#039; - The classic healer, WHM specializes in keeping the party alive and removing their debuffs. Until you hit the bleeding edge of content, most parties would love to have a WHM.&lt;br /&gt;
*{{color|positive|In very high demand}}&lt;br /&gt;
*{{color|positive|Low initial gear requirement}}&lt;br /&gt;
*{{color|neutral|Fairly technical to play}}&lt;br /&gt;
*{{color|negative|WHM really wants its mythic ([[Yagrush]]) - even if only the base level 75 version - eventually, to turn every status removal spell into a partywide AOE for free}}&lt;br /&gt;
[[File:Acad. Mortarboard icon.png|link=]]&#039;&#039;&#039;[[Scholar]]&#039;&#039;&#039; - While not as specialized as WHMs, SCHs can provide solid healing as well - and then can switch to offensive spells during downtimes when healing isn&#039;t needed.&lt;br /&gt;
*{{color|positive|Good enough healing for most content}}&lt;br /&gt;
*{{color|neutral|Trades WHM&#039;s raw healing potency for more damage output and better buffs}}&lt;br /&gt;
*{{color|neutral|Can be fiddly to spin multiple plates with buffing, healing, and DPS... but some people enjoy that a lot}}&lt;br /&gt;
*{{color|negative|Has more difficulty dealing with status ailment spam without AOE removal methods}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backup Healer&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
These jobs can do a decent job of providing support healing. Depending on their gear and the content, they may be able to main heal alone. These jobs primarily fill other roles, but use WHM or SCH subjobs to help the main healer(s) out during downtime / emergencies. Occasionally, a party will forego one main healer in favor of multiple backup healers, which can be particularly useful in &amp;quot;low-man&amp;quot; situations (parties with fewer than 6 players)&lt;br /&gt;
&lt;br /&gt;
[[File:Atrophy Chapeau icon.png|link=]]&#039;&#039;&#039;[[Red Mage]]&#039;&#039;&#039; - Again, RDM is jack of all trades, and healing is a trade. Their lack of AOE options often limits them in higher-end content, but in return you&#039;ve got all those lovely debuffs...&lt;br /&gt;
*{{color|positive|Brings their own Refresh to be sure that &amp;lt;i&amp;gt;nobody&amp;lt;/i&amp;gt; runs out of MP}}&lt;br /&gt;
*{{color|neutral|Probably too busy casting other spells to keep on top of the healing without a lot of brain cells to spare}}&lt;br /&gt;
*{{color|negative|Doesn&#039;t have access to [[Raetic Rod +1]], which will be a running theme on this list, so their [[Cure Potency]] II is lacking, so their Cures are less efficient}}&lt;br /&gt;
[[File:Brioso Roundlet icon.png|link=]]&#039;&#039;&#039;[[Bard]]&#039;&#039;&#039; - After a BRD is done buffing the party with their songs, it&#039;s not uncommon for them to shift gears into a healing role, though providing party support is usually a bigger priority.&lt;br /&gt;
*{{color|positive|Not super busy otherwise until they get really geared for melee DD purposes}}&lt;br /&gt;
*{{color|neutral|Really only as good as its subjob for this purpose}}&lt;br /&gt;
*{{color|negative|Healing takes up time you could be swinging your shiny [[Naegling]]}}&lt;br /&gt;
[[File:Convoker&#039;s Horn icon.png|link=]]&#039;&#039;&#039;[[Summoner]]&#039;&#039;&#039; - SMNs have large MP pools and their summoned Avatars have multiple defensive buff options available. SMNs generally tend to focus more on dealing damage, but can help with healing if needed.&lt;br /&gt;
*{{color|positive|Brings more to the table than &amp;quot;just&amp;quot; their sub, like an infinite duration Reraise III that can even enter battlefields with [[Altana&#039;s Favor]] (once every 45 minutes)}}&lt;br /&gt;
*{{color|negative|Doesn&#039;t actually have that much healing for when things go south - likely limited to your subjob&#039;s options in emergencies}}&lt;br /&gt;
[[File:Maxixi Tiara icon.png|link=]]&#039;&#039;&#039;[[Dancer]]&#039;&#039;&#039; - DNCs can provide a surprising amount of healing and debuff removal, and as an added bonus don&#039;t need to worry about getting silenced. Unfortunately, they can&#039;t usually heal quickly enough to main heal, and are better utilized as damage dealers, but their emergency healing can save otherwise lost runs.&lt;br /&gt;
*{{color|positive|TP-based healing means you&#039;ll never &amp;quot;run dry&amp;quot; unless you&#039;re incapacitated}}&lt;br /&gt;
*{{color|negative|TP-based healing means you&#039;re giving up precious damage with every heal}}&lt;br /&gt;
[[File:Geomancy Galero icon.png|link=]]&#039;&#039;&#039;[[Geomancer]]&#039;&#039;&#039; - Similarly to BRDs, GEOs can provide valuable support healing after they&#039;ve placed their buffs. GEOs often can find themselves without much to do once they&#039;ve placed all of their buffs, so assisting with healing and occasional debuffs is a good use of their time.&lt;br /&gt;
*{{color|positive|Has native MP and not much else to do with it}}&lt;br /&gt;
*{{color|neutral|Likely wasn&#039;t doing much else anwyay...}}&lt;br /&gt;
*{{color|negative|Again, no native healing tools beyond their subjob}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Party Composition&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
When not solo, you&#039;ll usually be in a party of 6 players (total, including you), or an alliance of 18 players (three 6-player parties). The jobs that make up these parties and alliances will vary depending on the content being tackled, but there are some rules of thumb for making a balanced group.&lt;br /&gt;
&lt;br /&gt;
An individual party will tend to have something like 1 Healer, 1 Tank, 2 DDs, and 2 Supports. Since some jobs can work double-duty in roles, such as Corsair providing both support and DD, there&#039;s quite a lot of flexibility in this setup.&lt;br /&gt;
&lt;br /&gt;
An alliance will tend to have a DD party, a Tank/Healer party, and a Mage party. Each of these three parties will usually have a dedicated healer and support, providing buffs unique to that party (attack speed buffs for DDs, defense buffs for the tanks, etc). The mage party is usually there for crowd control, offering AOE damage or debuffing - most content that requires an alliance will pit you against large groups of enemies, and thus a party dedicated to handling these groups is necessary. Due to the large number of players, alliance composition is very flexible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=How to Evaluate Equipment and Build a Gearset=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Gear Evaluation Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Up until now, I suspect you&#039;ve probably been treating equipment in FFXI like in any other MMO: you have one set of gear per job, and you upgrade it as you go along. However, FFXI is unique in that it allows you to change equipment even in the midst of battle, allowing for the game&#039;s unique &amp;quot;gearset&amp;quot; system.&amp;lt;br/&amp;gt;&lt;br /&gt;
Because you can change gear on the fly, you can wear one set of equipment that&#039;s optimized for quickly building TP, then swap to another set of gear optimized for maximizing Weapon Skill damage. This is the fundamental concept behind gearsets, and only having a single set of equipment for a job will make the game significantly harder on you.&amp;lt;br/&amp;gt;&lt;br /&gt;
This section of the guide will help direct you toward what types of gearsets you&#039;ll probably want to have depending on your job&#039;s role(s), along with what stats you&#039;ll want to prioritize when looking at potential gear for those sets.&lt;br /&gt;
&lt;br /&gt;
The Windower addon &#039;&#039;&#039;Gearswap&#039;&#039;&#039; makes swapping between equipment sets much easier and allows some functionality that vanilla FFXI doesn&#039;t (like precast sets for fast-casting spells). It can be quite complicated though, so I recommend [https://www.ffxiah.com/forum/topic/53168/gearswap-for-dummies-20/ this Gearswap guide on ffxiah.com] for a crash-course. There&#039;s nothing wrong with using in-game Equipment Sets, of course, but Gearswap automates quite a lot and makes swaps both easier and faster.&lt;br /&gt;
&lt;br /&gt;
When it comes to evaluating whether or not a specific piece of equipment is good or bad for you, think about what set you would use the gear in and whether or not it will help that set achieve its goal.&amp;lt;br/&amp;gt;&lt;br /&gt;
Using a piece of gear without any [[Store TP]] or [[Double Attack|Multi-Attack]] may not be useful for your gearset that focuses on building TP, for example. On the other hand, maybe you have tons of that in your TP-building set already, and need more accuracy because you keep missing. Then you&#039;d be fine with a piece of gear without TP-building stats if it has a lot of Accuracy. &lt;br /&gt;
&lt;br /&gt;
Take a look at a piece of equipment&#039;s stats and try to think if there&#039;s a set you can use it in, and if it&#039;s better than anything else you have in that slot. Sometimes your use for a piece of gear may be very obscure, such as only being used in a [[Dual Wield]]ing mid-level accuracy set when at full haste (don&#039;t worry, I&#039;ll explain this later) - but if it&#039;s better than what you had before, it&#039;s still worth using!&lt;br /&gt;
&lt;br /&gt;
Now I&#039;ll explain the various sets you&#039;ll likely want, depending on your job&#039;s role. &lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Heavy &amp;amp; Light DDs&amp;lt;/strong&amp;gt;&lt;br /&gt;
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DDs need to focus on two things: building TP and using Weapon Skills. You may also need distinct sets to ensure you have enough accuracy to hit or stay alive against tough opponents, but at endgame these often collapse into the two main sets.&lt;br /&gt;
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*&#039;&#039;&#039;TP Set&#039;&#039;&#039; - This is a set for getting TP as fast as possible. You will want to hit 25% total haste among your equipment, as that is the cap for haste that you can get from gear (known as &amp;quot;[[Gear Haste]]&amp;quot;). If you&#039;re [[Dual Wield]]ing, you&#039;ll also want to have Dual Wield+ (DW) on your gear, with how much varying depending on the buffs you have. Basically, more attack speed buffs (Haste, March, etc) means you want less DW. See the [[Attack Speed]] Page for more information. After hitting Haste cap, you&#039;ll want to focus on [[Store TP]] (STP), [[Double Attack]] (DA), Triple Attack (TA), and Quadruple Attack (QA) where possible - collectively, these are referred to as Multi-Attack, or MA. You&#039;ll also want a bit of accuracy, to ensure you&#039;re hitting reliably. As a rule of thumb, 1 STP = 1 DA, 2 STP = 1 TA, and 3 STP = 1 QA.&lt;br /&gt;
*&#039;&#039;&#039;Weapon Skill Set&#039;&#039;&#039; - This should be a set you swap in to for when you use WS&#039;s. It should generally focus on maxing out the stat for that WS, which will vary wildly - look up the wiki page for your WS to see what it uses, then try to pack on as much of that stat as you can. &lt;br /&gt;
**The [[Weapon Skill Damage]] stat usually only applies to the very first hit of a weapon skill, and thus weapon skills that only hit once or twice (such as [[Savage Blade]] and [[Rudra&#039;s Storm]]) will get a lot of damage from this stat, but WSs with many hits will see very little damage increase. You also will want to put in some Attack in your WS set, unless it&#039;s an Elemental Weapon Skill.&lt;br /&gt;
**If your weapon skill hits 4 or more times, it&#039;s also likely a good idea to put in some Multi Attack. (Since the cap for all WSes is 8 hits, this doesn&#039;t apply to [[Asuran Fists]].)&lt;br /&gt;
**If your weapon skill has the &amp;quot;Critical hit rate varies with TP&amp;quot; modifier (such as [[Evisceration]] and [[Chant du Cygne]]) then it&#039;s a good idea to look for gear with Critical Hit Damage and Critical Hit Rate, but you don&#039;t care about [[TP Bonus]]&lt;br /&gt;
**If your weapon skill is an Elemental WS, such as [[Sanguine Blade]], you&#039;ll instead want offensive spellcasting stats like Magic Attack Bonus and INT (even if the WS has other modifiers such as DEX or STR).&lt;br /&gt;
*&#039;&#039;&#039;Accuracy Set(s)&#039;&#039;&#039; - It&#039;s a good idea to make a set for when you need more accuracy. After all, you can&#039;t do much if you&#039;re missing all the time. There&#039;s no hard rule for when you should swap into your accuracy set, but if you notice you&#039;re missing a lot it&#039;s probably a good idea. Each piece of content in the game has its own accuracy requirements, which you can look up if you want to be CERTAIN you&#039;re hitting the accuracy needs. However, a good rule of thumb is to try to make your accuracy set at least 100-200 points more accurate than your usual TPing set. So if your standard TP set has 1100 accuracy, aim for your accuracy set to have 1200-1300 accuracy. Also note that every 2 points of DEX roughly translates to 1 point of accuracy, so that may be something to keep in mind. Combat skills (Axe Skill, Polearm Skill, etc) also are worth roughly 1 point of accuracy. Some players prefer to have a mid-accuracy set and a high-accuracy set for more precise calibration, but I personally don&#039;t really bother.&amp;lt;br /&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039; - You generally don&#039;t want to get rid of all your haste, STP, multi-attack, etc when swapping to an Accuracy Set. If you&#039;re throwing away all of your TP-gaining stats in order to hit, it&#039;s likely not worth it - aim for a good middle ground. &lt;br /&gt;
*&#039;&#039;&#039;DT / Hybrid Set&#039;&#039;&#039; - A &amp;quot;Hybrid&amp;quot; or &amp;quot;DT&amp;quot; (short for Damage Taken) set is a defensive one you&#039;ll need to swap to depending on the fight. If an enemy likes to spam AOE attacks / spells, or you steal hate, you&#039;ll be happy you have this - just remember to equip it! You can look at the [[Damage Taken]] page for a full explanation on how DT works, but the short version is you&#039;ll want around -25% Physical Damage Taken (PDT), -25% Damage Taken (DT), and then some extra Magic Evasion and HP if possible. You&#039;ll almost always have [[Shell V]] cast on you, which gives -29% Magic Damage Taken (MDT), and DT counts as both PDT and MDT - thus with 25% PDT and DT, you&#039;ll hit the cap of -50% for both PDT and MDT once you have Shell V.&lt;br /&gt;
**I would also recommend making &#039;&#039;&#039;DT variations of your WS sets&#039;&#039;&#039;. You CAN (and will) get hit by a powerful AOE during the small window where you&#039;re performing a WS, and you don&#039;t want to get caught out in a set with no defenses while doing so. Ideally you&#039;ll still have max DT and enough HP to keep your health from dropping into yellow when you swap back into your engaged DT set. This will not only keep you from annoying your Healer, but will also keep you from aggro&#039;ing any Undead that are in blood aggro range.&lt;br /&gt;
*&#039;&#039;&#039;Idle Set&#039;&#039;&#039; - This is what you should wear while not engaged with the enemy. Generally this should have -25% DT and PDT, and maybe some Regen and [[Movement Speed]]+ as well. If your job has an MP pool it uses often then putting Refresh here is a good idea as well. Often you can just use your DT set for this.&lt;br /&gt;
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&#039;&#039;&#039;Ranged Jobs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Jobs such as Ranger and Corsair, which rely on ranged weapons, will want additional TP and WS sets:&lt;br /&gt;
*&#039;&#039;&#039;Ranged TP Set&#039;&#039;&#039; - This is for building TP via ranged attacks. You&#039;ll want to cap out [[Snapshot]] (70%) and then stack on as much [[Rapid Shot]] as possible. If there&#039;s a RDM in your party, you can ask them for [[Flurry]], which will mean you&#039;ll need less Snapshot (and thus can focus on other stats) - but this comes at the expense of [[Haste]], which you probably prefer if you&#039;re also meleeing. You&#039;ll still want to stack on plenty of [[Store TP]] as well, since it will increase your TP gain from ranged attacks.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039; - COR often doesn&#039;t rely on their ranged attacks for dealing damage too much, often instead using melee weapons. You thus may want to build BOTH a melee TP set and a ranged TP set, for more flexibility, but if you can&#039;t afford that then it may be better to focus on only a melee TP set. [[Triple Shot]] will wait for your wallet.&lt;br /&gt;
*&#039;&#039;&#039;Ranged WS Set&#039;&#039;&#039; - Ranged Accuracy, not Accuracy. Yes, it&#039;s obvious... but hey, better to be told twice than zero times.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Tanks&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Tanks have a lot of overlap with Melee DD sets, but with some tweaked priorities. I won&#039;t restate what&#039;s listed above, but will provide some more context where needed. Be careful when swapping out of your DT set when you start getting lots of HP there - swapping out to cast a quick spell may cause you to suddenly lose hundreds of HP! You should also always try to keep as much DT in your sets as possible, so you don&#039;t get tagged by a powerful hit when you&#039;re trying to gain Enmity or something.&lt;br /&gt;
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*&#039;&#039;&#039;DT Set&#039;&#039;&#039; - This is top priority for a tank, and while wearing it you generally shouldn&#039;t worry about how much TP you&#039;re getting or how much damage you&#039;re dealing. Focus entirely on defensive stats - get 25% DT and PDT, put on a few &amp;quot;Convert Damage Taken to MP&amp;quot; pieces such as [[Ethereal Earring]], and stack as much Magic Evasion and HP as possible. Note that you DO want to ensure you have 25% &amp;quot;[[Gear Haste]]&amp;quot;, as it will help speed up your spellcasting.&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Set&#039;&#039;&#039; - This should be an in-between of a standard DD TP set and a DT set. Still aim for 25% DT and PDT, but feel free to sacrifice some of the other defensive stats for [[Store TP]] (STP), [[Double Attack]] (DA), Triple Attack (TA), and Quadruple Attack (QA) where possible. You&#039;ll also want a bit of accuracy, to ensure you&#039;re hitting reliably.&lt;br /&gt;
*&#039;&#039;&#039;TP Set&#039;&#039;&#039; - This is for when whatever you&#039;re tanking doesn&#039;t pose much of a threat to you, and you can afford to help deal some damage. STP, Multi Attack, and accuracy are all good here. &lt;br /&gt;
*&#039;&#039;&#039;Enmity Set&#039;&#039;&#039; - This should be used whenever you&#039;re doing something to build hate, like [[Flash]] or [[Provoke]]. Look for gear that gives Enmity+, and fill in any gaps with pieces from your DT set to ensure you don&#039;t get one-shot while trying to get hate.&lt;br /&gt;
*&#039;&#039;&#039;Fast Cast Set&#039;&#039;&#039; - Casting often leaves you vulnerable, so it&#039;s a good idea to have a [[Fast Cast]] set to get spells out quickly. Ensure you have some HP and DT in there too, to survive while spellcasting. Don&#039;t forget your [[Spell Interruption Rate]] Down gear!&lt;br /&gt;
*&#039;&#039;&#039;Idle Set&#039;&#039;&#039; - This will likely be similar to your DT Set, but it&#039;s a good idea to try and work some Refresh in as well, since PLD and RUN are both very reliant on MP.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Mages&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Mages have very different gearset priorities compared to DDs and Tanks.&lt;br /&gt;
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*&#039;&#039;&#039;Fast Cast Set&#039;&#039;&#039; - Mages will be casting a lot, so you&#039;ll want a [[Fast Cast]] (FC) set to speed it up. Note that Fast Cast not only speeds up spellcasting, but ALSO the spell&#039;s cooldown timer. Fast Cast as a stat caps at 80% casting time reduction (and a corresponding, but halved, 40% cooldown timer reduction), but you&#039;ll also want to ensure this set caps &amp;quot;[[Gear Haste]]&amp;quot; as well at 25%. Ideally you&#039;ll have this in a gearswap &amp;quot;precast&amp;quot; set, so that it swaps out to another &amp;quot;midcast&amp;quot; set to boost the effectiveness of the spell after you start casting it. (The cooldown timer reduction is calculated based on the midcast set, while the cast time is based on the precast set.) If you&#039;re not using Gearswap, this is probably a lower priority. &lt;br /&gt;
*&#039;&#039;&#039;Damaging Spell Set&#039;&#039;&#039; - This set is for any job that will be casting spells that deal damage. The primary stats to focus on are [[Magic Attack Bonus]] (MAB) and INT. +Magic Damage as a stat tends to help out lower-tier magic more than higher-tier magic, so ironically it&#039;s often not a huge priority. The corresponding magic skill (Elemental Magic Skill, Blue Magic Skill, etc) will also increase the damage of these spells, so keep an eye open for it. &lt;br /&gt;
**Magic Accuracy will help prevent spells from being resisted, which lowers their damage, but generally is less important than MAB or INT.&lt;br /&gt;
*&#039;&#039;&#039;Debuffing Spell Set&#039;&#039;&#039; - This is for any offensive spell that does NOT directly deal damage when it&#039;s finished casting, primarily debuffs like [[Paralyze]] and [[Slow]]. This should focus on Magic Accuracy primarily, along with the corresponding magic skill (often Enfeebling Magic Skill, but sometimes Dark Magic Skill or Divine Magic Skill). Depending on whether the spell is White Magic or Black Magic, you&#039;ll also want some MND or INT, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Healing Spell Set&#039;&#039;&#039; - This is for any healing you&#039;ll be doing. You&#039;ll want to focus on Cure Potency, Healing Magic Skill, and MND.&lt;br /&gt;
*&#039;&#039;&#039;Idle Refresh Set&#039;&#039;&#039; - You&#039;ll be dumping a LOT of MP while spellcasting, and often in a party you won&#039;t be engaged in melee combat, so you&#039;ll want an idle set with lots of Refresh to help shore up your MP pool.&lt;br /&gt;
*&#039;&#039;&#039;Idle DT Set&#039;&#039;&#039; - Sometimes you&#039;ll be fighting something with lots of strong AOE moves that hit you even at the far edge of casting distance. In these cases, you&#039;ll want to swap from your Idle Refresh Set to an Idle DT Set to help keep alive. Focus on getting -25% DT and PDT, as with [[Shell V]] that will max out your -% Damage Taken at 50% physical and 50% magical.&lt;br /&gt;
**I would also recommend making &#039;&#039;&#039;DT variations of your casting sets&#039;&#039;&#039;. You probably will be out of range of threatening AOEs when casting, but not always. Ideally you&#039;ll still have max DT and enough HP to keep your health from dropping into yellow when you swap back into your engaged DT set. This will not only keep you from annoying your Healer, but will also keep you from aggro&#039;ing any Undead that are in blood aggro range.&lt;br /&gt;
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=Recommended Trusts=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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There&#039;s quite a lot of [[Trusts]] in the game, and sometimes it can be difficult to know which ones you should prioritize over others. I would recommend you get &#039;&#039;&#039;as many trusts as you possibly can&#039;&#039;&#039;, as some quite powerful trust upgrades depend on you having over 80 trusts - so it&#039;s a good idea to collect &#039;em all. However, even with all the trusts in the world, it can be hard to decide which ones to summon, how to build a party of them, etc. That&#039;s what this section is meant to help you out with!&lt;br /&gt;
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&#039;&#039;&#039;Trust Party Composition&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Just like with a regular 6-player party, ideally you&#039;ll have 1 tank, 1 healer, 2 damage dealers, and 2 supports - and your trust selection should try to roughly align with this setup.&lt;br /&gt;
*Before you unlock your 5th trusts, I&#039;d recommend forgoing one of the supports. Once you start getting geared up, you&#039;ll probably notice you start stealing hate from your tank.&lt;br /&gt;
**Eventually your trust tank just won&#039;t be able to hold a candle to your enmity generation, at which point I recommend replacing the tank with another support. You&#039;re the tank now!&lt;br /&gt;
**This is also likely around the point where your damage dealer trust just doesn&#039;t add much damage above what you&#039;re doing. Swap them out for another support or second healer - and yes, this means your party likely winds up being you, a healer, and four supports.&lt;br /&gt;
Just like with player jobs and parties, trusts can often fulfill multiple roles - some trusts can deal damage while healing, others can tank and support, etc. Valaineral is a better AOE healer at i119 than tank, by far. Feel free to experiment!&lt;br /&gt;
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Unfortunately, not all of these trusts will be available right off the bat. Some of them will only be available to acquire during certain [[Login Campaigns]], others by completing [[Records of Eminence]] Objectives, others only after completing some (long) mission questlines. Treat these recommendations both as trusts to use that you might already have, and also as some goals to work toward in the future.&lt;br /&gt;
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&#039;&#039;&#039;Improving Your Trusts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After reaching 99 and unlocking [[Job breaker]] you can speak to [[Syndella]] in [[Ru&#039;Lude Gardens]] to obtain a [[Cipher bracelet]]. This will allow you to allocate points toward trust attributes and skill improving your trusts. For more information see [[:Category:Trust#Alter_Ego_Points|Alter Ego Points]].&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Easy To Get Trusts&amp;lt;/strong&amp;gt;&lt;br /&gt;
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As mentioned, many trusts aren&#039;t available outside of seasonal events or until completing very long mission chains. This section will give recommendations for trusts that you will either already have available, or are fairly easy to attain even for a fresh lv99 player.&lt;br /&gt;
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&#039;&#039;&#039;Damage Dealers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Cipher: Zeid II|Zeid II]] - Complete RoV Mission 1-17, [[Volto Oscuro]].&lt;br /&gt;
**A very strong damage dealer, Zeid 2 will spam very strong [[Ground Strike]], as he gains TP very quickly. His real strength comes from his fondness for casting [[Stun]] - he will often cast it to interrupt enemy TP moves. &lt;br /&gt;
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*[[Ayame#Trust_Magic|Ayame]] - Complete the [[Trust: Bastok]] quest.&lt;br /&gt;
**Ayame has access to a huge variety of Weapon Skills, and gains TP very quickly. She will always hold onto her TP until you get to 1k, and will use a Weapon Skill that you can skillchain from, if possible. Which Weapon Skill she uses will be based on the first weapon skill she sees YOU use after summoning her. She will &amp;quot;register&amp;quot; this Weapon Skill, and will open a skillchain for it if possible. She can be extremely useful for unlocking some Weapon Skills which require you to close skillchains, such as [[WSNM]] quests or [[Unlocking a Myth|Mythic Weapon Skills]].&lt;br /&gt;
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*[[Cipher: Tenzen|Tenzen]] - Complete the [[Records_of_Eminence#Tutorial|Records of Eminence: Basic Tutorial Objective]]s.&lt;br /&gt;
**Tenzen has a wide range of WSs available, but instead of opening skillchains he will always try to close skillchains with his TP, and can even do up to a 3-step skillchain completely solo. If you pair him with a trust that can Magic Burst (or if you can do so yourself), then this can result in quite a lot of damage.&lt;br /&gt;
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*[[Cipher: Semih|Semih Lafihna]] - Speak to [[Kupipi]] in [[Heavens Tower]] either during Mission 2-3 for any nation or after completing RoV mission [[The Path Untraveled]].&lt;br /&gt;
**Semih deals quite good damage, and will stand far back - often outside of the range of AOEs, making her surprisingly survivable. Her damage will begin to fall off as you progress through the endgame, but like Teodor is useful early on or when leveling. Be warned that one of her Weapon Skills deals AOE damage, which can get her (or you) killed.&lt;br /&gt;
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*[[Cipher: Halver|Halver]] - Speak to [[Halver]] in [[Chateau d&#039;Oraguille]] (I-9) either during Mission 2-3 for any nation or after completing RoV mission [[The Path Untraveled]].&lt;br /&gt;
**Halver is another great low-level damage dealer, as he has access to [[Penta Thrust]] even as low as level 5.&lt;br /&gt;
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&#039;&#039;&#039;Tanks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Cipher: Valaineral|Valaineral]] - Complete the [[Records_of_Eminence#Tutorial|Records of Eminence: Basic Tutorial Objective]]s.&lt;br /&gt;
**Valaineral is an easy go-to tank you can get very early on, and remains very powerful all throughout the endgame. He holds hate well, has AOE healing at higher levels, and deals respectable damage! He likes to use a unique AOE ability, which can be good or bad - useful for farming large groups, but can get unwanted monsters if you&#039;re not careful.&lt;br /&gt;
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*[[Trusts#Gessho|Gessho]] - Complete the ToAU Mission [[Passing Glory]], then examine the cushion in [[Aht Urhgan Whitegate]] at (J-12).&lt;br /&gt;
**Gessho is one of the few NIN tank trusts available, and thus he tanks by avoiding damage with [[Utsusemi]] spells. If you find a situation where you need it, here&#039;s your boy.&lt;br /&gt;
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*[[Trusts#Trion|Trion]] - Complete the [[Trust: San d&#039;Oria]] Quest, earn Rank 6 in any nation, then examine the &amp;quot;Door: Prince Royal’s Room&amp;quot; in [[Chateau d&#039;Oraguille]] at (H-7).&lt;br /&gt;
**Trion is a (mostly worse) alternative to Valaineral, but has some niche uses. He has two defensive Weapon Skills, meaning he&#039;ll be less likely to interrupt skillchains, and will attempt to interrupt enemy TP moves using [[Shield Bash]]. Additionally, he does not use any AOE attacks, which can be preferrable when fighting in tightly-packed zones. Aside from that, he just has standard curative and defensive skills. You&#039;ll usually be better off with Val, but Trion can be useful if you NEED to stop an enemy from TPing you for some reason, or you REALLY don&#039;t want to have unexpected enemies deciding to join the battle thanks to your tank&#039;s AOE damage.&lt;br /&gt;
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*[[Cipher: Amchuchu|Amchuchu]] - Can be purchased from [[Ujlei Zelekko]] in [[Eastern Adoulin]] (F-7) during [[Spring Alter Ego Extravaganza|Spring]] &amp;amp; [[Seasonal_Events#Autumn_Alter_Ego_Extravaganza.21|Autumn Alter Ego Extravaganza]] events.&lt;br /&gt;
**Amchuchu is one of the best tanks when it comes to magic damage. Being a RUN, she will tailor her magic defenses to whatever you&#039;re fighting, and can spread those defenses to the rest of the party - along with giving everyone a [[Fast Cast]] buff!&lt;br /&gt;
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*[[Cipher: Mnejing|Mnejing]] - Purchase from any non-Nyzul Isle [[Assault#Signing_up_for_an_Assault_Mission|Assault Counter]] during [[Spring Alter Ego Extravaganza|Spring]] &amp;amp; [[Seasonal_Events#Autumn_Alter_Ego_Extravaganza.21|Autumn Alter Ego Extravaganza]] events&lt;br /&gt;
**Mnejing has lower HP thank most tanks, but has very high damage resistance and is decent at holding hate. He is another trust that can make for an easier time on your healers, as it&#039;ll be easier for them to top him off.&lt;br /&gt;
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&#039;&#039;&#039;Cannot be acquired until later, but good to know about&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Cipher: August|August]] - Complete &#039;&#039;all&#039;&#039; of the [[Endgame_Progression_Guide#RoE_Trust_Quests|RoE Trust Quests]], or drops from [[Sinister Reign]]&lt;br /&gt;
**August is arguably one of the strongest tank trusts in the game. He possesses every [[Killer]] trait, has a high resistance to [[Terror]], can give himself powerful defensive debuffs, and can cure party members. He tends to struggle with holding hate at times, but overall is a very strong tank.&lt;br /&gt;
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*[[Cipher: Ark EV|Ark Angel EV]] - Complete some of the [[Endgame_Progression_Guide#RoE_Trust_Quests|RoE Trust Quests]]&lt;br /&gt;
**Ark EV is one of the strongest all-around tanks available. She can cure, holds hate well, will try to interrupt enemy spellcasting, and will rarely interrupt your skillchains. Just an all-around good tank.&lt;br /&gt;
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&#039;&#039;&#039;Supports&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Cipher: Joachim|Joachim]] (BRD) - Complete the [[Records_of_Eminence#Tutorial|Records of Eminence: Basic Tutorial Objective]]s.&lt;br /&gt;
**Joachim is one of the best support trusts in the game, and he&#039;s super easy to get! He gives a large variety of buffs through his songs, including haste, attack, accuracy, refresh, and more depending on your job. As an extra bonus, he&#039;ll toss out some Cure spells to help with healing! Joachim&#039;s main weakness is that he&#039;ll often prioritize healing over keeping up buffs, and will often give [[Paeon]] (health regen) songs instead of more useful buffs. &lt;br /&gt;
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*[[Trusts#Ulmia|Ulmia]] (BRD) - Complete the [[Chains of Promathia Missions]]&lt;br /&gt;
**Ulmia&#039;s like a worse Joachim - she loves to sing Ranged Accuracy and MP Refresh songs, whether or not you want them - but sometimes you want two Bards.&lt;br /&gt;
&lt;br /&gt;
*[[Trusts#Sylvie_(UC)|Sylvie (UC)]] (GEO) - Join Sylvie&#039;s [[Unity Concord]].&lt;br /&gt;
**Sylvie is the only general-purpose Geomancer trust available, and unfortunately she&#039;s tied to a Unity Concord, locking you out of Yoran-Oran and Apururu if you choose to use her.&lt;br /&gt;
** While this means you can always have access to her, it does mean you&#039;ll have to make a tough decision between her and other useful Unity trusts. She certainly not a bad choice, however - her geomancy buffs are unique among Trusts (meaning she won&#039;t conflict with any other support trusts) and quite powerful, providing large phys/mag attack boosts, hastes, refreshes, and will even help out with healing. As a new player, I think I would recommend choosing one of the Unity healers over her, but once you get some more healer trusts under your belt, don&#039;t be afraid to swap over to Sylvie.&lt;br /&gt;
&lt;br /&gt;
*[[Trusts#Qultada|Qultada]] (COR) - Some [[Repeat Login Campaign]]s or [[Mog Pell (Ochre)]] (so yes, only during specific IRL-timed events)&lt;br /&gt;
**Don&#039;t be fooled by [[Luzaf]] having a trust. Qultada is the &#039;&#039;only&#039;&#039; COR trust that actually uses [[Phantom Roll]].&lt;br /&gt;
**As a result, he&#039;s a unique source of +20% or more ATK and +5% or so [[Double Attack]]. He&#039;ll even replace the latter with the experience-boosting [[Corsair&#039;s Roll]] if you have an active [[Dedication]] effect!&lt;br /&gt;
&lt;br /&gt;
*[[Cipher: Koru-Moru|Koru-Moru]] (RDM) - Complete the [[Records_of_Eminence#Intermediate|Intermediate RoE Objective &amp;quot;Always Stand on 117&amp;quot;]].&lt;br /&gt;
**Koru-Moru is arguably the best RDM trust available, and you can pick him up as soon as you hit ilvl 117 (which is easy to do even as a fresh level 99.) Koru will keep up [[Haste]] on you, and will give you [[Refresh]] if you&#039;re a mage. He also will use a variety of debuffs, and will help with healing via cure spells when he&#039;s not de/buffing. He even stands far away from battle, usually meaning he&#039;s safe from AOE damage! He also has functionally infinite MP, as he will freely use [[Convert]] when he gets low - though this can rarely wind up getting him killed.&lt;br /&gt;
&lt;br /&gt;
*[[Trust#Arciela|Arciela]] (RDM) - Complete Adoulin mission [[The Light Within]] (the final mission of Adoulin) and then speak to [[Ploh Trishbahk]] at the castle gates in [[Eastern Adoulin]]&lt;br /&gt;
**Arciela gives up the healing benefits of other RDMs in exchange for her unique move &#039;&#039;&#039;Guiding Light&#039;&#039;&#039;, which is an AOE buff to physical + magic attack + defense. This is quite a potent buff, and she comes with the general suite of other RDM buffs and debuffs as well. While she doesn&#039;t have any Cure spells, she does have a unique AOE healing move she can use, though this is less reliable than other RDM trusts&#039; cures. &lt;br /&gt;
&lt;br /&gt;
*[[Cipher: King|King of Hearts]] (RDM) - Purchase from any [[Records_of_Eminence]] NPC during [[Spring Alter Ego Extravaganza|Spring]] &amp;amp; [[Seasonal_Events#Autumn_Alter_Ego_Extravaganza.21|Autumn Alter Ego Extravaganza]] events&lt;br /&gt;
**King of Hearts (KoH) is a very predictable, but useful, RDM. He&#039;ll start every fight with [[Dia III]] to reduce the enemy&#039;s defense, will keep up [[Haste]], [[Refresh]], and [[Phalanx]] on you regardless of your job, and will attempt to Magic Burst off of skillchains. However, he debuffs less than Koru does, and doesn&#039;t prioritize healing as highly. He will perform weapon skills, but they don&#039;t deal much damage and at least one is AOE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healers&#039;&#039;&#039;&lt;br /&gt;
*[[Trusts#Kupipi|Kupipi]] - Complete the [[Trust: Windurst]] quest.&lt;br /&gt;
**Kupipi is one of the most reliable healer trusts available, with excellent status-removal capabilities. Once she engages the enemy she won&#039;t move, allowing you to pull the enemy away from her if you need to protect her from AOE damage, or keep it close by so she can hit it for TP, which she&#039;ll use to recover her MP. Otherwise she has a fairly standard assortment of Cure spells, and will do a good job of keeping your team healthy.&lt;br /&gt;
&lt;br /&gt;
*[[Trusts#Apururu_(UC)|Apururu (UC)]] - Join Apururu&#039;s [[Unity Concord]].&lt;br /&gt;
**Apururu is an incredibly strong healer, often considered one of the best available. She has effectively unlimited MP - she will use [[Convert]], has a native [[Regain]] for free TP which she&#039;ll also use to recover her MP, and will even use [[Devotion]] to recover the MP of allies. Furthermore, she has a lot of powerful AOE healing, making her great for tough fights that hit your whole party.&lt;br /&gt;
&lt;br /&gt;
*[[Trusts#Yoran-Oran_(UC)|Yoran-Oran (UC)]] - Join Yoran-Oran&#039;s [[Unity Concord]].&lt;br /&gt;
**Yoran is tied with Apururu for &amp;quot;best healer&amp;quot; and which one you choose often coming down to personal preference. Like Apururu, he too has near limitless MP, however he swaps out her AOE healing potential for better survivability - he has very high [[Magic Evasion]] meaning he&#039;ll very often dodge status effects, and will keep [[Stoneskin]] up on himself. &lt;br /&gt;
&lt;br /&gt;
*[[Cipher: F. Coffin|Ferreous Coffin]]  - Purchase from any [[Records_of_Eminence]] NPC during [[Summer Alter Ego Extravaganza|Summer]] &amp;amp; [[:Category:Seasonal_Events#New_Year&#039;s_Alter_Ego_Extravaganza.21|New Year&#039;s]] events&lt;br /&gt;
**Ferreous Coffin is a unique healer in that he is the only trust that can cast [[Raise III]] on fellow party members. This can be extremely useful if you&#039;re running content with a friend or two! Even if you&#039;re not using him as your primary healer trust, it&#039;s incredibly valuable to swap out a trust for him, pull over a weak mob to fight, then wait for Coffin to raise your dead friend. He also has a higher-than-normal success rate for [[Cursna]] which can be very valuable for dealing with [[Doom]], though he&#039;ll only cast it on whoever has hate.&lt;br /&gt;
&lt;br /&gt;
*[[BGWiki:Trusts#Monberaux|Monberaux]]  - Redeem 480 [[A.M.A.N._Validator|Deed of Heroism]] (minimum 12 months&#039; worth of completing monthly objectives)&lt;br /&gt;
**This is a reminder to do your monthly Deeds RoE objectives!&lt;br /&gt;
**Monberaux is a unique trust, as he is the only &amp;quot;Chemist&amp;quot; in the game - he uses unique potion-themed skills to heal. He&#039;s quite a powerful healer, one of the strongest in the game. His heals are instant, he is functionally immune to the [[Paralyze]] status effect, and his healing skills aren&#039;t prevented by either [[Silence]] nor [[Amnesia]] - making him incredibly strong against enemies that use those statuses (such as [[:Category:Imp|Imps]]). Furthermore, if you donate gil to [[Monberaux]] in [[Upper Jeuno]] (G-10) then this will buff up the Monberaux trust for the rest of the week, turning his status removal skills into AOE. He also has a variety of status buffs he can provide! His only real downside is that he lacks reliable AOE healing - he does gain an AOE heal if you donate an [[Elixir]] and/or [[Hi-Elixir]] to him in Jeuno, but each of those only provides &#039;&#039;&#039;one&#039;&#039;&#039; use of his AOE healing before needing to be restocked, meaning you&#039;ll need to constantly supply him with them for this to be reliable. Finally, his Protect/Shell only lasts a few minutes - he&#039;ll reapply it quickly, but this does mean you&#039;ll have a higher chance of getting caught without them, especially between fights.&lt;br /&gt;
&lt;br /&gt;
*[[BGWiki:Trusts#Cherukiki|Cherukiki]] - Complete the CoP Mission [[One to be Feared]]&lt;br /&gt;
**Cherukiki is a great backup / secondary healer for tougher fights that one healer just can&#039;t keep up with. She tends to provide lots of strong [[Regen]] effects before pure heals, and she will keep her distance from enemies - keeping her relatively safe from AOE damage. Her main weakness is her poor MP management, in long fights she&#039;ll probably struggle to keep up with MP demand.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Damage Dealer Trusts&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Damage Dealer trusts will be very useful early on, before you start getting decked out in powerful gear. Unfortunately, they tend to become less useful as time goes on and their damage begins to pale in comparison to yours. The most useful DD trusts are those that retain some other kind of utility - debuffing enemies, providing extra healing, setting up skillchains, dealing AOE damage, and so on. That being said, whenever you&#039;re leveling another job, DD trusts will be as vital as they were the first time around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always useful&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Cipher: Shantotto II|Shantotto II]] - Acquired from [[Login Campaigns]] for 150 Login Points. (That&#039;s 15x the amount every other Trust costs, and she&#039;s worth every penny.)&lt;br /&gt;
**Easily the strongest damage dealing trust in the game - if you see her available in the login campaign, grab her ASAP. She will use her WSs to close skillchains, and will use &#039;&#039;&#039;very&#039;&#039;&#039; strong single-target nukes to Magic Burst off of &#039;&#039;all&#039;&#039; skillchains, often multiple times from a single SC. She&#039;s one of the few Damage Dealing trusts that will continue to output good damage even as your own damage begins to skyrocket once you can self-skillchain, as she will instantly add several thousand extra points of damage to each of your SCs. As a bonus, she will almost never run out of MP! Her only real weakness is she has low defense, and thus can be killed quite easily by AOE damage. Additionally, she &#039;&#039;only&#039;&#039; deals magic damage - anything requiring physical damage she won&#039;t contribute much. (On the other hand, she &#039;&#039;only&#039;&#039; deals magic damage - even her &amp;quot;autoattacks&amp;quot; are magic damage - and so she has 100% accuracy on all enemies.)&lt;br /&gt;
&lt;br /&gt;
*[[Cipher: Selh&#039;teus|Selh&#039;teus]] - Complete RoV Mission 2-38, [[Call of the Void]].&lt;br /&gt;
**Selh&#039;teus won&#039;t deal absurd amounts of damage like Zeid 2 or Shantotto 2, but he more than makes up for it with utility - he has a unique weapon skill called [[Rejuvenation]], which will restore HP, MP, and TP in an AOE. He&#039;s a great choice when going up against any enemy that deals consistent AOE damage to help out your healer trusts.&lt;br /&gt;
&lt;br /&gt;
*[[Cipher: Iroha II|Iroha II]] - Complete RoV Mission 3-34, [[The Orb&#039;s Radiance]].&lt;br /&gt;
**Iroha 2 is similar to Selh&#039;teus - her damage is fine, but nothing to write home about. Instead she makes up for it with her unique ability, &#039;&#039;&#039;Rise from Ashes&#039;&#039;&#039;, which both restores 25% HP to each party member and grants a 500 HP [[Stoneskin]]. She will also attempt to perform solo skillchains, and can Magic Burst off of fire SCs. &lt;br /&gt;
&lt;br /&gt;
*[[Cipher: Naja|Naja Salaheem]] - Acquired from [[Login Campaigns]] for 10 Login Points.&lt;br /&gt;
**Naja deals okayish damage, but her main draw comes from her unique Weapon Skill &#039;&#039;&#039;Peacebreaker&#039;&#039;&#039;, which reduces the enemy&#039;s Defense and Magic Defense by a whopping 50%! This can be a huge boost to your own damage, sometimes more than another &amp;quot;regular&amp;quot; damage dealing trust might provide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Useful early on / while leveling&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Cipher: Teodor|Teodor]] - Acquired from [[Login Campaigns]] for 10 Login Points.&lt;br /&gt;
**Teodor is unique in that he cannot be healed by regular most curative magic. However, he makes up for this by dealing quite high damage, and can heal himself when he gets below 50% HP. His damage does start to fall off as you progress through the endgame, but early on (or when leveling other jobs) he can deal VERY respectable damage.&lt;br /&gt;
&lt;br /&gt;
*[[Cipher: Ullegore|Ullegore]] - Acquired from [[Login Campaigns]] for 10 Login Points.&lt;br /&gt;
**Another solid damage dealer for early endgame / low levels, Ullegore is a powerful spellcaster that is especially potent at low levels (before level 50ish). Be warned he too can occasionally use AOE spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Useful for farming&#039;&#039;&#039;&amp;lt;br /&amp;gt; &lt;br /&gt;
*[[Cipher: Lion II|Lion II]] - Complete RoV Mission 1-11, [[A Land After Time]].&lt;br /&gt;
**Lion 2 deals okay damage, and she will attempt to SC with you. Her more notable feature is that she has the [[Treasure Hunter]] trait, increasing the rate of item drops from enemies. If you don&#039;t have THF leveled yourself, then Lion 2 can be useful for speeding up times where you need to farm item drops.&lt;br /&gt;
**Note that the regular version of [[Cipher: Lion|Lion]] also has TH, but she is only available from [[Login Campaigns]], and thus may be less reliable to attain.&lt;br /&gt;
&lt;br /&gt;
*[[Cipher: Fablinix|Fablinix]] - Acquired from seasonal [[Adventurer Appreciation Campaign]]&lt;br /&gt;
**Fablinix is 1) the only goblin trust, which is great, but also 2) a Thief with Treasure Hunter 1 who lots of AOE skills, making him useful for farming large groups of enemies.&lt;br /&gt;
&lt;br /&gt;
*[[Trusts#Gadalar|Gadalar]] - Complete the quest [[Embers of His Past]]&lt;br /&gt;
**Gadalar, like Fablinix, loves to spam AOE damage - fire spells, in this case. If you need to farm up large groups of enemies, he&#039;s another good choice.&lt;br /&gt;
&lt;br /&gt;
*[[BGWiki:Trusts#Romaa_Mihgo|Romaa Mihgo]] - Have the Key Item [[Bundle of half-inscribed scrolls]], complete the quest [[At Journey&#039;s End]], then talk to [[Romaa Mihgo]] in [[Windurst Waters (S)]] at (G-11).&lt;br /&gt;
**Romaa Mihgo is the only trust that will actually [[Steal]] items for you! Kind of. She&#039;ll use [[Aura Steal]] to remove buffs from enemies, and any items stolen while doing so will be added to your inventory. This won&#039;t be useful very often, but when you DO need to steal something she can be a big help. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannot be acquired until later, but good to know about&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Cipher: Ark GK|Ark Angel GK]] - Complete some of the [[Endgame_Progression_Guide#RoE_Trust_Quests|RoE Trust Quests]].&lt;br /&gt;
**Ark GK doesn&#039;t have any bells or whistles, he just does a lot of damage. He will spam [[Jump]], [[High Jump]], and [[Meditate]] to get TP quickly, and will both close skillchains you start and perform his own solo skillchains. He also is fairly survivable with a high HP pool.&lt;br /&gt;
&lt;br /&gt;
*[[Cipher: Ark TT|Ark Angel TT]] - Complete some of the [[Endgame_Progression_Guide#RoE_Trust_Quests|RoE Trust Quests]].&lt;br /&gt;
**Ark TT is unique in that he is the only trust that will freely cast [[Sleep]] spells, and can even cast [[Sleepga]] and will use [[Elemental Seal]] to ensure it lands. While this is a fairly niche use, it can come in handy and be a nice utility to help keep you from getting overwhelmed if you get lots of links. Additionally, he will Magic Burst off most skillchains. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Fresh 99 &amp;amp; Initial Gearing=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Initial Gearing - Sparks, Bayld, and the AH&amp;lt;/strong&amp;gt;&lt;br /&gt;
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|&lt;br /&gt;
Your first goal upon reaching level 99 is to reach &amp;quot;i119&amp;quot; - referring to &amp;quot;item level 119.&amp;quot; While 99 is the max level, &amp;quot;item levels&amp;quot; will increase your strength FAR beyond a fresh lv99. Notably, the strength of your trusts is determined by your average item level, so raising this will &#039;&#039;&#039;vastly&#039;&#039;&#039; increase your soloing power.&lt;br /&gt;
&lt;br /&gt;
Depending on what content you&#039;ve done, you may have some &#039;&#039;&#039;[[Bayld|Bayld from Adoulin]]&#039;&#039;&#039; in your pocket - you can check your amount by going to Status &amp;gt; Currencies 2 in the main menu. I recommend buying five pieces of i119 equipment from [[Vesca]], found in Eastern Adoulin at (F-7) in the Peacekeepers&#039; Coalition, and an i119 &amp;quot;Homestead&amp;quot; weapon from [[Craggy Bluff]] in the same building for a grand total of 12,100 bayld. This gear isn&#039;t amazing, but the sheer base stats on item level 119 items, along with the trust item level strength increase, will make you noticeably stronger. If you don&#039;t have any Bayld, you can earn some quickly by exchanging [[Copper Voucher]]s (1,000 per Voucher), but it may be a better idea to complete some [[Endgame_Progression_Guide#Coalition_Assignments|Coalition Assignments]], detailed below.&lt;br /&gt;
&lt;br /&gt;
All jobs can get to 119 through bayld, but depending on your job you may want some extra gear to fill in some other sets - for example, the RDM bayld gear isn&#039;t good for TPing. If this is the case for you, feel free to fill in any holes with &#039;&#039;&#039;[[Sparks Armor|i117 Armor from Sparks vendors]]&#039;&#039;&#039;. This armor is only i117, but this will do for now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stepping Stone Gear&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
I&#039;ll take a moment here to talk about &amp;quot;Stepping Stone Gear.&amp;quot; A lot of players tend to focus on trying to get the Best in Slot (BIS) gear as soon as possible. &#039;&#039;&#039;I do not recommend doing this.&#039;&#039;&#039; It&#039;s an easy trap for new players to fall in to - &amp;quot;If I get the best item for this equipment slot, I&#039;ll never need to worry about it again!&amp;quot; sounds enticing, but it is a flawed mindset. &lt;br /&gt;
&lt;br /&gt;
Always remember, you have &#039;&#039;sixteen&#039;&#039; item slots, each as important as the last. Rarely is any one piece of equipment hugely impactful on its own. BIS gear will often cost TONS of money - from 10m gil all the way up to 100m+. You will be better served by buying ten pieces of gear for 1m each than you will be buying one piece of gear for 10m.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t focus on finding the BEST gear - focus on finding gear that&#039;s better than what you have. You won&#039;t go from hitting 3k Weapon skills to 30k ones in a single gear upgrade - you do so by upgrading ALL of your gear, bit by bit. Cheaper options will usually get you most of the way to a BIS option, for only a fraction of the cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrading Gear&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;But how do I know if a piece of gear is better than what I have?&amp;quot; you might ask. You want to ask yourself WHY you&#039;re wearing a piece of gear, and what it accomplishes. Is another piece of equipment better at fulfilling that role? If so, replace what you currently have. If the point of a piece is to increase your magic damage, look for a piece of gear with more Magic Attack Bonus or INT than your current piece. If the gear is meant to increase your TP gain, look for gear with more Store TP, Double Attack, and Triple Attack. I can&#039;t cover every situation here, but hopefully this will help point you in the right direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Auction House&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The Auction House (AH) is actually a solid place to start getting some gear as a fresh 99. Yes, quite a lot of it is (very, VERY) expensive, but you can get some very solid pieces for under a million gil, sometimes under a hundred thousand! I would advise taking some time to browse around the AH and see what&#039;s available in your price range, and pick up some equipment to get started on some basic gearsets. I realize you may be pretty tight on gil at this point, so feel free to skip ahead to the [[Endgame_Progression_Guide#How_to_Earn_Gil_as_a_New_Player|section on earning gil]] down below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Coalition Assignments&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
While working through your first leveling grind, be sure you&#039;re doing your [[Coalition Assignments]]. If you&#039;re at all interested in playing as RUN or GEO, you&#039;ll want to eventually reach max rank in every Coalition. This will take &#039;&#039;&#039;7-8 months of IRL time, minimum&#039;&#039;&#039; - it&#039;s literally impossible to complete faster than this, so you want to get started early. Don&#039;t worry, you can complete some Coalition assignments very easily, even before level 99! Here are two coalitions that are particularly easy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inventors&#039; Coalition]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
They ask you to retrieve items from specific locations around Adoulin areas. However, you can easily buy these items off the AH, often for very cheap. I like buying stacks of [[Twitherym Wing]]s to complete the [[Gather: Yahse Hunting Grounds]] assignment. You just accept the assignment and immediately turn in the item, easy peasy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Couriers&#039; Coalition]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The only requirement for them is to go talk to an NPC at one of the waypoints in an Adoulin area. You may not have all of the waypoints yet, but you can just use the ones in [[Ceizak Battlegrounds]] for easy completion. (And if you&#039;re brand new, you have to spend around 40 [[Imprimatur]]s before you &#039;&#039;can&#039;&#039; use any other areas for this anyway.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Mog Garden&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
It&#039;s also recommended you begin taking care of your [[Mog Garden]] early. Just pop in and gather from everything every day. You can sell everything you find to the Green Thumb Moogle - almost none of it is worth AH&#039;ing unless it&#039;s found on the beach.&amp;lt;br/&amp;gt;&lt;br /&gt;
As you gather more and more times from each area of the garden, you can upgrade it by buying Key Items from either a [[Skipper Moogle]] (found next to the Dinghy in the three major nations&#039; Port zones) with gil, or from [[Zenicca]] in [[Western Adoulin]] with bayld. You&#039;ll need to fully upgrade your Mog Garden to get some useful endgame things, such as upgrading your [[Seekers_of_Adoulin_Mission_5-5-1|Adoulin Ring of choice]], the [[Trusts#Ygnas|Ygnas]] trust, and [[Monster Rearing]]. Like Coalitions, this is constrained by IRL time, so it&#039;s better to get started on it sooner rather than later!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Intermediate Records of Eminence Objectives=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Intermediate RoE Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|neutral|Mostly}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Lv99}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; Access to several endgame areas, Permanent Capacity Point bonuses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These RoE objectives become available once you reach level 99, and will walk you through an introduction of many endgame-relevant content. It will also get you started with some good i119 gear, and unlock several endgame-relevant areas for you. It skips ahead of this guide a bit, so feel free to either continue following along with this, or use this as a reference for further explanation of how the various events work in more detail.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these objectives can be quite involved - too involved for me to go into detail in this guide. Fortunately, there&#039;s already a guide just for that thing! The [[Fresh 99/RoE Intermediate Quest/119 Gear Guide]] will walk you through these objectives in thorough detail.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Reives&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|neutral|Partially}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Varies}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; Permanent Capacity Point bonuses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reives are spur-of-the-moment events that occur in Adoulin areas. You&#039;ll require various Key Items (KIs) to participate in many of them - the Intermediate RoE objectives Guide above will walk you through getting those.&amp;lt;br/&amp;gt;&lt;br /&gt;
Completing Lair and Colonization Reives can reward [[JSE Capes]], which some jobs use. Completing Wildskeeper Reives rewards more equipment, almost all of which is useless (except maybe [[Friomisi Earring]].)&amp;lt;br/&amp;gt;&lt;br /&gt;
However, there are distinct RoE objectives for completing Lair, Colonization, and Wildskeeper Reives in each Adoulin zone. Completing any of these objectives grants you a small &#039;&#039;permanent&#039;&#039; boost to Capacity Points earned.&amp;lt;/br&amp;gt;&lt;br /&gt;
Lair and Colonization Reives are easily soloed even at your current level, so you should get these all done when you find the time. Wildskeeper likely can&#039;t be soloed right now, but you may find others doing them - especially during the monthly Campaign that makes them respawn quickly - and if not, you can do them later.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=How to Earn Gil as a New Player=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Money makes the world go round, and unfortunately FFXI is no different. Making gil as a new player can be difficult, but there are ways to line your pockets even as a fresh new lv99 player. Generally when it comes to making gil in FFXI, the key is consistency. There aren&#039;t many get rich quick schemes that are consistent or reliable. Instead you tend to earn money by consistently earning smaller amounts that add up day by day.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Gobbie Mystery Box&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The easiest way to get gil, requiring no effort but quite a lot of luck, is to open up the [[Gobbie Mystery Box]], as long as your character is at least 45 days old. Selecting to spin the &#039;&#039;&#039;Special Dial&#039;&#039;&#039; for 50 Tally (you automatically earn 10 Tally every day) will award you with a &#039;&#039;random item&#039;&#039;, selected from almost any item in the game. This means you can get a lot of junk, but you can also surprisingly often get equipment or crafting materials worth quite a lot of gil on the AH.&lt;br /&gt;
&lt;br /&gt;
You can get 50 Tally points once per day by trading the Goblin a Coffer Key, which are buyable from Curio Vendor Moogles for 5,000 gil each. This lets you spin the special dial once a day for 5000 gil a day, which (in the long run) will end up making a profit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Sparks of Eminence &amp;amp; Acheron Shields&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
One of the easiest ways of making money is by using [[Sparks of Eminence]] to buy [[Acheron Shield]]s. They can be obtained by speaking to a [[Sparks_Of_Eminence#Merchants|Sparks NPC]] and selecting Equipment (Lv.71 - 98) and then scrolling to the third page. The shields cost 2,755 sparks each, and can sell for up to 28k gil (depending on your [[Fame]] in the nation you sell them in). You can spend a maximum of 100,000 sparks each week, resetting on Sundays - this will earn you in total roughly 1,000,000 gil for basically no effort! I recommend waiting until near the end of the week (either Friday or Saturday) before doing this, just in case you need to spend Sparks of Eminence on other items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Unity Accolades &amp;amp; Prize Powders&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Similarly easy to Sparks &amp;amp; Shields is using [[Unity Accolades]] to purchase [[Prize Powder]]s, which cost 10 accolades each, sell for 100 gil, and stack up to 99. Just like with Sparks, you&#039;re limited to spending only 100,000 Unity Accolades each week, but that&#039;s another 1,000,000 gil per week.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;AMAN Trove&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The [[AMAN Trove]] is a special battlefield you can access once you hit level 99 and have a character that&#039;s at least 45 days old. Speak with [[Greyson]] near the exit in [[Lower Jeuno]] (G-11) to get started. There are [[Records of Eminence]] objectives you can set each month for AMAN Trove, under Content &amp;gt; A.M.A.N. Trove, to earn [[Silver Voucher]]s. Some of these you won&#039;t be able to clear yet, but many of them you can. You trade these vouchers to Greyson, and can then exchange them for [[Mars Orb]]s or [[Venus Orb]]s, which can be traded to the Burning Circles in [[Horlais Peak]], [[Waughroon Shrine]], or [[Balga&#039;s Dais]] to enter the battlefield. &lt;br /&gt;
&lt;br /&gt;
The battlefield for AMAN Trove is essentially a push-your-luck minigame, where you open up chests to get more and more rewards - but if you open up a [[Mimic]], you will almost certainly be killed and lose all the treasure you accumulated. There are ten brown chests and one gold chest in the center. Opening the brown chests will either result in some amount of rewards, or a Mimic. When you&#039;re satisfied with the amount of rewards you&#039;ve received, open the gold chest to end the battlefield and actually get your rewards. Note that when you open a brown chest, you &#039;&#039;will not&#039;&#039; see what specific rewards are received - just a hint about what kind they are. When opening a brown chest you will either hear &#039;&#039;&#039;a noise&#039;&#039;&#039; (lowest rewards), &#039;&#039;&#039;a thud&#039;&#039;&#039; (moderate rewards), or &#039;&#039;&#039;a loud thud&#039;&#039;&#039; (best rewards). Mimics are almost always a run ender - they technically can be beaten, but it&#039;s very difficult to do so, even for a very well-geared player.&lt;br /&gt;
&lt;br /&gt;
It&#039;s up to you how many brown chests you want to open before going for the gold chest to lock in your rewards. I tend to go until I get either a thud or a loud thud, but feel free to be more risky or conservative than that. Venus Orbs provide better rewards in general than Mars Orbs, but cost more Silver Vouchers to purchase from Greyson. There&#039;s a large variety of possible rewards from AMAN Trove, including very rare lategame drops and AMAN-Trove-specific drops that sell for absurd amounts of money. &lt;br /&gt;
&lt;br /&gt;
Note that if you don&#039;t trust your luck with AMAN Trove, you can always /yell in town offering to sell your orb. While you can&#039;t sell the orb itself (it&#039;s rare/ex), you CAN bring someone else into the battlefield with you, then Warp out so they get all the rewards. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Crystal Clusters&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
As you play, you&#039;ll notice you start amassing quite a lot of crystals. If you trade your crystals to an [[Ephemeral Moogle]] (found in any crafting guild or your [[Mog Garden]]), they will store them for you.&amp;lt;br/&amp;gt;&lt;br /&gt;
When you ask for them returned to you, though, they&#039;ll be returned in clusters if possible. Each cluster is worth 12 crystals, and clusters stack up to 12. This means if you ask the Ephemeral Moogle for 144 of a specific type of crystal back, the Moogle will give you a full stack of clusters! These are used by crafters, and sell quite quickly on the AH. Prices vary depending on server and the type of crystal being sold, but you can expect them to sell very quickly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Enemy Drops&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Enemy drops are, unfortunately, rarely worth selling on the Auction House. However, many of them sell for decent(ish) gil to NPCs. You&#039;re almost never going to sell something for more than a few thousand gil, but you get a lot of random trash and it adds up over time. Especially early on, when your inventory isn&#039;t completely filled with other things yet, each trip to a vendor can nets you 50k-100k that you could have just thrown away.&amp;lt;br/&amp;gt;&lt;br /&gt;
Selling to NPCs is time consuming, so if you&#039;re willing to use Windower addons I recommend checking out [https://github.com/Ivaar/Windower-addons/tree/master/SellNPC SellNPC].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Domain Invasion=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Domain Invasion Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Access to Escha Zi&#039;Tah}}, {{color|positive|Access to Escha Ru&#039;Aun}}, or {{color|neutral|Access to Reisenjima}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039;[[Zurim|Domain Point Rewards]] such as [[Sanctity Necklace]], [[Eabani Earring]], [[Grioavolr|Grioavolr]], [[Colada]], [[Solemnity Cape]], [[Izdubar Mantle]], [[Odr Earring]], various other powerful weapons and armor, [[Escha Beads]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Domain Invasion]] (DI) is the first major endgame event you can take part in, and the rewards will remain relevant throughout your entire endgame career. You can participate in DI in [[Escha - Zi&#039;Tah]], [[Escha - Ru&#039;Aun]], or [[Reisenjima]], so you can begin as soon as you&#039;re level 99 and have [[Escha - Zi&#039;Tah]] access, which I&#039;m sure you already do.&lt;br /&gt;
&lt;br /&gt;
You enter DI by speaking to the NPC at the start of the zone, and selecting &amp;quot;Receive Elvorseal&amp;quot; - then accepting when they offer to teleport you to the combat area. After a 3~10 minute intro period for players to join, a wave of enemies will spawn. After these enemies are defeated, a boss dragon will spawn. Once the dragon is killed the DI is a success and all players that participated will be awarded Domain Points, which can be spent with the NPC Zurim in Norg. Note that &#039;&#039;&#039;you can only get a limited number of Domain Points per day.&#039;&#039;&#039; - usually one or two DI runs will cap you on these. DI also rewards a currency called Escha Beads, but you don&#039;t really need to worry about these yet. The amount of DI you earn, and the daily cap, varies depending on how many times the DI boss has been killed - for more detailed information, please see the [[Domain Invasion]] page. The game will let you know if you cannot receive any more DI points for the day.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to worry about contributing much to the boss fight itself - there will likely be many players around to help kill it, and anyone can attack it regardless of whether or not they&#039;re in a party. If you happen to die, &#039;&#039;&#039;don&#039;t warp to your Home Point!&#039;&#039;&#039; You can still get Domain Points for participating even if you&#039;re dead when the boss is defeated. Note that you can freely summon trusts during the fights, even while engaged with an enemy or boss, so if your healer dies just resummon another one.&lt;br /&gt;
* Also, &#039;&#039;&#039;do not stand behind the dragon&#039;&#039;&#039;! If you take hate from behind the dragon, it will use Spike Flail (a notorious dragon TP move that it uses when its target is standing behind it) - but instead of just killing you, this special variant of Spike Flail will warp you to your Home Point. And then you&#039;ll lose the Domain Points.&lt;br /&gt;
&lt;br /&gt;
DI is only active in one zone at a time, so you may need to hunt it down if the entrance NPC doesn&#039;t have the &amp;quot;Receive Elvorseal&amp;quot; option. The order is Zi&#039;Tah -&amp;gt; Ru&#039;Aun -&amp;gt; Reisenjima -&amp;gt; Zi&#039;Tah. By far the easiest way to tell where it&#039;s at is to look at the website https://whereisdi.com/ - otherwise, if you&#039;re in Unity Chat your Unity leader will let you know where DI is as it moves around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;DI Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
You can spend your DI Points at [[Zurim]] in Norg (I-7). Rewards are divided up into different categories, based on how many DI points items within that category cost.&lt;br /&gt;
{| style=&amp;quot;text-align: center; margin: auto; width: 100%; max-width: 1200px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #A6DBFF; text-align: center; width: 10%;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: #A6DBFF; text-align: center; width: 90%;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background: #e5e5e5;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;10 points&#039;&#039;&#039;&lt;br /&gt;
| Contains items used to augment gear in other categories. [[Eschalixir +2]] is the best item here, but you don&#039;t need to buy any until you have gear to augment and a stack of 12 is about 100k on the AH. Don&#039;t waste your points.&lt;br /&gt;
|- style=&amp;quot;background: #F3F3F3;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;100 points&#039;&#039;&#039;&lt;br /&gt;
| Has a few powerful pieces that many jobs can benefit from, like [[Eabani Earring]], [[Sanctity Necklace]], [[Solemnity Cape]], and [[Izdubar Mantle]].  Some of these won&#039;t last you long, but will be substantial improvements in the short-term.&lt;br /&gt;
|- style=&amp;quot;background: #e5e5e5;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;200 points&#039;&#039;&#039;&lt;br /&gt;
| Full of weapons that can be further improved via augments from the NPC [[Nolan]], details of which can be found below. Some of these weapons are very very strong ([[Shijo]] for THF, [[Rhomphaia]] for DRG). If you&#039;re not sure if your job can benefit, feel free to ask other players, or just compare to your current equipment and try to decide for yourself! Note that the 800 point category below has many powerful weapons, so you might want to hold out until then if you need to upgrade your weapon.&lt;br /&gt;
|- style=&amp;quot;background: #F3F3F3;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;400 points&#039;&#039;&#039;&lt;br /&gt;
| This category is filled with Abjurations. These are very useful... when you have the gil to purchase the cursed items to go with them. I&#039;ll touch on these more later, but for now you can likely ignore this category.&lt;br /&gt;
|- style=&amp;quot;background: #e5e5e5;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;600 points&#039;&#039;&#039;&lt;br /&gt;
| This is full of earrings that boost various skills. The combat skill ones are useless, but the ones for magic skills such as String Skill and Enhancing Skill are worth picking up for the appopriate mage jobs. &lt;br /&gt;
|- style=&amp;quot;background: #F3F3F3;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;800 points&#039;&#039;&#039;&lt;br /&gt;
| This category is full of powerful weapons and armor. Almost everything here is worth getting if your job can use it. I would recommend picking up a weapon first, as it will likely last you a long time. All the equipment here can be augmented with the NPC Oseem, details of which can be found below.&lt;br /&gt;
|- style=&amp;quot;background: #e5e5e5;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;1000 points&#039;&#039;&#039;&lt;br /&gt;
| This category contains more powerful, but more niche, equipment. Definitely look at everything once to see if anything looks great for your job, but your DI points will likely be better spent first on the cheaper categories.&lt;br /&gt;
|- style=&amp;quot;background: #F3F3F3;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;1200 points&#039;&#039;&#039;&lt;br /&gt;
| This category only has one item, [[Wyrm Ash]]. This is used for high-level crafting - unless you&#039;re interested in high-end crafting (far outside the scope of this guide - see [[Escutcheon]]), then this is only for selling on the Auction House. Depending on server, this can fetch you anywhere from 3m-7m gil. Good if you&#039;re broke, but honestly you&#039;re probably better off buying equipment from the earlier categories, as there are other ways to get gil. Only start buying these when you literally need nothing else from earlier categories (which won&#039;t be for a long, long time).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nolan &amp;amp; Oseem Augments&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The equipment you receive from DI points will likely be the first pieces you can Augment. There are different &amp;quot;kinds&amp;quot; of augments, augmented from different NPCs. Augments add various stats to gear, further improving them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nolan&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Nolan]] augments gear from the 200 DI point reward category, which are also known as gear from Escha Zi&#039;Tah and Escha Ru&#039;Aun because they can be also be gained from NMs in those zones. You can augment gear this way by trading it to Nolan, then telling him you want to &amp;quot;Mezzotine&amp;quot; it. Nolan will then prompt you to pick a &amp;quot;path&amp;quot; for the augment - this determines which stats the augmenting will add to the gear. (You can change the augment path later on without losing augment progress.) Once a path is selected, the equipment&#039;s info window will gain text showing its &amp;quot;Rank&amp;quot; of augmenting. it will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;Type:A/Rank:14[20]/NextRP:720&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Type:A&#039;&#039; is what path has been chosen (in this example, Path A.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Rank:14[20]&#039;&#039; shows the current rank of augmenting, with the maximum rank in brackets.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;NextRP:720&#039;&#039; shows how many Rank Points (RP) are needed to reach the next rank. You earn RP by trading the gear along with Eschalixirs to Nolan. Three [[Eschalixir +2]]s will max out one of these items. I recommend buying those off the AH and fully augmenting the gear as soon as you get it. &lt;br /&gt;
&lt;br /&gt;
Nolan can also augment gear made with abjurations from the 400 point category of DI rewards, but we&#039;ll talk about those later. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oseem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Oseem]] augments gear from the 800 point category of DI rewards. His augments can potentially be VERY strong (many of these gears can be BIS) - however, they are &#039;&#039;random&#039;&#039;. The system for these augments is fairly complicated (see  [[Oseem]]&#039;s page for details), but the short version is:&lt;br /&gt;
*You trade Oseem [[File:Pellucid Stone icon.png|22px|link=]] [[Pellucid Stone]]s, [[File:Fern Stone icon.png|22px|link=]] [[Fern Stone]]s, and [[File:Taupe Stone icon.png|22px|link=]] [[Taupe Stone]]s, then use them to augment gear you trade to him.&lt;br /&gt;
*Select the &amp;quot;type&amp;quot; of augment you want (melee, healing, mage, etc) and then what stone to use, and Oseem will present you with randomized augments based on your choices.&lt;br /&gt;
** You can then choose to keep the new augments, or keep the equipment how it is. Once you make this decision, though, it&#039;s locked in until you roll for a new augment - any old augments are gone forever. &lt;br /&gt;
&lt;br /&gt;
While the augments ARE random, you can slightly influence them via stone choice. Pellucid stones tend to give Attack and Accuracy augments, including Magic Attack/Acc and Pet Att/Acc. Fern Stones tend to result in &amp;quot;Job Ability&amp;quot; augments such as Double Attack, Damage Taken-%, Fast Cast, etc. Taupe Stones tend to result in more base stats, such as STR, DEX, INT, etc. You can also trade Oseem [[Dark Matter]] to use for augmenting instead of a stone. These can result in ANY kind of stat occurring, including ones that normally can&#039;t with the other stones such as Treasure Hunter or Refresh. However, these are extraordinarily expensive, and good augments with them are rare, so I wouldn&#039;t recommend doing so unless you have more gil than you know what to do with. (Note that [[Adventurer Campaign|monthly campaigns]] can include a &amp;quot;Dark Matter Campaign&amp;quot; that lets you augment pieces of gear with Dark Matter augments for free 6-12 times a day. This is a good time to hunt for specific augments once you know exactly what you want.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Augments&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*For melee DDs, I would recommend aiming for Store TP, Double Attack, Triple Attack, Crit rate/damage, Dual Wield, and Weapon Skill Damage. You want these along with some Accuracy and/or Attack, and STR and/or DEX.&lt;br /&gt;
*For offensive casting, I would recommend Magic Attack Bonus, Magic Accuracy, Magic Burst Damage, Enmity-, Fast Cast, and Magic Damage. Also look out for decent INT numbers as well.&lt;br /&gt;
*For healing casters, I would recommend Cure Potency, Enmity-, Damage Taken-%, Fast Cast, and MND. &lt;br /&gt;
*For Pet jobs such as PUP, BST, and SMN, Pet:Attack, Pet:Accuracy, and Pet: Physical Damage Taken are good ones to aim for. Summoners specifically should also look out for augments that benefit Blood Pacts.&lt;br /&gt;
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=Ambuscade - Very Easy Difficulty=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Ambuscade Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|neutral|Varies, but is often soloable}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Lv99}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Ambuscade Armor]], [[Ambuscade Capes]], [[Ambuscade_Rewards#Weapons|Various Weapons]], [[Ambuscade_Rewards#Items_Purchased_with_Hallmarks_and_Gallantry|Various items worth selling]]&lt;br /&gt;
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[[Ambuscade]] is likely where you&#039;ll get decked out in your first really good i119 gear! Ambuscade is an event that rotates every month, changing up what enemies and rewards are available. While this does keep things fresh and interesting, this also has a side effect where some months are easier for certain jobs than others. However, most months can be solo&#039;d on Very Easy difficulty, even in i117 gear!&lt;br /&gt;
&lt;br /&gt;
There are two different fights available each IRL month, called Volume One and Volume Two. Volume One (V1) is also called &amp;quot;Intense Ambuscade&amp;quot; while Volume Two (V2) is &amp;quot;Regular Ambuscade&amp;quot; - as the names imply, V1 is higher level, but provides more rewards. Lower difficulty V1 is &#039;&#039;&#039;not&#039;&#039;&#039; always harder than higher difficulty V2! It is always higher level, but the two fights have different mechanics and gimmicks to them. For example, a V2 fight may spam Silence, and thus as a mage that may be nearly impossible to reasonably solo. This means that depending on the month and your job, you may actually have an easier time soloing an &amp;quot;Intense&amp;quot; Ambuscade (V1) compared to the &amp;quot;Regular&amp;quot; Ambuscade (V2). V1 fights are always themed around fighting some kind of beastman (Orcs, Antica, Tonberries, etc.), and V2 fights are themed around fighting non-beastman enemies (Spiders, Treants, Birds, etc.)&lt;br /&gt;
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To participate in Ambuscade, first start the [[Records_of_Eminence#Basics|Stepping Into an Ambuscade RoE quest]] and talk to [[Gorpa-Masorpa]] in [[Mhaura]] (G-9). This will net you a free Key Item for entering into V2. After this, you&#039;ll be able to set more RoE objectives to earn more Ambuscade entry Key Items. These can be found under [[Records_of_Eminence#Content_.28Ambuscade.29|Content -&amp;gt; Content (Ambuscade)]]. The entry items for V1 and V2 are [[Ambuscade Primer Volume One]] and [[Ambuscade Primer Volume Two]]. Each Ambuscade has five difficulty levels - Very Easy, Easy, Normal, Difficult, and Very Difficult. Assuming the month&#039;s ambuscade doesn&#039;t have any annoying gimmicks, you should easily be able to solo Ambuscade Volume 2 on Very Easy difficulty, known as V2VE. &lt;br /&gt;
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Mercifully, the entry KIs are only lost &#039;&#039;when you successfully complete an ambuscade!&#039;&#039; This means there&#039;s &#039;&#039;&#039;no&#039;&#039;&#039; punishment if you fail an ambuscade, no exp loss either. Because of this, I highly encourage you to take on a harder difficulty than you think you&#039;re ready for! I would recommend trying out either V1VE or V2N - they both give the same rewards, and are against the same level of enemies. If that&#039;s too hard, try downgrading to V2E, and then again to V2VE.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Ambuscade Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Upon winning an Ambuscade, you&#039;ll be rewarded with a currency called [[Hallmarks]] - if you&#039;re in a group with other players, you&#039;ll &#039;&#039;also&#039;&#039; receive a currency called [[Gallantry]]. You can talk to Gorpa-Masorpa to spend these on various rewards. Most relevant to you right now are various armor sets, weapons, and capes. Note that you don&#039;t actually buy the armor, weapons, or capes directly - instead, you buy a voucher, and exchange that for the equipment desired by trading it to Gorpa-Masorpa. You can also obtain an item called [[Abdhaljs Seal]] that, when used, will TRIPLE the Hallmark and Gallantry rewards for the next Ambuscade that you win - losing or dying won&#039;t make the effect go away!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warning: when the Ambuscade changes at the end of the month, you lose any Hallmarks and Gallantry you have saved up. Make sure you spend them before this!&#039;&#039;&#039; If you&#039;re not sure when this is, feel free to ask people in Mhaura, and someone will likely tell you when to expect the change to happen.&lt;br /&gt;
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&#039;&#039;&#039;Items Available for Total Hallmarks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
In this category, you get FREE rewards, just for getting a total amount of Hallmarks over the course of the month. You don&#039;t spend your hallmarks in this category, you simply get rewards for free. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Items Available to Purchase with Hallmarks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Here is where you actually spend your Hallmarks. There&#039;s a lot of rewards to buy here, but the ones that are important to you right now are vouchers for armor/weapons/capes, and the items used to upgrade those. We&#039;ll cover other items here later, and in a moment I&#039;ll cover what specific upgrade items you want to buy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Items to Purchase with Gallantry&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
There is no category for total Gallantry earned, instead your Gallantry can only be spent traditionally. The rewards in Gallantry are very similar (often identical) to those in the Hallmarks category, but with different pricing. Again, you mostly want to focus on buying upgrade items at this point. &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Many of the rewards here sell for a LOT of money on the AH (such as [[Riftcinder]] and [[Alexandrite]]) but farming enough Hallmarks / Gallantry to afford lots of them while spamming VE will take a LONG time. I recommend instead spending your Hallmarks / Gallantry on upgrading your equipment directly, and then later on when you can reliably complete harder difficulties such as Normal or Difficult, come back to earn them much more quickly. &lt;br /&gt;
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&#039;&#039;&#039;Ambuscade Capes&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Ambuscade Capes]] are special, as there&#039;s one for each job and they are VERY customizable. These are universally extremely strong pieces, and you should pick one up as soon as you can by buying an [[Ambuscade Voucher: Back]] with Hallmarks. Also using Hallmarks, you can buy [[Abdhaljs Thread]]s, [[Abdhaljs Dust]]s, [[Abdhaljs Sap]]s, [[Abdhaljs Resin]]s, and [[Abdhaljs Dye]]s to upgrade the cape and customize the stats on it. Generally, the first three (threads, dusts, and saps) are the most important for you now - they&#039;re also the cheapest!&lt;br /&gt;
* Threads add on base stats, such as STR, DEX, INT, etc - 1 point per Thread used, up to 20.&lt;br /&gt;
* Dusts add on Attack &#039;&#039;and&#039;&#039; Accuracy (physical, magical, or ranged) to a cape, or Evasion and Magic Evasion. You get 1 point of each per dust used, up to 20.&lt;br /&gt;
* Saps add on a job trait augment, such as Double Attack, Store TP, Magic Attack Bonus, Fast Cast, etc. Each Sap used will add 1 point, up to a cap of 10.&lt;br /&gt;
* Resins add on defensive stats, such as Damage Taken-%, Magic Evasion, etc. The amount added varies depending on the stat chosen, but you can use a total of 5 Resins on a single cape. &lt;br /&gt;
* Dyes add on a variety of stats from Threads and Dusts, and can add a total of 10 extra.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Your First Ambuscades&amp;lt;/strong&amp;gt;&lt;br /&gt;
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So, there&#039;s a lot of stuff you can buy. What should you buy first, and what&#039;s the best way to get it? Follow these simple steps!&lt;br /&gt;
# I would recommend starting with either V1VE or V2N - preferably V1VE because it&#039;ll be more relevant to learn the month&#039;s V1 fight. You can get a V1 KI by completing the &#039;&#039;&#039;Ambuscade Primer Vol. 1 (Daily)&#039;&#039;&#039; RoE objective, found under Content -&amp;gt; Content (Ambuscade). This quest will be to kill one experience-granting enemy of the same family as the Ambuscade fight for V1 and will reward the entry KI, but can only be done once every day. Completing this will also unlock a quest under the same category called &#039;&#039;&#039;Ambuscade Primer Vol. 1&#039;&#039;&#039; which will often require you to kill multiple experience-granting enemies of the same family as the Ambuscade fight to get the KI (3 instead of 1, as an example), but can be repeated indefinitely with no daily limits. &lt;br /&gt;
# There&#039;s another RoE objective you should set before you go in to win the V1VE, also under Content -&amp;gt; Content (Ambuscade) - &#039;&#039;&#039;Ambuscade (W)&#039;&#039;&#039; and &#039;&#039;&#039;Intense Ambuscade (M)&#039;&#039;&#039;. Each of these will reward an [[Abdhaljs Seal]] when completed, which are VERY useful, as they &#039;&#039;triple&#039;&#039; the Hallmark and Gallantry rewards from winning an Ambuscade. The (W) quest can be completed once every irl week (resets on Sundays) and the (M) quest can only be completed once a month (resets when the Ambuscade does).&lt;br /&gt;
# Once those objectives are set, go win a V1VE Ambuscade! If you can&#039;t solo this with trusts, attempt a V2N, then V2E, then V2VE. &lt;br /&gt;
#:* The V2 KI follows the same pattern with both a &#039;&#039;&#039;Ambuscade Primer Vol. 2 (Daily)&#039;&#039;&#039; RoE objective which resets daily, and a repeatable version &#039;&#039;&#039;Ambuscade Primer Vol. 2&#039;&#039;&#039; which you can do as often as you like.&lt;br /&gt;
#:* The &#039;&#039;Volume 2&#039;&#039; fights are generally 10 levels easier than those in &#039;&#039;Volume 1&#039;&#039; at the same difficulty, see the table on the [[Ambuscade#Battle_Information|Ambuscade]] page for more details. In addition to typical hallmark rewards, during some months a particular volume&#039;s ambuscades may provide additional bonus hallmarks for completing certain objectives.&lt;br /&gt;
# If you won the V1VE, you should now have completed both of the RoE objectives you set in step 2. That means you have 2 Seals, and 200 Hallmarks. Go into the &#039;&#039;&#039;Rewards for Total Hallmarks&#039;&#039;&#039; category and claim another Seal for free. If you weren&#039;t able to solo the V1VE, don&#039;t worry too much about it - even if you only were able to clear V2VE, you can still get the seal from the weekly RoE objective, and the one from Total Hallmark Rewards. If you were able to clear V2E, V2N, or V1VE, then you&#039;ll also be able to get a free &#039;&#039;&#039;Monthly Feet Armor&#039;&#039;&#039; voucher. Trade this to Gorpa-Masorpa for a free piece of foot armor - just pick out whatever is available for your job for that month. &lt;br /&gt;
# Use one of your seals, then go complete another ambuscade (don&#039;t forget to go get another entry KI!). Don&#039;t stress if you die, you&#039;ll keep the seal buff. With your new feet armor, completing a V1VE should hopefully be easier now.&lt;br /&gt;
# Continue using Seals and winning Ambuscades until you use all three seals, and pick up more equipment vouchers. If you&#039;ve been able to do all four fights on V1VE, you&#039;ll have earned a total of 2000 Hallmarks! If you haven&#039;t been able to get that many, don&#039;t stress out - you can either get a bit less upgrades, or go complete a few more Ambuscades.&lt;br /&gt;
# You should be able to get vouchers from the &amp;quot;Total Hallmarks&amp;quot; rewards to get a full set of NQ Ambuscade armor, a weapon, a ring, and +1 feet armor. Congrats, you should now be completely i119! &lt;br /&gt;
# You likely haven&#039;t spent any of your actual Hallmarks yet. What to spend them on? I would recommend picking up an Ambuscade Voucher: Back for 500 Hallmarks. You&#039;ll have 1500 Hallmarks left over to spend, and I&#039;d recommend buying either 15 [[Abdhaljs Thread]]s, 15 [[Abdhaljs Dust]]s, or 7 [[Abdhaljs Sap]]s. You can then trade those to Gorpa along with the ambuscade cape of choice (you&#039;ll need to trade the voucher to Gorpa first to select a cape) to augment it with additional stats.&lt;br /&gt;
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At this point, you can keep farming solo ambuscades for more cape upgrade items (not a bad idea) but it&#039;ll be much slower going without Seals. Feel free to start joining groups (you&#039;re well enough geared to meaningfully contribute to any groups doing V1VE or V1E) but otherwise it might be better to continue on to other content until you&#039;re strong enough to handle harder difficulties.&lt;br /&gt;
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=Main Storylines=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Storylines Overviews&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|None}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; Permanent Capacity Point bonuses, [[Brutal Earring]], [[Rajas Ring]], [[Suppanomimi]], [[Ethereal Earring]], [[The Light Within|Adoulin Rings]], [[Moonshade Earring]]&lt;br /&gt;
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Once kitted out in some 119 gear, I would recommend starting up on some of the main storylines. These vary wildly in length (and quality) but are overall worth it. Many provide useful rewards, and all of them give &#039;&#039;permanent&#039;&#039; bonuses to Capacity Points earned via Records of Eminence. Unlike many other MMOs, you DO NOT need to complete every storyline in the order it was released. Some storylines are pre-requisites for others, but in general you can often complete them in any order. I wouldn&#039;t necessarily recommend rushing to complete ALL of the stories ASAP, though - many will take a long time, and this is a good way to burn yourself out. Instead, work on them as you work on other content. &lt;br /&gt;
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Note that there are generally two major approaches to completing storylines - focusing on the narrative, or focusing on the gameplay / rewards. General consensus is that many of the stories are quite good, with some people saying many of the expansions are up there with single-player FF games in terms of characters and plot. However, many of the stories contain very strong gameplay rewards as well, so if you don&#039;t care much about the plot and just want to get the goodies, then following the most narratively-satisfying order won&#039;t help you much. Thus, I have split this into two sections - one recommended order for Narrative purposes, and another for Rewards. Feel free to follow one or the other, or consult both and figure out what order you personally want to use.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Narrative Focus&amp;lt;/strong&amp;gt;&lt;br /&gt;
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This is my personal recommendation for what order to complete the stories in for them to be most narratively satisfying, and to make the most sense and flow the best from one to the other. You&#039;ve probably already completed a good chunk of some of these, but I&#039;ll still list them in order just for the sake of clarity.&lt;br /&gt;
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&#039;&#039;&#039;A note about Rhapsodies of Vana&#039;diel&#039;&#039;&#039; - You&#039;ve almost certainly started the RoV missions by now. They contain a TON of extremely valuable gameplay rewards and benefits, and the story &#039;&#039;kind of&#039;&#039; follows alongside many of the others, but trying to do it in tandem with the others probably isn&#039;t the best way to experience the story from a narrative standpoint. RoV will introduce some characters / concepts way earlier than they normal, which can be not only confusing, but also lessen their impacts in the main story. While the below order is what I believe will give you the best story experience, some of the RoV rewards can be so good it may be worth considering doing some RoV missions alongside other storylines to get some of those benefits. Additionally, there are some points in these stories that will lock out progression past a certain point in RoV - wiki pages for the missions will warn you of these times, but keep aware of them so you don&#039;t accidentally lock yourself out for a while.&lt;br /&gt;
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# &#039;&#039;&#039;[[:Category:Bastok Missions|Bastok]], [[:Category:Windurst Missions|Windurst]], and [[:Category:San d&#039;Oria Missions|San d&#039;Oria]] Missions until attaining Rank 6.&#039;&#039;&#039;&amp;lt;br/&amp;gt; This is the original story that was available when the game launched in Japan. It&#039;s a bit quaint compared to the others, but lays a lot of important groundwork that&#039;s built off of! I would not recommend going all the way to Rank 10 yet, as Rise Of The Zilart begins right where this ends - and thus will make the most sense if you do it right afterwards.&lt;br /&gt;
# &#039;&#039;&#039;[[Rise of the Zilart Missions|Rise of the Zilart]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; This is the first expansion story, and was released alongside the game&#039;s launch in North America! My personal conspiracy theory is this was how the story was initially supposed to end at launch, but it had to be delayed into an expansion. At any rate, it&#039;s quite short and builds off the ending of the Rank 1-5 nation missions, greatly expanding the lore of the world and setting up for...&lt;br /&gt;
# &#039;&#039;&#039;[[Chains of Promathia Missions|Chains of Promathia]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; This was the first major story expansion released after the game&#039;s launch in NA, and is more or less an entire self-contained FF game - both in terms of storytelling and length. It expands on the lore established in RoZ, pays off on a ton of worldbuilding that was set up as far back as the game&#039;s opening cut scene (remember that?), and has a wide cast of characters. CoP is really where the developers found their footing in terms of storytelling, and they&#039;re firing on all cylinders for this. &lt;br /&gt;
# &#039;&#039;&#039;[[Apocalypse Nigh]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; While technically a quest rather than a mission, this is only available after completing both CoP and RoZ - and serves as a finale to cap off both storylines. It&#039;s short, but absolutely worth doing to get a payoff to a bunch of previously established plot threads.&lt;br /&gt;
# &#039;&#039;&#039;Rank 6-10 Nation Missions&#039;&#039;&#039;&amp;lt;br/&amp;gt; These were technically released alongside RoZ, but imo it&#039;s generally best to save them until you&#039;re fully done with RoZ + CoP. Each nation has its own story, and these expand on their own cultures and histories. While these don&#039;t really NEED to be done now (they kind of can be slotted in anywhere), I think this is a good time for them before further expansions take you out into more far-off lands.&lt;br /&gt;
# &#039;&#039;&#039;[[Treasures of Aht Urhgan Missions|Treasures of Aht Urhgan]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; Much more of a self-contained story than the previous entries, though no smaller in terms of scope or storytelling. ToAU is set in the near-east, in a land heavily inspired by the real world middle east, and focuses on expanding the scope of the &#039;&#039;world&#039;&#039; rather than its history. Introduces a ton of new cultures and peoples to Vana&#039;Diel, and is an even further step-up in terms of cut scene direction and budget compared to CoP.&lt;br /&gt;
# &#039;&#039;&#039;[[Wings of the Goddess Missions|Wings of the Goddess]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; This story is more directly about the history of Vana&#039;Diel than any previous, and is also the longest so far. You&#039;ll also be asked to align with one of the three main nations again, though you don&#039;t have to stick with your &amp;quot;main&amp;quot; nation. This is a great opportunity to learn about other nations&#039; histories, or dig really deep into your favorite.&lt;br /&gt;
# &#039;&#039;&#039;[[Seekers of Adoulin Missions|Seekers of Adoulin]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; This is another story about venturing off into far-off lands, this time to the wild an unexplored continent to the far West. Similar to ToAU, this expansion is focused on delving deeper into a foreign culture and its history. &lt;br /&gt;
# &#039;&#039;&#039;[[Rhapsodies of Vanadiel Missions|Rhapsodies of Vana&#039;diel]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; This is when I would suggest fully focusing on RoV - it builds off of all the previously mentioned stories, so you&#039;ll likely get the most out of it once you&#039;ve completed all the previous ones. Serves as a bit of a capstone to all previous stories, tying everything together in what was initially intended to be a big finale for the game. That was, until...&lt;br /&gt;
# &#039;&#039;&#039;[[The Voracious Resurgence Missions|The Voracious Resurgence]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; This is the newest story released, and is similar to RoV in that it builds off of all stories that came before it. It&#039;s worth noting that you&#039;ll be unable to complete this storyline without progressing quite far into the endgame, so I recommend saving it for much later.&lt;br /&gt;
&lt;br /&gt;
There are a handful of other storylines you can complete as well: [[Abyssea]], [[Voidwatch]], [[A Crystalline Prophecy]], [[A Shantotto Ascension]], and [[A Moogle Kupo d&#039;Etat]]. These stories are much shorter, vary in quality + complexity, and in relevance. You&#039;ll probably want to do Abyssea for gameplay reasons, but all the others you can safely ignore unless you&#039;re really dying for more plot at this point.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Reward Focus&amp;lt;/strong&amp;gt;&lt;br /&gt;
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This is my recommended order to complete things in to get the best rewards as soon as possible. You may wish to tweak this order slightly depending on your job and what rewards are relevant to you, but this is a good starting point and won&#039;t leave any job too far behind.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;High Priority, try to work on these when possible&amp;lt;/strong&amp;gt;&lt;br /&gt;
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*[[Rhapsodies of Vanadiel Missions|Rhapsodies of Vana&#039;diel]]&lt;br /&gt;
**This will give you a taste of all the other expansions, and you&#039;ve probably already done some of this storyline already at this point. Completing this story should be top priority, as it provides TONS of useful quality-of-life improvements for almost all other content, and also unlocks several areas that are required for endgame. Unfortunately, the final boss is {{color|negative|probably not}} easily soloable at this point, unless you&#039;ve taken the effort to get lots of +1 / +2 Ambuscade gear. You can either wait until you&#039;re better geared, or try /yell&#039;ing for help in town - many players will be willing to help. Note that this can be quite long - While finishing it is a priority, don&#039;t get burnt out on it! Take breaks and work on other content if you get tired of running around talking to NPCs.&lt;br /&gt;
&lt;br /&gt;
*[[Rise of the Zilart Missions|Rise of the Zilart]]&lt;br /&gt;
**This storyline is very short, you can probably get it done in a few hours. Required for accessing some endgame fights. Gives access to the fight [[Divine Might]] which can reward the [[Suppanomimi]] earring, which is very strong for jobs that Dual Wield. After completing both this and Chains of Promathia, you can also tackle the fight [[Apocalypse Nigh]] to get the [[Ethereal Earring]] which is a fantastic defensive piece.&lt;br /&gt;
&lt;br /&gt;
*[[Wings of the Goddess Missions|Wings of the Goddess]]&lt;br /&gt;
**This is the longest storyline, and is completed almost entirely for the [[Moonshade Earring]] which is phenomenal for both melee and mage jobs. It also gives access to an endgame fight with [[Malignance Tabard|spectacular rewards]]... that you&#039;re unfortunately not ready to tackle yet. But hey if you have some experienced friends they may be able to help you out with it early?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Medium Priority, work on these when you have the time&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Seekers of Adoulin Missions|Seekers of Adoulin]]&lt;br /&gt;
**This storyline has quite a lot of unfortunate interruptions in the form of in-game day waits, but provides access to some strong trusts and an important endgame event. It also rewards you with the choice of one of [[The Light Within|several very powerful rings.]]&lt;br /&gt;
&lt;br /&gt;
*[[Chains of Promathia Missions|Chains of Promathia]]&lt;br /&gt;
**This is required to access some relevant areas later in the game, and gives you the powerful Ulmia trust. Also allows you access to [[Limbus]] which can be used to get the very strong [[Brutal Earring]] item for melee DD jobs. [[Rajas Ring]] is also a direct reward for finishing this storyline, which is very strong for a player fresh to 99, but gets outdated somewhat quickly.&lt;br /&gt;
&lt;br /&gt;
*[[Apocalypse Nigh]]&lt;br /&gt;
**Technically a Quest instead of a mission, this can be completed after finishing both Roz and CoP to earn [[Ethereal Earring]]. This is useful for tanks, but for other jobs is a bit middling. That being said, if you have access to it, this is a very quick questline, so may as well if you&#039;re wanting a break from bigger mission lines.&lt;br /&gt;
&lt;br /&gt;
*[[Abyssea]]&lt;br /&gt;
**This &amp;quot;storyline&amp;quot; is more like a long series of quests with a thin story stringing them along. Abyssea areas are an alternate reality of the regular world of Vana&#039;diel, and you can only stay in them for limited periods of time. Abyssea is a bit too complicated to go into full detail in this section, so you can find further details below. Completing this story will make farming several endgame items easier later on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Low Priority, work on these when you remember to, but don&#039;t forget they exist&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Treasures of Aht Urhgan Missions|Treasures of Aht Urhgan]]&lt;br /&gt;
**The main reason to complete this is for two major endgame fights or to build a Mythic weapon - neither of which I would recommend for you at this point. However, it&#039;s still something you&#039;ll probably want to do eventually.&lt;br /&gt;
&lt;br /&gt;
*[[The Voracious Resurgence Missions|The Voracious Resurgence]]&lt;br /&gt;
**VR has plenty of very strong rewards for the endgame, however it requires progressing in some VERY late endgame content, which will almost certainly block you this early. You can forget about this for now, but it is worthwhile to revisit it later on.&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Bastok Missions|Bastok]], [[:Category:Windurst Missions|Windurst]], and [[:Category:San d&#039;Oria Missions|San d&#039;Oria]] Missions&lt;br /&gt;
**You&#039;ll need to get to Rank 6 in your home nation to complete the RoV storyline, but beyond that there&#039;s little reason to complete these beyond the Capacity Point bonuses. That is a valid reason, of course, but I wouldn&#039;t put it as a top priority.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Other Storylines&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There are a handful of other storylines you can complete as well: [[A Crystalline Prophecy]], [[A Shantotto Ascension]], and [[A Moogle Kupo d&#039;Etat]]. Their usefulness in the current endgame is very niche, and completing them will pretty much just be for fun. I know the helmet reward from A Kupo d&#039;Etat has niche uses for Dancer and maybe also Puppetmaster? The Shantotto pants are useful for Corsair. Beyond that, complete these if you have some free time and feel like it.&lt;br /&gt;
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&lt;br /&gt;
=Weapon Skill Quests=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Varies, but most are available right away}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; Various Weapon Skills&lt;br /&gt;
|}&lt;br /&gt;
There are many [[Weapon Skills]] that are locked behind quests that the game never really tells you about. Some of these can be VERY strong, and are fairly easy to solo with minimal gear. It&#039;s worth noting that not ALL weapon skills are worth questing for, so it may be worth doing some research for your job to see what is and isn&#039;t worthwhile. More options is never a bad thing though, so when in doubt, may as well unlock them.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;WSNM Weapon Skills&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The first WS Quest you&#039;re likely to encounter is the [[WSNM]] Weapon Skill Quest for your weapon type. There&#039;s a unique quest for each weapon type to be completed, though they&#039;re all very similar - to tell which quest you need, please check the [[WSNM]] page. You&#039;ll be given a &amp;quot;Weapon of Trials&amp;quot; for your weapon, and need to earn 300 &amp;quot;Weapon Skill Points&amp;quot; with it by performing weapon skills and skillchains while having the weapon equipped. A standalone WS will earn you 1 point, closing a Lv1 Skillchain will earn 2 points, closing a Lv2 SC will earn you 3 points, and closing a Lv3 SC will earn you 5 points. The easiest way to accomplish this is to summon the [[Ayame#Trust_Magic|Ayame Trust]], who will open skillchains for you to close when you have 1k+ TP. This can make for easy [[Light]] and [[Darkness]] skillchains, if your weapon + job combo allows you to close them. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there&#039;s no obvious tracking for how many points you&#039;ve earned. Instead, your Weapon of Trials will have a latent effect on it that will provide HP+20 and then +10 each into two elements. When you&#039;ve finally earned 300 points, this latent effect will go away - when this happens, return to the NPC that gave you the quest and trade the weapon to them. You will then need to go kill an NM unique to your quest. Once you kill the NM, make sure you check the ??? point that spawned it to receive a Key Item (KI), and then return to the quest giver to complete the quest and unlock the Weapon Skill.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Merit Point Weapon Skills&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
You&#039;ve likely noticed by now that there&#039;s a [[Merit Point]] category for Weapon Skills. You&#039;ve also probably noticed that you can&#039;t actually unlock any of them - that&#039;s because you first need to complete the quest [[Martial Mastery]]. This is very easy - simply bank up 15 merit points and turn them in to the Nomad Moogle next to Maat in [[Ru&#039;Lude Gardens]]. You&#039;ll then be able to start putting merit points towards unlocking Weapon Skills. How many points to put towards a weapon skill will vary depending on your job and how useful the WS is for it, so you&#039;ll need to do a bit of research on your own for your job.&lt;br /&gt;
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{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Empyrean Weapon Skills&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Empyrean Weapon Skills, named after the Empyrean Ultimate Weapons, are unlocked via the [[Kupofried&#039;s Weapon Skill Moogle Magic]] series of quests - there&#039;s one for each weapon type. However, in order to unlock those quests, you&#039;ll first need to complete the quest [[Guardian of the Void]], and then upgrade a [[Magian Trial]] weapon via [[Walk of Echoes]]. Magian Trial weapons are upgraded in stages from a base form, in this case using materials from a zone called [[Walk of Echoes]]. [[Guardian of the Void]] meanwhile is a [[Voidwatch]] (VW) quest. VW is a bit too complicated to fully go into here, but I&#039;ll touch on what you need to know. &lt;br /&gt;
&lt;br /&gt;
Upgrading your Magian Trial Weapon and working on Guardian of the Void can be done in any order, and can be worked on in tandem. I recommend switching between the two if you start feeling burnt out on one - they can both be a bit time consuming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidwatch&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Voidwatch]] is a system where you can spawn NMs from points you&#039;ve probably seen before called [[Planar Rift]]s. In order to get started, you&#039;ll need to have cleared the WotG mission [[Cait Sith (Mission)|Cait Sith]] and have entered &#039;&#039;&#039;[[Walk of Echoes]]&#039;&#039;&#039; via the &#039;&#039;Veridical Conflux&#039;&#039; in [[Xarcabard (S)]] at (H-9) at least once before. Once you&#039;ve completed those prerequisites, speak to a [[Voidwatch Officer]] in any of the three main nations of [[Bastok]], [[San d&#039;Oria]], and [[Windurst]] to get started on Voidwatch. You&#039;ll need to work through a chain of NMs in areas around the three main nations, spawning and defeating them to upgrade key items called Stratum Abyssite. These NMs are spawned using KIs called [[Voidstone]]s, which are generated over time once you talk to a VW officer. Note that while you can only hold a limited number of Voidstones on you at a time, you CAN request for NMs to spawn using voidstones from your supply - to do this, speak to a Voidwatch Officer and select &#039;&#039;&#039;Ask a bunch of questions&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Voidstone consumption&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Stock&#039;&#039;&#039;. The details on how to fully complete [[Guardian of the Void]] is a bit too complicated to go into here in this guide, so I&#039;d recommend heading to the wiki page for that quest for a detailed guide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magian Trials &amp;amp; Walk of Echoes&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
To get started on your [[Magian Trial]] weapon, head to [[Ru&#039;Lude Gardens]] (H-5) and speak with the [[Magian Moogle]] with the red pom-pom. Then, get the weapon associated with your weapon skill from the [[Splintery Chest]] next to the moogle - you&#039;ll want to grab the &amp;quot;-1&amp;quot; weapon of the type you want to unlock the weapon skill for. Then, trade your new Weapon -1 to the Magian Moogle to get started on the trial to upgrade it to the weapon you need. There are four trials, each of which requires you to get items from [[Walk of Echoes Battlefields]]. Which items you&#039;ll need varies depending on your specific weapon, but you will need a total of:&lt;br /&gt;
*30 of one of the following coins:&lt;br /&gt;
**[[Coin of Advancement]]&lt;br /&gt;
**[[Coin of Birth]]&lt;br /&gt;
**[[Coin of Decay]]&lt;br /&gt;
**[[Coin of Glory]]&lt;br /&gt;
**[[Coin of Ruin]]&lt;br /&gt;
*100 [[Devious Die|Devious Dice]]&lt;br /&gt;
*100 [[Liminal Residue]]&lt;br /&gt;
&lt;br /&gt;
All of these can be earned from [[Walk of Echoes Battlefields]]. [[Walk of Echoes]] (WoE) can be entered via the &#039;&#039;Veridical Conflux&#039;&#039; in [[Xarcabard (S)]] (H-9) - right next to the only Home Point in the zone. When you enter, you&#039;ll find 13 different confluxes leading to different &amp;quot;walks&amp;quot;. Each walk has its own victory conditions, and the higher the number generally the more difficult the zone. These can mostly be soloed, but some of the later ones may be more difficult depending on your job. Note that sometimes a zone will become &amp;quot;surged&amp;quot; and thus have much harder enemies in it. Each walk can drop any of the items listed above that you&#039;ll need, but note that Devious Dice and Liminal Residues tend to come from higher-tier walks. I&#039;d recommend trying all the walks and seeing which ones are easiest for you, different jobs can have a harder/easier time with some walks than others. Note that all players can attack all mobs in the walks, so if there are other players farming walks I&#039;d encourage you to follow along with them - it&#039;ll make clearing the walks that much faster and easier! Note that if you start getting tired of farming WoE, you can instead buy the coins / dice / residue you need from player bazaars. They can&#039;t be auctioned, but you CAN look up the items on https://www.ffxiah.com/ to see which players are offering them in bazaars, and what their prices are listed as.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve fully upgraded your magian trial weapon and have completed [[Guardian of the Void]], equip the weapon and head into Walk of Echoes. There you&#039;ll find a ??? point near some stairs, which will trigger the start of the corresponding quest. Simply select the corresponding weapon type, and then trade your weapon to the ??? to complete the quest and unlock the weapon skill.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Mythic Weapon Skills&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Mythic Weapon Skills, named after the Mythic Ultimate Weapons, are unlocked via the [[Unlocking a Myth]] quest. There is a unique Mythic Weapon Skill for every single job in the game, rather than being tied to weapon types. To begin the quest, you&#039;ll first need a [[Vigil Weapon]] for your associated job, which can be found from the [[Nyzul Isle Investigation]] [[Assault]] mission. You may not have done any Assault missions yet, so to get started you&#039;ll need to first speak to [[Rytaal]] in [[Aht Urghan Whitegate]] (K-10). Once he walks you through Assaults and gives you the entry Key Item (KI) needed, head over and talk to [[Sorrowful Sage]] nearby to select [[Nyzul Isle Investigation]]. Then, head to the [[Chamber of Passage]] to warp out to Nyzul Isle. &lt;br /&gt;
&lt;br /&gt;
[[Nyzul Isle Investigation]] is a mission where you have 30 minutes to go up as many floors as you can, with each floor being randomly generated. Every 20 floors you&#039;ll encounter a boss. The combat encounters are trivially easy for any lv 99 player, but some of the puzzle floors may prove annoying to do solo. One of the ultimate weapons in the game requires a lot of Nyzul Isle progress to complete, so it&#039;s fairly easy to find players willing to help you out if you /yell for some assistance. All NMs in Nyzul Isle will drop [[Vigil Weapons]], so eventually you&#039;ll wind up finding one for your job. The floor 100 boss is guaranteed to drop your job&#039;s weapon if you&#039;re the leader of the assault. &lt;br /&gt;
&lt;br /&gt;
Once you have your [[Vigil Weapon]], equip it and talk to [[Zalsuhm]] in [[Lower Jeuno]] (H-9) to begin the quest. Just like with WSNM Weapon Skills, you&#039;ll need to earn 250 &amp;quot;Weapon Skill Points&amp;quot; with it by performing weapon skills and skillchains while having the weapon equipped. A standalone WS will earn you 1 point, closing a Lv1 Skillchain will earn 2 points, closing a Lv2 SC will earn you 3 points, and closing a Lv3 SC will earn you 5 points. The easiest way to accomplish this is to summon the [[Ayame#Trust_Magic|Ayame Trust]], who will open skillchains for you to close when you have 1k+ TP. This can make for easy [[Light]] and [[Darkness]] skillchains, if your weapon + job combo allows you to close them. You can tell when you&#039;ve earned enough points because you&#039;ll see that the Mythic Weapon Skill you&#039;re working towards is available to you while you have the Vigil Weapon equipped! Trade your finished weapon to [[Zalsuhm]] and you&#039;ll permanently unlock your job&#039;s Mythic Weapon Skill to use with any weapon.&lt;br /&gt;
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=Job Points &amp;amp; Capacity Points=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;JP &amp;amp; CP Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes, although it&#039;ll be MUCH faster with a group}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Lv99}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; Various job-specific stat bonuses and bonus spells.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re fully decked out in i119 gear, it&#039;s as good a time as any to start thinking about earning some [[Job Points]]. If you played back in the 75-era days, Capacity Point parties will feel very familiar - they&#039;re essentially the exp / merit parties of old. Capacity Points (CP) are similar to Experience Points, and you earn BOTH when you kill a mob that&#039;s a high enough level. You&#039;ll need 30k CP to earn 1 Job Point (JP). Most of the time groups will go to &amp;quot;Gates&amp;quot; areas - [[Doh Gates]], [[Moh Gates]], [[Sih Gates]], etc. That&#039;s because these areas contain [[Apex|Apex Monsters]], which provide abnormally large amounts of Capacity Points. &lt;br /&gt;
&lt;br /&gt;
While you may be able to solo Apex mobs with trusts depending on your job, JP will go MUCH faster with a group. Keep your eyes open on the /yell chat for groups forming that may want the role you provide, or try making a party yourself! If you follow the 2xDD, 2xSupport, 1 healer, 1 tank rule outlined in the [[Endgame_Progression_Guide#Deciding_on_your_Jobs|Party Composition]] section above, you should be just fine. &lt;br /&gt;
&lt;br /&gt;
If you just want to solo some JP to kill some time, early on an easy target are the frogs and pugils in [[Marjami Ravine]]. If you head to [[Frontier Station]] #2, you&#039;ll find yourself at the perfect camp to farm them. Marjami Ravine in general has mobs that are fairly good for farming Capacity Points, as few of them have any particularly annoying TP moves.&lt;br /&gt;
&lt;br /&gt;
Once you have some better equipment, I recommend hunting [[Apex Eft]]s in [[Moh Gates]] (J-8)/(K-8) for solo JP. The fastest way there is via the Morimar Basalt Fields Frontier Station waypoint. They don&#039;t link or aggro, and there&#039;s so many of them that even when the camps are heavily crowded, it&#039;s easy enough for a lone person with trusts to make decent experience. There are also [[Apex Eruca]] nearby that are decent targets as well, but note that they aggro (but don&#039;t link). The nearby [[Apex Raptor]]s can be good too, but are more difficult - they also aggro without linking. Note that you&#039;ll need Sneak to reach these camps, so bring along [[Silent Oil]]s if you don&#039;t have that naturally.&lt;br /&gt;
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=Level 119 UNMs=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;UNM Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Varies, but mostly yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Completed &#039;&#039;All For One&#039;&#039; RoE objective}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Bleating Mantle]], [[Cloud Hairpin +1]], [[Assid. Pants +1]], [[Nourish. Earring +1]], [[Evalach +1]], [[Imperial Wing Hairpin +1]], [[Regal Pumps +1]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Unity Concord#Unity_Wanted_Notorious_Monsters|Unity Wanted Notorious Monsters]], known as UNMs, are monsters that are spawned using [[Unity Accolades]] at &#039;&#039;&#039;Ethereal Junctions&#039;&#039;&#039; around the world. To fight a UNM, you&#039;ll need to set a Record of Eminence objective for the specific boss you&#039;re looking to fight, found under Unity -&amp;gt; Unity (Wanted 1). The objective will also tell you what zone the boss is in, and what POS locations it can be spawned from. An easier way, though would be to talk to [[Unity_Concord#Requirements|A Unity NPC]] and request to be teleported to a location - this will usually teleport you very close to one of the Ethereal Junctions used to spawn the UNM.&lt;br /&gt;
&lt;br /&gt;
There are many UNMs at a wide range of levels, but you&#039;ll probably have difficulty handling level 122+ UNMs at this point. Many UNMs have some kind of light gimmick to them, but for the most part they&#039;re straightforward and should be relatively easy to solo for you at this point, though some jobs may struggle more than others. Be sure to summon Trusts &#039;&#039;&#039;before&#039;&#039;&#039; you spawn the UNM, as it will spawn aggroing you. When you spawn the boss you and your party will be granted full HP+MP, so don&#039;t worry about resting in between fights. You even keep buffs + TP, so be sure to buff yourself up before spawning the boss.&lt;br /&gt;
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&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;UNM Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
After beating a UNM, you will receive a coffer unique to that UNM in your inventory. Using that coffer item will give you a random reward - either a piece of equipment, a drop item unique to that UNM used to upgrade that equipment, or one of many other possible drops (gil, crafting material, etc). I would recommend looking through the list of [[Unity_Concord#Unity_Wanted_Notorious_Monsters|UNMs]] to see which ones drop equipment relevant to your job - I&#039;ve pointed out some notable ones up above. Other drops to look out for are [[Pluton]]s, [[Beitetsu]], and [[Riftborn Boulder]]s - these won&#039;t be useful to you yet, but they will be later on. They also sell for decent gil if you save up 99 of them.&lt;br /&gt;
&lt;br /&gt;
While UNMs &#039;&#039;can&#039;&#039; drop +1 versions of equipment, most likely you&#039;ll have an easier time getting the regular version, and then upgrading it to +1 manually. This is done by collecting 50 of that UNM&#039;s unique drop - such as [[Imperator&#039;s Wing]]s from [[Valkurm Imperator]]. Once you have 50, trade them along with the equipment to a Unity NPC, and (as long as you can afford the 10k Unity Accolade fee) then the next in-game day the +1 gear will be yours!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Yorcia Weald Alluvion Skirmish=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;A. Skirmish Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|None}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Alluvion Skirmish Weapons|Various Augmentable Weapons]], [[Alluvion Skirmish Armor|Various Augmentable Armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Alluvion Skirmish]] is where you&#039;ll start decking yourself out with some good weapons and patch up some holes in gear from your Ambuscade set. Not to be confused with regular [[Skirmish]], which doesn&#039;t reward anything worth keeping anymore. Alluvion Skirmish can be done in Rala Waterways, Cirdas Caverns, and Yorcia Weald - however, you generally will only want to participate in the Yorcia Weald A. Skirmish nowadays, as the other areas have outdated rewards.&lt;br /&gt;
&lt;br /&gt;
Before you can enter A. Skirmish, you need to talk to [[Lola]] and [[Oston]] in Eastern Adoulin, near the large goddess statue. You&#039;ll likely need to talk to them each multiple times. In order to enter A. Skirmish, you&#039;ll need four items: three [[Simulacrum Segment]]s and a [[Eudaemon Sash|Eudaemon item]]. All of these can be purchased from the Auction House, or you may have some from Reives. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Simulacrum Segments&#039;&#039;&#039; - You&#039;ll need one each of a Visage (head), Torso, and Legs. The head determines which area you&#039;ll be cleared for (so you&#039;ll want a Yorcia Visage), and the level determines some of the rewards you&#039;ll receive. The Torso determines how big the generated dungeon will be, your time limit within it, and how many rewards you receive at the end. The legs determine some randomized boosts you can get within the dungeon. &lt;br /&gt;
**It&#039;s nice to get the highest level possible for the Visage and Torso, but even at rank 1 you won&#039;t need to farm for too long, so just get whatever you can afford. For the legs, buy whatever&#039;s cheapest, as the bonuses granted will be negligible for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eudaemon&#039;&#039;&#039; Items - This will determine what helper monster you get during the skirmish (I&#039;ll explain in a sec) - the best one is [[Eudaemon Sash]], so just get one of those.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Clearing Alluvion Skirmish&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The A. Skirmishes in Rala Waterways and Cirdas Caverns work differently than in Yorcia Weald, so we&#039;ll ignore those and just focus on how it works in Yorcia. This can be quite confusing, so if reading this seems overwhelming, I also recommend watching [https://www.youtube.com/watch?v=LknMrFqpac8 Cloudchief&#039;s video guide on Yorcia&#039;s Alluvion Skirmish.]&lt;br /&gt;
&lt;br /&gt;
You enter by trading the three Simulacrum segments together with the Eudeamon Sash to [[Oston]] in Eastern Adoulin, then using a Waypoint to travel to the [[Augural Conveyor]] in Yorcia Weald. Examine it to enter the A. Skirmish. There is a timer in A. Smkirmish, the length of which is determined by the torso you traded. However, it begins running down as soon as you enter, so you&#039;ll want to summon your trusts and buff yourself right away and then go examine the Living Cairn to enter A. Skirmish proper (you start in a safe area). &lt;br /&gt;
&lt;br /&gt;
In Yorcia&#039;s A. Skirmish, you must protect a &#039;&#039;&#039;Marchland&#039;&#039;&#039;. Enemies will advance toward it in waves, and if it&#039;s destroyed (or you run out of time) then you fail. Don&#039;t worry though, because you can summon friendly monsters to advance towards the enemy base, known as a &#039;&#039;&#039;Stronghold&#039;&#039;&#039; - if you defeat this, you&#039;ll be able to advance to the next floor. There&#039;s a UI component beneath the timer in the upper-left of the screen, showing the health of your Marchland, the enemy Stronghold, and how many monsters you each have alive.&lt;br /&gt;
&lt;br /&gt;
To spawn monsters, use the &#039;&#039;&#039;Ars Monstrum&#039;&#039;&#039; book, which can be found near where you begin. However, you need to spend a currency called  &#039;&#039;&#039;Puissance&#039;&#039;&#039; to spawn them. You start with 1000 Puissance for free. Select the option &#039;&#039;Call Forth a Valiant&#039;&#039; - monsters that are friendly to you are called &amp;quot;Valiants&amp;quot;.  Since you used a Eudaemon Sash to created the A. Skirmish, you&#039;ll be able to select &amp;quot;A Shijin&amp;quot; at the bottom of the list for a full 1k Puissance. This will summon a Valiant Kirin, which is the strongest enemy available.&lt;br /&gt;
&lt;br /&gt;
On the first floor of the skirmish, Kirin will basically be able to solo everything. &#039;&#039;&#039;I do not recommend attempting to attack the enemy units that advance toward the Marchland!!&#039;&#039;&#039; These monsters are going to be way too powerful for you to handle at this point, which is why we&#039;ll let Kirin do the dirty work. They will NOT aggro you, though they CAN aggro your trusts. If one of your trusts gets aggro, you can dismiss them or let them die, then just resummon them. While Kirin starts killing stuff, feel free to explore around and kill off other enemies that are in the area, called &#039;&#039;&#039;Escalents&#039;&#039;&#039; - the Twitherym type enemies are easiest. You may be able to find rare NMs that are either a slime or a Fomor - killing them may be a bit challenging, but will grant extra rewards and are generally worth hunting down. &lt;br /&gt;
&lt;br /&gt;
When the enemy Stronghold has reached half health, the game will tell you what rewards you&#039;ll receive upon completion of the skirmish. Valiant monsters &#039;&#039;&#039;cannot&#039;&#039;&#039; defeat the Stronghold - you&#039;ll need to deal the final blow. Any amount of damage will do, so you can throw a [[Dia]] or something on it if you want. &lt;br /&gt;
&lt;br /&gt;
If you need more Puissance to summon more Valiants, there&#039;s two ways to get some. First, you can use the option &#039;&#039;Convert to Puissance&#039;&#039; in the Ars Monstrum to generate more at the cost of a resource called [[Obsidian Fragments]] (easily obtained from exchanging [[Copper Voucher]]s.) Second, whenever you kill Escalents, you&#039;ll get small amounts of Puissance.&lt;br /&gt;
&lt;br /&gt;
Once the Stronghold is defeated, a chest will spawn, as will another Cairn. If you open the chest, then &#039;&#039;&#039;THE EVENT WILL END.&#039;&#039;&#039; Only open it if you&#039;re ready to leave! If you want to move on to another floor, then examine the Cairn and continue on. The next floor will be more difficult, and you&#039;ll likely need to summon more monsters than just Kirin. The second floor is fairly easy even then, just be sure you keep mental track of where the Marchland is (it&#039;ll always show up on Wide Scan) and summon more Valiants if needed - keep a close eye on your monster list and Marchland health. If you don&#039;t think you&#039;re ready for the next floor, leave after completing this one - there&#039;s nothing wrong with leaving early!&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Alluvion Skirmish Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
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|&lt;br /&gt;
You&#039;re guaranteed to get one piece of gear per floor. The notable armor sets are the [[Alluvion_Skirmish_Armor#Yorium_Armor_Set|Yorium Armor Set]] and [[Alluvion_Skirmish_Armor#Acro_Armor_Set|Acro Armor Set]] for heavy DPS, the [[Alluvion_Skirmish_Armor#Taeon_Armor_Set|Taeon Armor Set]] for light DPS, and the [[Alluvion_Skirmish_Armor#Telchine_Armor_Set|Telchine Armor Set]] and [[Alluvion_Skirmish_Armor#Helios_Armor_Set|Helios Armor Set]] for mages. There are also a variety of [[Alluvion Skirmish Weapons]] for all jobs. All of the Alluvion Skirmish equipment is very strong at this point, because they each can be augmented to be much more powerful. The other reward you want to keep an eye open for is [[Mellidopt Wing]]s - you can trade multiple of them to [[Alluvion_Skirmish#Lorissa|Lorissa]] at Yorcia Weald (I-10) in return for the above armor and weapons. The amount of wings required varies depending on the piece, between 1 to 3 wings per item. &lt;br /&gt;
&lt;br /&gt;
You may also receive various stones from A. Skirmish, with names such as &amp;quot;Dusktip Stone&amp;quot; or &amp;quot;Snowslit Stone&amp;quot;. These stones are used for augmenting A. Skirmish gear - definitely hold onto any +2 stones you find, and if you&#039;re low on cash also consider holding onto +1 versions. Any normal-quality (NQ) stones you find you can probably either try to sell or just throw away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alluvion Skirmish Augments&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Augments on A. Skirmish equipment are semi-random. There are various &amp;quot;slots&amp;quot; that can be rolled with different stones, and while each roll is random, if you get a good roll in that slot you can re-roll other slots without losing it. There are three slots on each piece of gear for augments, one for each type of stone: Snow, Leaf, and Dusk. Each of these three types of stones also has four subtypes: -slit, -tip, -dim, and -orb. The type and subtype of stone used will determine the general type of stats that will be rolled. For detailed information on these, please see the [[Alluvion_Skirmish_Armor#Augmenting|Alluvion Skirmish Armor Augmenting]] and [[Alluvion_Skirmish_Weapons#Augments|Alluvion Skirmish Weapon Augmenting]] pages. &lt;br /&gt;
&lt;br /&gt;
To actually augment the gear, trade it along with a stone to [[Divainy-Gamainy]] in Western Adoulin (J-10), at the Inventor&#039;s Coalition. You&#039;ll need some Obsidian Fragments to augment the gear, which can easily be gained by trading in [[Copper Voucher]]s. I would recommend using only +2 or +1 stones for upgrading - the higher-quality the stone, the more likely the augment will be the maximum possible value. +2 stones can get expensive for the ones that provide better stats though, so a +1 stone can work, just be prepared for getting more subpar augments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Augments&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*For melee DDs, I would recommend aiming for Store TP, Double Attack, Triple Attack, Crit rate/damage, Dual Wield, and Weapon Skill Damage. You want these along with some Accuracy and/or Attack, and STR and/or DEX.&lt;br /&gt;
*For offensive casting, I would recommend Magic Attack Bonus, Magic Accuracy, Magic Burst Damage, Enmity-, Fast Cast, and Magic Damage. Also look out for decent INT numbers as well.&lt;br /&gt;
*For healing casters, I would recommend Cure Potency, Enmity-, Damage Taken-%, Fast Cast, and MND. &lt;br /&gt;
*For Pet jobs such as PUP, BST, and SMN, Pet:Attack, Pet:Accuracy, and Pet: Physical Damage Taken are good ones to aim for. Summoners specifically should also look out for augments that benefit Blood Pacts.&lt;br /&gt;
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&lt;br /&gt;
=Reforged JSE Armor=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Reforged Armor Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Varies}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Armor#Reforged_Armors|Reforged Artifact, Relic, and Empyrean armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are three sets of Job Specific Equipment (JSE) that can be &amp;quot;Reforged&amp;quot; for every job - Artifact Armor (AF), Relic Armor, and Empyrean Armor. You likely already have your [[Artifact Armor|Artifact (AF) Armor]], which is earned through a series of quests unique to each job. Relic Armor is obtained from Dynamis, and Empyrean Armor is earned in Abyssea areas. These sets are all below level 99, however they can be &amp;quot;reforged&amp;quot; into i109 versions, and then upgraded into +1 versions that are i119. AF and Relic can then be further upgraded to +2 and +3 versions, but we&#039;ll handle those later.&lt;br /&gt;
&lt;br /&gt;
The usefulness of reforged JSE varies wildly by piece and by job. Some pieces are pretty much worthless, while others can be gamechangers and BIS. I would recommend looking up a guide for your job, or at least looking over the reforged pieces to see if they&#039;re worth the effort - reforging can be time intensive, and sometimes quite expensive.&lt;br /&gt;
&lt;br /&gt;
Before we get into Reforging JSE, though, you&#039;ll need to get your base Relic and Empyrean armor sets.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Relic Armor - Dynamis&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Varies}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Relic Armor]], [[Ancient Currency]], [[Archon Ring]], access to endgame areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Dynamis]] is an event that takes place in an alternate-reality Vana&#039;diel - think the dark world from Link to the Past. You have a limited amount of time to spend in each zone, but can increase this time by killing statue NMs. Beastmen in these zones drop Relic Armor, most of which will provide extra effects to your job abilities or traits. There are two &amp;quot;groups&amp;quot; of dynamis zones - &amp;quot;Original&amp;quot; Dynamis, and &amp;quot;Dreamworld&amp;quot; Dynamis. You&#039;ll need to complete the final areas of both original and dreamworld dynamis to access some endgame areas.&lt;br /&gt;
&lt;br /&gt;
The enemies in these areas won&#039;t post much trouble to you at 99, however it is easy to get overwhelmed by many foes, so be careful and don&#039;t get cocky. If you die or otherwise leave Dynamis, you&#039;ll need to wait until the next day (in real life) before you can re-enter. However, the key item {{KeyItem}} [[Rhapsody in Azure]] from [[Rhapsodies of Vanadiel Mission 1-16]] will remove this limitation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Dynamis&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Requirements:&#039;&#039; {{color|positive|Lv65, Rank 6}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Initially, you&#039;ll have access to [[Dynamis Bastok]], [[Dynamis Jeuno]], [[Dynamis San d&#039;Oria]], and [[Dynamis Windurst]]. Each zone has a boss that can be spawned using an item dropped from NMs in that zone - once the boss is defeated, you&#039;ll have &amp;quot;beaten&amp;quot; the Dynamis zone. You won&#039;t be kicked out of the zone or anything, so you can confirm you&#039;ve completed the zone by checking that you have the title &amp;quot;Dynamis Bastok Interloper&amp;quot; for the zone. After completing these four cities, you&#039;ll have access to [[Dynamis Beaucedine]], and completing that gets you access to [[Dynamis Xarcabard]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreamworld Dynamis&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Requirements:&#039;&#039; {{color|neutral|Lv65, CoP Mission 3-5}}&amp;lt;br /&amp;gt;&lt;br /&gt;
The &amp;quot;Dreamworld&amp;quot; dynamis zones initially consist of [[Dynamis Buburimu]], [[Dynamis Qufim]], and [[Dynamis Valkurm]]. Once all three of these have been completed, you&#039;ll have access to [[Dynamis Tavnazia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamis Procs &amp;amp; Ancient Currency&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Dynamis will likely be your first foray into the &amp;quot;proc&amp;quot; system present in FFXI. Basically, by completing specific actions, various symbols may appear - {{yellow!}}, {{blue!}}, {{red!}}, and {{white!}}. Also known as &amp;quot;weakness triggers,&amp;quot; fulfilling the appropriate condition will produce a message about staggering the enemy and resulting in one of the above symbols. What causes a stagger varies depending on the event, and sometimes even the enemy themselves. Successfully proc&#039;ing an enemy can have a variety of effects, from preventing them from casting spells to freezing them entirely. It&#039;s a bit too much to go into here, so I&#039;ll direct you to the [[Dynamis#Dynamis_Proc_System|Dynamis Proc System]] page.&lt;br /&gt;
&lt;br /&gt;
Proc&#039;ing in Dynamis will primarily be used to get [[Ancient Currency]] - this isn&#039;t particularly useful to you yet, but stacks of 99 (or single 100-pieces) sell for a good bit of gil. Farming Dynamis for this currency can be quite profitable at this point in the game. I recommend watching [https://www.youtube.com/watch?v=EIebLdqLL8g This video guide by youtuber Cloudchief] which will walk you through farming this currency in Dreamworld Dynamis zones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic Armor&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Relic armor is dropped exclusively by Beastmen in Dynamis zones, with each zone having one piece of relic gear per job. For example, mobs in Dynamis Bastok can only drop the Relic Body piece for Thief. Generally the Original Dynamis zones are best for farming these drops, as they are filled almost entirely by beastmen mobs. Drop rates for these can be rough, so be prepared to farm for a little bit to get the drop you need. Aside from Relic Armor and ancient currency, you probably don&#039;t need to hold onto any other drops from Dynamis zones.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Empyrean Armor - Abyssea&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Started the quest [[Dawn of Death]]}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Empyrean Armor]], [[Epona&#039;s Ring]], [[Twilight Cloak]], [[Twilight Torque]], various quality-of-life KIs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As stated in the above Storylines section, Abyssea is an alternate reality of Vana&#039;diel. Most of the gear is out-dated, but the [[Empyrean Armor]] that&#039;s found here is similar to the Relic Armor from Dynamis. There&#039;s a long series of Abyssea quests, which you can honestly do at your leisure. However, it is worth entering Abyssea now to get a full set of [[Empyrean Armor]] for your job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Abyssea NPCs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Conflux Surveyor - When you enter Abyssea, you will initially only have 5 minutes of time. Speak to the [[Conflux Surveyor]] NPC somewhere near the entrance, and request to receive [https://ffxiclopedia.fandom.com/wiki/Visitant_(Status_Effect) Visitant Status] - this lets you stay in Abyssea for a longer period, and lets you interact with things in the zone. If you run out of time, you&#039;ll get ejected out of the zone you&#039;re in, and can&#039;t return for an hour of real-life time - if you leave with less than 10 minutes left on your timer, you&#039;ll also suffer this lock-out, so be sure to leave early! You can check how much time you have remaining by resting.&lt;br /&gt;
*Cruor Prospector - Cruor is the currency in Abyssea, not Gil. You&#039;ll receive Cruor by defeating enemies and NMs in Abyssea, and by opening chests in Abyssea as well. You won&#039;t have any to start with, so I recommend exchanging some [[Copper Voucher|Copper Vouchers]] for some to get a head-start. At the [[Cruor Prospector]] you can buy various Key Items such as maps, but more importantly you can buy enhancements to all of your primary stats. &lt;br /&gt;
*Atma Fabricant - You can spend Cruor to buy Abyssite from [[Atma Fabricant]] NPCs, which can be infused for stat buffs while in Abyssea&lt;br /&gt;
*Atma Infusionist - After buying Abyssite from the Atma Fabricant, you can infuse them with this NPC. These buffs can be quite significant, and you can only have 1 active at once - though this can be increased to up to 3 by gaining specific Key Items throughout Abyssea. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abyssea Chests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
When you kill enemies in Abyssea, they can leave behind treasure chests - known as [[Sturdy Pyxis]]. There are three that can drop - Gold, Red, and Blue. Each color of chest also has a unique minigame associated to open it. &lt;br /&gt;
*Golden chests can drop Empyrean Foot equipment and Key Items used to spawn some important NMs. They can also contain a variety of other items and equipment, but these usually aren&#039;t worth keeping. If you&#039;re really strapped for cash, some of the materials or spell scrolls may be worth selling on the Auction House, though.&lt;br /&gt;
**Opening a Gold Chest is identical to opening up brown treasure chests in normal Vana&#039;diel zones, but it also gives you a clue with every attempt. &lt;br /&gt;
*Red chests can give you different colors of Abyssea light, detailed below.&lt;br /&gt;
**Red chests give you a target range of &amp;quot;air pressure&amp;quot; (aka, an arbitrary number) to reach, such as &amp;quot;23-47&amp;quot; - you then choose to move the pressure down/up one, two, or three notches. You don&#039;t know how much each notch will adjust the pressure, so you need to feel it out.&lt;br /&gt;
*Blue chests give temporary items, experience points, and time extensions. &lt;br /&gt;
**To open these, you play a higher/lower guessing game. You need to guess if the next number will be higher or lower than the previous - so if the previous number was low, guess that the next number will be higher, and vice-versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abyssea Light&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
One of the key mechanics of Abyssea is the [https://ffxiclopedia.fandom.com/wiki/Visitant_Lights Visitant Lights] system - as you defeat enemies, you will receive messages about your body glowing with different colored lights. These lights will impact what chests enemies drop when they die. You can check the intensity of light you have by resting. It&#039;s generally a good idea to focus on getting only one kind of light, usually amber, as that will ensure you get the most of that one type of chest.&lt;br /&gt;
&lt;br /&gt;
*Pearlescent Light- This light will increase the likelihood that enemies will drop chests, and is increased by killing enemies with melee attacks.&lt;br /&gt;
*Amber Light - This increases the chances of golden chests appearing when monsters are defeated. You increase your amber light by killing enemies using elemental weapon skills such as [[Raiden Thrust]] and [[Seraph Blade]].&lt;br /&gt;
*Ruby Light - You&#039;ll likely get lots of this light if you&#039;re not careful. The more intense your ruby light, the more red chests will drop from enemies. Earned by defeating enemies with physical weapon skills.&lt;br /&gt;
*Azure Light - Increases the rate that blue chests appear, and is earned by defeating enemies with magic. &lt;br /&gt;
*Golden Light - Confusingly, this does NOT increase the change for gold chests to drop. Instead, it increases the amount of experience points enemies yield. Abyssea enemies don&#039;t give much exp, so you can safely ignore this. Only found in red chests.&lt;br /&gt;
*Silvery Light - Causes enemies to drop more Cruor. Only found in red chests.&lt;br /&gt;
*Ebon Light - Causes enemies to yield both more exp and cruor. Only found in red chests. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abyssea Procs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like Dynamis, Abyssea NMs have a series of &#039;&#039;&#039;[[Abyssea Proc|Weakness Trigger Procs]]&#039;&#039;&#039; that are worth learning about. That link will provide full information, but what&#039;s relevant to you now is to learn about Yellow{{yellow!}} and Red{{red!}} procs. &lt;br /&gt;
&lt;br /&gt;
*Yellow{{yellow!}} Procs - Triggered by casting a specific magic spell. The spell is chosen randomly when the NM is spawned or claimed. The spell will be aligned with the element of the current, previous, or next in-game day. Only one spell will be chosen, and you can&#039;t cover all of them with a single job, unfortunately. When triggered, will prevent the enemy from casting spells, and will guarantee the NM will drop some Empyrean Seals, which are used for upgrading reforged Empyrean Armor. &lt;br /&gt;
*Red{{red!}} Procs - Triggered by using a specific elemental weapon skill. The WS is chosen randomly when the boss is spawned or claimed. The chosen WS is completely random - luckily, the list of available WS&#039;s is much smaller than for yellow procs - if you&#039;re a NIN/WAR or a WAR/NIN, you can perform all of the possible WS&#039;s. Proc&#039;ing Red will guarantee a boss will drop any KIs it can - these are often used to spawn more NMs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empyrean Armor&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
As with Relic Armor, each job has a unique 5-piece set of [[Empyrean Armor]]. Most pieces can be bought with cruor from Cruor Prospectors. One piece needs to be bought from an NPC called a [[Bastion Prefect]] using a currency called &#039;&#039;&#039;Resistance Credits&#039;&#039;&#039;, which can be purchased with [[Copper Voucher|Copper Vouchers]]. Another piece will need to be bought with [[Dominion Notes]] from a [[Dominion Tactician]] - unfortunately, you CAN&#039;T easily just buy these with copper vouchers. These can be earned via completing [[Dominion Ops]], or by killing NMs throughout Abyssea. The Dominion Ops are easy enough, just find and talk to a [[Dominion#Dominion_Sergeants|Dominion Sergeant]] in Abyssea Altepa, Uleguerand, or Grauberg to get started - there&#039;s a bunch of them in each zone, so I recommend looking at [[Dominion#Dominion_Sergeants|the Dominion Sergeant wiki page]] to get their locations. Just pick whatever op you want, they should all be trivially easy (mostly just killing a few monsters), and after a handful of ops you should have more than enough Dominion Notes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empyrean Footwear&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Empyrean Footwear is unique in that it is found in Gold Chests in Abyssea. Each piece of foot armor can only be found in gold chests within a specific Abyssea zone, so you&#039;ll need to look up where the one you&#039;re after is. The easiest way to farm this is to go find a place with lots of enemies, and kill them with either melee attacks (for Pearlescent light) or elemental weapon skills (for amber light) - this will ensure you get the most chests possible, and they will primarily be golden ones. You&#039;ll want to aim for around 100-120 amber light, as those chests tend to drop the footware most. You may stumble upon some other jobs&#039; empyrean foot gear while doing this - you can tell because it&#039;ll be Rare/EX, only equippable by one job, and will be level 81. If you collect 3 Empyrean foot pieces, you can trade them to [[Lame Deer (A)|Lame Deer]] in [[Abyssea - Misareaux]] for any Empyrean footwear of your choice - so if you have bad luck and can&#039;t find yours, make sure to keep others you find!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Reforging Armor&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Reforging your AF, Relic, and Empyrean armorsets are all done at the NPC [[Monisette]] in Port Jeuno (I-8). You need to trade her the original piece of AF/Relic/Emp gear, specific [[Rem&#039;s Tale|Rem&#039;s Tale chapters]], and then a handful of other items depending on your class and the item you&#039;re reforging. The gear will first be reforged to i109 versions, and then can be upgraded in a similar way to i119 +1 versions. Later on you&#039;ll be able to upgrade AF and Relic pieces to +2 and +3, but that won&#039;t be for a while.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rem&#039;s Tales&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Rem&#039;s Tale]]s are items needed to reforge and upgrade JSE. Chapters 1-5 are used to reforge to 109 versions, and then chapters 6-10 are used to upgrade those to 119. You can get these by spending [[Sparks of Eminence]], but they&#039;re quite expensive. I&#039;d instead recommend going to complete some [[BCNM]] fights to earn them. take a look at the [[Rem&#039;s Tale]] page for information on what BCNMs provide which chapters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reforging &amp;amp; Upgrading Empyrean Armor&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
While AF and Relic can be reforged straight-away, unfortunately Empyrean armor cannot - you&#039;ll need to upgrade the Empyrean gear to its [[Empyrean_Armor_%2B1|+1 version]] first, then you can reforge it. To upgrade the armor, you&#039;ll need to collect several seals for that specific armor piece. I would recommend going to the [[Empyrean_Armor_%2B1|Empyrean Armor +1 page]] for information on what seals you need, and from there you can find out where to acquire them. They will all come from Abyssea NMs though, and being able to proc {{yellow!}}Yellow will improve your chances of getting multiple at a time. It may also be worth seeing if the [[Adventurer Campaigns|currently-running campaigns]] award [[Kupon I-Seal]]s, as these can be used to instantly provide a full set of seals for a single item. If you don&#039;t urgently need to reforge your Empyrean armor, I&#039;d recommend waiting until the &amp;quot;Additional Seal Battlefield Spoils Campaign&amp;quot; is active to get Kupons and save yourself a lot of Seal-farming hassle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Limbus=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Limbus&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes, for the first initial runs}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|[[Chains of Promathia]] and [[Rhapsodies of Vana&#039;diel]] missions complete}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Murky Ring]] and [[Alabaster Earring]] as guaranteed rewards for the first two climbs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This and the following section might be premature, because they require [[Rhapsodies of Vana&#039;diel]] completion, but both are long grinds with strong early rewards that are better to start early. Skip past this and Sortie if you&#039;re not there yet!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Limbus]] was old level 75, and then 99, content that was removed in 2025 to be replaced with brand new item level content scaling from 119 to 135.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s a long grind to fully augment the items available in there - a &#039;&#039;very&#039;&#039; long grind, since there are IRL weekly caps on loot.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s a shorter, but still sizable, grind to get enough Units (currency) to reforge +3 Artifact or Relic armor to +4.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, your first run through each of [[Apollyon]] and [[Temenos]] nets you a guaranteed [[Murky Matter]] and [[Alabaster Matter]] respectively, which you can exchange for a [[Murky Ring]] and an [[Alabaster Earring]]. Even without augments, these provide -15% Damage Taken for your idle set, and [[Alabaster Earring]] also has 5% [[Attack_Speed|gear haste]] to help some sets come together.&lt;br /&gt;
&lt;br /&gt;
To start, get the {{KI}} [[Black Card]] and {{KI}} [[White Card]], then zone into the two zones (right next to [[Home Point]]s #1 and #3 in [[Al&#039;Taieu]].) Talk to the Operator NPC and set your level to 119 - this determines what level mobs will be set to when you pull them. They will /check at level 150, but once you pull they&#039;ll be set to 119.&lt;br /&gt;
&lt;br /&gt;
To clear a Limbus zone, examine the teleporter and go to a floor. Then kill mobs on that floor until the bar in the top left of your screen fills up and you receive a &amp;quot;data&amp;quot; temporary item. Then go to another floor and repeat. Once you have the &amp;quot;data&amp;quot; temporary item for every floor, you can examine one of the Chests on the final floor of each of the four areas in the zone to receive your reward. (See [[Category:Limbus#Chests|the Limbus Chests page]] for more information about why you should switch which chest you open every time.)&lt;br /&gt;
* You can open a total of 5 chests per zone per week. If you like Limbus enough to grind it, this is a good idea - you can sell the Shards for good gil on the AH and you build up a Unit and Matter stockpile for later use on armor sets, the as-yet-unreleased Limbus Weapons, and Ring/Earring augment levels.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can check [https://whereisnm.com/ whereisnm dot com] to see if there are any ???s present. Examining these ???s gives you both Units (the currency used to reforge Relic and Artifact armor to +4) and temporary items that allow you to open the chest without collecting every floor&#039;s &amp;quot;data&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sortie=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Sortie&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes (first unlock runs) -&amp;gt; Slowly (for [[Gallimaufry]] farming)}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|[[Rhapsodies of Vana&#039;diel]] and [[Seekers of Adoulin]] missions complete}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Category:Reforged_Empyrean_Armor_%2B2|Empyrean Armor +2]] reforge, [[Prime Weapon]]s (eventually), [[JSE Earrings]] (which are random)&lt;br /&gt;
|}&lt;br /&gt;
Again, this might be earlier than it should properly be in the ordering - if you have RoV clear at this point, great, start grinding it out! If not, be aware that [[Gallimaufry]] is very slow to earn solo and you will want a &#039;&#039;lot&#039;&#039; of it - specifically, 80,000 for each piece of Empyrean Armor you want to reforge to +3, and most jobs want all 5 of their pieces.&lt;br /&gt;
&lt;br /&gt;
Once you &#039;&#039;are&#039;&#039; able to enter Sortie, there&#039;s a lot of things you can&#039;t do. Many doors and teleporters require permanent {{KI}} key items acquired from opening Caskets or Coffers spawned by completing hidden objectives.&lt;br /&gt;
* For a list of the objectives to review at any time, see [[:Category:Sortie#Ground_Floor_Objectives|the Ground Floor Objectives list]]&lt;br /&gt;
&lt;br /&gt;
Your first goal should be doing an &amp;quot;unlocking&amp;quot; run, aiming to get Ra&#039;Kaznar Keys A/B/C/D, Ra&#039;Kaznar Plates A/B/C/D, and Ra&#039;Kaznar Sheets A/B/C.&lt;br /&gt;
* Ra&#039;Kaznar Sheet D requires defeating 87 level 131-133 Fomor within 1 hour. This is not feasible for you solo and likely requires by a party of at least 3 players regardless of gear level.&lt;br /&gt;
** As a consequence, you can&#039;t get into Sector H (&amp;quot;D Basement&amp;quot;), which has one of the easier basement objectives to complete. Don&#039;t forget to do this at some point, because you will be glad you did!&lt;br /&gt;
* The rest of the objectives are far easier and can be done solo with trusts, likely in Ambuscade gear.&lt;br /&gt;
** If you got past the final boss of RoV, you&#039;re fine here - while Sortie does have far tougher bosses, you&#039;re not touching them for any of your unlocks or daily solo farming.&lt;br /&gt;
&lt;br /&gt;
There are various guides available on the internet for this. Some are written, some are video.&lt;br /&gt;
* [https://www.ffxiah.com/forum/topic/57533/ffxi-sortie-a-beginners-guide-to-locating-gems/ Here&#039;s a text guide]&lt;br /&gt;
* [https://www.youtube.com/watch?v=8QkHVlug-YU and here&#039;s a video guide on YouTube by Velner]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ambuscade - Normal Difficulty=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Recommended Upgrades&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|negative|Probably not}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Lv99}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Ambuscade Armor]], [[Ambuscade Capes]], [[Ambuscade_Rewards#Weapons|Various Weapons]], [[Ambuscade_Rewards#Items_Purchased_with_Hallmarks_and_Gallantry|Various items worth selling]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a good time to return to Ambuscade for some upgrades! You&#039;re likely ready at this point to tackle Vol 1 on Normal difficulty, although you won&#039;t be able to solo it. It&#039;s a good idea to join in with a group and tackle some V1N runs though, as it will net you FAR more Hallmarks compared to running solo - the Gallantry will be a nice bonus, as well. &lt;br /&gt;
&lt;br /&gt;
At this point, it&#039;s a good idea to upgrade your [[Ambuscade Armor]] to the +1 version, and maybe even the +2! You can get vouchers for a full set of +1 armor for free from the &amp;quot;Total Hallmarks&amp;quot; rewards category by earning a total of 14,500 Hallmarks over the course of the month. Soloing V1VE will only net you 200 hallmarks, so that will obviously take a LONG time. However, Normal runs will award 1200 each, which will only take you 12-13 runs to earn enough hallmarks - fewer still if you use [[Abdhaljs Seal]]s! Normal runs with a group will likely go much faster than your solo V1VE attempts, anyways. You may also consider upgrading one or two pieces to +2 - this is done using 10 [[Abdhaljs Metal]]s or [[Abdhaljs Fiber]]s, depending on the armor set. You&#039;ll get up to 5 of each for free each month via Total Hallmark rewards, and can buy up to 15 more using Hallmarks/Gallantry.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also a good idea to upgrade your Weapon to the &amp;quot;Kaja&amp;quot; version. This is done using [[Abdhaljs Nugget]]s, [[Abdhaljs Gem]]s, and [[Abdhaljs Anima]]s. You&#039;ll probably want to think about creating a &#039;&#039;&#039;second&#039;&#039;&#039; [[Ambuscade Cape]] too. That&#039;s right, you can make multiple of the same cape! It&#039;s a good idea to create different capes for different niches and roles. Mages will probably want ones for different types of spells, such as one for healing (MND, Cure Potency, Enmity-) and one for enfeebling / offensive casting (INT/MND, Magic Accuracy). Tanks will want capes for tanking (HP+, Enmity+, Damage Taken-%) and one for dealing damage (Store TP, Weapon Skill Damage, etc). Melee DPS Will want one for gaining TP (Acc/Att, Store TP, Double Attack, Dual Wield) and one for using Weapon Skills (STR, DEX, Weapon Skill Damage, etc). You can make up to 3 full capes per month.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Escha Ru&#039;Aun Warders=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Mostly}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Lv99, Escha - Ru&#039;Aun access}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Incanter&#039;s Torque]], [[Combatant&#039;s Torque]], [[Dedition Earring]], [[Refoccilation Stone]], [[Baetyl Pendant]], [[Lissome Necklace]], [[Thereoid Greaves]], [[Halitus Helm]], [[Flanged Grip]], [[Vatic Byrnie]], [[Rufescent Ring]], [[Darraigner&#039;s Brais]], [[Melic Torque]], [[Deceiver&#039;s Torque]], [[Henic Torque]], various other specialized gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are a number of NMs that can be spawned in [[Escha - Ru&#039;Aun]] that can drop a lot of very useful gear. These are known as the [[Escha_-_Ru%27Aun#Nazar|&amp;quot;Nazar&amp;quot; NMs]] because they all drop &amp;quot;Nazar&amp;quot; Key Items, and are also called Warder NMs because each of them has &amp;quot;Warder&amp;quot; in the name. The Nazar KIs are used to spawn a very powerful endgame boss that you don&#039;t need to worry about just yet, but the NMs themselves have some very useful gear.&lt;br /&gt;
&lt;br /&gt;
Each major section / island of Escha Ru&#039;Aun has a variety of enemies, and each type of enemy has a chance of spawning a Warder when killed. This is a fairly low chance, so it may take a while for the Warder to show up, but it&#039;ll make for some good Merit Points and Job Points while farming.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;List of NMs&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
* [[Warder of Dignity]]&lt;br /&gt;
* [[Warder of Faith]]&lt;br /&gt;
* [[Warder of Fortitude]] &lt;br /&gt;
* [[Warder of Hope]]&lt;br /&gt;
* [[Warder of Justice]]&lt;br /&gt;
* [[Warder of Love]]&lt;br /&gt;
* [[Warder of Loyalty]] &lt;br /&gt;
* [[Warder of Mercy]]&lt;br /&gt;
* [[Warder of Prudence]]&lt;br /&gt;
* [[Warder of Temperance]]&lt;br /&gt;
&lt;br /&gt;
You should be able to solo nearly all of these with trusts. [[Warder of Love]] will probably be the most difficult, but is also the one you&#039;re least likely to encounter. All these NMs have a chance of spawning when you kill specific enemies in Escha - Ru&#039;Aun as long as you&#039;re &#039;&#039;&#039;NOT&#039;&#039;&#039; carrying a [[Mollifier]] - so don&#039;t buy one if you&#039;re hunting these. One thing you SHOULD buy are [[Vorseals|Rare Enemy Vorseals]]. These NMs have a very small base chance of spawning, and some of the drop rates aren&#039;t great, so you&#039;ll want as many of these as possible to help alleviate farming time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Notable Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There&#039;s quite a lot of notable drops from these NMs, honestly too much to mention all at once. I&#039;d recommend looking at each NM&#039;s page and seeing if anything they drop catches your eye. Some baseline guidance, though:&lt;br /&gt;
*&#039;&#039;&#039;Melee Jobs&#039;&#039;&#039;&lt;br /&gt;
**[[Dedition Earring]] from [[Warder of Fortitude]]&lt;br /&gt;
**[[Lissome Necklace]] from [[Warder of Loyalty]]&lt;br /&gt;
**[[Flanged Grip]] from [[Warder of Justice]]&lt;br /&gt;
**[[Rufescent Ring]] from [[Warder of Mercy]]&lt;br /&gt;
**[[Thereoid Greaves]] from [[Warder of Dignity]]&lt;br /&gt;
*&#039;&#039;&#039;Mage Jobs&#039;&#039;&#039;&lt;br /&gt;
**[[Refoccilation Stone]] from [[Warder of Hope]]&lt;br /&gt;
**[[Baetyl Pendant]] from [[Warder of Love]]&lt;br /&gt;
**[[Melic Torque]] from [[Warder of Mercy]]&lt;br /&gt;
**[[Deceiver&#039;s Torque]] from [[Warder of Loyalty]]&lt;br /&gt;
**[[Henic Torque]] from [[Warder of Dignity]]&lt;br /&gt;
*&#039;&#039;&#039;Tank Jobs&#039;&#039;&#039;&lt;br /&gt;
**[[Halitus Helm]] from [[Warder of Justice]]&lt;br /&gt;
&lt;br /&gt;
You may have noticed that each warder has a chance to drop a specific piece of Torque neck equipment. If you get all of the magic skill torques, they can be synthesized together to make the [[Incanter&#039;s Torque]] which is VERY strong for many mage jobs. The combat skill torques can also be combined to make the [[Combatant&#039;s Torque]], which is good for some Weapon Skills but is generally more niche. The combat skill torques can be used for higher skills in some weapons to meet requirements for [[Abyssea Proc|Abyssea Red Procs]], particularly for Katana ([[Yarak Torque]]) and Great Katana ([[Agelast Torque]]). I&#039;d recommend finding another player to help out with getting the synergy to create these, though, unless you want to be a synergist on your own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=NQ Abjuration Gear=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Abjurations Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes if you&#039;re willing to spend DI,}} {{color|negative|probably not otherwise}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Lv99, Escha - Ru&#039;Aun access}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Abjurations#Abjuration_Sets_.28Escha_-_Ru.27Aun.29|Various powerful armorsets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Abjurations]]&amp;quot; is a name commonly given to a series of armorsets that are obtained by trading a [[Cursed Items|Cursed Item]] along with an [[Abjurations|Abjuration]] to the NPC [[Alphollon C Meriard]] in the North Sand d&#039;Oria church. There are many armorsets that can be made this way, but the only ones still relevant are the [[Abjurations#Abjuration_Sets_.28Escha_-_Ru.27Aun.29|Escha Ru&#039;Aun abjuration armorsets.]] These abjurations are dropped from Escha Ru&#039;Aun Geas Fete NMs (we&#039;ll cover those in more detail later) and unfortunately are likely too strong for you to easily solo right now. However, you can get them easily by spending 400 DI points on the appropriate Abjuration. I&#039;d recommend getting some friends to kill the NMs instead, but if you can&#039;t (or don&#039;t want to tspend the time) then feel free to spend DI points instead. The cursed items are made via crafting, and thus you will most likely need to buy them from the Auction House - they can be quite expensive, unfortunately.&lt;br /&gt;
&lt;br /&gt;
I would recommend looking at the [[Abjurations#Abjuration_Sets_.28Escha_-_Ru.27Aun.29|list of armorsets]] and pick out a few key pieces that seem beneficial to you. The HQ pieces are more powerful, but are quite a lot more expensive. Rather than spending 20m on one HQ abjuration piece, I recommend buying multiple NQ pieces instead - they&#039;ll add up to be much more benefiical.&lt;br /&gt;
&lt;br /&gt;
Also note that &#039;&#039;&#039;Abjuration pieces can be augmented!&#039;&#039;&#039; They&#039;re augmented with [[Nolan]] just like the 200-cost DI weapons, and it takes 3 [[Eschalixir +2]]s to fully augment them. What path you pick depends on the piece and the job you&#039;re using it on, so I&#039;d recommend looking up a job guide for more assistance there.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Level 122 UNMs=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Lv. 122 UNMs Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Varies, but mostly yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Completed &#039;&#039;All For One&#039;&#039; RoE objective}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Sailfi Belt +1]], [[Gelatinous Ring +1]], [[Acuity Belt +1]], [[Handler&#039;s Earring +1]], various other gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re likely decked out in full +1 Ambuscade and a few NQ Abjuration / +2 Ambuscade pieces, you should be able to tackle the level 122 UNMs solo. Just like the [[Endgame_Progression_Guide#Level_119_UNMs|119 UNMs]], they drop coffers which can give equipment, upgrade items, or other misc. drops. I&#039;ve listed the notable drops for various jobs up above, but there are a decent number of job-specific drops that may catch your eye, so I&#039;d recommend checking out the [[Unity_Concord#Unity_Wanted_Notorious_Monsters|List of UNMs]] to see if there&#039;s anything more specific to your job.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;&#039;&#039;might&#039;&#039;&#039;&#039;&#039; be able to solo some of the lv125 UNMs at this point, but it&#039;ll likely be very difficult. If you can grab a friend or two to join you, or do some /yell&#039;ing in town, you can likely tackle them, though.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=High Tier Mission Battlefields=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;HTBF Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|neutral|Varies depending on battlefield and difficulty}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Various mission and quest progress}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Cessance Earring]], [[Ginsen]], [[Metalsinger Belt]], [[Pernicious Ring]], [[Immolation Grip]], [[Bloodrain Strap]], [[Malignance Attire Set]], [[Hjarrandi Helm]], [[Hjarrandi Breastplate]], [[Gere Ring]], [[C. Palug Stone]], [[Culminus]], [[Mizu. Kubikazari]], [[Voltsurge Torque]], [[Freke Ring]], [[Daybreak]],  [[C. Palug Crown]], [[Malignance Earring]], [[Benthos Grip]], [[Sacro Cord]], [[Lebeche Ring]], [[Plumose Sachet]], [[Supershear Ring]], [[Sacro Gorget]], [[C. Palug Ring]], [[Dread Jupon]], [[Gyve Doublet]], tons of other equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[High Tier Mission Battlefields]], abbreviated as HTMB or HTBFs, are ilvl versions of notable fights from Mission and Quest storylines. There is a frankly ridiculous amount of powerful equipment obtained from these, the list above leaves quite a lot out.&lt;br /&gt;
&lt;br /&gt;
You enter into HTMBs by speaking to [[High-Tier_Mission_Battlefields#Key_Item_Sales|one of three specific NPCs in the three main nations]] and then trading in Merit points for an entry KI. It typically costs 10-15 merit points to get a KI. Unfortunately, in order to access any given HTMB, you need to have completed the associated mission or questline - for example, if you want to participate in [[The Warrior&#039;s Path II|The Warrior&#039;s Path HTMB]], you must already have completed the CoP mission [[The Warrior&#039;s Path]]. I would recommend looking through the list of [[High-Tier_Mission_Battlefields#Battlefields|Battlefields]] and seeing which rewards you want to aim for first, and then focus on completing missions / quests up to that point. &lt;br /&gt;
&lt;br /&gt;
Unlike Ambuscade, &#039;&#039;&#039;you lose the entry KI as soon as you enter a battlefield!&#039;&#039;&#039; Thus, I would recommend picking Very Easy difficulty for your first attempt at your battlefield of choice. You will very likely have few problems clearing VE with how well equipped you are now, however the drops rates for VE are generally very poor (the Lilith HTMB is the exception) so you should try to work up to Easy and then give Normal a shot. Once on Normal difficulty, the drop rates generally become fairly reasonable, so if you can&#039;t solo those yet (whether or not you can will depend heavily on the battle itself and your job) I would recommend /yell&#039;ing for help or asking your LS, even getting 1-2 other people will make things much easier, and many people are looking for the valuable rewards from these fights.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=RoE Trust Quests=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|neutral|Most Likely, but is tricky}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Completed CoP, have Access to Ru&#039;Aun Gardens, Completed RoV mission &amp;quot;Exploring the Ruins&amp;quot; and Gathered many specific trusts}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Cipher: Ark GK]], [[Cipher: Ark EV]], [[Cipher: Ark MR]], [[Cipher: Ark TT]], [[Cipher: Ark HM]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that you&#039;re familiar with HTBFs, you may want to consider getting started with the RoE Quest [[Quell your rage]]. This begins a series of 5 quests to unlock all five of the Ark Angels as usable trusts. Most of these are very strong trusts that you will definitely want to unlock as soon as possible. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get started, you&#039;ll first need to have unlocked the following Trusts: [[BGWiki:Trusts#Naji|Naji]], [[BGWiki:Trusts#Ayame|Ayame]], [[BGWiki:Trusts#Volker|Volker]], [[BGWiki:Trusts#Iron Eater|Iron Eater]], [[BGWiki:Trusts#Excenmille|Excenmille]], [[BGWiki:Trusts#Curilla|Curilla]], [[BGWiki:Trusts#Trion|Trion]], [[BGWiki:Trusts#Kupipi|Kupipi]], [[BGWiki:Trusts#Nanaa Mihgo|Nanaa Mihgo]], [[BGWiki:Trusts#Ajido-Marujido|Ajido-Marujido]], and finally [[BGWiki:Trusts#Shantotto|Shantotto]]. You&#039;ll also need to have completed the CoP mission [[Dawn]], and have access to [[Ru&#039;Aun Gardens]]. Once you&#039;ve unlocked all of those, go speak with [[Jamal]] in [[Ru&#039;Lude Gardens]] (H-5) to get started on the quest, which will appear in your RoE logs under Other &amp;gt; Quests 3. Simply accept the RoE quest, then go kill the corresponding AA HTBF, then report back to Jamal to receive the cipher and unlock the next AA RoE quest.&lt;br /&gt;
&lt;br /&gt;
The fights themselves may prove too challenging to solo depending on your job, but you likely will be okay if you stick to Very Easy difficulty. The main thing to watch out for is that you don&#039;t pull hate away from your trust tank. All the AAs will try to skillchain, which can take you down very quickly. Additionally, the AA Mithra can Charm you, even if she has a pet out. The only other notable danger is AA Hume&#039;s ability to use [[Mijin Gakure]], which WILL kill you. I recommend bringing along [[Reraiser]] and [[Hi-Reraiser]] items along just in case, and when he starts getting low (20-30%) back up to at least 20&#039; away and wait for him to pop it on your trusts.&lt;br /&gt;
&lt;br /&gt;
Why do you want the Ark Angels? Almost all of their trusts are quite strong. AAGK is one of the best damage-dealing trusts for when you decide to level another job up to 99 - he will spam out self skillchains very quickly for tons of damage. AAEV is one of the best tank trusts in the game - she stays alive, keeps hate well, and will heal both you, herself, and party members. AAMR is another strong damage dealer for low levels. AATT is probably the weakest of the bunch, but has a unique property: he is the only trust that will cast AOE sleep, and he is very accurate with it too. This can make soloing groups of enemies much easier for jobs that lack debuffs or forms of crowd control. Finally, AAHM is another great tank, and will tnak via casting Utsusemi to avoid damage. Note that you &#039;&#039;&#039;will not&#039;&#039;&#039; be able to turn in the Ciphers for these trusts until you have completed the [[Rhapsodies of Vana&#039;diel]] mission [[Exploring the Ruins]]. &lt;br /&gt;
|}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Capacity Quests&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
After completing all five of the AA Trust quests, you may be able to get started on the RoE Quests [[Filled to Capacity]], [[Over Capacity]], and [[Way Over Capacity]] by speaking with [[Marjory]], who is near [[Jamal]] in [[Ru&#039;Lude Gardens]]. However, in order to receive this quest, you must first have a total of 86 trusts unlocked, NOT counting Unity leaders. To accomplish this, you&#039;ll need to take full advantage of monthly login campaigns offering free trusts, and you&#039;ll need a fair number of ones from completing quests and storyline missions as well.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve amassed enough trusts, Marjory will give you the first quest, Filled to Capacity. To complete it, you&#039;ll need to amass 500,000 Capacity Points with at least one trust summoned in your party. Completing it will award you with [[Cipher: Ingrid II]] if you don&#039;t already have it. The second quest is identical - obtain 500,000 CP with a trust summoned, and you&#039;ll receive [[Cipher: Rosulatia]] if you don&#039;t already have it. Finally, the third quest will once again request you to earn 500,000 CP with a trust summoned, and will reward you with a [[Filled memory gem]] Key Item and [[Cipher: August]] if you don&#039;t already have it.&lt;br /&gt;
&lt;br /&gt;
August is arguably the strongest tank trust in the game, but the REAL draw here is the Filled memory gem. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Master Levels=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes, although it&#039;ll be MUCH faster with a group}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Job Mastered}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; Increased Sub Job Lv Cap, increased stats.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re Job Mastered, now would be a good time to consider earning some [[Master Levels]]. Master Levels (MLs) are very similar to regular job levels - you earn exp and when your bar is filled you&#039;ll Master Level Up, which provides a variety of benefits.&lt;br /&gt;
&lt;br /&gt;
Each Master Level will give you +1 to all base stats (STR, DEX, etc), +1 to all of your job&#039;s base combat and magic skills, +7 Max HP, and +2 Max MP. Additionally, for every 5 MLs you get, your support job&#039;s level cap will be raised by 1. Notable breakpoints are usually ML5 (subjob raised to 50) and ML30 (subjob raised to 55) - though some jobs specifically have other important breakpoints. Master Levels cap at 50, bringing your subjob up to level 59. Increasing your subjob level has an obvious benefit (access to additional Abilities, Traits, and Spells), but don&#039;t sleep on the stat increases either. Individually, each ML provides a fairly small benefit, but once you have a lot of them it will be VERY noticeable. 20 MLs is the equivalent of +20 attack/Mag att, +20 (mag)acc, +210 HP, +40 MP, and +20 to ALL base stats - these are incredibly large boosts, the equivalent of an entire extra main equipment slot. &lt;br /&gt;
&lt;br /&gt;
Go speak with the [[Nomad Moogle]] in [[Ru&#039;Lude Gardens]] (H-5) to unlock Master Levels - your job will then appear as ML0 when you are examined. Once unlocked, any job that you master will automatically switch over to progressing on Master Levels. Once you&#039;re ML 0, you&#039;ll begin earning &#039;&#039;&#039;Exemplar Points&#039;&#039;&#039; instead of experience points. Just like with regular exp, Exemplar Points are earned when defeating enemies and are lost upon dying without a raise - and yes, you CAN Master Level Down. Exemplar Points are earned much more slowly than regular exp, and as of writing the ONLY way to increase the amount earned is via COR&#039;s [[Corsair&#039;s Roll]].&lt;br /&gt;
&lt;br /&gt;
All enemies with [[Locus]] in the name will award additional Exemplar Points, and most parties choose to farm these accordingly. Just like with CP, you can solo farm these with trusts on most jobs, but it will go much faster with a group, and parties recruit via /yell chat somewhat frequently on most populated servers. Be warned that Master Levels can take a LONG time to earn, especially from ML30+ the amount of exemplar points required is quite high. I recommend Getting started on earning MLs as soon as you can because of this.&lt;br /&gt;
&lt;br /&gt;
I would recommend getting to ML5-10 around now, it&#039;ll be a nice boost in stats and won&#039;t take a horribly long time, especially with a party. Then when you have some free time or don&#039;t feel like focusing on other content, try to farm up some MLs. More are better, but once you&#039;re at around ML30 you should be plenty strong enough to handle most content the game has to offer, and anything above that is mostly icing on the cake (or for the hardest content available).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Odyssey - Sheol A=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Odyssey Overview &amp;amp; Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Lv 99}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Lustreless Scale]]s, used to augment [[Unity_Rewards|Unity Equipment]] (or to be sold for fairly good gil!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Odyssey]] is relatively new content to the endgame. Odyssey is divided into three difficulties, known as Sheols - A, B, and C. Finally, there&#039;s Sheol Gaol which is a mini boss rush. Sheols A/B/C are small, instanced dungeons containing multiple floors containing big groups of enemies and some spooky near-invisible beastmen. As enemies are killed, players will earn a special currency called Izzat, which is lost upon exiting the run. Izzat can be used to open chests (which can also be picked by THFs) to get additional rewards, and can be used to spawn NMs throughout the Sheol. &lt;br /&gt;
&lt;br /&gt;
At this point, you should be able to solo some of Sheol A, maybe all of it depending on how lucky you get. Players tend to not group up for Sheols A and B, as they&#039;re fairly easy to solo once decked out in good gear. You can enter by speaking to the ??? to speak to a [[Pilgrim Moogle]] in [[Rabao]] (G-6), who will give you a {{KeyItem}} [[Moglophone (Key Item)|Moglophone]] key item, which is then used at the [[Veridical Conflux]] next to the ???. &lt;br /&gt;
&lt;br /&gt;
Each floor of the dungeon has groups of 10 enemies, called Nostros mobs. All enemies in Odyssey will aggro both sound and sight, even if they normally don&#039;t, so be careful! Arcana enemies will also still aggro magic, and Undead will still aggro low hp. On odd-numbered floors, there will also be an [[Agon Halo]] placed in one of the enemy groups. Around this halo there will be various near-invisible beastmen, which will aggro true sight and sound. The beastmen cannot be targeted, but CAN attack you - destroying the Agon Halo will make them finally targetable, assuming they haven&#039;t killed you by then. Wiping out a full group of enemies, beastmen included, gets extra rewards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Moogle Mastery&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
As you perform various actions in Odyssey, you earn [[Odyssey#Moogle_Mastery:_Sheol_A.2C_B.2C_and_C|Moogle Mastery]] - a point system that makes farming in Odyssey easier in general. The more Moogle Mastery you have, the stronger your trusts are in Odyssey and the cheaper it will be to open chests or spawn NMs. Moogle Mastery is increased by doing almost everything in Odyssey - killing enemies, the Agon Halos, NMs, and opening chests. Note that it&#039;s more important to do a variety of content rather than focusing on one thing - you can&#039;t max out Moogle Mastery by ONLY killing NMs, or ONLY opening chests, etc. Unfortunately, there are currently conflicting reports of how precisely one raises Moogle Mastery, and the precise numbers aren&#039;t fully known yet. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Odyssey Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The primary rewards from Odyssey are &amp;quot;Lustreless&amp;quot; items ([[Lustreless Scale]]s, [[Lustreless Hide]]s, and [[Lustreless Wing]]s) which are used to augment [[Unity_Rewards|Unity Equipment]]. You can only enter Odyssey once every 20 hours, and it&#039;s a good idea to get into the habit of doing so. Once fully augmented, many of the UNM items can be extremely powerful, often best in slot. Even if you don&#039;t have any interest in the augmented UNM gear, Lustreless items are also in high demand so you can also sell them pretty quickly and easily for a tidy profit as well. You likely aren&#039;t geared enough now to fully clear Sheol A, but you ARE geared enough to do some farming to get some Lustreless Scales and get started either selling them or augmenting some of your UNM gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alternative Vagary Battlefields=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Vagary Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|neutral|Depends on the boss and your job.}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|negative|Completed the SoA missions [[Watery Grave]], [[Reckoning (Mission)]], and [[Abomination]]}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; Ability to upgrade [[Reforged Empyrean Armor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Vagary]] is an event that is fairly complicated, but luckily you don&#039;t need to know a ton to begin participating in it. While you CAN start participating in the primary version of Vagary, which requires at least 3 players and thus cannot be solo&#039;d, it&#039;s not commonly ran anymore. The rewards from Vagary can still sell for a decent amount of gil, but the equipment drops are mostly niche.&lt;br /&gt;
&lt;br /&gt;
The most relevant reward from Vagary is unlocking the ability to upgrade your [[Reforged Empyrean Armor +1|Reforged Empyrean Armor to +1]], however there are [[Vagary#Alternative_Battlefields|alternative battlefields]] availabe to unlock them. These alternate battles &#039;&#039;&#039;do not&#039;&#039;&#039; give any other rewards - no exp, no equipment drops, can&#039;t complete RoE objectives, etc - but they can be entered solo with trusts, or with a few friends if you want. These days, most players just tackle these Alternate Battlefields instead of doing Vagary proper. There are five battlefields, each against a single boss - each one you defeat will unlock the ability to upgrade one of your Reforged Emp. Armor pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entering Vagary&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
To gain access to the first three battlefields, you&#039;ll need to clear the Seekers of Adoulin mission [[Watery Grave]], to unlock the fourth boss you&#039;ll need to complete [[Reckoning (Mission)]], and to unlock the fifth you&#039;ll have to complete [[Abomination]]. Then you&#039;ll need to trade a vial of [[Befouled Water]] (dropped by [[:Category:Fomor|Fomor]]s in [[Outer Ra&#039;Kaznar]]) to the &#039;&#039;&#039;odyssean passage&#039;&#039;&#039; found in [[Leafallia]]. This will give you the {{KI}}[[Prototype sigil pearl]] KI needed to enter into the battlefields. Head to [[Ra&#039;Kaznar Turris]] in [[Ra&#039;Kaznar Inner Court]] (fastest way there is via Home Point warp), and then examine the &#039;&#039;&#039;Ominous Postern&#039;&#039;&#039; to pick which battlefield you wish to tackle. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Battlefields&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There are five battlefields available, each containing a single boss from Vagary. You&#039;ll have thirty minutes to complete the fight, but this usually won&#039;t be an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After completing [[Watery Grave]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Pallatoritus&#039;&#039;&#039; - Unlocks Head. [[Palloritus]] doesn&#039;t really have any major gimmicks, just lots of dark damage. He does have an AOE doom to watch out for, and has a hate reset. Make sure to bring plenty of Holy Waters, otherwise he&#039;s not very notable.&lt;br /&gt;
* &#039;&#039;&#039;Putraxia&#039;&#039;&#039; - Unlocks Hands. [[Putraxia]] has unique auto attacks, which can knockback, stun, or triple attack. He can also inflict various status effects, but nothing a few vials of [[Panacea]] and [[Remedy]] can&#039;t fix.&lt;br /&gt;
* &#039;&#039;&#039;Rancibus&#039;&#039;&#039; - Unlocks Feet. [[Rancibus]] has a lot of AOE damage and a powerful poison aura, which can be hard to deal with using trusts. I recommend bringing many trusts with AOE healing, such as [[Cipher: Selh&#039;teus]] and [[Cipher: Iroha II]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After completing [[Reckoning (Mission)]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perfidien&#039;&#039;&#039; - Unlocks Legs&lt;br /&gt;
* [[Perfidien]] can be difficult, as he is originally a secret boss from base Vagary. Perfidien will choose a random element to become weak to, and will absorb all damage from that element&#039;s opposite. For example, if he&#039;s weak to {{thunder}} {{color|thunder|thunder}} magic, then he will absorb {{water}} {{color|water|water}}. If you heal Perfidien by casting the wrong element on him, he&#039;ll inflict [[Encumbrance]] - the more he&#039;s healed, the longer it lasts. If healed too much, he&#039;ll use an AOE full dispel + damage move called &#039;&#039;&#039;Vivisection&#039;&#039;&#039; and then level up. Also take care because Skillchains WILL heal him if he absorbs even ONE of their elements. For example, if he absorbs Fire, then Light skillchains will heal him. After dealing ~23k damage of the element he&#039;s weak to, he will be {{red!}} proc&#039;d, and then he&#039;ll change weakness after 2 minutes. He can also change weaknesses after a fair amount of damage has been done in general, so don&#039;t get lazy with checking what he absorbs. Luckily, there&#039;s a noticeable visual effect when he changes elements. The easiest way to check his weakness is to pepper him with weak elemental spells to see their effects - often it&#039;s easier to tell what element he absorbs, so you know its opposite is his weakness. Aside from this elemental weakness/absorption system, he actually doesn&#039;t have any particularly threatening mechanics. Just be sure to bring a job (or friend) that can deal with all these different elements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After completing [[Abomination]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plouton&#039;&#039;&#039; - Unlocks Body, must have completed [[Abomination]]&lt;br /&gt;
* [[Plouton]] is the final boss of baseline Vagary, and thus will be the most challenging to beat solo. For the first 10% of his health bar, he will exclusively use a TP move called &#039;&#039;&#039;Impudence&#039;&#039;&#039;, which  is a conal damage + zombie + hate reset. Starting at 90% HP, he&#039;ll begin elemental switching just like Perfidien. Just like Perfidien, if healed he will cause Encumbrance, and if healed too much he&#039;ll use &#039;&#039;&#039;Vivisection&#039;&#039;&#039; and level up. If you deal enough damage to his weakness, you&#039;ll {{red!}} proc him which will trigger a delayed elemental switch. It&#039;s far more important to proc Plouton though, as he will build significant damage resistance if he goes too long without being proc&#039;d. Once he reaches 50% HP, he will gain some cool looking wings and begin using some powerful TP moves. Notable ones are &#039;&#039;&#039;Eternal Misery&#039;&#039;&#039;, which is a more powerful version of &#039;&#039;&#039;Impudence&#039;&#039;&#039;; and &#039;&#039;&#039;Bane of Tartarus&#039;&#039;&#039;, which dispels ALL buffs (including food) and inflicts [[Weakness]]. Plouton will also begin cycling through &#039;&#039;physical&#039;&#039; resistances along with his elemental ones - one of Blunt, Piercing, or Slashing will deal extra damage to him, and the other two will deal 99% reduced damage.&lt;br /&gt;
&lt;br /&gt;
Once you have defeated a boss succesfully, you&#039;ll be able to upgrade the corresponding [[Reforged Empyrean Armor]] via [[Monisette]] in [[Port Jeuno]] (I-8). The items needed to perform the upgrades can be earned from regular [[Vagary]], or you can purchase them off the Auction House or from [https://ffxiclopedia.fandom.com/wiki/Bazaar player bazaars]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Escha Ru&#039;Aun Geas Fete=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Geas Fete Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|neutral|Depends on your job and which boss you&#039;re fighting}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Escha Ru&#039;Aun Access}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Abjurations#Abjuration_Sets_.28Escha_-_Ru.27Aun.29|Abjurations for powerful armorsets]], [[Nolan#Escha_-_Ru.27Aun|various augmentable weapons]],&lt;br /&gt;
[[Ishvara Earring]], [[Petrov Ring]], [[Grunfeld Rope]], [[Caro Necklace]], [[Assuage Earring]], [[Diemer Gorget]], [[Philidor Mantle]], [[Fortified Ring]], [[Balarama Grip]], [[Kurys Gloves]], [[Evanescence Ring]], [[Nodens Gorget]], [[Hydrocera]], [[Evans Earring]], [[Halasz Earring]], [[Reti Pendant]], [[Vertigo Ring]], [[Tutyr Sabots]], [[Shango Robe]], [[Yemaya Belt]], [[Escha#Vorseals_2|Various Vorseals]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Geas Fete]] is a really weird name for a fairly simple system. In [[Escha - Ru&#039;Aun]] you can get Key Items from [[Dremi]] to spawn bosses that have a wide variety of drops. Almost every job can get something useful from these fights, so they&#039;re definitely worth looking in to. The bosses also drop [[Abjurations#Abjuration_Sets_.28Escha_-_Ru.27Aun.29|Abjurations]], which we touched upon back in the [[Endgame_Progression_Guide#NQ_Abjuration_Gear|NQ Abjuration Gear]] section of this guide. While I advised buying them with DI points earlier, this is how you get them for free! Well, &amp;quot;free&amp;quot; - you&#039;ll still need to spend a bit of gil to pop the bosses. &lt;br /&gt;
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{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Geas Fete Bosses&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
To spawn a boss for Geas Fete, first look up [[Escha#Escha_-_Ru.27Aun_4|the items requested for the boss]] - once you have the item for the boss(es) you want to fight, trade them to [[Dremi]] and request the appropriate Key Item for your boss. All the Tier 1 NMs can be spawned with any item from a big list; the cheapest item tends to be [[Bhefhel Marlin]], but those don&#039;t stack in your inventory so you may be better off with two [[Steel Ingot]]s. Once you get the KI for your boss, you&#039;ll need either a [[Tribulens]] or a [[Radialens]], also obtained from Dremi in exchange for [[Escha#Currencies|Escha Silt]]. The tribulens is good for a single boss spawn, then needs to be purchased again (at an increasingly more expensive price, until you go 30m without buying one). A radialens will let you fight an unlimited number of bosses, but expires after an hour irl time, or when you leave Escha. It&#039;s generally recommended to buy a radialens, unless you&#039;re only planning on fighting one or two bosses. Both for convenience (so you don&#039;t need to keep running back to Dremi) but also for saving silt.&lt;br /&gt;
&lt;br /&gt;
This is normally where I would outline all the bosses and their gimmicks, but honestly there are just &#039;&#039;way&#039;&#039; too many to cover here. [[Escha#Escha_-_Ru.27Aun_4|The Escha page]] lists all the bosses, I recommend spending some time looking through them and seeing which ones have drops relevant to your job. You can probably solo most of the Tier 1 NMs by now, but some of the Caturae might be risky - bring along a friend or two and you should be safe. Tier 2 and Tier 3 NMs will require a few other people, though. Drops aren&#039;t guaranteed though, so it&#039;s probably a good idea to bring along multiple pop items.&lt;br /&gt;
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&lt;br /&gt;
=How to Earn Gil as an Experienced Player=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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You should now be geared enough to solo some harder content, so the options available to you for making gil are more robust now. All the old methods still apply as well, so don&#039;t forget about them! Like mentioned before, earning gil in FFXI is a matter of consistently making smaller amounts that will add up.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Ambuscade&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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Ambuscade is an excellent way to earn gil at this point. You generally should be getting upgrade materials you need first, but after that look into buying items to sell. What&#039;s available shifts month to month, but things to look out for are: [[Heavy Metal Plate]]s, [[Alexandrite]], [[Riftcinder]], [[Riftdross]], [[High-Purity Bayld]], and [[Beitetsu]]. Check out the [[Ambuscade Rewards]] page to see how many Hallmarks/Gallantry each of these cost, and then check the auction house prices on your server to see what is most worth spending your Hallmarks on. &lt;br /&gt;
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&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;UNMs&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
It may be worth considering spending your [[Unity Accolades]] on spawning [[Unity_Concord#Unity_Wanted_Notorious_Monsters|UNMs]] rather than purely on [[Prize Powder]]s. Spawning UNMs does NOT count toward your 100,000 weekly accolade limit, and their drops can get you a good bit of pocket change. Notable UNMs to consider farming are [[Warblade Beak]], [[Voso]], [[Tiyanak]], [[Joyous Green]], [[Emperor Arthro]], [[Valkurm Imperator]], and [[Jester Malatrix]]. Most of these are fairly easy to solo and stacks of their drops can net you a good chunk of gil. In general I recommend looking through [[Unity_Concord#Unity_Wanted_Notorious_Monsters|the list of UNMs]] to see what you can handle and how much their drops sell for on your server.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Odyssey Sheol A Lockpicking&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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Now that you&#039;re familiar with Odyssey, it&#039;s a good idea to try farming the chests for [[Lustreless Scale]]s. This is done by going as a THF and picking the locks of the chests with [[Living Key]]s and [[Skeleton Key]]s, and subbing WHM for sneak/invis. WHM sub also gives infinite [[reraise]], which is useful as getting a [[Mimic]] from a chest is otherwise certain death. You may not have THF at 99 and WHM at 49, but it may be worth considering leveling them up solely for this purpose. On average you can expect to get 100-200 lustreless scales per run, which is easy money you can get every day. &lt;br /&gt;
&lt;br /&gt;
When you head to Sheol to pick some locks, you want to summon as many tank trusts as you can, along with a healer and maybe a support. Skeleton Keys have the lowest chance of resulting in a mimic, but are much more expensive compared to Living Keys. If you get a mimic while picking, you want to engage quickly so the tanks can grab hate. You then want to run at least 20&#039; away from the mimic and let a normal mob kill you in a place that&#039;s safe to reraise. Mimics can draw in, so you need a tank to distract it. Mimics also have an aggro range of around 20&#039;, so you need quite a bit of distance between you and it in order to reraise safely. When it comes to picking the locks, you want to take care that getting a mimic won&#039;t cause you to die immediately due to getting aggro from nearby monsters. If one of the chests is near a group of monsters, you can either avoid it and come back later after picking all the other safe chests or you can try using a Skeleton Key for a better chance at avoiding a mimic. Remember that undead enemies will still aggro low health, so it&#039;s generally not safe to pick any chests that are near undead. &lt;br /&gt;
&lt;br /&gt;
NextGames on youtube has [https://youtu.be/J3nxRgDQ0jI an excellent video guide] on how to farm Odyssey chests as well, if you&#039;d like an example of how to do this safely.&lt;br /&gt;
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&lt;br /&gt;
=Omen=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Omen Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Yes for very basic gil + upgrade card farming,}}{{color|negative|No for getting equipment or lots of upgrade cards.}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Completed Rhapsodies of Vana&#039;Diel}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [https://www.bg-wiki.com/bg/Category:Reforged_Artifact_Armor_%2B2 Reforged AF Armor +2] and [https://www.bg-wiki.com/bg/Category:Reforged_Artifact_Armor_%2B3 +3], &lt;br /&gt;
[[Sherida Earring]], [[Anu Torque]], [[Knobkierrie]], [[Niqmaddu Ring]], [[Yamarang]], [[Ashera Harness]], [[Utu Grip]], [[Ilabrat Ring]], [[Dagon Breast.]], [[Iskur Gorget]], [[Dingir Ring]],  [[Kishar Ring]], [[Enki Strap]], [[Erra Pendant]], [[Ammurapi Shield]], [[Adad Amulet]], [[Shulmanu Collar]], [[Enmerkar Earring]], various other equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Omen]] is a very popular bit of endgame content, that requires you to have completed the Rhapsodies of Vana&#039;Diel storyline. If you haven&#039;t done so yet, DO IT NOW! Omen is a super important piece of endgame content, so hop to it. Omen involves you (and likely a full party if not full alliance) going through multiple floors / rooms and fighting either groups of enemies or individual bosses. Rewards from Omen come in two major varieties: Job Cards / Scales, and Equipment. There&#039;s tons of good equipment in Omen, but there&#039;s also Job Cards and various Scales, which are used to upgrade your reforged AF to +2 and +3, respectively. &lt;br /&gt;
&lt;br /&gt;
You enter Omen by first talking to [[Incantrix]] in Reisenjima, though Ethereal Ingress #10. He will give you a {{KeyItem}} [[Mystical canteen]] key item, and will then begin generating them every 20 real-life hours. Incantrix can hold up to 3 canteens, and you can hold 1 at a time - so you can have a maximum of 4 canteens available at any one time. Once you have a Mystical Canteen, examine the &#039;&#039;&#039;Earthly Concrescence&#039;&#039;&#039; near Incantrix to enter Omen - if you&#039;re in a party, your party leader needs to do this, and everyone in the party / alliance needs a canteen.&lt;br /&gt;
|} &lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Omen Objectives&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Once in Omen, your group will be given a random &#039;&#039;&#039;Main Objective&#039;&#039;&#039;, and several random &#039;&#039;&#039;Additional Objectives&#039;&#039;&#039;, all of which are stated in your chat log. &lt;br /&gt;
*Main Objectives must be completed to open the portal to the next floor of Omen. This will be:&lt;br /&gt;
**Kill a specific monster (which is not identified to your group)&lt;br /&gt;
**Kill a specific number of &amp;quot;Sweetwater&amp;quot; monsters&lt;br /&gt;
**Kill all of the &amp;quot;Transcendent&amp;quot; monsters&lt;br /&gt;
**Kill all of the monsters&lt;br /&gt;
**&amp;quot;Free&amp;quot; floor, which has no main objective and will allow you to move on immediately if you so choose.&lt;br /&gt;
**On floors with a boss, the main objective will always be to kill that boss&lt;br /&gt;
*Additional Objectives are optional, and reward [[Omen#Job_Cards|Job Cards]] when completed. These objectives are given to your entire alliance, and any member can contribute progress toward any of them. If a floor is a boss floor, you won&#039;t have any Additional Objectives.&lt;br /&gt;
**There are too many different Additional Objectives to reasonably cite here, so check out the [[Omen#Additional_Objectives]] page for a full list of them. They tend to be along the lines of &amp;quot;Use X Physical Weapon Skills&amp;quot; or &amp;quot;Cure over 500 HP X times&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
At first you&#039;ll only have 10 minutes in Omen, but completing main objectives and moving on to new floors will increase that time limit, up to a maximum of 50 minutes. Each floor of Omen will either have multiple large swarms of &amp;quot;Sweetwater&amp;quot; monsters each with one stronger &amp;quot;Transcendent&amp;quot; monster, or there will only be one individual boss. The first two floors each contain two swarms of monsters. After this your group can choose to go to a floor containing only a boss by selecting &amp;quot;Go into the larger light&amp;quot; after the second floor, this is the midboss. After beating the midboss (or choosing not to skip its floor) you&#039;ll enter a large floor with 4-7 swarms - there will be more swarms if you skipped the midboss floor. If your group killed the midboss then after this floor you can proceed to fight the previously-selected Omen boss. If you skipped the midboss by selecting &amp;quot;Go into the smaller light&amp;quot; after the second floor, then the Omen run ends after this larger floor. &lt;br /&gt;
&lt;br /&gt;
Generally when your group enters Omen, it will have one of two main goals: Job Card farming, or taking out the bosses. If your group is card farming, then the jobs chosen will generally be those that can easily fulfill Additional Objectives - Samurai for easy skillchains, Black Mages for easy Magic Bursts, etc. These groups will tend to skip the midboss, since the group likely may not be set up to take it out - and it doesn&#039;t give Additional Objectives anyways. If your group is tackling bosses, then they will generally ignore any Additional Objectives that aren&#039;t very easy, and will usually focus on clearing the floors relatively quickly to have more time to fight the bosses. Boss attempts will involve more traditional party / alliance setups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omens &amp;amp; Bonus Floor&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
So the event is called Omen, and as you play you&#039;ll earn a &amp;quot;currency&amp;quot; called Omens. Generally these can be ignored, because &amp;quot;Omens&amp;quot; are more like a lottery ticket than an actual currency. As your group enters Omen, a number is chosen at random from 1-999, and is hidden. Whenever an enemy is killed each member gets a random number of Omens, which acts like a lottery ticket for that number combo. One enemy might give you 326 Omens, then the next may give 875. If the random number was 326 or 875, then you&#039;ll have the matching number! If someone has a matching number when clearing floors 3 or 5, then your party gets sent to the rare and elusive &#039;&#039;Bonus Floor&#039;&#039;. At the bonus floor, there will be a large circle of chests. A limited number can be opened, so coordinate with the alliance to try to see who is opening what. The chests can contain any drop from Omen, even drops from the final megaboss, Ou! Drops will be added to the alliance treasure pool for people to lot on. &lt;br /&gt;
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{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Omen Bosses&amp;lt;/strong&amp;gt;&lt;br /&gt;
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|&lt;br /&gt;
There are 3 possible midbosses for Omen, 5 typical final bosses, and 1 special superboss. All of the boss&#039; HP scales with the number of players, so a full alliance may not alwasy be the best choice for taking them down. Which midboss you encounter is entirely random - because of this, if you want one of their drops, it may take quite a while as the drops themselves aren&#039;t guaranteed either. For the 5 main bosses, the party leader will select which one to encounter after defeating the midboss. Each main boss can drop scales and equipment - which scale you&#039;ll need to upgrade your AF to +3 will depend on your job. &lt;br /&gt;
&lt;br /&gt;
To fight the megaboss, Ou, you&#039;ll need to have Key Items from all 5 of the previous main bosses (or at least, the party leader will need them). You then take the smaller light after the second floor, and after the third floor the leader can choose to face Ou. Note that when Ou is encountered, ALL alliance members will lose ALL of their Key Items, even if they don&#039;t have all 5 needed. You likely won&#039;t be well-geared enough to tackle Ou until you get some drops from the other bosses here in Omen, but it&#039;s good to know for later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mid Bosses&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Glassy Craver]] - Craver doesn&#039;t have any major pain-in-the-ass gimmicks, luckily. The main one is it&#039;ll draw in everyone in a 25&#039; radius, then use a large knock-back AOE move. Mages should stand far away, and everyone else should likely group up near a wall so that they won&#039;t get flung too far.&lt;br /&gt;
*[[Glassy Gorger]] - Gorger has a move called &#039;&#039;&#039;Blessing Sync&#039;&#039;&#039; where it will steal buffs from nearby players, and it gains a strong Damage Reduction effect for each buff or debuff it has. Any melee DPS players should remove as many buffs as they can, and supports shouldn&#039;t go too crazy with debuffing. Luckily, stolen buffs can be dispelled.&lt;br /&gt;
*[[Glassy Thinker]] - Thinker has a move called &#039;&#039;&#039;Pain Sync&#039;&#039;&#039; which deals damage in a 20&#039; AOE - the kicker is the damage dealt is proportional to how much damage it took while readying Pain Sync. This can (and will) wipe parties if they&#039;re not careful! Groups either tend to use pets to deal damage, or have two &amp;quot;waves&amp;quot; of players, expecting one to get wiped out by Pain Sync at least once. Thinker can also use a move to wipe debuffs off of it, so supports can limit the number of times it uses Pain Sync by keeping it loaded with debuffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Bosses&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The main bosses each have a special move that kicks in when the boss hits 75%, 50%, 25%, and 10% HP. It&#039;s highly recommended you use an addon that lets you see the enemy&#039;s HP percentage so you can prepare for these moves. All of the main bosses will also use a party-wide Draw In if someone pulls aggro outside of a 20&#039; range - this can prove fatal if the boss follows up with an AOE, or worse its special move. It&#039;s recommended you also install an addon that shows your distance to a target, to ensure you&#039;re not too far if you pull aggro, or not too close to get hit by any AOE moves.&lt;br /&gt;
*[[Fu]] - Fu&#039;s special move, Ebullient Nullification, is unique in that it&#039;s also used right off the bat when he&#039;s at 100%. Similar to Glassy Gorger&#039;s Blessing Sync, this will &#039;&#039;copy&#039;&#039; (not steal) all buffs from players within 20&#039; - however, it does NOT count non-dispellable buffs such as Rune Fencer runes, food, re-raise, Aftermath, etc. Fu gains an attack boost with the more buffs he copies. However, he ALSO gains a potent intimidation effect if he does NOT copy many buffs - the fewer the buffs, the more potent the intimidation. Because of this, most groups aim to let Fu copy 4-7 buffs, depending on how the tank and healers have been doing. When Fu starts reaching one of the HP breakpoints, it&#039;s recommended for everyone to run away to not accidentally feed him too many buffs. &lt;br /&gt;
*[[Kyou]] - Kyou&#039;s special move, Unfaltering Bravado, deals 10,000 damage in a frontal cone. However, it works like cactuars&#039; 1,000 Needles - the damage is evenly split between all targets that are hit. The main strategy for Kyou is thus for the whole group to clump up in front of it. Kyou DOES have some other AOE attacks though, so squishy mages may be fine hanging back, depending on your party setup. Otherwise Kyou doesn&#039;t have anything notable.&lt;br /&gt;
*[[Kei]] -  Kei is arguably the most difficult for an unprepared group. Kei&#039;s special move is Dancing Fullers, which is fairly simple - it deals 2500 damage &#039;&#039;which cannot be reduced by any means&#039;&#039; for each target hit in a 10&#039; AOE. This is relatively easy to avoid, even as a tank, by moving 12&#039; or so away - just make sure the tank doesn&#039;t go 20&#039; away and trigger Draw In. Kei&#039;s real threat is his gimmick: he has a shield that will grant hima  powerful Regen, massively reduce Physical Damage, and Absorb all but a single element of magic. To drop the shield, you must perform a skillchain on him - however this will only drop the shield for &#039;&#039;a few seconds&#039;&#039;. In order to avoid timing out, your party must plan to magic burst off the skillchain that drops Kei&#039;s shield, as the boss will take extra magic damage once the shield is down. Kei will also cycle between either {{color|fire|Blaze Spikes}} or {{color|wind|Wind Spikes}}, which will determine which element of magic can deal damage to him - either {{color|water|Water}} or {{color|ice|Ice}}, respectively. Mages should pelt him with the element he&#039;s weak to in order to counteract his Regen, while Melee try to set up a skillchain - then prepare to MB off of it pronto! Kei can also use Benediction, dragging the fight out longer (luckily, it won&#039;t re-use Dancing Fullers at HP levels it has already used it at). If your party doesn&#039;t have solid mages and melee coordinated for SCing (or a Scholar capable of solo SCing) you WILL run out of time while fighting Kei.&lt;br /&gt;
*[[Gin]] - Gin is fairly easy without any major gimmicks. Its special move is Zero Hour, which deals heavy percentage-based damage and resets hate in an AOE. This likely means healers will grab hate as they heal up the low hp tank + DDs, so the tank needs to be prompt on getting attention back. Gin can also absorb magic (and skillchains!) of a random element, so just be careful about not topping him off too much. &lt;br /&gt;
*[[Kin]] - Kin&#039;s main gimmick is that while readying a TP move it will &#039;&#039;absorb all Physical damage&#039;&#039;, and while casting a spell will absorb all magic damage - including skillchain damage! Your melee DDs need to be very careful fighting Kin, or they can easily heal him for huge swathes of health. Often Kin will be fought with only a few melee DDs on it at once to avoid over-healing it. Kin&#039;s special attack is Target, which causes his eyes to glow. That&#039;s all it does. Spooky!! Okay, if Kin stays on the same target for the duration of Target (1m30s), then Kin will use Eleventh Dimension, which inflicts a 3 minute-long terror on the affected player. This essentially deletes that player from the fight, but it can be avoided by temporarily switching hate away from your tank. Once hate switches, Kin&#039;s eyes will stop glowing and it will lose access to Eleventh Dimension. Stealing hate is usually done with a backup tank, as having too many DDs trying to steal hate can easily lead to healing Kin accidentally. Aside from this, Kin doesn&#039;t have any notable gimmicks, but he does do quite a lot of magic damage, and can cast a potent Doom - healers better be prepared, and you should carry a stack of Holy Waters just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Ou]]&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Ou is the Omen megaboss, requiring all five other main bosses to be defeated before he can be tackled. Ou can use ALL of the special attacks from the 5 other main bosses, at various HP thresholds, and has a few of his own too. &lt;br /&gt;
*95% Uses Fu&#039;s Ebullient Nullification&lt;br /&gt;
*75% Uses Kyou&#039;s Unfaltering Bravado&lt;br /&gt;
*60% Uses Kei&#039;s Dancing Fullers&lt;br /&gt;
*55% Ou levels up, and begins casting stronger AOE magic spells&lt;br /&gt;
*45% Uses Gin&#039;s Zero Hour&lt;br /&gt;
*30% Uses Kin&#039;s Target, and then eventually Eleventh Dimension if hate is not changed within 1:30.&lt;br /&gt;
*15% Uses a new move, Gardez - a 20&#039; AOE terror for 3-10 seconds&lt;br /&gt;
*10% or less, uses another new move called Prophylaxis. This will cause Ou to immediately recover to 22% HP, and then after 30s he&#039;ll recover to 100% HP. When this is used Ou WILL gain access to all his previously-used special attacks. This is basically a complete fight reset, and functions as a test to finish off Ou as fast as possible - you can kill him before he gets a chance to use this, or before he gets a chance to finish the 30s charge up time.&lt;br /&gt;
Killing Ou requires a lot of careful coordination among your group. Melee DPS will often take &amp;quot;shifts&amp;quot; moving in and out depending on the phase Ou is in, with ranged / magic / pet jobs dealing damage in exchange. Listen carefully to your alliance&#039;s leader to ensure you&#039;re doing the right thing at the right time.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Omen Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
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As mentioned earlier, your group will generally be aiming for Job Cards or boss drops when entering Omen. If you&#039;re not clear on which your group is aiming for (usually it&#039;s specified beforehand) then feel free to just ask your alliance leader. Below I&#039;ll list some notable rewards from Omen. Note that there are more rewards than those just listed here, so I recommend looking at the [[Omen]] page along with looking at the pages for specific Omen bosses to see if they drop anything relevant that&#039;s more specific to your job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Jobs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Job Cards&#039;&#039;&#039; - These are used to upgrade reforged AF+1 into [https://www.bg-wiki.com/bg/Category:Reforged_Artifact_Armor_%2B2 AF+2] and [https://www.bg-wiki.com/bg/Category:Reforged_Artifact_Armor_%2B3 AF+3]. To fully upgrade your armor to +2 you&#039;ll need a total of 40 cards for your job, with each piece needing 6-10 cards. To fully upgrade from +2 to +3, you&#039;ll need 200 job cards, with each piece needing 35-50 cards. In total you&#039;ll need 240 cards, which is quite a lot, hence why there are parties dedicated to farming them.&lt;br /&gt;
*&#039;&#039;&#039;[[S. Astral Detritus|Swart Astral Detritus Crystals]]&#039;&#039;&#039; - are dropped by any Sweetwater or Transcendent monster. They&#039;re not super common, but expect 5-10 of them to drop per Omen run, depending on the chosen floors and if you have Treasure Hunter. These are used to augment Ultimate Weapons, which we&#039;re nowhere close to accomplishing yet - however, they sell for quite a bit of gil on the Auction House, usually between 150k-200k depending on your server and the current market. At this point you can likely solo farm Omen for these crystals + Job cards, which will earn you a fair bit of gil and also some easy Job Points!&lt;br /&gt;
*&#039;&#039;&#039;Scales&#039;&#039;&#039; - Dropped by the 5 main bosses, these are used to upgrade reforged AF+2 to AF+3. Each piece requires 1 scale, so to upgrade your whole set you&#039;ll need 5 scales. They cannot be bought or traded, so you&#039;ll need to get them the hard way. Scales are loosely associated with different job archetypes:&lt;br /&gt;
**WAR, MNK, PLD, DRK, and SAM need [[Kin&#039;s Scale]]s&lt;br /&gt;
**THF, NIN, DNC, and RUN need [[Gin&#039;s Scale]]s&lt;br /&gt;
**BRD, RNG, COR, and GEO need [[Kyou&#039;s Scale]]s&lt;br /&gt;
**WHM, BLM, RDM, BLU, and SCH need [[Kei&#039;s Scale]]s&lt;br /&gt;
**BST, DRG, SMN, and PUP need [[Fu&#039;s Scale]]s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy DD&#039;&#039;&#039;&lt;br /&gt;
*[[Knobkierrie]] - dropped from [[Glassy Thinker]] &lt;br /&gt;
*[[Niqmaddu Ring]] - dropped from [[Fu]]&lt;br /&gt;
*[[Utu Grip]] - dropped from [[Kin]]&lt;br /&gt;
*[[Dagon Breastplate]] - dropped from [[Kin]]&lt;br /&gt;
*[[Regal Cpt. Gloves]] - {{color|negative|dropped from [[Ou]]}}&lt;br /&gt;
*[[Regal Ring]] - {{color|negative|dropped from [[Ou]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light DD&#039;&#039;&#039;&lt;br /&gt;
*[[Sherida Earring]] - dropped from [[Glassy Craver]]&lt;br /&gt;
*[[Anu Torque]] - dropped from [[Glassy Craver]]&lt;br /&gt;
*[[Yamarang]] - dropped from [[Gin]]&lt;br /&gt;
*[[Ashera Harness]] - dropped from [[Gin]]&lt;br /&gt;
*[[Ilabrat Ring]] - dropped from [[Kin]]&lt;br /&gt;
*[[Regal Gloves]] - {{color|negative|dropped from [[Ou]]}}&lt;br /&gt;
*[[Regal Ring]] - {{color|negative|dropped from [[Ou]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanks&#039;&#039;&#039;&lt;br /&gt;
*[[Regal Gauntlets]] - {{color|negative|dropped from [[Ou]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mages&#039;&#039;&#039;&lt;br /&gt;
*[[Kishar Ring]] - dropped from [[Glassy Gorger]]&lt;br /&gt;
*[[Enki Strap]] - dropped from [[Glassy Gorger]]&lt;br /&gt;
*[[Erra Pendant]] - dropped from [[Glassy Gorger]]&lt;br /&gt;
*[[Ammurapi Shield]] - dropped from [[Kei]]&lt;br /&gt;
*[[Shamash Robe]] - dropped from [[Kei]]&lt;br /&gt;
*[[Regal Cuffs]] - {{color|negative|dropped from [[Ou]]}}&lt;br /&gt;
*[[Regal Earring]] - {{color|negative|dropped from [[Ou]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pet Jobs&#039;&#039;&#039;&lt;br /&gt;
*[[Adad Amulet]] - dropped from [[Glassy Thinker]]&lt;br /&gt;
*[[Shulmanu Collar]] - dropped from [[Fu]]&lt;br /&gt;
*[[Enmerkar Earring]] - dropped from [[Kyou]]&lt;br /&gt;
*[[Udug Jacket]] - dropped from [[Kyou]]&lt;br /&gt;
*[[Lugalbanda Earring]] - dropped from [[Kei]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Jobs&#039;&#039;&#039;&lt;br /&gt;
*[[Nusku Shield]] - dropped from [[Glassy Craver]]&lt;br /&gt;
*[[Nisroch Jerkin]] - dropped from [[Fu]]&lt;br /&gt;
*[[Iskur Gorget]] - dropped from [[Kyou]]&lt;br /&gt;
*[[Dingir Ring]] - dropped from [[Gin]]&lt;br /&gt;
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&lt;br /&gt;
=Dynamis Divergence - Waves 1 &amp;amp; 2=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Dyna-D Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|negative|No}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Beaten Dynamis Tavnazia, completed Rhapsodies of Vana&#039;diel}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Dynamis_-_Divergence#Currencies|Items used to upgrade Reforged Relic to +2 and +3]], and [[Dynamis_-_Divergence#Currencies|Various currencies]] which can be sold for lots of gil.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Dynamis Divergence]], also called Dyna D, is the current major endgame piece of content (as of Dec 2020) and is basically an ilvl version of classic Dynamis from 2007. It provides a variety of rewards, many of which can be used to upgrade your [[Reforged_Relic_Armor_%2B1|reforged relic armor]] to [[Reforged_Relic_Armor_%2B2|+2]] and [[Reforged_Relic_Armor_%2B3|+3]] - or sold for quite a lot of gil! While it can be farmed with a small party, much more often it is ran with a full alliance of 18 players. This is due to the &amp;quot;lockout&amp;quot; period - after entering any Dyna D zone, you&#039;ll need to wait &#039;&#039;&#039;60 hours earth-time&#039;&#039;&#039; before you can re-enter - so players tend to bring a full alliance, so they can get more bang for their buck.&lt;br /&gt;
&lt;br /&gt;
In order to enter any Dynamis Divergence zone, you must first beat Dynamis Tavnazia at least once, and complete all Rhapsodies of Vana&#039;diel missions. After completing both of these, examine the &#039;&#039;&#039;???&#039;&#039;&#039; in [[Ru&#039;Lude Gardens]] (G-8) (near the AH) to speak with [[Aurix]] the goblin. Then trade the one of either &amp;lt;sup&amp;gt;[[File:100 Byne Bill icon.png|20px|link=]]&amp;lt;/sup&amp;gt; [[100 Byne Bill]], &amp;lt;sup&amp;gt;[[File:M. Silverpiece icon.png|20px|link=]]&amp;lt;/sup&amp;gt; [[M. Silverpiece]], or &amp;lt;sup&amp;gt;[[File:L. Jadeshell icon.png|20px|link=]]&amp;lt;/sup&amp;gt; [[L. Jadeshell]] to the &#039;&#039;&#039;???&#039;&#039;&#039; to receive the permanent KI [[Empty hourglass]] - this will give you access to all four Dyna D zones - [[Dynamis - Bastok (D)]], [[Dynamis - San d&#039;Oria (D)]], [[Dynamis - Windurst (D)]], and [[Dynamis - Jeuno (D)]].  &lt;br /&gt;
&lt;br /&gt;
So what actually happens in Dynamis Divergence? Just like regular Dynamis, you&#039;ll be in a shadow-version of the four main nations. These areas will be populated by beastmen statues that either stand in a designated spot, or wander on a preset path. If one is aggroed, it will spawn a group of beastmen enemies, each of which is capable of using its job&#039;s SP move. &amp;quot;Wave 1&amp;quot; is the group of spawned statues that are present when entering Dynamis, and there will also be a boss spawned from the start. When this boss is killed, all remaining Wave 1 statues will despawn and a full new set will spawn, Wave 2. A second boss will also spawn, which is significantly more difficult than the first. You may not be ready to meaningfully contribute to the Wave 2 boss yet, but you can still meaningfully contribute to killing Wave 1 and 2 mobs! &lt;br /&gt;
&lt;br /&gt;
When first entering Dyna D, your group will have a 60m time limit. Every time a statue is killed, 1 minute will be added to the time limit. When a boss is killed, 30 minutes (minus any time added by killing that wave&#039;s statues) will be added. The time limit can be raised to a maximum of 120 minutes. Generally, groups will work through Wave 1, killing statues and NMs to farm drops. Alliances will usually have Corsairs that are well-equipped enough to one-shot statues with a weapon skill, which will give the 1 minute time extension but NOT spawn the corresponding mobs. This is done to give more time for farming, since there usually won&#039;t be enough time to farm both waves. &lt;br /&gt;
&lt;br /&gt;
Note - When the Wave 2 boss is killed, there will be a Wave 3 of enemies and a new boss, but that&#039;s some of the hardest content in the game (as of Dec 2020) and you&#039;re unfortunately not ready for that yet.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Statues&amp;lt;/strong&amp;gt;&lt;br /&gt;
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|&lt;br /&gt;
When first entering Dynamis Divergence, all the enemies will be Statues with strange icons on their nameplates - a moon, a snowflake, or a cherry blossom petal. These icons correspond to the glow of the statue&#039;s eyes, and aggroing the statue will result in different effects depending on the color of their eyes / the icon on the nameplate. Most statues will cycle back and forth between [[File:Moon.png{{!}}20px{{!}}link=]] {{color|style=bold|green|Green}} and [[File:Snowflake.png{{!}}20px{{!}}link=]] {{color|style=bold|blue|Blue}}, and others will only remain [[File:Cherry Petal.png{{!}}20px{{!}}link=]] {{color|style=bold|red|Red}}. Rarely there will also be a statue whose eyes don&#039;t glow at all. Green and Blue-eyed statues will spawn enemies with different strengths and weaknesses depending on what Dyna D zone you&#039;re in. Red-eyed statues will always spawn an NM, and blank-eyed statues will always spawn a special NM named [[Aurix#Notorious_Monster|Aurix]], who will quickly escape but is guaranteed to drop valuable loot.&lt;br /&gt;
&lt;br /&gt;
All statues will aggro True Sight, and they &#039;&#039;&#039;will link&#039;&#039;&#039; - if you&#039;re pulling, be VERY careful to only grab one statue at a time, otherwise your group may get overwhelmed and wipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dyna D Bastok&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Moon.png{{!}}20px{{!}}link=]]{{color|style=bold|green|Green}}-eyed statues will spawn Quadav that take 95% less damage from light-aligned elements (fire, wind, thunder, and light), and 30% more damage from dark-aligned elements (ice, water, earth, and dark). [[File:Snowflake.png{{!}}20px{{!}}link=]]{{color|style=bold|blue|Blue}}-eyed statues result in the opposite. Which one you pull generally doesn&#039;t matter much as your alliance will probably be able to deal plenty of damage from all sources. Still, may be worth checking with the leader if you&#039;re pulling. NMs spawned from [[File:Cherry Petal.png{{!}}20px{{!}}link=]] {{color|style=bold|red|Red}}-eyed statues will gain access to the ability &#039;&#039;&#039;Wrath of Gu&#039;Dha&#039;&#039;&#039;, which is deals large knockback in an AOE and applies a heavy weight status effect. Because of this, most NMs in Dyna D Bastok will be fought with melees having their backs to a wall, so they won&#039;t have to sloooooowwwwwwly crawl back into the fight if they get hit by this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dyna D San d&#039;Oria&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Moon.png{{!}}20px{{!}}link=]]{{color|style=bold|green|Green}}-eyed statues will spawn Orcs that take 75% less magic damage, but 25% more physical damage. [[File:Snowflake.png{{!}}20px{{!}}link=]]{{color|style=bold|blue|Blue}}-eyed statues result in the opposite - 75% less physical damage, 25% more magic. Which damage type you want will depend on your alliance&#039;s strategy. NMs spawned from [[File:Cherry Petal.png{{!}}20px{{!}}link=]] {{color|style=bold|red|Red}}-eyed statues will have access to the ability &#039;&#039;&#039;Orcish Counterstance&#039;&#039;&#039; which gives a VERY potent counter effect. All melee DDs should NOT stand in front of Orc NMs, or they will very quickly kill themselves with enemy counter attacks.&lt;br /&gt;
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&#039;&#039;&#039;Dyna D Windurst&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Moon.png{{!}}20px{{!}}link=]]{{color|style=bold|green|Green}}-eyed statues will spawn Yagudo that take 33% less damage from ranged sources and magic, while [[File:Snowflake.png{{!}}20px{{!}}link=]]{{color|style=bold|blue|Blue}}-eyed statues spawn ones that take 50% less melee damage. Again, which you&#039;ll want to spawn will depend on your group. NMs spawned from [[File:Cherry Petal.png{{!}}20px{{!}}link=]] {{color|style=bold|red|Red}}-eyed statues will be able to use Doom, which will have a 10-second timer. It&#039;s generally recommended that everyone carry several stacks of Holy Water to Dyna D Windy solely for this reason, even fi you&#039;re not a tank.&lt;br /&gt;
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&#039;&#039;&#039;Dyna D Jeuno&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Moon.png{{!}}20px{{!}}link=]]{{color|style=bold|green|Green}}-eyed statues will spawn Goblins that take 20% extra damage, but will heavily resist all enfeebling magic, including sleep and lullaby. [[File:Snowflake.png{{!}}20px{{!}}link=]]{{color|style=bold|blue|Blue}}-eyed statues spawn enemies that take 50% extra damage, but take 99% less damage from AOEs. Most strategies rely on sleeping most of the enemies spawned with statues, so it&#039;s likely your group will want to focus on blue-eyed statues - the enemies will die faster, too! NMs spawned from [[File:Cherry Petal.png{{!}}20px{{!}}link=]] {{color|style=bold|red|Red}}-eyed statues will use &#039;&#039;&#039;Goblin Dice&#039;&#039;&#039; which can deal a variety of effects. If you&#039;re lucky the goblin will roll a 2, which will refresh your whole party&#039;s SP moves! If you&#039;re unlucky you might get fully dispelled, hate reset, or a full heal for the NM.&lt;br /&gt;
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&#039;&#039;&#039;NMs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
As noted above, each zone&#039;s NMs have different gimmicks to them. However, there are some aspects they share across all Dyna D zones. Each NM will have two jobs associated with it - for example, Dyna D Sandy&#039;s Squadron Skullcrusher is WAR &amp;amp; DRK. These NMs have access to the SP abilities of both of their jobs - so the Skullcrusher can use both [[Mighty Strikes]] and [[Blood Weapon]]. NMs that are half BST CAN use [[Charm]] even when a pet is summoned, so be VERY careful when fighting them. If you get charmed, &#039;&#039;let your alliance know immediately&#039;&#039; so a support job can put you to sleep before you kill half the alliance. If you&#039;re a support, take care to keep an eye out for charmed party members so you can disable them, and always be sure to put any NM pets (BST pets, SMN avatars, DRG wyverns, etc) to sleep ASAP.&lt;br /&gt;
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&#039;&#039;&#039;Aurix&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
When entering Dyna D, one statue at random will be chosen to &amp;quot;host&amp;quot; [[Aurix#Notorious_Monster|Aurix]], and its eyes won&#039;t ever glow. When you see a statue whose eyes never glow, point it out to your alliance immediately! Take note that statues&#039; eyes dim for a few seconds when changing between green and blue, so be sure that the statue&#039;s eyes are truly blank. When Aurix&#039;s statue is aggroed, Aurix will spawn alongside the regular mobs. If Aurix is left alone without being damaged, he&#039;ll run away after a few minutes. When Aurix is engaged, he will run away if his health is dropped below a certain percentage. He CAN be killed before running away, but it&#039;s really hard to do so. Don&#039;t fret if he runs, though, as another statue will randomly be chosen to be the new host, and Aurix will still be at the HP he had when running. Usually it&#039;ll take 2-3 Aurix fights to finally kill him, at which point he&#039;ll drop some guaranteed valuable items. There&#039;s a limit to 1 Aurix per wave, so if you kill Aurix before beating the Wave 1 boss, a second can be encountered in Wave 2.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Bosses&amp;lt;/strong&amp;gt;&lt;br /&gt;
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At this point, you&#039;re likely only going to be fighting the Wave 1 boss, and MAYBE some attempts at the Wave 2 boss, depending on the rest of your alliance. The Wave 1 boss is very similar across all four Dyna D zones, but the Wave 2 bosses are more unique, but all go through a &amp;quot;phase change&amp;quot; at 50% HP, where they become MUCH more threatening. If your alliance wipes against one of these bosses and they regen back up to 100%, &#039;&#039;&#039;they will remain in this second phase&#039;&#039;&#039; and generally be unbeatable. This usually means the attempt at killing them is a failure, even with lots of time left on the clock. All the W2 bosses also have powerful AOE moves, and are often fought by having the tank pull the boss to a lower area, while the rest of the party pelts the boss with ranged attacks and magic from a higher area that won&#039;t be hit by the AOEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wave 1 Bosses&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each zone&#039;s W1 boss is a large statue - [[Mu&#039;Sha Effigy]] in Bastok, [[Overseer&#039;s Tombstone]] in Sandy, [[Envincing Idol]] in Windy, and [[Impish Golem]] in Jeuno. These take reduced physical damage, but extra damage from &#039;&#039;most&#039;&#039; magic elements. These bosses generate a lot of TP naturally, and thus will spam a lot of TP moves. Each one has access to &#039;&#039;Seismostomp&#039;&#039; (a strong AOE damage move that stuns) and then a breath attack that inflicts a status effect depending on which Dyna D zone you&#039;re in. Bastok&#039;s NM inflicts Gravity, Sandy&#039;s can inflict Paralysis, Windy&#039;s can inflict Curse, and Jeuno&#039;s can inflict Sleep. Due to the abundance of AOE damage in this fight, most alliances just kill the bosses with ranged attacks and magic, while a tank holds it far away from the group. If you&#039;re a melee job and want to help kill the boss, you WILL want to be wearing a hybrid / DT set to soften the damage you&#039;re taking, and &#039;&#039;&#039;ask your party leader if it&#039;s okay for you to melee&#039;&#039;&#039; before you do.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;as soon as the statue dies&#039;&#039; Wave 2 statues will spawn. Particularly in Dyna D Windurst, it&#039;s VERY easy to accidentally aggro statues as soon as they spawn. Don&#039;t be That Guy that aggros a bunch of statues as soon as Wave 2 starts and wipes the alliance. The Wave 2 bosses will ALSO spawn immediately, but usually you won&#039;t be in a position to worry about immediately pissing them off.&lt;br /&gt;
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&#039;&#039;&#039;Bastok W2 Boss - Ka&#039;Rho Fearsinger&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Ka&#039;Rho Fearsinger]] is a MNK &amp;amp; RUN, and has access to both [[Hundred Fists]] and [[Elemental Sforzo]]. He will use TP moves as soon as he is able - so expect LOTS of TP moves to be used. Once he goes down to 50%, he&#039;ll gain a potent [[Addle]] and [[Slow]] aura with a massive 50&#039; radius. He will also gain access to a variety of new TP moves, mostly conal and AOE ones, including the Red-eyed Statue NM move &#039;&#039;&#039;Wrath of Gu&#039;Dha&#039;&#039;&#039; (knockback + gravity) and a suped-up version called &#039;&#039;&#039;Torment of Gu&#039;Dha&#039;&#039;&#039; that deals knockback + Defense Down + Slow + Petrify. If that&#039;s not enough, he also gains an enhanced Elemental Sforzo called &#039;&#039;&#039;Aetherwal&#039;&#039;&#039; that causes him to &#039;&#039;absorb&#039;&#039; all magic damage, an enhanced Invincibility called &#039;&#039;&#039;Repulsor&#039;&#039;&#039; that reflects 400~900 damage whenever he&#039;s hit by a physical attack, and an enhanced Hundred fists called &#039;&#039;&#039;Thousand Fists&#039;&#039;&#039; that also adds various debuffs to his auto attacks such as blind, plague, paralyze, and silence. &lt;br /&gt;
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&#039;&#039;&#039;San d&#039;Oria W2 Boss - Halphas&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Halphas]] sucks, and is arguably one of the hardest bosses in all of Dyna D, even Wave 3. He has access to [[Invincible]], [[Elemental Sforzo]], [[Mighty Strikes]], AND [[Blood Weapon]]. He has access to general Orc TP moves, and once he hits 50% HP he&#039;ll gain a Defense Down and Avoidance Down aura, along with a variety of new TP moves. All his SP moves get upgraded to &#039;&#039;&#039;Repulsor&#039;&#039;&#039; (Invincible with 400-900 damage reflect), &#039;&#039;&#039;Aetherwall&#039;&#039;&#039; (Elemental Sforzo that absorbs magic damage), &#039;&#039;&#039;Flailing Blow&#039;&#039;&#039; (Mighty Strikes along with 1.5x damage), and &#039;&#039;&#039;Sanguine Blessing&#039;&#039;&#039; (Blood Weapon with 20x the drain effect). But the REAL threat actually comes from his TP moves. He has a variety of buffs that NEED to be dispelled, and some very threatening other moves alongside. He can use &#039;&#039;&#039;Orcish Counterstance&#039;&#039;&#039; to give himself a very potent counter that melees will need to be aware of, &#039;&#039;&#039;Berserker Dance&#039;&#039;&#039; for a very strong Haste, &#039;&#039;&#039;Bilateral Shield&#039;&#039;&#039; for a huge Defense Boost, and &#039;&#039;&#039;Shriek&#039;&#039;&#039; for a massive attack damage boost. On top of these, he also has two very strong attacking TP moves: &#039;&#039;&#039;Yarkhushta&#039;&#039;&#039; is a 25&#039; AOE attack that deals 700-1500+ (or up to 2000-3000 after Shriek is used) damage, and &#039;&#039;&#039;Full-On Tackle&#039;&#039;&#039; which is a single-target damage + Hate Reset + potent Gravity. &lt;br /&gt;
&lt;br /&gt;
What this all adds up to is a fight where mages need to constantly be applying Dispel to get rid of his potent buffs, but in order to get in range they risk getting one-shotted by Yarkushta. If they stay at range, then when Halphas uses Full-On Tackle the tank will be gravity&#039;d be unable to catch up to the boss when it runs off to go kill the mages that are standing at a distance. The general strategy to beating him is to pull him over to one of the walls that run along the Ronfaure zones, and have mages stay atop the walls in order to safely be out of range of Yarkushta but still be able to heal, debuff, etc. When the boss uses Full-On Tackle, a secondary tank needs to be ready to pull hate ASAP, since the primary tank likely won&#039;t be able to as the boss runs off to try to get up to the mages. This fight can go south VERY quickly, and will require a very coordinated team in order to take down.&lt;br /&gt;
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&#039;&#039;&#039;Windurst W2 boss - Fii Pexu the Eternal&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Fii Pexu the Eternal]] isn&#039;t too bad for a coordinated group, but can catch unprepared parties by surprise and easily cause a wipe. He can use [[Perfect Dodge]], [[Blood Weapon]], [[Mighty Strikes]], and [[Hundred Fists]], and can cast spells VERY quickly. He likes to spam Silencega, [[Stonega IV]], and [[Aeroga IV]]. However, he CAN be silenced by a very well-equipped RDM. Once Below 50% HP, he&#039;ll gain an aura that inhibits TP. His SP abilities get upgraded to &#039;&#039;&#039;Pristine Evasion&#039;&#039;&#039; (Perfect Dodge that can also dodge magic, but not ranged attacks!), &#039;&#039;&#039;Sanguine Blessing&#039;&#039;&#039; (Blood Weapon with 20x the drain effect), &#039;&#039;&#039;Flailing Blow&#039;&#039;&#039; (Mighty Strikes along with 1.5x damage), and &#039;&#039;&#039;Thousand Fists&#039;&#039;&#039; (Hundred Fists that also apply various debuffs on each hit). The threatening TP moves he&#039;ll bust out in this phase are &#039;&#039;&#039;Stroke&#039;&#039;&#039; (25&#039; AOE damage + stun), &#039;&#039;&#039;Verticose Sands&#039;&#039;&#039; (25&#039; AOE wind damage with silence + knockback + removing 1 piece of gear), and &#039;&#039;&#039;Double Punt&#039;&#039;&#039; (single-target Terror+knockback). He can also give himself a powerful Regen + evasion boost with &#039;&#039;&#039;Riposte&#039;&#039;&#039;, and a strong Attack Boost + [[Regain]] by using &#039;&#039;&#039;Guttural Roar&#039;&#039;&#039;. And, of course, he can cause single-target Doom.&lt;br /&gt;
&lt;br /&gt;
The main thing to look out for when fighting him is the AOE, as it can really mess up your mages. Fighting him at the Heaven&#039;s Tower bridge is recommended, so mages / ranged attackers can safely stand atop of it and still be in range to hit the boss - tank pulls the boss over to where the home point crystal would be, and the rest of the party stays on the bridge. A skilled healer is important in this fight to get rid of status effects and keep anyone alive that is getting hit by AOE spam, and a RDM or SMN to debuff is potent regen and regain.&lt;br /&gt;
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&#039;&#039;&#039;Jeuno W2 Boss - Obstatrix&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Obstatrix]] is probably the easiest of the four cities&#039; Wave 2 bosses. He gets [[Blood Weapon]], [[Mighty Strikes]], [[Hundred Fists]], and [[Invincible]]. Below 50% all his SPs get upgraded the same as the previous bosses, and he gains a -50 MP/tic Plague aura, that ignores height differences. Like the red-eyed statue NMs in Jeuno, he gets Goblin Dice, which upgrades to &#039;&#039;&#039;Fixed Dice&#039;&#039;&#039; below 50% - both do randomized effects, with Fixed Dice&#039;s effects generally being more threatening. He luckily doesn&#039;t have any strong buffs, but DOES have a wide variety of strong AOE and conal attacks. Generally he&#039;s fought down near the Mog House entrance, while the ranged members of the group stand on the bridge above to stay out of range. Overall not a terribly hard fight if your team has proper positioning to not get obliterated by his AOEs, and so long as your healers can keep up with healing the melee members of the group.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;General Advice &amp;amp; Tips&amp;lt;/strong&amp;gt;&lt;br /&gt;
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*The most important thing in Dyna D is to listen to your alliance leader! They&#039;ll let you know what you should be doing and what your group&#039;s gameplan is.&lt;br /&gt;
*When a statue is pulled there will be a bard or scholar in charge of AOE sleeping the group of enemies. Then there will be a main tank who will engage the enemies one at a time, and DD jobs should ONLY attack the enemy/enemies that the tank is engaged with. &lt;br /&gt;
*Paladin and Thief enemies are usually fought first, so when they use [[Invincible]] or [[Perfect Dodge]] then the group has other enemies to fight to not waste time. &lt;br /&gt;
*White Mages are often killed late in a group, since [[Benediction]] will wake up any slept adds.&lt;br /&gt;
*Ninja enemies should ALWAYS be fought last, as [[Mijin Gakure]] can (and will) kill multiple party members - if any adds are remaining when this happens, it could lead to a wipe. &lt;br /&gt;
*Don&#039;t go off and kill enemies that the group isn&#039;t engaged with, even if you can kill them quickly and easily on your own. Usually your alliance will have a THF there to plant [[Treasure Hunter]] onto enemies, and killing one solo will mean one less enemy killed with TH.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Dynamis Divergence Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
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The main reward from Waves 1 and 2 of Dyna D are materials to upgrade [[Reforged_Relic_Armor_%2B1|reforged relic armor]] to [[Reforged_Relic_Armor_%2B2|+2]] and [[Reforged_Relic_Armor_%2B3|+3]]. This is primarily done through &amp;quot;shard&amp;quot; items and &amp;quot;void&amp;quot; items. For example, to upgrade your relic headgear you&#039;ll need &amp;quot;Headshards&amp;quot; specific to your job, and for +3 you&#039;ll also need job-specific &amp;quot;Voidheads&amp;quot;. These are rarely dropped off of mobs of the corresponding job, and are highly likely to drop off of Red-Eyed statue NMs. Wave 1 tends to drop shards, while W2 tends to drop voids. Shards and voids can also be bought from bazaars and the AH, so if you&#039;re only missing one or two (or don&#039;t feel like farming more Dyna) then you can just go that route. It is worth noting that depending on your jobs, these can be VERY expensive. &lt;br /&gt;
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The other main reward from W1/W2 Dyna D are the various [[Dynamis_-_Divergence#Currencies|Dyna D currencies]]. There&#039;s a ton of them, but the most relevant ones are [[Rusted I. Card]]s and [[Beastmen&#039;s Medal]]s. &lt;br /&gt;
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&#039;&#039;&#039;JSE Necks &amp;amp; Reinforcement Points&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Oboro]] is an NPC in Port Jeuno (E-6) that offers augments specific to gear created from Dyna D materials. He offers a variety of [[Oboro#JSE_iLevel_119_Weapons|JSE Weapons]], but more specific to Dynamis Divergence is his ability to augment [[JSE Necks]] with [[Reinforcement Points]] (RP). These neck pieces, once fully augmented, are often the best in slot for their respective classes for one or more gearsets.&lt;br /&gt;
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You can buy the neck pieces off of the AH or out of players&#039; bazaars. Because of their strength, the +2 versions are often &#039;&#039;very&#039;&#039; expensive - easily costing 50m+ depending on job and server. The +1 versions are often much more reasonably priced, costing around 10m or less. The base versions are usually dirt cheap, luckily. I recommend At least shelling out for the +1 version for your job, and saving up for the +2 version if you&#039;re really serious about pursuing your job.&lt;br /&gt;
&lt;br /&gt;
To augment the pieces, you need to RP towards them. This can be done by trading the piece along with a [[Heroism Crystal]] for 10 RP or a [[Heroism Aggregate]] for 50 RP. Whenever you have the piece of gear equipped when a Dyna D beastman dies, you&#039;ll also get RP - 10 points for a W1 monster and 20 for a W1 boss, doubling to 20/40 for W2. The crystals / aggregates drop in Dyna D, or can be bought off the AH. NQ Necks cap out at Rank 15, which requires a total of 5,950 RP; +1 Necks cap out at R20, requiring 13,060; and +2 necks cap at R25 needing a total of 25,150 RP. These can be VERY expensive to try to just buy all the crystals/aggregates required to max out, so it&#039;s recommended to go with a mix of buying materials, killing Dyna monsters, and getting Dyna drops to max them out.&lt;br /&gt;
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=Ambuscade - Very Difficult &amp;amp; Pulse Weapons=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Ambu VD Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|negative|Almost certianly not}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Lv99}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Ambuscade Armor]], [[Ambuscade Capes]], [[Ambuscade_Rewards#Weapons|Various Weapons]], [[Ambuscade_Rewards#Items_Purchased_with_Hallmarks_and_Gallantry|Various items worth selling]]&lt;br /&gt;
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By now you should be well-geared enough to start tackling V1VD Ambuscades. It&#039;s recommended at this point you have multiple +2 versions of [[Ambuscade Armor]], and multiple different variations of your job&#039;s [[Ambuscade Cape]]. If you&#039;re using [[Ambuscade_Rewards#Weapons|an ambuscade weapon]], you definitely want it upgraded to the Kaja version by now as well, or maybe even the final version, which requires a [[Pulse Weapon]].&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Pulse Weapons&amp;lt;/strong&amp;gt;&lt;br /&gt;
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While you can&#039;t earn a [[Pulse Weapon]] from Ambuscade, you DO need to use a pulse weapon to fully upgrade an Ambuscade Weapon. Pulse Weapons aren&#039;t anything special on their own, but are necessary to upgrade a Kaja Weapon to its final form. There are multiple ways to get a Pulse Weapon, but unfortunately none of them are particularly easy. Fortunately, you don&#039;t need a specific pulse weapon to upgrade your Kaja Weapon - any pulse can be used to upgrade any Kaja. You can trade the pulse knuckles to upgrade the kaja knife, for example. &lt;br /&gt;
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Here are some options for acquiring a pulse of your own:&lt;br /&gt;
&lt;br /&gt;
* By far the easiest way to obtain a pulse is by exchanging a [[Kupon W-Pulse]] with a [[Dealer Moogle]]. Each character gets 1 free Kupon in exchange for 170 [[Deeds of Heroism]] - which will take at minimum 5 months of completing monthly RoE objectives. You &#039;&#039;&#039;HAVE&#039;&#039;&#039; been completing those objectives like I recommended earlier, haven&#039;t you? (You can also earn these Kupons from the annual [[Mog Bonanza]] lottery, but good luck with that)&lt;br /&gt;
* Trade 5 [[Pulse Cell]]s to to [[Ardrick]] in [[Jugner Forest]] (I-8) (behind the [[Outpost]]) after having successfully defeated the weapon&#039;s associated [[Voidwatch]] NM. The drop rate for the cells isn&#039;t very good, but you CAN buy cells from other players&#039; bazaars or the AH, so this is an option if you have plenty of money (tens of millions of gil). Note that not every Pulse Cell you might see has an associated &#039;&#039;weapon&#039;&#039; - some are just for armors, which don&#039;t satisfy the requirement for the Kaja weapon upgrade path.&lt;br /&gt;
* During the [[Nyzul Isle Uncharted Area Mysterious Item Campaign]], Pulse Weapons may be [[??? Item|appraised]] from ??? &#039;&#039;Weapon&#039;&#039; +1 items. Although not limited to, a popular strategy is to focus on Floors 41-59, where the &#039;&#039;7 Deadly Sins&#039;&#039; Skeleton NMs (Skull of ...) from [[The Eldieme Necropolis]] appear on.&lt;br /&gt;
* Open the Special dial on the [[Gobbie Mystery Box]] every day and eventually luck out. You can also use a [[SP Gobbie Key]] to get an item at random more than the daily limit of one special dial, and supposedly they can reward pieces of equipment at higher rates than the typical items from the pool-of-anything. Since the Pulses also have the &#039;&#039;CanSendPOL&#039;&#039; flag (blue &amp;quot;Alt&amp;quot; logo) on the items, you also might luck out on another character within the same account - remember, any of the 18 pulse weapons will do for the sake of the final upgrade.&lt;br /&gt;
* Get one to drop from a [[Escha#Escha_-_Zi.27Tah_4|Tier 3 Escha Zi&#039;Tah Geas Fete NM]]. We also haven&#039;t touched on Escha Zi&#039;Tah&#039;s Geas Fete yet, because most of the rewards are fairly niche or already obsoleted by the time you can kill the NMs. The T3 NMs can drop Pulse Weapons with a fairly low drop rate, but they may be too difficult to solo for you at this point. It depends on your job and which NM you attempt. It could be worth trying! &lt;br /&gt;
* Pay someone for one. The pulse weapons are rare/ex, and thus can&#039;t actually be bought or traded, but many players will be willing to kill the T3 NMs listed above to try and get one to drop into their loot pool - you then would head to Escha Zi&#039;Tah, pay the player, and join their party to lot on the weapon. This can be quite pricey though, since pulse weapon drops are rare and it&#039;ll cost the farmer money to spawn the NMs. I&#039;ve seen them go for anywhere from 20-50m, it depends on your server and the current state of the in-game economy. You can find people to merc this for you via /yell, and if you&#039;re not sure what to offer simply ask people to send you offers in their replies.&lt;br /&gt;
* Get one to drop directly from a [[Voidwatch]] NM. We haven&#039;t touched on Voidwatch (VW) yet, because honestly most of it isn&#039;t very relevant to today&#039;s endgame. I don&#039;t really recommend this option, as the drop rate is VERY low.&lt;br /&gt;
* Grind 25,000 Potpourri (1:1 with Merit points = 750,000,000 limit points) to trade to [Emporox] after unlocking one of the relevant potpourri categories. It is generally recommended to keep this as a last resort and to pursue one of the more luck-or-money based routes above, and potentially be pleasantly surprised later on once you&#039;ve been capacity point farming to use this method to unlock pulse weapons after your first or second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Level 125-128 UNMs=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Lv 125-128 UNMs Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|Varies, but mostly yes}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Completed &#039;&#039;All For One&#039;&#039; RoE objective}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Demers. Degen +1]], [[Ternion Dagger +1]], [[Kentarch Belt +1]], [[Cacoethic Ring +1]], [[Seeth. Bomblet +1]], [[Emet Harness +1]], [[Warder&#039;s Charm +1]], [[Odnowa Earring +1]], [[Pukulatmuj +1]], [[Hike Khat +1]], [[Ghastly Tathlum +1]], tons of other [[Unity_Concord#Unity_Wanted_Notorious_Monsters|equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By now you can probably solo most lvl 125 UNMs. Some are harder than others of course, but for the most part they should be easy enough for you. There are also some lv 128 UNMs that you may be able to solo, but become much easier with a friend or two. There&#039;s too many possible rewards here to list off, including lots of ones that are job-specific, so head on over to the [[Unity_Concord#Unity_Wanted_Notorious_Monsters|UNM page]] to see what&#039;s available for your job.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Odyssey - Sheol B=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Sheol B Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
At this point, you probably will want to consider tackling Sheol B in Odyssey. To unlock Sheol B, you&#039;ll need to have reached the end of Sheol A while having the appropriate Records of Eminence objective set. The objective is under Content &amp;gt; Odyssey &amp;gt; Sheol A. Once completing, you&#039;ll then be able to enter Sheol B. B works the same as A, but with different enemies, a different layout, and by rewarding [[Lustreless Hide]]s instead of scales. Hides can be used to upgrade different UNM equipment, primarily from the level 125 UNMs we just covered! Hides also sell for even more gil than Scales, so they can be good moneymakers too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Reisenjima Geas Fete=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Reisenjima Geas Fete Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|negative|Usually no, but some jobs can pull it off}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Reisenjima access}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Begrudging Ring]], [[Hetairoi Ring]], [[Sarissapho. Belt]], [[Digni. Earring]], [[Agema Cape]], [[Pemphredo Tathlum]], [[Escha_Rewards#Reisenjima|Various augmentable armor and weapons]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Just like Escha Ru&#039;Aun, Reisenjima has its own set of [[Escha#Reisenjima_4|Geas Fete NMs]] to tackle. With exceptional gear these bosses can be soloed by some jobs (RDM, BLU, NIN, DNC, maybe BST and PUP?), but otherwise you&#039;ll need a group to defeat them. Much of the drops from these NMs are rewards in the [[Domain Invasion]] 800-point category. So while you may already have much of the gear, it&#039;s nice to get ones for &amp;quot;free&amp;quot; without needing to farm DI for days. Also, there are some pieces of gear which cannot be gained elsewhere, and are often very strong. &lt;br /&gt;
&lt;br /&gt;
[[Escha#Reisenjima_4|The list of NMs]] is quite long, a bit too long to fully tackle here, so I recommend you read through and see which ones have drops relevant to your job and then check their wiki pages to see strategies for defeating them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sinister Reign=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Sinister Reign Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|neutral|Probably, but you won&#039;t want to}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Finished Seekers of Adoulin storyline}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Taming Sari]], [[Samnuha Tights]], [[Dampening Tam]], [[Ta&#039;lab Trousers]], [[Vampirism]], [[Lilitu Headpiece]], [[Leyline Gloves]], [[Malevolence]], [[Witching Robe]], [[Sinister_Reign#Wave_1:|Plenty of other weapons and armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At this point you&#039;re plenty ready to tackle [[Sinister Reign]], and if you have yet to complete the SoA storyline now is a good time to prioritize it. Here you can get some amazing gear, but it&#039;ll require some luck. Sinister Reign, better known as SR, is a short event where a group faces off against three bosses in a row. Which bosses are faced is randomly selected, and the rewards earned have random augments on them. Because of this, it can take quite a lot of attempts to get the drops you need. There is good news, though! With good / perfect augments, these pieces are VERY strong, and are often best in slot. Furthermore, SR goes by VERY quickly - the bosses are fairly trivial at ilvl, and so a reasonably well-geared group will wipe the floor with them. Thus, each run will only take a few minutes, so most groups do a dozen or so runs in a row.&lt;br /&gt;
&lt;br /&gt;
In order to enter SR, you must speak to [[Malobra]] in [[Ra&#039;Kaznar Inner Court]] (I-8) and pay him 5,000 bayld in exchange for a {{KeyItem}} [[Macabre simulacrum]] key item. Once all party members have the KI, the leader needs to examine the &#039;&#039;Infernal Transposer&#039;&#039; next to Malobra to register the group. A few seconds after the group enters, the first boss will spawn. A few seconds after it&#039;s dead, the second will spawn, and so on. Once all three bosses have been defeated, speak to Malobra again to choose which reward you want to receive - you only get one per run, and each party member gets their own unique rewards. Equipment and weapons get random values for their augments, up to a &amp;quot;perfect&amp;quot; cap - good luck with getting perfect augs!&lt;br /&gt;
&lt;br /&gt;
I could go into detail on the mechanics of each boss, but honestly all of them will die too quickly for it to matter much. Just avoid standing in front of a boss (unless you&#039;re a tank) to ensure you don&#039;t get hit by any conal attacks or counters, and you&#039;ll probably be fine. You might be wondering if the fights are so easy, why not solo them? It&#039;s fully possible, but the problem is that the drop rates for well-augmented gear is very low, so attempting to solo it will take quite a long time to get any reasonable rewards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=HQ Abjuration Gear=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;HQ Abjuration Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
Remember [[Endgame_Progression_Guide#NQ_Abjuration_Gear|NQ Abjurations]]? Well, now is a good time to look into upgrading them to their HQ versions! These can be quite pricey, but are definitely worth the cost. As a reminder, you can buy the abjurations themselves using [[Domain Invasion]] points, or you can farm them from various [[Escha#Escha_-_Ru.27Aun_4|Escha Ru&#039;aun Geas Fete]] NMs. You&#039;re more than well-geared enough by now to likely solo many of the NMs, depending on your job, so I recommend taking that route instead, depending on the specific piece you need.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=How to Earn Gil as an Advanced Player=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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At this point you have quite a lot of options available for earning gil. All the previous options listed in the beginner and experienced sections still apply, but here I&#039;ll list some new ways you can earn gil that have opened up to you. Remember to keep in mind that making gil in FFXI is more about steadily earning money every day, not just trying to get huge chunks of gil all at once.&lt;br /&gt;
|}&lt;br /&gt;
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{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Omen&amp;lt;/strong&amp;gt;&lt;br /&gt;
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At this point you can likely solo farm Omen fairly easily, if you avoid the bosses. The primary item you&#039;re looking for is [[S. Astral Detritus]], which can sell for a good amount on the AH. With THF sub, you can expect to get between 5-10 of them per run. Simply make sure that on the second floor of Omen, you choose to walk into the &amp;quot;smaller light&amp;quot; instead of the &amp;quot;light&amp;quot; - this will avoid the Omen midboss. As an added bonus, farming Omen will also net you some free [[Paragon Job Card]]s to help +2 / +3 your AF gear.&lt;br /&gt;
|}&lt;br /&gt;
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{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Odyssey Sheol B Lockpicking&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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Just like [[Endgame_Progression_Guide#How_to_Earn_Gil_as_an_Experienced_Player|farming Sheol A,]] Sheol B is a great place to lockpick chests as a THF/WHM. By now you should have no problem leveling THF up to 99 and WHM up to 49, and it&#039;s very much worth it to farm [[Lustreless Hide]]s from Sheol B chests. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Monthly Campaigns&amp;lt;/strong&amp;gt;&lt;br /&gt;
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It&#039;s a good idea to keep an eye on the monthly campaigns for gil-making opportunities. Obviously this changes from month to month, but most months have at least one or two campaigns that can be very good for moneymaking. Some notable ones are:&lt;br /&gt;
*&#039;&#039;&#039;Surge Walk Campaign&#039;&#039;&#039; - This forces all [[Walk of Echoes]] confluxes to be &amp;quot;surged&amp;quot;, which increases the chance of rare drops. [[Pixie Hairpin +1]], [[Windbuffet Belt +1]], and [[Flume Belt +1]] all sell for quite a lot of gil.&lt;br /&gt;
*&#039;&#039;&#039;Unity Wanted Campaign&#039;&#039;&#039; - This doubles the drops from UNM kills. At this point you can likely solo lv125 UNMs fairly easily, so farming them for drops is a fantastic way to make gil.&lt;br /&gt;
*&#039;&#039;&#039;Assault - Nyzul Isle Uncharted Area Survey Mysterious Item Campaign&#039;&#039;&#039; - This makes extra rewards drop from completing [[Nyzul Isle Uncharted Area Survey]], also known as New Nyzul Isle or simply NNI. Almost any item in the game can drop during this campaign, so you can get some very expensive and rare drops such as [[Orpheus&#039;s Sash]], [[Epaminondas&#039;s Ring]], [[Menelaus&#039;s Ring]], [[Kyrene&#039;s Earring ]], or even some [[Pulse Weapon]]s.&lt;br /&gt;
*&#039;&#039;&#039;High-Tier Mission Battlefield Campaign&#039;&#039;&#039; - This allows extra drops from HTBFs. Farming an easy one like Leviathan on Difficult isn&#039;t super hard, and can get you tons of free [[Pluton]]s, [[Beitetsu]]s, and [[Riftborn Boulder]]s to sell.&lt;br /&gt;
*&#039;&#039;&#039;Macrocosmic Orb Campaign&#039;&#039;&#039; - Similar to the above, but for [[Macrocosmic Orb]] battles. I personally enjoy farming [[Kindred Spirits II]], and it&#039;s fairly easy to get lots of rewards worth quite a lot of gil from this campaign. Save your [[S. Kindred Crest]]s for when this pops up!&lt;br /&gt;
*&#039;&#039;&#039;Dynamis - Divergence Statue Crusher Campaign&#039;&#039;&#039; - While you can&#039;t solo this, while active you&#039;ll get tons of free personal loot drops while going through Dyna D. [[Beastmen&#039;s Medal]]s and [[Kindred&#039;s Medal]]s are nice to get for free, but also keep in mind you&#039;ll get drops for your job! This could either help you finish making your relic +2/+3 gear, or you could consider selling the drops you get for nice amounts of gil. RDM, BLU, THF, COR, BRD, and GEO drops all tend to be worth quite a lot of gil.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Geas Fete HELMs &amp;amp; Gods=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|negative|No}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Reisenjima access}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Telos Earring]], [[Reikiko]], [[Shukuyu Ring]], [[Reiki Yotai]], [[Nzingha Cuirass]], [[Iktomi Dastanas]], [[Sayadio&#039;s Kaftan]], [[Kerygma Belt]], [[Alber Strap]], [[Genmei Shield]], [[Zendik Robe]], [[Hermetic Earring]], [[Rahab Ring]], [[Kobo Obi]], [[Vedic Coat]], [[Navon Crackows]], [[Oranyan]], [[Empath Necklace]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Around this time you should be well-geared enough to help contribute meaningfully to Geas Fete Gods and HELM NMs. These are the hardest Geas Fete bosses, and come with some of the best rewards! The HELMs are spawned with items gained from [[HELM]]&#039;ing - Harvesting, Excavating, Logging, and Mining - but you&#039;ll probably just go buy them from the Auction House.&lt;br /&gt;
|}&lt;br /&gt;
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{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Escha Zi&#039;Tah HELMs&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Most of the [[Escha#Escha_-_Zi.27Tah_4|Escha Zi&#039;Tah HELMs]] are luckily not too threatening. A well-geared party shouldn&#039;t struggle with any of them, with the exception of the strongest one, [[Wrathare]]. Wrathare has en-death on its regular attacks, and has quite high evasion and can give itself a large number of shadows to avoid damage, and can reset enmity often. It&#039;s usually fought without too many melee players, to avoid feeding it too much TP.&lt;br /&gt;
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{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Escha Ru&#039;Aun Gods&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Escha Ru&#039;Aun has a set of Geas Fete NMs referred to as Gods, the equivalent of HELMs for the zone. The [[Escha#Escha_-_Ru.27Aun_4|Escha Ru&#039;Aun Gods]] are much more threatening compared to Zi&#039;Tah&#039;s HELMs, and most of them require a coordinated group that pay close attention to the mechanics. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ark Angels&#039;&#039;&#039; - Technically there are five different Ark Angels, one for each of the five races. I&#039;ve grouped them up because while they&#039;re challenging, they&#039;re not quite on the same level as the other NMs listed below. Notable mechanics:&lt;br /&gt;
**[[Ark Angel EV|AA EV]] will use [[Benediction]] whenever someone heals for more than 800 hp, so for this fight you want to only use lots of smaller cures rather than single big ones. SCH is good for this due to lots of regen it can provide.&lt;br /&gt;
**[[Ark Angel GK|AA GK&#039;s]] biggest threat is that he&#039;ll use skillchains on you, which can really wipe the floor with your tank fast. Make sure healers are prepared.&lt;br /&gt;
**[[Ark Angel HM|AA HM]] can [[Mijin Gakure]] at basically any time, so ensure that everyone nearby is in DT sets.&lt;br /&gt;
**[[Ark Angel MR|AA MR]] can charm (even when she has a pet) and can also skillchain, so be prepared for all that. Either make sure you use a [[Charm Buffer]] or stack on tons of light resistance and make sure supports are ready to sleep charmed players.&lt;br /&gt;
**[[Ark Angel TT|AA TT]] will teleport around which can be annoying. He also has the hilarious combo of sleepga + meteor, which he will use multiple times. Either pop a poison potion to wake yourself up early from the sleepga, or just make sure you&#039;re using DT gear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Beasts&#039;&#039;&#039; - Beefed-up versions of the old sky gods, these are mostly easy to handle for an experienced group. Kirin is the only one that will generally be a roadblock, and boy is it ever a big one! &lt;br /&gt;
**[[Byakko]] uses AOE amnesia, but otherwise isn&#039;t too bad. It levels up throughout the fight, but darkness damage will bring its power back down - and cancel its perfect dodge!&lt;br /&gt;
**[[Genbu]] is a big wall of HP. It absorbs water damage, so uh, don&#039;t use that.&lt;br /&gt;
**[[Seiryu]] will ignore the tank to go attack anyone that casts magic on it. Blue Magic and Geomancy don&#039;t count, though.&lt;br /&gt;
**[[Suzaku]] will chainspell, but otherwise isn&#039;t very notable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kirin&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Kirin]] is the big boy, and is arguably the hardest HELM NM in Escha Ru&#039;Aun. His first form, a manticore, isn&#039;t anything particularly notable or difficult - the only threat is Deadly Hold, which deals massive damage. Once he hits 50% HP though, he will despawn and change into [[Kouryu]], and all hell breaks loose. First thing to note is that all hate will be reset, so the tank needs to establish control ASAP. Kouryu is a wyrm, and thus has access to Spike Flail if someone pulls hate from behind - this WILL wipe your alliance. When he transforms he will also spawn one of each of the above four gods. These are often just ignored in favor of killing Kouryu, as once it dies the others do as well. Kouryu is prone to using [[Absolute Terror]], which will inflict a VERY potent terror, so the tank needs to be prepared with a [[Steadfast Tonic]] or they may essentially be removed from the fight. Kouryu also has access to &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039;, which is a single-target full dispel and enmity reset. This essentially leaves your tank high and dry and Kouryu on the loose, ready to Spike Flail. Whether or not your alliance can successfully take down Kirin mostly comes down to how skilled your tank is, and how quickly your DDs can take it down before things go bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warder of Courage&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Warder of Courage]], also called WoC, is the beefed-up version of the legendary [[Absolute Virtue]]. It has access to a huge number of abilities, many of which are {{icon|SP}} [[SP Ability|SP Abilities]] - in fact, it can use any SP ability from any job pre-ToAU at will. It also gains a building damage resistance as its health drops, up to -50%. The SP abilities often even have properties unique to Warder of Courage:&lt;br /&gt;
*[[Call Wyvern]] - will summon many Wynavs, targeting the person highest on WoC&#039;s hate list. These will cast elemental magic and use breath attacks based on the current in-game day.&lt;br /&gt;
*[[Soul Voice]] - when used, WoC will immediately us [[Maiden&#039;s Virelai]] to try to charm the tank. &#039;&#039;&#039;The summoned Wynavs will also use Soul Voice followed by Maiden&#039;s Virelai!!&#039;&#039;&#039; This means the tank will need to resist ALL of the charms in order to avoid getting charmed. The best way to avoid this is via a [[Charm Buffer]].&lt;br /&gt;
*[[Mijin Gakure]] - as if it wasn&#039;t threatening enough on its own, any summoned Wynavs will also use it. If WoC decides to use this after summoning its pets, you&#039;re nearly guaranteed to wipe.&lt;br /&gt;
*[[Familiar]] - will beef up all wynavs, and make them simultaneously use a breath attack. Your tank better be prepared for a huge amount of magic damage coming their way.&lt;br /&gt;
*[[Astral Flow]] - will also be used by all summoned wynavs. More AOE damage!&lt;br /&gt;
*[[Benediction]] - will not only fully heal WoC, but will also remove any status ailments on it. Depending on when it decides to use this, the fight may be a foregone conclusion.&lt;br /&gt;
*[[Eagle Eye Shot]] - will use this multiple times in a row&lt;br /&gt;
*If all those weren&#039;t bad enough, once WoC hits 50% HP it will go into &amp;quot;bracelets mode&amp;quot; - at which point, it will begin using multiple SPs in preset orders. &lt;br /&gt;
**[[Invincible]] → [[Benediction]] → [[Mijin Gakure]]&lt;br /&gt;
** [[Chainspell]] → [[Manafont]] &lt;br /&gt;
** [[Blood Weapon]] → [[Mighty Strikes]] → [[Hundred Fists]]&lt;br /&gt;
** [[Call Wyvern]] → [[Soul Voice]] → [[Mijin Gakure]]&lt;br /&gt;
** [[Call Wyvern]] → [[Familiar]] → [[Astral Flow]]&lt;br /&gt;
** [[Meikyo Shisui]] → [[Eagle Eye Shot]]&lt;br /&gt;
If WoC gets off a Benediction after entering bracelets mode, the fight is essentially over as it will remain in bracelets mode. Defeating WoC unfortunately largely comes down to luck, as many of its SP abilities can end the fight outright. However, there are some countermeasures your team can take! If an elemental spell hits WoC within 1-2 seconds of it using an SP ability, that ability will prevent the SP from going off. Specific elements are needed to counter specific SPs:&lt;br /&gt;
*Wind damage will prevent: Call Wyvern, Invincible, Benediction, Manafont and Hundred Fists&lt;br /&gt;
*Water damage will prevent: Meikyo Shisui and Mijin Gakure&lt;br /&gt;
*Fire damage will prevent: Chainspell&lt;br /&gt;
*Ice damage will prevent: Perfect Dodge, Mighty Strikes, Blood Weapon and Soul Voice&lt;br /&gt;
Often groups will prioritize Wind damage in an attempt to prevent a fight reset with Benediction or to prevent the wynavs from being summoned. Water damage is also useful to prevent Mijin Gakure causing a wipe. However, even with these counters, the window to stop an SP ability is very tight and problems can easily occur even with an attentive group. &lt;br /&gt;
&lt;br /&gt;
So what about Warder of Courage&#039;s abilities aside from SP ones? Luckily they&#039;re nothing really to write home about. The only notable one is &#039;&#039;&#039;Medusa Javelin&#039;&#039;&#039; which will cause a very potent Petrify. Your healer should be prepare to stona, and should set up the tank with barstone / barpetrify. While all this may make WoC sound super imposing (and it is), it&#039;s actually not the hardest fight in the universe. Much of it comes down to being able to prepare for its bad SPs and kill it before it gets a chance to really unleash hell. With lucky choices of SPs, it can actually be a surprisingly easy fight. The threat comes from the variance, and possibility for disaster.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Reisenjima HELMs&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Reisenjima&#039;s HELMs are the big leagues. Each can be extremely difficult, on par with Kirin or Warder of Courage.&lt;br /&gt;
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&#039;&#039;&#039;Albumen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Albumen]] luckily isn&#039;t too &#039;&#039;difficult&#039;&#039;, but is particularly annoying. It spawns with four adds - a RDM that will cast debuffs such as silencega and graviga, a WHM that will Benediction (healing all adds and Albumen itself), a NIN which can Mijin Gakure, and a DNC. These adds will use their SP abilities very quickly after being summoned, and Albumen will summon a new set of four adds every ~2 minutes, until summoning a total of 12 adds. Albumen itself can use Hundred Fists, and tends to spam out AOE status effects. &#039;&#039;&#039;Scream&#039;&#039;&#039; is an AOE terror. &#039;&#039;&#039;Fatal Scream&#039;&#039;&#039; is an AOE doom. &#039;&#039;&#039;Tepal Twist&#039;&#039;&#039; is an AOE Max HP down -50%, which is very brutal with Hundred Fists and will amplify to -75% when Albumen is under 25% hp. &#039;&#039;&#039;Petalback Spin&#039;&#039;&#039; inflicts Poison, Paralyze, Blind, Silence, Plague, and Amnesia along with a hate reset. Additionally, during nighttime hours it will gain access to &#039;&#039;&#039;Phaeosynthesis&#039;&#039;&#039;, which will increase all of Albumen&#039;s stats - because of this it&#039;s almost always fought during the day. Finally, Albumen also has a very high counter rate that melee DDs need to be cautious of. Beating Albumen mostly comes down to being able to burn it down quickly enough so that things don&#039;t snowball, and carrying LOTS of remedies and panaceas. The adds are generally ignored in favor of killing Albumen as quickly as possible, since spawning more adds is based on time rather than health percentages.&lt;br /&gt;
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&#039;&#039;&#039;Erinys&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Erinys]] is a gigantic pain in the ass, and again is more annoying than difficult. It summons up four adds called &#039;&#039;&#039;Boobries&#039;&#039;&#039; (which are usually ignored), but really only has one major gimmick. Unfortunately, it&#039;s a very annoying one - a DoT and &#039;&#039;knockback&#039;&#039; aura. This means killing Erinys by meleeing is nearly impossible. Instead most groups tend to use ranged options to take it down, with a tank backed up against a wall to deal with the knockback.&lt;br /&gt;
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&#039;&#039;&#039;Onychophora&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Onychophora]] is a callback to the old abyssea NM Glavoid. When above 50% HP, Ony will absorb all damage while readying a TP move. Below 50%, it will also absorb during spellcasting. It will also switch between two different modes below 50% - when it casts a fire spell, it will begin absorbing ALL magic damage, including skillchains. When it casts an earth spell, it will switch to absorbing ALL physical damage. It will also spawn between 2-8 &#039;&#039;&#039;Onychophora&#039;s Sandworm&#039;&#039;&#039; adds whenever a skillchain is performed on it, the number of adds summoned depending on the skillchain performed (higher lv SCs resulting in more adds). If the same skillchain is used on it too often, it will use &#039;&#039;&#039;Doomvoid&#039;&#039;&#039;, which will 1-hit KO your entire alliance. It can use &#039;&#039;&#039;Gorge&#039;&#039;&#039; to drain HP from players hit, which will power-up &#039;&#039;&#039;Disgorge&#039;&#039;&#039; to deal more damage if more HP is drained with Gorge - often dealing enough damage to one-shot your tank. &#039;&#039;&#039;Dust Void&#039;&#039;&#039; will strip anyone hit of ALL of their equipment, which can be particularly harsh on your tank - ensure everyone has macros ready to equip their gear again. Finally, Ony can use &#039;&#039;&#039;Psyche Suction&#039;&#039;&#039; which will steal up to 1-300+ from each main (STR, DEX, VIT, etc) stat from those hit. Most of its attacks are conal, so only the tank should be standing in front of it. Due to its ability to absorb a ton of damage, running out of time against Ony is the bigger threat than it killing your group. Generally, only a few melee DDs will engage Ony, and will coordinate to ensure none of their Weapon Skills will skillchain. Generally this is done by spamming Resolution and Savage Blade. As long as your DDs are vigilant to not heal it, Ony shouldn&#039;t cause too much trouble.&lt;br /&gt;
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&#039;&#039;&#039;Zerde&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zerde]] is a fight decided almost immediately once it begins. Its most threatening move is &#039;&#039;&#039;Just Desserts&#039;&#039;&#039;, which spawns 4 adds that contain Bio, Poison, Doom, and Curse auras. If Just Desserts is used again, another set of adds will spawn. It attempts to use Just Desserts immediately upon spawning, and if it goes off successfully the fight is often unwinnable due to these powerful auras. Zerde is generally killed by having mages spamming stun as often as humanly possible to prevent Just Desserts from going off. Aside from this, Zerde isn&#039;t anything particularly threatening and is a fairly straightforward fight. The only other notable move Zerde has is &#039;&#039;&#039;Slimy Proposal&#039;&#039;&#039;, which is a charm + dia, but your tank should be able to handle it with either a lot of magic evasion or a [[Charm Buffer]]. Zerde takes extra fire damage, and strong enough fire damage can terrorize it, so if a stun gets resisted and adds spawn, your group can try burning him down (literally) before the fight ends from the auras. &lt;br /&gt;
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&#039;&#039;&#039;Schah&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Schah]] is the grand-daddy of Abyssea caturae NMs, and the first of what are known as the &amp;quot;big three&amp;quot; of Reisenjima HELMs. While Schah spawns alone, every 30 seconds it will summon an add - summoning 14 in total. Killing these adds is top priority, as each of them is uniquely threatening, and if two or more adds are alive then Schah will gain a powerful damage reduction effect.&lt;br /&gt;
*&#039;&#039;&#039;Bhata&#039;&#039;&#039; - 7 are spawned in total. the first is spawned at 30 seconds, and then each will spawn 48 seconds after the previous was killed. The weakest of the adds and doesn&#039;t have any large threats on its own. However, if left alive for over 2 minutes, it will transform into a Mantri, which is the strongest of the adds. Has the unique ability &#039;&#039;&#039;Dark Arrivisme&#039;&#039;&#039; which is an AOE knockback that also dispels 3 effects&lt;br /&gt;
*&#039;&#039;&#039;Ashva&#039;&#039;&#039; - 2 are spawned, first at 60s and the second 48s after the first one dies. Has the unique ability &#039;&#039;&#039;Banneret Charge&#039;&#039;&#039; which is a 20&#039; AOE that sets everyone hit to 1 HP and resets hate.&lt;br /&gt;
*&#039;&#039;&#039;Gaja&#039;&#039;&#039; - 2 are spawned, first at 90s and the second 78s after the first one dies. Its unique ability is &#039;&#039;&#039;Besieger&#039;s Bane&#039;&#039;&#039;, which will inflict an AOE Bio, Terror, and Zombie - likely resulting in deaths from the bio unless the zombie gets erased. Gaja is fairly weak, however can use &#039;&#039;&#039;Stygian Sphere&#039;&#039;&#039; to reduce all incoming damage to almost nothing. Enough magic damage will break the shield, but generally the strategy is to try and burst down Gaja before it gets the shield up.&lt;br /&gt;
*&#039;&#039;&#039;Ratha&#039;&#039;&#039; - 2 are spawned, first at 120s and the second 78s after the first dies. Unique ability is &#039;&#039;&#039;Shadow Wreck&#039;&#039;&#039; - AOE damage and 50% Defense Down, and can give Ratha powerful Dread Spikes. &lt;br /&gt;
*&#039;&#039;&#039;Mantri&#039;&#039;&#039; - only 1 is spawned, 180s into the fight, but if any Bhata are allowed to live for 2 minutes they will transform into Mantri. Its unique ability is &#039;&#039;&#039;Enthrall&#039;&#039;&#039;, which is an AOE charm. &lt;br /&gt;
*&#039;&#039;&#039;Schah&#039;&#039;&#039; - has access to ALL of the unique abilities of the above adds. It also has its own unique ability, &#039;&#039;&#039;Royal Decree&#039;&#039;&#039;, which will deal AOE damage and reset Job Ability timers. &lt;br /&gt;
The priority of which adds to kill tends to vary from group to group, so check with your leader on the order to kill them. The main obstacle when it comes to Schah is the time limit. The first half of the fight needs to be spent killing the adds, and that leaves considerably little time to kill Schah itself. Some groups choose to leave the Mantri alive in order to save time, since Schah will only get the -DT% effect if two or more adds are alive. However, that isn&#039;t to say Schah itself is a pushover. Because Schah uses all of the adds&#039; unique abilities, this means you have to deal with constant Zombie, dispels, dread spikes, Stygian Sphere, and charms. What may be worst of all is &#039;&#039;&#039;Banneret Charge&#039;&#039;&#039;, which will reduce everyones&#039; HP down to 1 - if you still have Bio from &#039;&#039;&#039;Besieger&#039;s Bane&#039;&#039;&#039; then it&#039;s an instant alliance wipe. Even if bio&#039;s been cleared, Schah has access to AOE spells and isn&#039;t afraid to use them. Schah is a very difficult fight, but if your group is coordinated and skilled then you should be able to take it down.&lt;br /&gt;
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&#039;&#039;&#039;Teles&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Teles]] is another doozy, and the second of the &amp;quot;big three&amp;quot; HELMs. At 79%, 59%, 39%, 29%, 19% and 9% HP, she will use either Invincible, Manafont, or Soul Voice. Below 9%, she will just constantly use these. Each SP has its own unique set of behaviors and a powerful 25-30&#039; aura: &lt;br /&gt;
*[[Invincible]] - Teles will begin casting white magic such as Protect, Shell, Cures, and Banish. She will also gain a Dia aura, which will tic for ~300 damage.&lt;br /&gt;
*[[Manafont]] - Teles will begin casting black magic such as Aero, Aeroja, Aeroga, Impact, and Death. She will also gain a powerful Magic Defense Down aura.&lt;br /&gt;
*[[Soul Voice]] - Teles will begin casting various bard songs, including [[Maiden&#039;s Virelai]], a charm. Not only that, but she also gains access to &#039;&#039;&#039;Entice&#039;&#039;&#039;, which is ANOTHER charm move. She will also gain a Mute aura. &lt;br /&gt;
When the SP ability ends, there will be a second SP animation, signaling her returning to her normal AI behavior. Similarly to Warder of Courage, if ice or dark damage is deal just as she uses an SP, there&#039;s a chance to interrupt the SP and either force her to use a different one, or cancel it entirely. Finally, if large damage is dealt to her from a range (either via ranged attacks or magic), then she will reset her hate on the tank. This often encourages her to use &#039;&#039;&#039;Clarsach Call&#039;&#039;&#039;, which deals very strong wind damage in a VERY large AOE, and gives Teles a variety of stat buffs. Teles is a very chaotic fight, but luckily you always know when an SP is going to come up. If she uses Invincible your group will need to back away ASAP to not get melted by her Dia aura, and the tank will need to use [[Lucid Potion III]]s and any other healing they have at their disposal, as the group healer likely may not be able to get close enough to support them without taking significant Dia damage. When she uses Soul Voice your tank will need to be quick with the [[Charm Buffer]], and if she uses it multiple times then hope your tank has a good magic evasion / resist set. While muted your tank will also likely have trouble keeping hate, doubly so if Clarsach Call goes off, so your party&#039;s DDs should take it easy to not steal hate. &lt;br /&gt;
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&#039;&#039;&#039;Vinipata&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vinipata]] is a royal pain, and the last of the &amp;quot;big three&amp;quot; HELMs. It summons two &#039;&#039;&#039;Vinipata&#039;s Narakas&#039;&#039;&#039;, smaller versions of itself, which will synchronize TP moves with Vini and are difficult to control the hate of - they&#039;re usually slept, as it will just resummon them. As the fight goes on, Vini will continue to summon more and more adds, up to a maximum of 6 up at once, which should also be slept. Vini itself hits VERY hard, with stronger physical attacks than any other HELM and a potent Quadruple Attack chance. Vini will also swap between two stances, which determine what abilities Vini will use after using Meikyo Shisui (which it will use a LOT throughout the fight) and also determine the behavior of its adds:&lt;br /&gt;
*&#039;&#039;&#039;Raksha Stance&#039;&#039;&#039; - this is the stance you want Vini to be in if you&#039;re going with a melee strategy. It has a -50% MDT buff, and Vini will swap to this stance if someone around it is buffed. While in this stance, blue adds will share Vini&#039;s hate, but green ones will go after any player that takes almost any action. When Vini uses Meikyo Shisui, it will perform the following TP moves in this order:&lt;br /&gt;
**Raksha:Judgment (damage, silence, amnesia, and bind) or Raksha:Illusion (damage, paralyze, and Curse that reduces max HP and MP by 50%).&lt;br /&gt;
**Raksha:Judgment or Raksha:Illusion&lt;br /&gt;
**Raksha:Vengeance (damage, [[Muddle]], and [[Weakness]])&lt;br /&gt;
**Yama&#039;s Judgment, an AOE doom with a 5-second(!!) counter - BRING HOLY WATERS!!&lt;br /&gt;
*&#039;&#039;&#039;Yaksha Stance&#039;&#039;&#039; - this is the stance you want Vini to be in if you&#039;re going with a magic strategy. It has a -50% PDT buff, and Vini will swap to this stance if Vini is debuffed with any erasable debuff. While in Yaksha stance, green adds will share Vini&#039;s hate, and blue ones will go after any player. When Vini uses Meikyo Shisui, it will perform the following TP moves in this order:&lt;br /&gt;
**Yaksha: Bliss (damage, attack down, and mag. attack down) or Yaksha: Damnation (damage, defense down, and mag. defense down)&lt;br /&gt;
**Yaksha: Bliss or Yaksha: Damnation&lt;br /&gt;
**Yaksha: Oblivion  (High damage, hate reset, and reduces all stats by 110)&lt;br /&gt;
**Sakra Storm, an AOE damage and hate reset move that also inflicts zombie, paralysis, and muddle.&lt;br /&gt;
Whenever Vinipata switches stances, it will also remove all of its debuffs and wipe 3 buffs from anyone around it. Vinipata is a major threat, and will pump out huge damage numbers while also resetting hate constantly. There&#039;s really no right answer for fighting Vini - a melee strategy means he will be spamming Max HP down along with Weakness (very big problem with how strong he hits) and short-count dooms. A magic strategy means he&#039;ll be resetting hate left and right while also obliterating your party&#039;s stats. Beating Vini is a matter of holding on for dear life and doing your best. Good luck.&lt;br /&gt;
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=Dynamis D. - Wave 3=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Wave 3 Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|negative|No}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|positive|Dyna D Access}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Demon&#039;s Medal]]s, [[Volte Armor Set]]s, [[M. Astral Detritus]], [[Ultimate_Weapon_Augments#Beginning_the_Process|Masks of Darkness/Light]]&lt;br /&gt;
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You&#039;re finally ready to tackle Dynamis Divergence Wave 3, which is currently some of the hardest content in the game. Wave 3 works differently from the previous waves - there are no statues to deal with anymore. Instead, elemental circles are scattered around the zone, and can be defeated to weaken the final boss of the wave, which can be fought at any time. Fighting (or better yet, defeating) the boss will earn progress toward transforming a [[Ultimate_Weapon_Augments#Beginning_the_Process|Masks of Darkness]] into a Mask of Light, which is required for augmenting Ultimate Weapons (REMA), or at the very least for free [[M. Astral Detritus]], which can be used to augment your REMA or can be sold for a fair bit of gil.&lt;br /&gt;
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Wave 3 is time consuming and difficult, so when your alliance is going to attempt it, they will likely rush through Waves 1 and 2 as fast as possible, killing as few enemies as possible. Even for experienced groups, killing the Wave 3 boss within the time limit is very challenging - you&#039;ll need to be at the top of your game, regardless of your job or role in the party.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Elemental Circles&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Replacing the statues from Waves 1/2, [[Elemental Circle]]s are the primary target for much of Wave 3. After defeating the [[Endgame_Progression_Guide#Dynamis_Divergence_-_Waves_1_.26_2|Wave 2 boss]] of the zone, 8 Elemental Circles will spawn in preset locations throughout the zone - one for each element. Destroying the circles will weaken the Wave 3 boss in various ways (elaborated on in a bit), so most groups will attempt to destroy all 8 circles before tackling the boss itself.&lt;br /&gt;
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Each Elemental Circle will be protected by a group of Volte mobs - there will be 3 normal mobs, and 1 NM. Just like with W1/W2, each of these enemies and NMs has a dedicated job associated with it and can use said job&#039;s SP move. Once an action is taken on the circle, it will &amp;quot;Aggro&amp;quot; and spawn a Disjoined ??? NM, which is &#039;&#039;very&#039;&#039; strong. Additionally, if whoever the circle has hate on is within 15&#039;, the circle will constantly pulse out elemental AOE damage. Generally, groups will pull the initial enemies and NMs a safe distance away from the circle to kill them, and then engage the circle to finish it off. When engaging the circle, one tank will pull the Disjoined ??? away from the group and hold it there while the rest of the group kills the circle - defeating it will also despawn the Disjoined ???. A second tank will establish hate on the circle itself while staying at least 15&#039; away from the circle, so the rest of the alliance can defeat it.&lt;br /&gt;
&lt;br /&gt;
A second strategy for clearing the circles is a sacrificial one - one or two party members (usually beefy tanks) are considered the &amp;quot;sac pullers&amp;quot; and will run through the circle, aggroing all the mobs including the Disjoined ???. The sac pullers will then run to a safe location to die while the rest of the party kills the circle. The sac pullers will then reraise when it is safe to do so and rejoin the rest of the group. This method is faster, but riskier - if the party can&#039;t defeat the circle before the mobs return, then it will likely result in a wipe. Furthermore, it kind of sucks to be the sac pullers. However, it&#039;s hard to deny that if your group is struggling to defeat all 8 circles in time to beat the final boss, this is an effective strategy to save time. &lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Disjoined Bosses&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Each of the Dyna D zones has their own unique Wave 3 final boss, but they actually all share the same mechanics and have only minor differences. Bastok has [[Disjoined Galka]], San d&#039;Oria has [[Disjoined Elvaan]], Windurst has [[Disjoined Tarutaru]], and Jeuno has [[Disjoined Mithra]]. By default each boss has a native -80% DT trait and will absorb all elemental damage. However, every time you defeat an Elemental Circle, the boss will lose 10% of its DT, stop absorbing that element, and lose all DT for the opposing element. For example, destroying the Fire Circle will make the boss stop absorbing Fire damage, and will make the boss take full damage from Ice. Note, however, that the boss still does absorb Ice damage until the Ice Circle is destroyed.&lt;br /&gt;
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Additionally, every 20% HP the boss loses, it will spawn 4 Volte helper mobs - this will occur at 80%, 60%, 40%, and 20%. These mobs need to be killed ASAP, and your alliance leader will likely call out a priority for doing so. Note that these mobs will have access to their jobs&#039; SP abilities, which means a Benediction can fully heal the Disjoined Boss. Volte Corsairs cal also use [[Wild Card]], which will ALSO fully heal the Disjoined Boss, also making it a top priority. Other notable threats are Volte Ninjas and Volte Summoners for Mijin Gakure and Astral Flow, and Volte Beastmasters for charm.&lt;br /&gt;
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If that wasn&#039;t enough, at &#039;&#039;any point&#039;&#039; in the fight, the Disjoined Boss can summon &#039;&#039;&#039;Disjoined&#039;s Odin&#039;&#039;&#039;, which will immediately use &#039;&#039;Shin-Zantetsuken&#039;&#039;, an AOE Death move. However, if you have reraise up, then instead it will simply wipe your reraise. The boss summoning Odin is a hard reraise check - if you don&#039;t have reraise up, you WILL die. Don&#039;t be the only one in the alliance without reraise and force your healer to spend time raising you instead of keeping the tank alive. Carry MULTIPLE sources of reraise on you at all times to prepare for this, because the Disjoined Boss can summon Odin &#039;&#039;multiple times per fight&#039;&#039;.&lt;br /&gt;
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Each Disjoined Boss can also use multiple different SP abilities and spells, and have access to special AOE weapon skills. Common SPs are Mighty Strikes, Perfect Dodge and Invincible. It&#039;s heavily recommended that the boss is kept silenced, as it can easily spam very disruptive spells such as Silencega - ensure your alliance has a RDM with a strong magic accuracy set for landing these.&lt;br /&gt;
&lt;br /&gt;
Finally, there ARE some slight differences between the bosses, outlined here:&lt;br /&gt;
*[[Disjoined Galka]] - Uses Axe weapon skills, which means it will be putting your tank (and eventually your party, as WSs start becoming AOE) to sleep. This is annoying for your tank, but can wind up being fatal if it delays your DDs so much that the time limit runs out.&lt;br /&gt;
*[[Disjoined Elvaan]] - Uses swords, and hits like a truck. This one will be particularly stressful on your tanks and healers. The Elvaan also REALLY enjoys casting AOE dispels and debuffs, so silence is &#039;&#039;&#039;mandatory&#039;&#039;&#039; against it.&lt;br /&gt;
*[[Disjoined Tarutaru]] - Uses knives, and luckily doesn&#039;t cast many spells. However, it will use Energy Drain, which can annihilate your tank&#039;s MP and make it difficult for them to hold hate. They should hopefully be aware of this, but it can complicated things. The Taru&#039;s AOE version of [[Rudra&#039;s Storm]] also hits very hard, so your DDs may want to consider wearing a hybrid of DT and DPS gear.&lt;br /&gt;
*[[Disjoined Mithra]] - Uses katana, and likes to use paralyzing weapon skills. This paralyze is particularly potent, which can complicate things for your tank. Your healers need to be ready to paralyna, ASAP. Its AOE weapon skill is also quite strong, so DDs need to be prepared for that as well.&lt;br /&gt;
&lt;br /&gt;
Aside from all of these points though, the bosses are fairly straightforward with no tricky mechanics to deal with or plan around. Killing the boss is mostly a matter of how well-geared your alliance is, because &#039;&#039;everyone&#039;&#039; needs to be at the top of their games. The tanks need to be geared enough to take serious punishment, DDs need to be geared enough to kill him within the time limit, supports need to be geared enough to provide strong buffs and to be able to land debuffs, and healers need to be geared enough to keep everyone alive and free of status effects. Good luck.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Masks of Light / Darkness&amp;lt;/strong&amp;gt;&lt;br /&gt;
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The first time you defeat an elemental circle in a zone, you&#039;ll receive a &#039;&#039;&#039;Mask of Darkness&#039;&#039;&#039; Key Item for the zone - a [[Galka Mask of Darkness]] for Bastok, an [[Elvaan Mask of Darkness]] for San d&#039;Oria, a [[Tarutaru Mask of Darkness]] for Windurst, and a [[Mithra Mask of Darkness]] for Jeuno. As your alliance deals damage to that zone&#039;s Disjoined Boss, the Mask will gain progress, tracked via a meter in the upper-left corner of the screen while in Dyna D. If the boss is defeated then the mask&#039;s meter will instantly fill up, and the mask will change to a [[Galka Mask of Light]], [[Elvaan Mask of Light]], [[Tarutaru Mask of Light]], or [[Mithra Mask of Light]] depending on the zone. Note that you personally don&#039;t need to deal the damage, you just need to be in an alliance with people dealing the damage. If your alliance can&#039;t kill the boss in time, the meter will keep its progress and resume when you return to that dyna zone. A grand total of 30,000,000 HP worth of damage needs to be tracked by the mask to fill it - the bosses have 20,000,000 HP, for reference.&lt;br /&gt;
&lt;br /&gt;
So what does a Mask of Light do? If you&#039;ve made one of the [[Ultimate Weapons]] (REMA Weapons) yet, then you can begin augmenting it once you attain a Mask of Light. If you don&#039;t have one yet (not surprising if you don&#039;t), then the first time you fill up the mask won&#039;t mean much. However, after you fill up the Mask the first time, you can get ANOTHER Mask of Darkness to begin filling up. Whenever additional masks are filled, you will receive a free [[M. Astral Detritus]]. These can be used to fill progress in a REMA augment, but can also be sold on the auction house for a good amount of gil.&lt;br /&gt;
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&lt;br /&gt;
=Odyssey - Sheol C &amp;amp; Segment Farming=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Sheol C Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Just like Sheol B, Sheol C is a yet more difficult series of floors, now providing [[Lustreless Wing]]s rather than Lustreless Hides. These are unfortunately less in-demand that Hides, as they are used to augment fewer pieces of equipment. However, Sheol C does have a benefit - it&#039;s the best Sheol to use for farming Moogle Segments, a currency used for entering Sheol Gaol, which is the ultimate goal of all this Odyssey stuff.&lt;br /&gt;
&lt;br /&gt;
The Gaol is a huge series of boss fights, and rewards some of the strongest gear in the game - however, you&#039;ll need &#039;&#039;a lot&#039;&#039; of &amp;quot;segments&amp;quot; to enter it repeatedly, so we&#039;ll cover Segment Farming first.&lt;br /&gt;
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{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Segment Farming Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Moogle Segments are a currency that&#039;s in extremely high demand in order to repeatedly enter and farm Sheol Gaol. While you CAN farm segments solo with trusts, it will be very slow and inefficient; I recommend going with a few friends at the very least. Sheol C enemies are &#039;&#039;very&#039;&#039; threatening, so if you&#039;re solo farming it may be worth trying to farm in Sheols A or B instead for better safety. &lt;br /&gt;
&lt;br /&gt;
If you have a coordinated party though, or a few skilled friends, then farming Sheol C is the way to go. Generally, a PLD will gather up an entire group of enemies, then a BRD will put them all to sleep. Then the group will kill them one by one as quickly as possible, then repeat the process again with the next group. DDs slots are pretty flexible, but ideally they&#039;ll be jobs that can target different damage weaknesses to clear groups faster. Healers tend to be WHMs, but SCHs can work too. CORs are commonly brought along for the movespeed buff, as well as their good damage and general buffs. Groups usually tend to head straight toward the final goal of Sheol C, killing as many enemy groups as possible on the way. Reaching the end goal gives bonus gil based off how many enemies were killed, which adds up quite quickly to a free 1m+ gil on a good run. Groups may skip over specific enemy packs that can&#039;t be slept or are too difficult for the group to kill quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Segment farming groups are fairly common in /yell chat (as of writing), however many players have very high standards for these groups. Since each player can only enter once per day, most groups will expect players to already know what to do and to be efficient so as not to &amp;quot;waste&amp;quot; the entry. If you&#039;re inexperienced with farming segments, I recommend either forming a party yourself while advertising it&#039;s a learning run or do a few runs with friends. If you haven&#039;t got any friends to run with, then it doesn&#039;t hurt to send a /tell to a recruiting party and let them know you&#039;re new but wanting to learn. &lt;br /&gt;
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=Odyssey - Sheol Gaol=&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;toccolors mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:94%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Sheol Gaol Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|positive|At base-level difficulty, yes. }}{{color|neutral|At easy-middle difficulties it depends on the boss, your job, and the difficulty level. }}{{color|negative|At harder difficulties, no.}} &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; {{color|neutral|Finished Sheol C RoE Quest}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; [[Nyame Armor Set|The extremely powerful all-jobs Nyame Armor set]], [[Coiste Bodhar]], [[Schere Earring]], [[Tellen Belt]], [[Beithir Ring]], [[Obstin. Sash]], [[Hesperiidae]], [[Odyssey#Atonement_3_Notorious_Monsters|Various other incredibly strong armor and weapons]]&lt;br /&gt;
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Sheol Gaol (pronounced &#039;jail&#039;) is the end goal of Odyssey, and it has some very interesting mechanics that make it unique among FFXI&#039;s endgame. The event itself will pit you against up to 3 NMs of your choice in a row, with a resting area in between each. What makes Gaol so unique is that subjobs are disabled, multiple of the same jobs cannot be used, and once a job is used against one boss, no one in the party can bring that job when facing the next boss(es). This means each party member needs multiple UNIQUE jobs at 99, each of which are well-geared enough to face down the bosses. If you only have one job geared at this point, you may have difficulty completing this content, so I definitely recommend gearing some others up. Trusts CAN be summoned for these fights, and their strength will be determined by your [[Moogle Mastery]] from Sheols A, B, and C. Trusts can even be summoned while in the middle of fighting one of the bosses! However, once a trust is summoned, it CANNOT be summoned again for the duration of the run.&lt;br /&gt;
&lt;br /&gt;
To enter Gaol, you&#039;ll need three [[Moglophone II]] key items, which can be purchased from the Pilgrim Moogle outside the odyssey entrance for 3,000 Moogle Segments each. When you fight a boss, you&#039;ll only use up a single Moglophone II, but you still need all three in order to enter. This is one of the main uses for Moogle Segments, and why farming them is such an in-demand activity. While up to three bosses can be fought in a row, most groups only fight one boss and then exit, due to the restrictions on job selection mentioned above. Choosing to fight against three bosses in a row (your party chooses which ones in between each fight) does have a benefit - it &amp;quot;charges&amp;quot; the next [[Moogle Amplifier]] for each party member. You don&#039;t need to worry about what that does yet, I&#039;ll elaborate on it in the &#039;&#039;&#039;Sheol Gaol Rewards&#039;&#039;&#039; section below.&lt;br /&gt;
&lt;br /&gt;
Gaol bosses are divided into four tiers, called Atonements, and each boss has many different difficulties available, referred to as Vengeance level. While unlocking new Atonements and Vengeance levels to enter &#039;&#039;as a party leader&#039;&#039; requires a fair amount of work, once you have Sheol Gaol unlocked you can fight ALL bosses at ALL Vengeance levels if someone that does have them unlocked is the party leader. I&#039;ll still explain how to unlock all atonements and vengeance levels for yourself, but note that it&#039;s not required to begin earning rewards. &lt;br /&gt;
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&#039;&#039;&#039;Atonement Tiers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
To unlock a new Atonement tier, you&#039;ll need to defeat all the bosses on the previous tier - to unlock Atonement 2, you&#039;ll need to beat all Atonement 1 bosses; to unlock Atonement 3, you&#039;ll need to beat all Atonement 2 bosses, and to unlock [[Bumba]] in Atonement 4 you&#039;ll need to defeat all Atonement 3 bosses. Atonement 1 bosses are easy enough to where you will very likely be able to solo them easily at this point. Atonement 2 bosses become a bit more difficult and it depends on your specific job and gear. Atonement 3 and 4 bosses are likely too difficult to solo, so you&#039;ll want to bring along some friends to take them down. Since they provide some of the best gear in the game, though, it should be relatively easy to find help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vengeance Levels&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are up to 25 Vengeance levels for &#039;&#039;each&#039;&#039; boss, with every Vengeance level increasing the difficulty (and rewards!) of the boss. Players refer to these with the letter V, then the associated level - V5, V10, etc. Vengeance levels are divided up into groups of 5, and you&#039;ll need to beat &#039;&#039;all&#039;&#039; bosses in an atonement at the highest available Vengeance level in order to unlock the next. For example, beating all A1 bosses at V5 will unlock V6-V10 for Atonement 1. When increasing the V level of a boss, not only will it gain stronger stats (including more dramatic damage type resistances), but the fights will begin introducing new mechanics. V0-V5 tend to be fairly easy, and many jobs can kill them with trusts. V6-V10 gets a bit harder, you&#039;ll probably need a couple real players to kill them. V11-V15 starts getting difficult, and your group will likely need both good gear and coordination, probably over a voice chat program such as Discord. V16-V20 is quite hard, requiring very good coordination and gear. V21-V25 is some of the hardest content available in the game, especially for Atonements 3 and 4 - successful strategies often require precise execution, very specific party setups, VERY good equipment, and often a fair bit of luck. &lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Sheol Gaol Bosses&amp;lt;/strong&amp;gt;&lt;br /&gt;
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All bosses in Gaol share mechanics that become unlocked as Vengeance level is increased:&lt;br /&gt;
V5+ Gaol bosses gain access to SP abilities, which they will use at 75% HP. &lt;br /&gt;
V10+ bosses will get a random debuff aura when they use an SP ability. The Aura will always debuff a random secondary stat - Attack, Accuracy, Magic Defense, etc.&lt;br /&gt;
V20+ bosses will summon an additional monster when using an SP ability. The add will &#039;&#039;always&#039;&#039; aggro onto whoever has SECOND most enmity - usually this will be the strongest DD in the group - and will also cause the boss to regenerate health if kept too close. Strategies for dealing with the adds vary depending on the difficulty of the boss itself and your party&#039;s strategy - sometimes groups put them to sleep, sometimes groups kill them, sometimes they ignore them, etc. These adds do &#039;&#039;not&#039;&#039; need to be killed to win the fight, only the primary boss.&lt;br /&gt;
V25 bosses use an additional SP move at 40% HP, which will also summon an extra add and possibly change the debuff aura. &lt;br /&gt;
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Many bosses will also begin using TP moves back-to-back when below 50% HP - this can lead to VERY deadly combos. If a group is fighting at V15 or harder, it&#039;s recommended to always be in hybrid or DT gear to help with survivability.&lt;br /&gt;
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Gaol bosses have a special property where repeated uses of the same Weapon Skill will cause reduced damage. Groups can avoid this by having Melee DD use a variety of WSs, or by focusing on ranged magic setups. Additionally, GEO spells have reduced effects on Gaol Bosses, and the bosses also build up a cumulative resistance to SMN Blood Pacts. GEO and SMN are still viable in these fights, but this means that they&#039;re not mandatory / able to ignore bosses with spam.&lt;br /&gt;
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&#039;&#039;&#039;Atonement 1&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Dealan-dhe]] is a [[Twitherym]] boss that inflicts lots of debuffs instead of dealing much damage - amnesia, TP resets, dispels, etc. Its SP Abilities are [[Perfect Dodge]] and [[Invincible]]. It&#039;s weak to piercing damage; so DRG, THF, DNC, RNG, BRD, and COR will all have an advantage - SAM and WAR can be good choices as well with [[Shining One]]. Since the boss doesn&#039;t deal large damage, most strategies revolve around trying to burn it down as quickly as possible while ignoring the adds. DNC is a popular choice for this fight - since damage is low, they can often be the main healer or tank the adds while still contributing good damage.&lt;br /&gt;
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*[[Sgili]] is an [[Umbril]] boss that has a nasty AOE Doom, a potent Curse that prevents recovering HP/MP, and uses [[Hundred Fists]]. Due to the threat of AOE Doom, most groups will try for ranged magic setups, though even as high as V20 melee strategies are possible - you&#039;ll just need a skilled healer to remove Doom, and everyone should carry [[Holy Water]] just in case. Sgili is weak to blunt damage, so bring along some MNKs or PUPs to burn it down more quickly.&lt;br /&gt;
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*[[U Bnai]] is an [[Acuex]] boss that likes to AOE silence and All Stats Down, and can use [[Perfect Dodge]] and [[Invincible]]. Overall it&#039;s not particularly difficult, especially if your group is a ranged setup to ignore the AOE damage + debuffs. But even if you&#039;re melee, it&#039;s not wildly threatening. A good RDM debuffing the boss will neuter much of its damage. Resists blunt damage, but is weak to slashing damage.&lt;br /&gt;
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*[[Gogmagog]] is a [[Dullahan]] boss that can be extremely dangerous for short periods of time. It can use [[Mighty Strikes]], [[Hundred Fists]], and [[Blood Weapon]] - and when it uses one of its SP abilities, it gains access to &#039;&#039;Noahionto&#039;&#039; - an AOE attack that deals damage based on how much damage the boss has taken. This can easily wipe your group, especially combined with the SP abilities + adds. The adds can ALSO use Noahionto, oh boy! Most groups will use Bind/Gravity/Sleep on the adds AND the boss when it uses SP, and kite it around to avoid getting wiped to Noahionto. Alternatively, your group could just spread out to avoid it, but the adds can complicate that setup. Weak to Blunt damage, some groups use a MNK as their main tank due to their high damage and survivability.&lt;br /&gt;
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&#039;&#039;&#039;Atonement 2&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Aristaeus]] is a [[Chapuli]] boss that likes to spam out high-damaging TP moves, and gains temporary invulnerability after using said moves. Not a lot of complication to this boss - it just spams tons of AOE damage. This will mostly be a test of your healers, but pretty much everyone needs to be in a DT set through the whole fight - especially at higher Vengeance levels. Weak to slashing damage, resists all other dmg types.&lt;br /&gt;
&lt;br /&gt;
*[[Raskovniche]] is a [[Snapweed]] boss that heavily resists all physical damage and spams AOE earth damage. It has access to [[Blood Weapon]] and [[Hundred Fists]], but its AOE spam is the more urgent threat. While it resists all physical damage, it is vulnerable to magic damage, thus most groups tend to go with ranged magic setups - this has the added bonus of avoiding the AOE damage. That being said, melee strategies can be successful with hybrid sets, especially setting up a BLM to magic burst.&lt;br /&gt;
&lt;br /&gt;
*[[Marmorkrebs]] is a [[Craklaw]] boss that applies lots of debuffs, notably liking to combo from a Max HP Down debuff into a powerful TP move that deals damage based off the player&#039;s &#039;&#039;base&#039;&#039; Max HP - this can often be a guaranteed kill. Oh, and both of these are AOE moves! Healers will need to be quick to dispel the Max HP Downs to safeguard against this combo. Like Raskovniche, Marmorkrebs has high physical resistance but is vulnerable to magic, so most groups try for a ranged strategy to avoid the powerful death combo mentioned earlier. Summoned adds can also use the potent combo, so a skilled RDM that can quickly disable them is highly recommended. &lt;br /&gt;
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*[[Gigelorum]] is a [[Matamata]] boss that resists all non-blunt damage, and uses a non-dispellable Zombie effect - making targets immune to being healed. It also likes to use a move called &#039;&#039;&#039;Tail Thwack&#039;&#039;&#039; which inflicts a very potent -50% Defense Down debuff while also dealing strong AOE damage. As if that wasn&#039;t bad enough, it&#039;ll also spam dispels on the main tank! Melee DDs should be careful to back off if they get zombified or hit by the defense down, to ensure they don&#039;t quickly get knocked to the floor afterwards. The boss can also use [[Elemental Sforzo]], [[Invincible]], and [[Mighty Strikes]] - making it not only hard to kill, but making it deal substantial physical damage as well (especially combined with its defense down debuff). Players should also heavily consider bringing a [[Panacea]] to dispel their own defense down debuffs.&lt;br /&gt;
&lt;br /&gt;
*[[Procne]] is a [[Tulfaire]] boss that likes to use Amnesia along with defense-down debuffs and knockbacks. Overall a pretty straightforward fight, it will probably dispel the DDs but the tanks will likely be able to resist the dispels. Weak to piercing damage.&lt;br /&gt;
&lt;br /&gt;
*[[Henwen]] is a [[Raaz]] boss that attacks incredibly quickly, with a very high guard / counter rate. It also has a very common double/triple attack rate, meaning it will almost never stop auto attacking. Not only that, it has an attack called &#039;&#039;&#039;Barreling Smash&#039;&#039;&#039; that deals high HP% damage and resets hate on the target hit. This usually means a DD will pull hate, which can often result in them quickly dying to the high counter rate. It&#039;s recommended for each party member to stand far apart, so when Henwen inevitably spins around after a hate reset multiple party members don&#039;t wind up killing themselves to counter-attacks. A kiting strategy is also possible, as Henwen is susceptible to Gravity. Weak to Blunt damage.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Atonement 3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A3 is where bosses start getting pretty difficult, and will require a fair amount more coordination and planning than the previous Atonements. Even V0 at this tier can be challenging solo, and may require a few friends / a party to clear. Additionally, all A3 bosses can spawn Fetters after using certain moves - these will inflict a status ailment and deal continuous damage in an AOE (usually around 500 hp per tic) and cause the boss to more aggressively use TP moves. Parties can deal with these by either relocating to avoid them, or by {{red!}} + {{blue!}} proc&#039;ing the boss. The proc conditions vary from boss to boss, and become progressively harder to proc each time. When a party successfully {{red!}} procs, that will open the window to {{blue!}} proc - doing so successfully will remove the fetters. Finally, all of these bosses have extremely high resistance to all damage types they&#039;re not explicitly weak to - you&#039;ll likely have a hard time if you&#039;re trying to deal other types of damage.&lt;br /&gt;
&lt;br /&gt;
*[[Xevioso]] is a [[Bztavian]] boss that inflicts a powerful poison, All Stats Down, and will flip-flop hate often due to a fairly common hate reset move. Not only that, but it will also use an AOE dispel and [[Perfect Dodge]]. It will spawn Fetters after using &#039;&#039;&#039;Droning Whirlwind&#039;&#039;&#039; (AOE damage + dispel) - it can then be {{red!}} / {{blue!}} proc&#039;d by landing critical hits. While Fetters are out, it will absorb all {{color|positive|wind}} damage, so be careful with Light skillchains! Xevioso is weak to piercing damage, so DNC is a very good choice for this fight - it can increase the party&#039;s critical hit rate, can help with hastes in case of dispels, can help heal the powerful poison / fetter damage, and can help manage hate with how often Xevioso can reset enmity.&lt;br /&gt;
&lt;br /&gt;
*[[Ngai]] is a [[Rockfin]] boss that has a threat of instant death with its &#039;&#039;&#039;Tidal Guillotine&#039;&#039;&#039; attack, and will use [[Mighty Strikes]]. Like Xevioso, Ngai also has an enmity reset attack, though it&#039;s a bit easier to manage. You also need to position carefully for &#039;&#039;&#039;Marine Mayhem&#039;&#039;&#039;, which deals severe damage if you&#039;re within 5-19 yalms of the boss - either stay very close, or very far away. Ngai absorbs {{color|blue|water}} damage when the Fetters are present, so beware Darkness or Distortion skillchains. Fetters will spawn after Ngai buffs its own damage with &#039;&#039;&#039;Carcharian Verve&#039;&#039;&#039;, and can be {{red!}} / {{blue!}} proc&#039;d by using WSs, so bringing at least a few melee DD is recommended. It&#039;s weak to Blunt damage, so PUP tanks and MNKs are good choices for the fight. &lt;br /&gt;
&lt;br /&gt;
*[[Kalunga]] is a [[Gabbrath]] boss that has a variety of regular auto-attacks, which can inflict defense-down, stun, or deal AOE damage - additionally, its SP ability is [[Brazen Rush]], meaning it will double-attack often. It will also use &#039;&#039;&#039;Incinerating Lahar&#039;&#039;&#039;, which will deal AOE damage + [[Weakness]], making it very dangerous to remain close to the boss; most melee will want to back off until the weakness wears off. Kalunga will activate Fetters with &#039;&#039;&#039;Blistering Roar&#039;&#039;&#039;, which deals AOE damage + terror. Its {{red!}} / {{blue!}} is proc&#039;d by performing Skillchains - a 2 step SC will proc {{red!}}, while a 3+ step will proc {{blue!}}. Remember that procs get progressively harder; this means that parties will need to perform progressively longer skillchains for each proc. Make sure to plan at least a 4 step skillchain! Kalunga is weak to slashing damage, and will absorb {{color|negative|fire}} damage while Fetters are present.&lt;br /&gt;
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*[[Ongo]] is a [[Waktza]] boss that has a very strong Damage Taken- status, making it very hard to damage normally. Once it spawns fetters with &#039;&#039;&#039;Crashing Thunder&#039;&#039;&#039; (which deals AOE damage and inflicts magic defense down), it can be {{red!}} proc&#039;d by performing a Magic Burst - Ongo can then be {{blue!}} proc&#039;d with 2 more MBs, which will open a window where its Damage Taken- effect is removed. Ongo is weak to {{color|yellow|earth}} damage, so mages will rely mostly on Stone spells. While Fetters are up, it will absorb {{color|purple|lightning}} damage, so take care to avoid light skillchains - though since your group will be MBing earth spells, this likely won&#039;t be a problem. Luckily aside from this, Ongo doesn&#039;t have any particularly rough status effects to worry about. Most groups run mage-heavy setups, using BRDs, RUNs, GEOs, and CORs to debuff elemental resistances while SCHs and BLMs deal heavy magic bursts (usually with a SCH setting up the skillchains). Ongo&#039;s SP ability is [[Elemental Sforzo]], so mages will need to be careful not to waste their MP when this happens. &lt;br /&gt;
&lt;br /&gt;
*[[Mboze]] is an [[Yggdreant]] boss with a uniquely powerful move called &#039;&#039;&#039;Timber&#039;&#039;&#039;: this deals AOE damage, damaging each person hit based on their Max HP - however, the more people that are hit, the less damage it will deal. If only 2-3 people get hit, then the damage will be more than their maximum HP, instantly killing them. Mboze also has another damage-splitting move in &#039;&#039;&#039;Canopierce&#039;&#039;&#039;, so make sure to have the whole party stand close to the boss. Due to needing to group up, this fight can be hard on healers, as EVERYONE will be taking AOE damage. &#039;&#039;&#039;Firefly Fandango&#039;&#039;&#039; will deal AOE damage + Paralyze, which can disrupt healers long enough to cause a wipe, so be wary. Mboze will spawn fetters with &#039;&#039;&#039;Uproot&#039;&#039;&#039;, which will deal AOE damage + slow and will reset hate on ALL players hit. This will usually mean that Mboze will immediately start target the healers + supports, so tanks will need to be prompt about re-establishing hate. Similar to Kalunga, Mboze can be {{red!}} / {{blue!}} proc&#039;d by performing Skillchains - make sure to have at least a 4 step skillchain planned. It can use [[Invincible]], which will unfortunately drag the fight out longer. While Fetters are up it will absorb {{color|yellow|earth}} damage (so be wary of Darkness skillchains), and is weak to slashing damage. Pet jobs are common to help tank split-damage attacks, particularly BST for the slashing dmg from axes.&lt;br /&gt;
&lt;br /&gt;
*[[Arebati]] is a [[Cehuetzi]] boss that has a lot of AOE knockback + debuffs. It spawns Fetters with &#039;&#039;&#039;Polar Roar&#039;&#039;&#039;, which will deal knockback + bind to lock players away from it, and will absorb all {{color|light blue|ice}} damage while Fetters are spawned, so avoid Darkness and Distortion skillchains. Like with Xevioso, it can be {{red!}} / {{blue!}} proc&#039;d by scoring critical hits. Because of its abundance of knockback attacks and its weakness to piercing damage, most groups will rely on RNGs and CORs as their primary sources of damage. Arebati can dispel up to 4 buffs at once, so RUNs in particular will be quite stressed while tanking - luckily its damage isn&#039;t wildly threatening. Its SP move is [[Yaegasumi]], allowing it to dodge WSs while buffing the strength of its own TP moves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atonement 4 has only one boss - [[Bumba]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Bumba is a [[Wyrm]] boss, the &amp;quot;final boss&amp;quot; of Odyssey, and has several mechanics unique to other Gaol bosses. Every 60 seconds, Bumba will have a dust-cloud animation (similar to SP abilities) that will cause it to absorb one element of damage, based on the color of the dust cloud (red for fire, light blue for ice, etc). If Bumba takes any damage of this element (including skillchain damage!) then it will not only absorb it, but will also spawn a Fetter. If your party avoids triggering a Fetter, then Bumba will manually summon one on its own after a few minutes. While a Fetter is spawned, Bumba will stop changing (and absorbing) elements and will rapidly use TP moves. One of its Fetter-only TP moves is &#039;&#039;&#039;Denounce&#039;&#039;&#039;, which deals a 20&#039; AOE damage which &#039;&#039;&#039;increases in damage the more players are hit&#039;&#039;&#039; while also resetting hate and inflicting Paralyze, Defense-, and Mag. Defense-. If all party members are hit, this is a guaranteed wipe, so players will need to spread out and be extremely careful. Bumba can be {{red!}} / {{blue!}} proc&#039;d by performing one of the Atonement 3 proc conditions (critical hits, WSs, skillchains, or magic bursts), selected at random. This means your party composition will need to be able to reliably fulfill all of these proc conditions. Additionally, while in Fetter mode Bumba will gain a &#039;&#039;stacking&#039;&#039; magic damage taken- buff whenever a spell hits for 10k+ damage - this means mages will need to be careful to only use weaker spells so as not to tank their own damage potential. Same deal with Physical Damage, so you&#039;ll need a variety of damage types to keep from getting resisted too hard. &#039;&#039;&#039;Even if your party wipes and tries again, these buffs will persist!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond these Fetter mechanics, Bumba also has access to a variety of threatening spells and TP moves - it has access to Dispelga, Impact, Kaustra, and Absorb line of spells; has AOE TP moves that can dispel up to 4 buffs, and has multiple AOE damage + knockback moves. It has access to a wide variety of SP moves as well - [[Invincible]], [[Brazen Rush]], [[Yaegasumi]], [[Elemental Sforzo]], and [[Perfect Dodge]]. &lt;br /&gt;
&lt;br /&gt;
Bumba luckily allows for a decent variety of party compositions to bring down, usually relying on burst damage tactics while avoiding skillchains to stay out of Fetter mode as much as possible. DRG is a popular job choice, as it has several JAs to strengthen the party vs dragons. Bumba has a LOT of HP, especially at higher Vengeance levels, so the primary challenge is dealing enough damage in the strict time limit.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Sheol Gaol Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
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For each boss you defeat in Gaol, you&#039;ll earn a KI called {{KI}} &amp;quot;Information on &amp;lt;Boss Name&amp;gt;&amp;quot; - this will allow you to purchase equipment from the Odyssey [[Pilgrim Moogle]] with gil. The price of this gear fluctuates from server to server - the more times a boss is killed &#039;&#039;server-wide&#039;&#039;, the lower the price will be. If you&#039;re on a populated server such as Asura, the price will be quite cheap! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augments &amp;amp; RP&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Every piece of gear you can earn from Gaol can be upgraded with augments. Defeating a boss at V1 or above will allow you to upgrade the gear to at most Rank 15, then you&#039;ll need to defeat higher Vengeance levels of that boss to unlock a higher Rank cap. Beating a boss at V15 raises the cap to R20, V20 will raise it to R25, and beating a boss at V25 will max out the augment cap at Rank 30. If you ONLY beat a boss at V0, then you&#039;ll unlock the gear but won&#039;t be able to upgrade it via augments.&lt;br /&gt;
&lt;br /&gt;
How do you earn [[Reinforcement Points]] (RP) to upgrade the augments? By fighting the corresponding boss, of course! You don&#039;t even need to &#039;&#039;defeat&#039;&#039; the boss, just &#039;&#039;damage&#039;&#039; it. After the fight, whether successful or not, RP will be awarded based on how much damage your group dealt to the boss and the Vengeance level of the fight. Your party needs to deal at least 5% of the boss&#039; max health in order to start earning RP, which will be awarded upon winning the fight or timing out. {{color|negative|If you leave the boss arena before winning or timing out, you will &#039;&#039;&#039;not&#039;&#039;&#039; gain RP!}} So if your party wipes, do NOT warp out or return to home point! RP is earned on a per-boss basis, and you &amp;quot;spend&amp;quot; them at the Pilgrim Moogle in Rabao.&lt;br /&gt;
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You can also spend 1500 [[Moogle Segments]] at the Pilgrim Moogle to purchase a [[Moogle Amplifier]]]. This works similarly to a [[Abdhaljs Seal]] - it&#039;s a consumable item that gives the player a buff that will substantially increase the next amount of RP received from Gaol, and wears off after 72 hours. Furthermore, an amplifier can be &amp;quot;charged&amp;quot; by dealing at least 5% damage to three bosses in a single Gaol attempt, which will cause the amplifier to award even more RP. How much RP is awarded, both from a baseline and charge, is based on the Vengeance level of the bosses being fought - both when charging the amplifier and when using the amp itself. This can get kind of complicated, so if you want to know more I recommend reading the page on [[Moogle Amp.]]] itself.&lt;br /&gt;
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Aside from Augments, you can also choose to spend RP on Moogle Segments, at a 1:1 exchange ratio, but this generally isn&#039;t advised unless you REALLY need segments. &lt;br /&gt;
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&#039;&#039;&#039;All Jobs&#039;&#039;&#039;&lt;br /&gt;
*[[Nyame Armor Set]] - earned after defeating [[Bumba]].&lt;br /&gt;
**This is the big draw for Odyssey, and is arguably the single strongest armor set in the game. It most notably provides a large amount of defensive stats - tons of HP, DT-, and Magic Evasion. It&#039;s easy to slap a full set of this into your Hybrid/DT set and call it good. It also has 4 different augment paths - A buffs TP gain, B buffs WS damage, C buffs magic stats, and D buffs pet stats. Most players tend to pick B, as it&#039;s the most widely useful. {{color|negative|You cannot change the augment path once you&#039;ve started it!}} If you change your mind about the path you want to augment, you&#039;ll need to &#039;&#039;&#039;completely start over at R0&#039;&#039;&#039;, so think long and hard before you choose a path!&lt;br /&gt;
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&#039;&#039;&#039;Melee DD &amp;amp; Tanks&#039;&#039;&#039;&lt;br /&gt;
* [[Sakpata&#039;s Armor Set]] from defeating [[Kalunga]]&lt;br /&gt;
* [[Mpaca&#039;s Attire Set]] from defeating [[Arebati]]&lt;br /&gt;
* [[Gleti&#039;s Armor Set]] from defeating [[Ngai]]&lt;br /&gt;
* [[Coiste Bodhar]] from defeating [[Gogmagog]]&lt;br /&gt;
* [[Beithir Ring]] from defeating [[Raskovniche]]&lt;br /&gt;
* [[Schere Earring]] from defeating [[Gigelorum]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mages&#039;&#039;&#039;&lt;br /&gt;
* [[Agwu&#039;s Attire Set]] from defeating [[Ongo]]&lt;br /&gt;
* [[Bunzi&#039;s Attire Set]] from defeating [[Mboze]]&lt;br /&gt;
* [[Bunzi&#039;s Rod]] from defeating [[Mboze]]&lt;br /&gt;
* [[Mpaca&#039;s Staff]] from defeating [[Arebati]]&lt;br /&gt;
* [[Obstinate Sash]] from defeating [[Henwen]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pet Jobs&#039;&#039;&#039;&lt;br /&gt;
* [[Hesperiidae]] from defeating [[Dealan-dhe]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Jobs&#039;&#039;&#039;&lt;br /&gt;
* [[Ikenga&#039;s Attire Set]] from defeating [[Xevioso]]&lt;br /&gt;
* [[Tellen Belt]] from defeating [[Procne]]&lt;br /&gt;
&lt;br /&gt;
There is also a wide range of job-specific weapons available, many of which are quite strong. I recommend looking at the [[Odyssey#Notorious_Monsters_&amp;amp;_Rewards#Gaol rewards page]] to see if any are relevant to your specific jobs.&lt;br /&gt;
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&lt;br /&gt;
=Ultimate / REMA Weapons=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Ultimate Weapons Overview&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Ultimate Weapons, more commonly known as REMA weapons (Relic, Empyrean, Mythic, Aeonic), are the strongest weapons available in the game. Recently, some have started calling them DREAM weapons, including the newly crafted weapons from Dynamis Divergence. Most of them aren&#039;t actually all that &#039;&#039;difficult&#039;&#039; to get, but all of them are expensive and / or time consuming to create - usually both.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve waited until near the end of this guide to discuss them for multiple reasons. First, a LOT of players focus on them way too early, and put way too much focus on them. Yes, they are very powerful and will result in a huge performance increase, regardless of your job. However, they aren&#039;t mandatory for &#039;&#039;&#039;ANY&#039;&#039;&#039; content in the game. A player who knows their job well and knows the mechanics of the content they&#039;re playing &#039;&#039;&#039;will&#039;&#039;&#039; outperform a player with a REMA that doesn&#039;t understand those things. I&#039;ve seen it time and time again, from DDs to tanks to mages.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Second, making them is a HUGE commitment of time and money. I&#039;ve legitimately seen players burn themselves out while trying to create these and not only wind up never doing so, but instead quitting the game entirely. If you do decide to attempt creating one of these, make sure that you pace yourself to avoid burnout. Most of them have multiple steps that can be worked on in any order - if you get burnt out farming for one part of the weapon, work on a different part to shake things up, or just go do something else. How long it takes you will depend on many factors - what specific type of REMA you&#039;re making, how much help you receive from friends, how much gil you&#039;re willing to spend vs farming items for yourself, etc. For reference, my first REMA ([[Twashtar]], the Empyrean dagger) took me roughly a month of farming on average roughly 2-3 hours a day.&amp;lt;br /&amp;gt;&lt;br /&gt;
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Finally, not all REMA weapons are actually, well, worth it. Some are far more powerful than others. Before devoting any significant amounts of time or gil to any one weapon, make sure to do plenty of research to ensure there isn&#039;t another option that&#039;s better while being easier / cheaper to obtain. I point out some notable weapons in each section, but be sure to do research for your own job! I&#039;m not an expert in every job and their myriad of niches and strategies, so there may be some worth making for your job that aren&#039;t pointed out below.&lt;br /&gt;
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If you understand all that, and are still ready to face the challenge, then let&#039;s start working on making you a legend.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Relic Weapons&amp;lt;/strong&amp;gt;&lt;br /&gt;
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The original Ultimate Weapons, [[Relic Weapons]] were the first ones introduced to the game. For a long time, people just called all ultimate weapons &amp;quot;Relic&amp;quot; weapons, and sometimes they still do. Relics are arguably the easiest REMA weapons to obtain - they&#039;re easily soloable, and with deep pockets you can avoid almost any farming and get one fairly quickly.&lt;br /&gt;
&lt;br /&gt;
To get started on a Relic Weapon, you&#039;ll first need to get the base form to drop from Dynamis. Not Dynamis Divergence, but the original Dynamis. Each weapon only drops from a specific Dynamis zone, so I&#039;d recommend checking the [[Relic Weapons]] page to see what zone drops the weapon you&#039;re interested in. Once you have the weapon in hand, speak to [[Switchstix]] in [[Castle Zvahl Baileys]] (I-8) to get started on the process of upgrading it into a &#039;&#039;real&#039;&#039; Relic Weapon. &lt;br /&gt;
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Each stage of the upgrade process mostly involves collecting ancient currency, along with some items. The items and currencies vary depending on what weapon is being crafted, but in general: &lt;br /&gt;
*The first stage requires 400 of either [[1 Byne Bill]]s, [[O. Bronzepiece]]s, or [[T. Whiteshell]]s (or 4 of the 100 pieces, [[100 Byne Bill]], [[M. Silverpiece]], or [[L. Jadeshell]]). This stage also requires 3 craftable items. Which specific currency and which items are required varies from weapon to weapon, but they each cost similar amounts of gil. &lt;br /&gt;
*The second stage requires 1400 total ancient currency, and four weapons of the same type as the relic you&#039;re making (daggers for relic dagger, etc).&lt;br /&gt;
*The third stage requires 6100 currency, and a weapon-specific Attestation. Attestations are dropped by Fomor NMs in [[Dynamis - Beaucedine]]. To spawn the NM you&#039;ll need a pop item dropped from Hydra enemies throughout the zone.&lt;br /&gt;
*The fourth and final stage requires a 10,000-piece of ancient currency, so either a [[10,000 Byne Bill]], [[R. Goldpiece]], or a [[R. Stripeshell]], depending on your weapon. You&#039;ll also need a [[Necropsyche]], which is a common drop from [[Vanguard Dragon]]s in [[Dynamis - Xarcabard]], and a weapon-specific fragment. These fragments are dropped from [[Animated Weapon]] NMs in Dyna - Xarc, which are spawned with a pop item dropped from the regular animated weapon enemies throughout the zone. The Animated Weapons you need to kill will match the relic you&#039;re going for - for example, those building the relic dagger will need to hunt [[Satellite Daggers]] to get the pop item for [[Animated Dagger]], which will drop the fragment needed.&lt;br /&gt;
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&#039;&#039;&#039;Upgrading to i119&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Congratulations! You now have the level 75 version of your relic weapon! From here, you&#039;ll need to complete [[:Category:Trial_of_the_Magians|Magian Trials]] to get it up to the i119 version. Take your newly made relic weapon over to the [[Magian Moogle]] in [[Ru&#039;Lude Gardens]] to get started. You will have to complete a long series of trials to slowly upgrade your weapon to level 99 - the vast majority of these involve using your weapon&#039;s associated Weapon Skill to damage or kill experience-yielding enemies of a particular monster family - [[Plantoid]]s, [[Beasts]], [[Undead]], etc. Some Adoulin areas can be good for this, but Abyssea areas are usually the best places to go for these. Tons of groups of same-family enemies that are relatively weak and thus can be quickly killed with the WS. After completing all your WS trials, you&#039;ll need to kill 5 of the NM which dropped your original Attestation, and then 10 of the Animated Weapon NM for your weapon. Finally, you&#039;ll need to turn in 5 [[Umbral Marrow]]. This will earn you the level 99 version of your relic weapon. The path splits here - you can continue with Magian trials to jump straight to the &amp;quot;Afterglow&amp;quot; version of your ilvl relic weapon, however {{color|negative|you should never upgrade your relic directly to Afterglow!}} It will wind up costing you far, FAR more gil in the long run. Instead, take your weapon down to [[Oboro]] in [[Port Jeuno]], where he will upgrade it to i119 for a mere 300 [[Pluton]]s. Congrats on finally having a usable Relic Weapon! We&#039;ll cover Afterglowing it in another section down below.&lt;br /&gt;
&lt;br /&gt;
Note that for all of the weapon skill and NM trials, you&#039;ll need to have your relic weapon equipped for it to count - don&#039;t forget!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farming Tips&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You&#039;ll need a grand total of 17,900 ancient currency (including the 10,000 piece) to finish a Relic. This is a big number, but in terms of gil pricing it&#039;s on the cheaper side when it comes to REMA weapons. &lt;br /&gt;
&lt;br /&gt;
The ancient currency can be bought off the AH / bazaars, farmed from original Dynamis zones, and each month you can get currency (both 1 pieces and 100 pieces) from Ambuscade. I recommend taking a combination of all three of these avenues to farm your currency, so you don&#039;t burn out on any one farming method. Spend some time farming dynamis and sell off currency you don&#039;t need in order to fund currency you do. When that gets boring, farm ambuscade for a bit. Ambuscade has tons of other rewards that you can sell for easy gil too, so that can be used to fund more currency. (Check the prices on [[Heavy Metal Plate]]s and [[Riftcinder]]/[[Riftdross]] first.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Relics&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Unfortunately, time has not been kind to relic weapons, even after being upped to i119. Most of them are outdone by other REMA options. Each job&#039;s relic is unique though, so I recommend doing research into your jobs and seeing which ones can get use from their relics. The ones listed below are by no means the ONLY usable relic weapons, but are ones that are commonly seen and recommended:&lt;br /&gt;
&lt;br /&gt;
*[[Gjallarhorn]] for BRD is considered mandatory for lategame content&lt;br /&gt;
*[[Aegis]] for PLD is also considered mandatory for lategame content (though the Prime shield - see below - has largely eclipsed it, Aegis is much easier to get and even with [[Duban_(Level_119_III)|Duban]] PLDs will still use Aegis against all-magical enemies&lt;br /&gt;
*[[Apocalypse]] for DRK isn&#039;t the best weapon they have available, but it provides good utility and is much easier / cheaper to make than their other REMA, so it&#039;s a popular option (at least as a stepping stone)&lt;br /&gt;
*[[Annihilator]] is a very strong gun for RNG, particularly in situations where Enmity management is vital. RNG deals enough damage to often steal hate, and thus with other weapons may need to hold themselves back - with Annihilator, they can go hog wild without worry. (That being said, it wants [[Chrono Bullet]]s from the Aeonic weapon to really shine.)&lt;br /&gt;
*[[Kikoku]] for NIN is arguably the strongest REMA for Ninjas.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Empyrean Weapons&amp;lt;/strong&amp;gt;&lt;br /&gt;
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[[Empyrean Weapons]] come from the [[:Category:Trial_of_the_Magians|Trial of the Magians]] system, and involve hunting a variety of NMs and collecting lots of expensive resources. Creating one is a long and expensive process, but is thankfully easy to complete entirely solo. Having a friend or two to help can definitely speed things up, though.&lt;br /&gt;
&lt;br /&gt;
To get started, head to [[Ru&#039;Lude Gardens]] and examine the [[Splintery Chest]] to get your starting weapon. There are a bunch of different weapons in here for different content, so make sure you grab the right one. Once you have your weapon, trade it to the nearby [[Magian Moogle]] to get started on the path to making an Empyrean.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First phase: NMs.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
This phase will require you to kill a series of NMs, multiple times each. The first 3 NMs you&#039;ll need to kill 3 times each &#039;&#039;&#039;with the weapon equipped!&#039;&#039;&#039; Don&#039;t forget that last part. When you kill an NM for the third time, take the weapon back to the Magian Moogle to progress to the next one. The next 3 NMs you&#039;ll need to kill 4 times each. After that, you&#039;ll need to kill 2 [[Voidwalker NM System|Voidwalker NMs]] 6 times each, and then a final 3rd Voidwalker NM 8 times. Don&#039;t forget to &#039;&#039;&#039;have your weapon equipped&#039;&#039;&#039; for all of these!&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #aad;&amp;quot; | Voidwalker NMs&lt;br /&gt;
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[[Voidwalker NM System|Voidwalker NMs]] (VWs) haven&#039;t been touched on in this guide yet, because they&#039;re mostly irrelevant in the current endgame other than their use for making an Empyrean weapon. To get started with VWs, you need to speak to [[Assai Nybaem]] in [[Ru&#039;Lude Gardens]] (G-10) and buy a [[clear abyssite]] KI for 1k gil. Then, when you rest (by using &#039;&#039;&#039;/heal&#039;&#039;&#039;) in certain areas, you&#039;ll see a chat message telling you if there are any VW monsters in the area, and how close the nearest one is. The monster will be invisible, so you&#039;ll need to walk around /healing and guessing where it is. When you rest within 5&#039; of a monster, it&#039;ll appear and you can kill it. At first you&#039;ll find LOTS of monsters - these are T1 monsters, and respawn in only a few minutes. Sometimes when you kill a T1 VW NM, your [[clear abyssite]] will upgrade to a [[colorful abyssite]]. Now, you&#039;ll only be able to find T2 NMs until you buy another clear abyssite. Again, sometimes when killing a T2 NM, your abyssite can upgrade - this time it will upgrade to a specific color depending on the area in which NM was killed - [[blue abyssite]], [[orange abyssite]], etc, which will let you find T3 NMs. When you encounter a T3 NM, your abyssite will shatter, but there&#039;s a chance upon killing it that you&#039;ll get a [[black abyssite]], which will let you spawn the T4 final VW boss, [[Yilbegan]], who shatters your black abyssite on spawn and does not drop any abyssite.&lt;br /&gt;
&lt;br /&gt;
When hunting for VW NMs, you will &amp;quot;lock on&amp;quot; to the nearest mob you can detect, and resting will always point you towards it. However, the maximum range to detect a monster is 300&#039; - if you run outside of that range, and another monster is closer, then you will lock on to the new monster instead. You can tell what you&#039;re locked on to by the message the abyssite provides when you rest:&lt;br /&gt;
*If the abyssite shines &amp;quot;feebly&amp;quot;, you&#039;re locked onto a T1 NM&lt;br /&gt;
*If it shines &amp;quot;softly&amp;quot;, that&#039;s T2&lt;br /&gt;
*&amp;quot;Solidly&amp;quot; is T3&lt;br /&gt;
*and &amp;quot;strongly&amp;quot; is T4&lt;br /&gt;
&lt;br /&gt;
For the purposes of making an Empyrean Weapon, all the target NMs will be T2s. This means you want a clear abyssite and to upgrade it to a colorful one to detect only T2s. However, there&#039;s a good chance that at some point your colorful abyssite will upgrade into a specifically-colored one, which means you&#039;ll now only detect T3s with it. If this happens, go back and get a new clear abyssite and head back to the area you need to kill NMs in. You&#039;ll likely lock on to T1s first, and then will be able to upgrade your clear abyssite to a new colorful one for T2s. Since  you already have the colored abyssite for the area, your new colorful abyssite won&#039;t be able to upgrade, since you can only have one of them! Just be careful you don&#039;t accidentally lock onto and kill the T3, which will shatter that abyssite. Also, don&#039;t go buy a new clear abyssite - as then you&#039;ll start locking onto primarily T1s, and won&#039;t be able to upgrade the abyssite until you kill the T3, then upgrade your colorful abyssite again. &lt;br /&gt;
&lt;br /&gt;
In the event you do lock onto a T3 and can&#039;t seem to lock onto a T2 again (such as if they&#039;re very close to one another), you can &#039;&#039;spawn&#039;&#039; the T3 to shatter your colored abyssite, then warp out and return - you&#039;ll then be able to lock onto the T2s again, though may eventually need to replace your colorful one when it inevitably upgrades. If you happen to see the message that your abyssite quivers ever so slightly and emits a faint light but there are no monsters in the immediate vicinity, that means there ARE monsters in the area, you&#039;re just out of the 300 yalm range. If the abyssite does NOT quiver and emits no light, then there are no monsters you can currently detect, and you&#039;ll need to wait for them to respawn.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Second phase: Abyssea&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You&#039;ll be tasked to gather 50 drop items from an [[Abyssea]] NM, then 50 from a different one, then 75 from a third. This is most likely going to be very time consuming, depending on what NMs your weapon requires. There are generally two main strategies for farming these NMs as efficiently as possible: red procs or chest farming. &lt;br /&gt;
*Red Procs, as the name implies, means you mostly aim for hitting {{Red!}} [[Abyssea#Notorious_Monsters|Red Weakness Triggers]] on the NMs required to get the pop KIs needed for your NM. There are a few jobs that area ideal for hitting these procs:&lt;br /&gt;
**WAR/NIN will give you access to every weaponskill required for {{Red!}} but will require that you have a Great Katana and a Katana that Warrior can use, along with some gear that raises your G. Katana and Katana skills. [[Debahocho]] is a mercifully easy Katana to acquire, but a GK will be harder. Unfortunately, there are NO readily acquirable GKs that warrior can equip - instead, you&#039;ll need to find a level 1 GK that&#039;s equippable by all jobs during a monthly login campaign, Ambuscade reward, or seasonal event. There&#039;s no way to speed this up, or tell when one will be available, so you just need to wait and get lucky. Raising your Katana and GK skill is something you CAN control, luckily. First, you&#039;ll need put 8/8 merits into both Katana and GK skills. You can rise your Katana skill high enough to use all needed WSs with a [[Yarak Torque]], which is dropped from [[Warder of Hope]]. When it comes to GK, you&#039;ll need two pieces - first, an [[Agelast Torque]] from [[Warder of Justice]], and second either a [[Fazheluo Helm]] or a [[Kengo Hachimaki]] - either is buyable on the AH. &lt;br /&gt;
**NIN/WAR can also hit every red proc, and luckily doesn&#039;t require you to worry about getting more skill through equipment, merits will be fine. However, you&#039;ll have a much harder time getting weapons that ninja can equip. You can earn a [[Hoe]] from [[Mog Garden]] quests to cover Scythe WSs, but unfortunately for [[Polearm]]s and [[Great Sword]]s you&#039;ll need to wait for a lv 1 All Jobs weapon from an event, login campaign, or Ambuscade.&lt;br /&gt;
**THF/WAR unfortunately can&#039;t hit all weapon skills - it won&#039;t have access to Katana or GK ones. It also has the same problems as Ninja - you&#039;ll need to wait for some event weapons. The upside of specifically Thief is that [[Treasure Hunter]] can really speed up the drops required to spawn the NMs themselves, and [[Flee]] can help speed up travel time. Overall I&#039;d say it&#039;s the lowest priority of the three, but it&#039;s definitely usable.&lt;br /&gt;
*Instead of going for procs, many people choose to farm gold chests. Any job with a decent AOE weapon skill can perform this well enough. For this strategy, you&#039;ll want to focus on using Elemental Weapon Skills to kill enemies to build Amber Light - knife wielders are very useful for farming chests, as [[Aeolian Edge]] is both AOE and elemental. I recommend hunting down one of the roaming avatar NMs in the area you&#039;re in, as they give quite a lot of light when killed. You&#039;ll also want a good amount of Pearlescent Light, so that enemies will drop more chests in general. Once you&#039;re at 200+ amber light, start gathering up large groups of enemies and cleaving them down with AOE, then sift through the dropped chests for KIs. I recommend destroying chests you look in if they don&#039;t have what you need, to make looking through them all easier, and using [[Forbidden Key]]s purchased with cruor to open chests must more easily. People often run BLU for this, as they have powerful AOE spells to clear large groups. The magic kills also accumulates Azure Light, which means blue chests will spawn with abyssea time extensions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Phase: Heavy Metal Plates and Rift items&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The final phase of making an empyrean weapon is first collecting 1500 [[Heavy Metal Plate]]s, and then 60 of either [[Riftdross]] or [[Riftcinder]], depending on which weapon you&#039;re making. These are relatively hard to farm, so expect to spend a lot of gil during this phase. On the plus side, it&#039;s the final phase of the ordeal - once you finish both, you&#039;ll have your level 99 Empyrean weapon!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrading to i119&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
At this point, you can technically continue Magian Trials to upgrade to the Afterglow version of your i119 weapon - however,  {{color|negative|you should never upgrade your weapon directly to Afterglow!}} It will wind up costing you far, FAR more gil in the long run. Instead, take it down to [[Oboro]] in [[Port Jeuno]], where he will upgrade it to i119 for a mere 300 [[Riftborn Boulder]]s. Congrats on finally having a usable Empyrean Weapon! We&#039;ll cover Afterglowing it in another section down below.&lt;br /&gt;
&lt;br /&gt;
Note that for all of the weapon skill and NM trials, you&#039;ll need to &#039;&#039;&#039;have your weapon equipped&#039;&#039;&#039; for it to count - don&#039;t forget!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farming Tips&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
When it comes to farming Empyrean Weapons, variety is the spice of life. You have to kill the NMs in the first phase in the correct order, however for Phase 2 and 3 you only need to turn in items. This means you can farm those items at any point! I recommend spending some time farming one Abyssea NM, and then when you start feeling burnt out on that switch over to another, then to the third. If you&#039;re really burnt out on all of Abyssea, then start working on regular NMs. Also make sure to keep an eye on https://www.ffxiah.com/ for your server&#039;s prices for Heavy Metal and Riftdross/Riftcinder, depending on what you need. Don&#039;t forget to look at bazaar prices too, you can often find them for super cheap there if you&#039;re vigilant. As for farming the HMP / Rifts themselves, the &amp;quot;best&amp;quot; way to farm them is via Voidwatch, but honestly that&#039;s very slow outside of campaigns, and still pretty slow even during them. It may be faster to just farm gil and buy them instead. You can also earn a limited amount of both from Ambuscade every month. Some people prefer to collect both Heavy Metal and their Rift items together, others prefer to focus solely on one at a time - that way when they&#039;re done, they can sell any of the other that they get to help fund the rest. What route you decide to take is up to you, of course.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Empyrean Weapons&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Twashtar]] is arguably the best knife in the game, and it will do TONS of work for Thieves and Dancers.&lt;br /&gt;
*[[Daurdabla]] is near-mandatory for BRDs, giving access to two additional songs at once. Luckily, it has fewer steps than other Empyrean weapons, but still takes quite a bit of effort.&lt;br /&gt;
*[[Caladbolg]] is a fantastic weapon when you just want to pump out crazy 10k+ crits on your auto attacks&lt;br /&gt;
*[[Masamune]] is arguably the best great katana, and is an amazing zerg rush weapon for dealing MASSIVE burst damage.&lt;br /&gt;
*[[Verethragna]] is an excellent choice for MNKs and PUPs to dish out tons of auto attack damage.&lt;br /&gt;
*[[Ukonvasara]] is similar to the above, but for WARs.&lt;br /&gt;
&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Mythic Weapons&amp;lt;/strong&amp;gt;&lt;br /&gt;
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[[Mythic Weapons]] are special in that there&#039;s a unique one for every job, with the exception of GEO and RUN (who get [[Ergon Weapon]]s instead). They often provide job-specific buffs and utilities, and can be VERY strong. Of course, they&#039;re arguably the most time-consuming REMA weapons to get, especially so for your first Mythic. You can solo everything for your Mythic, but a few parts will be sped up if you have some friends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparation&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mythic weapons require a bit more set up than other weapons do. First, you&#039;ll need to completely clear the [[Treasures of Aht Urhgan]] storyline. Second, you&#039;ll need to reach [[Captain]] rank in [[Assault]], meaning you&#039;ll need to clear all 50 assault missions. Third, you&#039;ll need the [[Runic key]] KI, obtained from clearing floor 100 of [[Nyzul Isle Investigation|Nyzul Isle]]. Finally, you&#039;ll need the [[Nyzul_Isle_Investigation#Vigil_Weapons|Vigil Weapon]] associated with the Mythic weapon you want to make - luckily these are found in Nyzul, and you&#039;ll most likely already have the one you need from clearing floor 100. Most of these are easy to solo, but some Assault missions can be quite difficult without a friend or two, even at i119. Additionally, having multiple people will make Nyzul Isle runs go quite a bit faster. For soloing Assaults, there&#039;s [https://ffxiclopedia.fandom.com/wiki/Solo_Assault_Guide_by_Korvana a very useful guide up on FFXIclopedia] which I would highly recommend. Once all of these steps have been completed, you&#039;ll be able to start the first Mythic Weapon quest. Zone into [[Salaheem&#039;s Sentinels]] to get a cut scene that starts the quest, and trade your Vigil Weapon to [[Abquhbah]] to begin the questline. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperial Heist&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The first quest for completing a Mythic weapon is [[An Imperial Heist]]. To complete the quest, you&#039;ll need to defeat a variety of NMs from around Aht Urhgan zones. Luckily, if you&#039;ve defeated these NMs previously then it will still count, so you don&#039;t need to defeat them again. You&#039;ll need to kill all three Aht Urhgan beastmen bosses - [[Gulool Ja Ja]], [[Gurfurlur the Menacing]], and [[Medusa]]. Then, you&#039;ll need to defeat each of the four [[Salvage]] chariot bosses, meaning you&#039;ll need to clear all four Salvage chambers. Salvage is relatively easy to solo at ilvl, just make sure you bring a (sub)job that can heal itself in some way, as trusts can&#039;t be summoned and much of your equipment will be inaccessible for part of each run. Finally, you&#039;ll need to have killed [[Odin]] in the final chamber of [[Einherjar]]. Einherjar is also fairly easy to solo, especially if you have good AOE damage - some healing is recommended just in case, though. Odin himself can be difficult to solo because he can deal 10k damage that splits up between all targets hit. You can&#039;t summon trusts in his arena or reduce this damage, so you&#039;ll either want to bring along friends, use a pet job that can stand out of range, or bring a LOT of reraise. He&#039;ll use this attack at 75%, 50%, and 25% HP, so three reraise items should do the trick. If you&#039;re at i119, Odin and his summons won&#039;t deal much damage otherwise, so you&#039;ll have time to heal yourself after reraising. Once all of these NMs have been killed, you can move on to the second quest for your Mythic Weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties, Tasks, and Deeds&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duties, Tasks, and Deeds]] will take up the vast majority of your time creating a Mythic weapon. For it you&#039;ll need to collect a total of 30,000 [[Alexandrite]], 150,000 [[Nyzul_Isle_Investigation#Tokens|Nyzul Isle Tokens]], and 100,000 [[Therion Ichor]] from [[Einherjar]]. In addition, you&#039;ll need to clear all 50 [[Assault]] missions over again, and you&#039;ll need to remember to trade zone-specific items to the rune of release before finishing the Assault. Again, all of this content can be soloed, but having friends will help it go much much faster. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forging a New Myth&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Forging a New Myth]] is the next quest in the chain, and while easier than the previous one can still be time consuming. You&#039;ll need to get a [[Tinnin&#039;s Fang]], a [[Sarameya&#039;s Hide]], and a [[Tyger&#039;s Tail]], obtained from the 3 penultimate bosses of the [[Zeni NM System]]. ZNMs are trivial at i119, but it can be time-consuming to work through the chain of NMs to get to the three you need. The [[Zeni NM System]] page has information about how to get to each of the three bosses, as it&#039;s a bit too complicated to explain here. (Many people wait for the [[:Category:Adventurer_Campaigns#Nyzul_Isle_Uncharted_Area_Mysterious_Item_Campaign|Nyzul Isle item]] monthly campaign, as the level 99 [[Nyzul_Isle_Uncharted_Area_Survey|Nyzul Isle]] can rarely drop the pop items for these three bosses directly.) Once you&#039;ve turned in all three items, you&#039;ll need to fight a boss to finish the mythic - {{color|negative|you MUST fight this boss on the job you&#039;re making the mythic for, as you&#039;ll need to use your mythic weapon during the fight!}} The first phase of the boss is a hydra ([[Zahak]]) which is trivially easy. The second phase is against a fomor, [[Balrahn]]. Balrahn is impossible to kill, as once he gets to 1 hp you&#039;ll just deal 0 damage. First, wait until he uses the Mythic weapon skill associated with your Mythic weapon against you. Then, you&#039;ll need to activate all three levels of [[Aftermath]] from your mythic weapon against him. It&#039;s recommended to go in order - do a 1k TP weaponskill, then 2k one, then finally a 3k one. Higher-level aftermaths overwrite lower-level ones, but not vice-versa, so if you start with a high-level aftermath, you&#039;ll need to wait until it wears off before you can use a lower level one. Once you&#039;ve used all three aftermaths against him, he will surrender and you&#039;ll win the fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coming Full Circle&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Coming Full Circle]] is the final quest in making a mythic weapon, and it is more of a formality than anything else. You&#039;ll some minor rewards, but most importantly you&#039;ll receive your level 75 Mythic weapon. Congratulations!  The hard part is done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrading to i119&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Congratulations! You now have the level 75 version of your mythic weapon! From here, you&#039;ll need to complete Magian Trials to get it up to the i119 version. Take your newly made weapon over to the [[Magian Moogle]] in [[Ru&#039;Lude Gardens]] to get started. You will have to complete a long series of trials to slowly upgrade your weapon to level 99 - the vast majority of these involve using your weapon&#039;s associated Weapon Skill to damage or kill experience-yielding enemies of a particular monster family - [[Plantoid]]s, [[Beasts]], [[Undead]], etc. Some Adoulin areas will be good for this, but Abyssea areas are prime places to go for these. Tons of groups of same-family enemies that are relatively weak and thus can be quickly killed with the WS. After completing all your WS trials, you&#039;ll need to kill 3 of one of the penultimate ZNMs, and then 3 of one of the [[Salvage]] chariots. The final trial will require you to turn in 3 [[Mulcibar&#039;s Scoria]] - these are dropped from [[Pandemonium Warden]], the final ZNM boss. PW has a few somewhat dangerous tricks up its sleeve even for i119 characters, so I&#039;d recommend bringing some friends along just in case. Alternatively, they can be gotten from [[Ambuscade]], though the hallmark cost is VERY expensive. The most accessible way to get them is just to buy them, though.&lt;br /&gt;
&lt;br /&gt;
At this point, you can technically continue magian trials to upgrade to the Afterglow version of your i119 weapon - however,  {{color|negative|you should never upgrade your weapon directly to Afterglow!}} It will wind up costing you far, FAR more gil in the long run. Instead, take it down to [[Oboro]] in [[Port Jeuno]], where he will upgrade it to i119 for a mere 300 [[Beitetsu]]. Congratulations, you finally have a usable Mythic Weapon!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farming Tips&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Similar to empyrean weapons, the key to surviving the process of making a Mythic weapon is variety. While you can&#039;t &#039;&#039;complete&#039;&#039; the steps in any order, you CAN make progress on them in any order. Most of them require turning in specific items, so you can work on farming them whenever you like. The only part that can&#039;t easily be done out of order is fulfilling the [[Assault]] journals for Duties, Tasks, and Deeds. [[Einherjar]] is notable because you can&#039;t speed it up AT ALL - you can only enter it once every hour at most. I would recommend doing an Einherjar run, then going to work on other parts, and then return to do another Einherjar run. Two Nyzul Isle runs aligns perfectly with the hour-long timer, but if you start getting burnt out on those it&#039;s a good idea to go run some Assaults or do some ZNMs. The most expensive step will probably be collecting all of the [[Alexandrite]] needed. You can get a decent number of &amp;quot;Alex&amp;quot; from [[Ambuscade]] each month, and it can be farmed from [[Salvage]]. You&#039;ll likely need to buy quite a bit of your Alex, as the main methods for farming them are quite slow.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notable Mythic Weapons&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Most mythics are pretty solid for their jobs - it&#039;s hard to find one that&#039;s BAD, really. Below I&#039;ll point out some of the best of the best, though anything not listed here may be great for specific strategies or in specific situations, though. &lt;br /&gt;
*[[Nirvana]] is the de-facto Summoner weapon until a fully upgraded Prime, and makes your blood pacts deal crazy strong damage&lt;br /&gt;
*[[Yagrush]] is in very high demand for White Mages, turning all their debuff removal spells AOE&lt;br /&gt;
*[[Death Penalty]] is extremely popular on Corsair, and with it you can easily one-shot statues in Dyna D&lt;br /&gt;
*[[Tizona]] is hands-down Blue Mage&#039;s best weapon, providing a bottomless font of mana&lt;br /&gt;
*[[Gastraphetes]] is easily Ranger&#039;s strongest option, it&#039;s just incredibly powerful.&lt;br /&gt;
*[[Burtgang]] is top class for Paladin, giving a ton of defense, stronger Enmity management, and a unique damage modifier for [[Atonement]].&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Aeonic Weapons&amp;lt;/strong&amp;gt;&lt;br /&gt;
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[[Aeonic Weapons]] are probably the simplest REMA to get, but they are also the only ones that cannot be soloed. They also can be the cheapest, as there are no expensive items to buy thousands of. They are very powerful though, and are notable because they allow players to create the Lv 4 Skillchains of [[Radiance]] and [[Umbra]]. &lt;br /&gt;
&lt;br /&gt;
To get started, first talk to [[Temprix]] in [[Reisenjima]]. You&#039;ll need to turn in [[Escha Beads]] - first 10, then 100, then 1,000. After that, you&#039;ll be able to purchase a &lt;br /&gt;
&#039;&#039;&#039;Malformed&#039;&#039;&#039; Key Item from him for a whopping 50,000 beads. This is the biggest straight-up grind in the process of making an Aeonic, and is best done by spamming out [[Domain Invasion]] - try inflicting maximally many critical hits, possibly via [[Evisceration]] or something similar. &lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve obtained the Malformed Weapon corresponding to the Aeonic you wish to make, then the next step of the process will be to defeat ALL [[Escha - Zi&#039;Tah]] [[Geas Fete]] NMs. They can be killed in any order, but you must defeat ALL of them before you can continue to the next step. At this point you can probably solo most of them, and depending on your job all of them. Once all Zi&#039;Tah NMs are down, check in with Temprix again. You&#039;ll next need to defeat all of the [[Escha - Ru&#039;Aun]] Geas Fete NMs. This is harder - the first few tiers are easy enough to solo at this point, but eventually you&#039;ll reach a brick wall and need to get some help - probably for [[Kirin]] and [[Warder of Courage]]. Once all those are down, check back in with Temprix to get your next task. You guessed it, time to defeat all the [[Reisenjima]] Geas Fete monsters. The first tier is easily soloable, but beyond that it gets tricky. Once you&#039;re at T3 or the HELMs, you&#039;ll be hard pressed to solo anything - especially the HELMs. You&#039;ll need a very skilled group to take down many of the HELMs, but I&#039;ve covered those in sections above. Once you&#039;ve finally cleared all the Reisenjima Geas Fete NMs and check back in with Temprix, he will request a specified &#039;&#039;Fragment&#039;&#039; and &#039;&#039;Attestation&#039;&#039; item from specific [[Dynamis|Dynamis Notorious Monsters]]. Which ones are needed will vary depending on your Weapon, so I recommend checking out the [[Aeonic_Weapons#Acquisition|Aeonic Weapon]] page to see which ones you need.&lt;br /&gt;
&lt;br /&gt;
Once you turn those in to Temprix, congratulations! You get your i119 Aeonic Weapon straight-away. No need to work on Magian Trials to upgrade it like other REMAs! It&#039;s even already [[Afterglow|Afterglowed]], which will save you another step of grinding compared to other REMA weapons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Aeonic Weapons&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Fomalhaut]] not only provides one of the best bullets in the game, but also is a very strong option on its own for both RNG and COR. &lt;br /&gt;
*[[Marsyas]] allows BRDs to cast [[Honor March]], a very strong and efficient song. &lt;br /&gt;
*[[Godhands]] are one of the best weapon choices for Monk and Puppetmaster.&lt;br /&gt;
*[[Lionheart]] makes Rune Fencer capable of dealing out some very good damage, turning it into a strong heavy DPS. &lt;br /&gt;
*[[Chango]] is an absurdly strong weapon, arguably the best one available for Warriors.&lt;br /&gt;
*[[Trishula]] is one of the best polearms available, and a very good choice for Dragoons. &lt;br /&gt;
*[[Dojikiri Yasutsuna]] is an excellent Great Katana for those SAMs who don&#039;t want to go through the hassle of making a Masamune.&lt;br /&gt;
*[[Heishi Shorinken]] is another very strong option for NINs.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Ergon Weapons&amp;lt;/strong&amp;gt;&lt;br /&gt;
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There are only two [[Ergon Weapons]] in the game - [[Idris]] for Geomancer, and [[Epeolatry]] for Rune Fencer. Both of these are considered nearly essential for their jobs in endgame content - they are extraordinarily powerful weapons. They can mostly be soloed, but they do require completing quite a lot of [[Delve]], which requires at least 3 players to enter. I suggest /yell&#039;ing for people to help you out, as there are likely others that need to farm it as well.&lt;br /&gt;
&lt;br /&gt;
To get started on Ergon weapons, though, you&#039;ll need to achieve [[:Category:Coalition Assignments#Personal_Standing|Legend rank in all coalitions]] in order to even start the relevant quests. This takes three months MINIMUM to achieve, and that&#039;s if you do your coalitions as soon as you possibly can. This is a huge roadblock for many people, and it is no easy feat to achieve. I hope you&#039;ve been working on them like recommended back at the start of the guide!&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve achieved Legend rank, you can get started on either [[Saved by the Bell]] for Idris or [[Quiescence]] for Epeolatry. The quests are slightly different, but require collecting similar amounts of resources:&lt;br /&gt;
* First, you&#039;ll need 100 [[H-P Bayld]], and then need to win a BCNM.&lt;br /&gt;
* Second, you&#039;ll need 200 [[Ghastly Stone]]s, 500 [[H-P Bayld]], and then a handful of other items that are chosen semi-randomly.&lt;br /&gt;
* Third, you&#039;ll need 200 [[Verdigris Stone]]s, 2,500 [[H-P Bayld]], and three more semi-random items.&lt;br /&gt;
* Finally, you&#039;ll need 200 [[Wailing Stone]]s, 9,999 [[H-P Bayld]], and a [[P. Yggrete Crystal]] - which can only be obtained from collecting 2,500,000 [[Mweya Plasm]] after having killed all 6 [[Delve]] bosses.&lt;br /&gt;
&lt;br /&gt;
Once you do some final talking to NPCs unique to your quest, then congratulations! You&#039;ll immediately receive your ilvl 119 Ergon Weapon, ready to go without needing to mess with any Magian Trials.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Afterglow&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Once you&#039;ve obtained your i119 REMA, you&#039;ll be able to trade it to [[Oboro]] in [[Port Jeuno]] in order to begin the process of giving it an [[Afterglow]]. Afterglowed REMA weapons (also called 119-III versions of the weapon) have better stats than the base i119 versions (aka 119-I), will give nearby party members an Afterglow buff when you use the REMA&#039;s associated weapon skill, and will give you a neato glowey particle effect.&lt;br /&gt;
&lt;br /&gt;
The process of Afterglowing a weapon is simple but expensive. Oboro will ask for 10,000 of a specific item, depending on your REMA:&lt;br /&gt;
* Relic Weapons - Oboro will request 10k [[Pluton]]s. &lt;br /&gt;
* Empyrean Weapons - Oboro will request 10k [[Riftborn Boulder]]s. &lt;br /&gt;
* Mythic and Ergon Weapons - Oboro will request 10k [[Beitetsu]]. &lt;br /&gt;
&lt;br /&gt;
Aeonic weapons mercifully bypass the need for these grinds, and will be obtained already fully upgraded to 119-III. &lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;REMA Augments&amp;lt;/strong&amp;gt;&lt;br /&gt;
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The final step of upgrading REMA weapons is Augmenting them. Once your weapon has been Afterglowed, trade it again to [[Oboro]] in [[Port Jeuno]] to begin the process of augmenting it. This is unlocked in one of two ways: &lt;br /&gt;
*Trade a total of 10,000 [[Job Points]] to Oboro from Mastered jobs. A total of 700 JP can be traded to Oboro per irl week, which means it will take a minimum of 15 weeks to complete, assuming you hit maximum JP each week. Note that you&#039;ll need to do this separately for each category of REMA weapons.&lt;br /&gt;
*Less time consuming, but more difficult is to finish a &#039;&#039;&#039;Mask of Light&#039;&#039;&#039; KI from Dynamis Divergence Wave 3. For details on how to unlock the Masks of Light, see the [[Endgame_Progression_Guide#Dynamis_D._-_Wave_3|Dyna-D W3 section]] above. Which Mask of Light you need will depend on the type of REMA you&#039;re attempting to augment:&lt;br /&gt;
**Relic Weapons require a [[Tarutaru Mask of Light]] from [[Dynamis - Windurst (D)]]&lt;br /&gt;
**Empyrean Weapons require an [[Elvaan Mask of Light]] from [[Dynamis - San d&#039;Oria (D)]]&lt;br /&gt;
**Mythic and Ergon Weapons require a [[Galka Mask of Light]] from [[Dynamis - Bastok (D)]]&lt;br /&gt;
**Aeonic Weapons require a [[Mithra Mask of Light]] from [[Dynamis - Jeuno (D)]]&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve fulfilled one of those two objectives, you&#039;ll be able to augment as many REMA weapons of that type as you like. For example, if you complete an Elvaan Mask of Light for an Almace, an Empyrean weapon, you won&#039;t need to complete a second one for a Twashtar, also an empyrean weapon. &lt;br /&gt;
&lt;br /&gt;
To actually make progress on the augments, you&#039;ll need to trade the weapon along with either an [[S. Astral Detritus]] (worth 10 RP), or an [[M. Astral Detritus]] (worth 50 RP). Both of these can be found from [[Omen]] and [[Dynamis - Divergence]] Wave 3. REMA weapons cap out at R15, requiring a total of 5,960 RP. As a REMA gets augmented, it will gain better and better stats, however they will always require the weapon be wielded in your main hand to apply.&lt;br /&gt;
&lt;br /&gt;
Take note that not &#039;&#039;every&#039;&#039; REMA needs to be augmented. Some, like BRD&#039;s Carnwenhan, are more useful for the utility their unique effect gives, rather than damage. While augmenting will never make a weapon worse, if you don&#039;t plan on dealing damage with the weapon primarily then you may not need to spend the gil/effort to do so. &lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Dyna-D Weapons&amp;lt;/strong&amp;gt;&lt;br /&gt;
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There&#039;s some contention over whether or not [[Dynamis_Divergence_Weapon_Augments|Dyna-D Weapons]] &amp;quot;count&amp;quot; as REMA weapons. Some players have started using &amp;quot;DREAM&amp;quot; as a new acronym for Ultimate Weapons to include these. Often called Dyna D Weapons, and occasionally called Su 5 weapons because the player must be Su 5 for the corresponding job to equip them, these weapons are inarguably very very strong. These can ONLY be gained via crafting, so the vast majority of players will instead be purchasing them off of the auction house. They are very difficult to make, and thus will cost a LOT of gil - often so much that attaining one will cost just as much as any other REMA weapon. Dyna weapons are similar to Mythic weapons in that there&#039;s a unique one for each of the game&#039;s jobs, and they often compliment their corresponding job in unique ways. However, to get the most out of them, you&#039;ll first need to augment them.&lt;br /&gt;
&lt;br /&gt;
You can begin augmenting your Dyna weapon by trading it to [[Oboro]] in [[Port Jeuno]], where he will ask you to choose one of three augmenting paths for the weapon to follow. {{color|negative|&#039;&#039;&#039;Once you select a path, it will be permanently locked in and can never be changed.&#039;&#039;&#039;}} Furthermore, once a path has been chosen, {{color|negative|you will be unable to sell the weapon.}} Make absolutely sure you know which augment path you want for the weapon before selecting it, as there is no going back once you&#039;ve chosen. Paths A and B are the same for all Dyna Weapons - A will give a 30% chance for double damage and +15 Store TP, B will give a 30% chance for a follow-up attack (that can trigger after normal multi-attack) and +15 Subtle Blow. Both paths A and B also give DMG+11 for the weapon. Path C is unique to each weapon, and usually improves its corresponding job in a unique way. &lt;br /&gt;
&lt;br /&gt;
Note that technically the Su 5 versions of the weapons are HQ+2 versions of the craft. There are corresponding NQ (SU 3) and HQ (Su 4) versions of each of these weapons. These can also be augmented in the same manner, but their stats are overall lower than the &amp;quot;ultimate&amp;quot; Su 5 versions. It is worth considering them, though, as they are significantly cheaper than their Su 5 counterparts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Dyna D Weapons&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Crocea Mors]] is Red Mage&#039;s best weapon, hands-down. It allows Red Mages to deal absolutely absurd amounts of damage, making it a top-tier DPS.&lt;br /&gt;
*[[Rostam]] gives a huge boost to Corsair&#039;s rolls, and is an excellent purchase for any career corsairs - it&#039;s so good, many will choose to buy TWO of them, to augment down different paths.&lt;br /&gt;
*[[Moralltach]] is a Paladin&#039;s best curing and idle weapon.&lt;br /&gt;
*[[Father Time]] is Dark Knight&#039;s best option for Draining, and has a hilarious name.&lt;br /&gt;
*[[Pangu]] is the axe of choice when it comes to keeping your pet alive as a Beastmaster.&lt;br /&gt;
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&lt;br /&gt;
=Other Content=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Vagary&amp;lt;/strong&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;background:#F3F7FF; border:2px solid #5380E2; line-height:10x; padding:2px; max-width: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Soloable?&#039;&#039;&#039; {{color|negative|No - requires 3+ players}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements to participate:&#039;&#039;&#039; {{color|positive|Outer Ra&#039;Kaznar access}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Requirements to host:&#039;&#039;&#039; {{color|neutral|Completed the SoA mission [[Seekers_of_Adoulin_Mission_5-3-2|Watery Grave]]}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Rewards:&#039;&#039;&#039; Materials to make [[Reforged Empyrean Armor +1]], [[Umbra Strap]], [[Cryptic Earring]], [[Befouled Crown]], [[Odium]], [[Tartarus Platemail]], [[Etiolation Earring]], various other equipment, plenty of expensive stuff to sell on the AH.&amp;lt;br /&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
[[Vagary]] is an event that is fairly complicated, but luckily you don&#039;t need to know a ton to begin participating in it. There are three different raids that can be chosen, called Gates. Each gate has different enemies, bosses, and mechanics, which can sometimes be fairly complicated. There are also a few secret bosses, and encountering them can be quite tricky. &lt;br /&gt;
&lt;br /&gt;
Vagary&#039;s difficulty does &#039;&#039;&#039;not&#039;&#039;&#039; scale with the number of players participating. However, the content isn&#039;t particularly difficult for a party of 6 (or often even just a party of 3 or 4) so if you&#039;re in a full alliance you may wind up just sitting around while 2-3 mages clean out the enemies. You should know your job&#039;s role well enough by now to figure out what you should be doing at any given moment, but don&#039;t be surprised if you&#039;re doing a lot of waiting during Vagary. Gunna be honest, Vagary can be pretty boring for some jobs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note!&#039;&#039;&#039; - There are RoE Objectives for each Vagary boss, &#039;&#039;BE SURE YOU SET THEM BEFORE ENTERING VAGARY!&#039;&#039; It&#039;s super easy to forget doing this, but they give good rewards! I&#039;ll detail them later on, but I wanted to call this out now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entering Vagary&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you&#039;re not the party / alliance leader, all you need to do is be present in Outer Ra&#039;Kaznar when the leader begins the event.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you ARE the party / alliance leader, you&#039;ll first need to have cleared the Seekers of Adoulin mission [[Seekers_of_Adoulin_Mission_5-3-2|Watery Grave]]. Then you&#039;ll need to trade a vial of [[Befouled Water]] (dropped by [[:Category:Fomor|Fomor]]s in [[Outer Ra&#039;Kaznar]]) to the &#039;&#039;&#039;odyssean passage&#039;&#039;&#039; found in [[Leafallia]]. This will give you the {{KI}}[[Prototype sigil pearl]] KI needed to enter your party into Vagary - at this point just examine the gate you want to enter in the first big room of [[Outer Ra&#039;Kaznar]] - the fastest way there is via the [[Augural Conveyor]] in Ra&#039;Kaznar.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;The Gates&amp;lt;/strong&amp;gt;&lt;br /&gt;
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There are three gates in Vagary: the [[Vagary#Deathborne_Gate:_Palloritus|Deathborne Gate]], the [[Vagary#Brash_Gate:_Rancibus|Brash Gate]], and the [[Vagary#Duskbrood_Gate:_Putraxia|Duskbrood Gate]]. Each has several minor bosses, and then one major final boss. The Duskbrood Gate is special in that it also has two secret superbosses, which we&#039;ll talk about later. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Deathborne Gate&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
The most straightforward Gate, Deathborne is entered at (M-7) in Ra&#039;Kaznar. For this gate, your group will be in a large room and fight off waves of undead enemies, mostly Fomors, before fighting the boss [[Palloritus]]. Palloritus doesn&#039;t really have any major gimmicks, just lots of dark damage. He does have an AOE doom to watch out for, and has a hate reset. Otherwise not very notable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brash Gate&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
This gate, entered at (N-7), is simple but can occasionally be confusing. It also takes place in a large room, but one with six pillars which can be examined. 5/6 of the pillars spawn a wave of enemies when examined, and one chosen at random will spawn the next boss which will progress the event. If you get a wave of enemies, you&#039;ll need to kill them all to get another shot at the remaining pillars. The enemies spawned are all blobs of some kind, with various elemental weaknesses. Usually Blue Mages, Black Mages, Scholars, and Geomancers will AOE nuke down the waves all at once, since the enemies aren&#039;t particularly threatening. &lt;br /&gt;
&lt;br /&gt;
The first boss encountered is [[Murkcrawler]], who has an aura that gives all stats down but otherwise isn&#039;t very notable. After it&#039;s killed, another six pillars will spawn and the process repeats. The second boss you&#039;ll encounter is [[Brimboil]] - who is the first boss with a gimmick that needs paying attention to. If 3500+ damage is done in a single attack to Brimboil, it will split into clones (which can thus split into more clones). Whenever one clone TPs, ALL of them will TP in unison. This can (and will) lead to team wipes, so just be careful not to go too overzealous on the damage. Both bosses are usually pulled into a corner so mages can nuke them down safely.&lt;br /&gt;
&lt;br /&gt;
After beating Brimboil, once again six pillars will appear, functioning similarly to before. The only difference is that the boss will spawn either WITH a wave of enemies, or in the middle of it. If the message &amp;quot;A thousand scattered memories begin to take shape!&amp;quot; is shown when a wave is spawned, it means the boss will spawn with the wave. The boss is [[Rancibus]], which doesn&#039;t have any particularly punishing gimmicks. It does have a lot of AOE damage though, including a powerful poison aura. Like the other two bosses, Rancibus is usually pulled into a corner by the tank so that it can be killed safely from a distance. After killing Rancibus, you&#039;ve finally cleared the Brash Gate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Duskbrood Gate&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The Duskbrood Gate is easily the most complex, and is entered at (N-6). The basics are simple - you move through a dungeon, killing elementals and then bosses. However, the interior seems like a giant maze - but it&#039;s really just a linear path with a few misleading sections where it&#039;s easy to get turned around. [https://www.bg-wiki.com/images/d/d5/Duskbrood.png The area map] is good to keep on hand in case you get separated from your group. Killing an entire group of elementals will prevent the final boss from absorbing that element of magic, so it&#039;s up to your group how many elementals and which ones to clear out. There are also two &#039;&#039;&#039;secret&#039;&#039;&#039; bosses that can be encountered in the Duskbrood Gate, which can be quite challenging to encounter - I&#039;ll go into their details in a bit.&lt;br /&gt;
&lt;br /&gt;
After clearing through fire, ice, earth, and wind elementals, your group will encounter the first boss, [[Blightslither]]. Aside from being able to inflict zombie, it&#039;s nothing notable. The path will lead to water elementals and then to the second boss, [[Insidivo]]. It can spam wind and holy magic, and has an AOE dispel + plague which sucks, but isn&#039;t very threatening overall. Both of these boss rooms also have some hybrid elementals, which must be killed to open the doors to progress further.&lt;br /&gt;
&lt;br /&gt;
Finally the path leads to dark elementals and then to the final boss room, where [[Putraxia]] is encountered. As noted earlier, it will absorb an element unless all the elementals matching that element were killed earlier - killing all elementals of each type will also lock the boss from using ancient magic of that element. Killing all the dark elementals is highly advised, as otherwise the boss has access to [[Death]]. Aside from this gimmick though, it doesn&#039;t have anything your group will need to worry about or plan around.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Secret Bosses&amp;lt;/strong&amp;gt;&lt;br /&gt;
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There are two secret bosses in Vagary - [[Perfidien]] and [[Plouton]]. Both of the bosses have fairly strict and somewhat complicated rules before they can be spawned, and a careless group can easily lock out being able to spawn them. Follow instructions carefully and don&#039;t be That Guy that ruins the run for the group. These can technically be spawned in any Vagary gate, but 99% of the time they&#039;ll be spawned in the Duskbrood Gate, since the elementals are perfect for fulfilling the secret boss spawn requirements. &lt;br /&gt;
{{color|negative|WARNING:}} Perfidien&#039;s character model is a spoiler for the Seekers of Adoulin story, so if you care about that and haven&#039;t completed it yet, try not to pay close attention to his character model and image on the wiki page, or just go progress through the story.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfidien&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to spawn Perfidien, the party leader must fulfill the following conditions:&lt;br /&gt;
# Must have brought a party/alliance into Vagary once before&lt;br /&gt;
# Must be in possession of all three Key Item rewards from defeating the final bosses of the Vagary gates, and trade them in Leafalia for a [[Prototype pearl of ashen wings]] KI. &lt;br /&gt;
&lt;br /&gt;
But that&#039;s not all! Those are just the pre-requisites. In order to ACTUALLY spawn him, your party must fulfill the following while inside of Vagary (usually the Duskbrood Gate):&lt;br /&gt;
# Kill 5 elementals according to their elemental weakness. The nuke must do between 5000-8000 damage - hitting harder (or weaker) than this won&#039;t count.&lt;br /&gt;
# Kill 5 elementals with magic bursts. This can be done at the same time as the above, but be careful to not hit above 8k. &lt;br /&gt;
# Perform a 4-step Skillchain. This is easiest to do with a Samurai spamming [[Tachi: Jinpu]]. &lt;br /&gt;
# Having no party members die while fulfilling the above.&lt;br /&gt;
&lt;br /&gt;
As soon as the three conditions are completed, Perfidien will spawn as long as no one has died. If ever anyone dies while fighting Perfidien, he will warp away and the run will be wasted. This is the biggest threat when fighting him - one person gets careless and dies, and your run is dead and your group will need to get the spawning KI all over again. As for the fight itself, starting at 90% HP Perfidien will choose a random element to become weak to, and will absorb all damage from that element&#039;s opposite. For example, if he&#039;s weak to {{thunder}} {{color|thunder|thunder}} magic, then he will absorb {{water}} {{color|water|water}}. If you heal Perfidien by casting the wrong element on him, he&#039;ll inflict [[Encumbrance]] - the more he&#039;s healed, the longer it lasts. If healed too much, he&#039;ll use an AOE full dispel + damage move called &#039;&#039;&#039;Vivisection&#039;&#039;&#039; and then level up. Also take care because Skillchains WILL heal him if he absorbs even ONE of their elements. For example, if he absorbs Fire, then Light skillchains will heal him. It&#039;s very easy to skillchain accidentally and give him a heal big enough to level him up, causing Vivisection to proc, killing someone and causing him to warp out. &lt;br /&gt;
&lt;br /&gt;
After dealing ~23k damage of the element he&#039;s weak to, he will be [[File:Red.png||link=]] proc&#039;d, and then he&#039;ll change weakness after 2 minutes. &#039;&#039;&#039;Note&#039;&#039;&#039;: if he&#039;s not [[File:Red.png||link=]] proc&#039;d for a certain amount of time, he&#039;ll warp away as though someone died - make sure to keep up elemental damage of his weakness! He can also change weaknesses after a fair amount of damage has been done in general, so don&#039;t get lazy with checking what he absorbs. Luckily, there&#039;s a noticeable visual effect when he changes elements. The easiest way to check his weakness is to pepper him with weak elemental spells to see their effects - often it&#039;s easier to tell what element he absorbs, so you know its opposite is his weakness.&lt;br /&gt;
&lt;br /&gt;
Aside from this elemental weakness/absorption system, he actually isn&#039;t all that threatening. If your group is paying attention to his elemental weaknesses and keep their distance from him, he&#039;s pretty easy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plouton&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Plouton is the second secret boss, and requires having beaten Perfidien and trading the rewarded KI in Leafalia to the KI to spawn him. Just like with Perfidien, he has a somewhat complicated list of requirements to be spawned. He too can be spawned in any of the Gates, but players almost always spawn him in Duskbrood Gate. Note that if the alliance leader has KIs for both Perfidien and Plouton, groups will often try to spawn Perfidien and then Plouton in the same run. To spawn Plouton in Duskbrood Gate, your group must:&lt;br /&gt;
&lt;br /&gt;
# Perform five skillchains and magic bursts on elementals without killing them. &lt;br /&gt;
# Perform a 6-step skillchain&lt;br /&gt;
# Defeat five elementals with a single magic spell&lt;br /&gt;
&lt;br /&gt;
Also like Perfidien, Plouton will warp away if a player dies or he isn&#039;t [[File:Red.png||link=]] proc&#039;d for a length of time. For the first 10% of his health bar, he will exclusively use a TP move called &#039;&#039;&#039;Impudence&#039;&#039;&#039;, which  is a conal damage + zombie + hate reset. Starting at 90% HP, he&#039;ll begin elemental switching just like Perfidien. Just like Perfidien, if healed he will cause Encumbrance, and if healed too much he&#039;ll use &#039;&#039;&#039;Vivisection&#039;&#039;&#039; and level up. If you deal enough damage to his weakness, you&#039;ll [[File:Red.png||link=]] proc him which will trigger a delayed elemental switch. It&#039;s far more important to [[File:Red.png||link=]] proc Plouton though, as he will build significant damage resistance if he goes too long without being proc&#039;d. &lt;br /&gt;
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Once he reaches 50% HP, he will gain some cool looking wings and begin using some powerful TP moves. Notable ones are &#039;&#039;&#039;Eternal Misery&#039;&#039;&#039;, which is a more powerful version of &#039;&#039;&#039;Impudence&#039;&#039;&#039;; and &#039;&#039;&#039;Bane of Tartarus&#039;&#039;&#039;, which dispels ALL buffs (including food) and inflicts [[Weakness]]. Plouton will also begin cycling through &#039;&#039;physical&#039;&#039; resistances along with his elemental ones - one of Blunt, Piercing, or Slashing will deal extra damage to him, and the other two will deal 99% reduced damage.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Vagary Rewards&amp;lt;/strong&amp;gt;&lt;br /&gt;
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The main reason to run Vagary is to unlock the ability to upgrade your [[Reforged_Empyrean_Armor|Reforged Empyrean Gear]] to +1. If you can&#039;t find a group for Vagary, you can consider running the [[Vagary#Alternative_Battlefields|Alternative Battlefields]]. These are instanced battles against the various final bosses of each of the Gates, and the two secret bosses. If you don&#039;t have a group able / willing to complete the Gates, then this is your best option to still unlock everything.&lt;br /&gt;
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Note that you won&#039;t be able to get any other drops, experience, complete RoE objectives, etc. These fights ONLY exist to provide easier access to Upgraded Emp armor.&lt;br /&gt;
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The other rewards most players care about are [[Etched_Memory|Etched Memories]], which are used to upgrade your [[Reforged_Empyrean_Armor|Reforged Empyrean Gear]] to [[Reforged_Empyrean_Armor_%2B1|the +1 i119 versions]]. Depending on your job, the +1 versions can be MASSIVE game changers. To upgrade all 5 pieces for a job, you&#039;ll need a total of 90 Etched Memories. They can&#039;t be bought/sold on the AH, but they CAN be sold through player Bazaars. [https://www.ffxiah.com/item/9009/etched-memory You can look on ffxiah.com to see what prices players have them listed for], but they tend to go for around 20-30k each (at least as of Dec 2020).&lt;br /&gt;
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To upgrade your emp gear you&#039;ll also need a variety of drops from the five Vagary bosses. Depending on the slot and your server, these can sell on the AH for anywhere from 10k to 500k. If you&#039;re like me though (aka broke), then you can instead get a full set of these items for free every week from Records of Eminence. Each Vagary boss has a once-a-week RoE objective that rewards their drop for you when completed, &#039;&#039;&#039;so make sure to enable all the RoE objectives for Vagary before entering!&#039;&#039;&#039; They can be found under [[Records_of_Eminence#Content_.28Vagary.29|Content &amp;gt; Content (Vagary)]].&lt;br /&gt;
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Aside from giving you stuff to upgrade emp gear, there&#039;s also a few notable pieces of equipment that can drop from Vagary. Notable ones are [[Umbra Strap]], [[Cryptic Earring]], [[Befouled Crown]], [[Odium]], [[Etiolation Earring]], and [[Tartarus Platemail]]. There&#039;s various other gear as well, but it&#039;s more niche and may not be worth going for - I&#039;d recommend looking through the [[Vagary]] page to see what drops and if it interests you.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Delve&amp;lt;/strong&amp;gt;&lt;br /&gt;
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[[Delve]] is content from Adoulin&#039;s endgame. Requiring at least 3 people to enter, Delve is a run through a dungeon fighting bosses eventually leading up to a final boss. The gear dropped from Delve is mostly outclassed now, but there are a handful of useful pieces for some jobs. Some of the crafting material drops can also fetch a good price on the AH. Overall it&#039;s not too difficult, and most i119 players can meaningfully participate in it. &lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Voidwatch&amp;lt;/strong&amp;gt;&lt;br /&gt;
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[[Voidwatch]], also called VW (not to be confused with Voidwalker NMs) is a questline based around spawning and killing a series of NMs. These NMs are generally very easy for all i119 players, though some of the later ones can prove tricky until you get some better gear. The gear they drop is generally outclassed except for a handful of pieces - instead, they&#039;re farmed because they can drop items that are worth selling on the AH, particularly [[Heavy Metal Plate]]s, [[Riftdross]], and [[Riftcinder]]. They can also drop Pulse Weapons, though extremely rarely. The drops rates for these items are generally very low outside of monthly campaigns that boost &amp;quot;light&amp;quot; values. Overall you won&#039;t need to concern yourself much with Voidwatch, so I won&#039;t go into much detail here. Please read more on the [[Voidwatch]] page if you&#039;re interested.&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;Master Trials&amp;lt;/strong&amp;gt;&lt;br /&gt;
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[[Master Trials]] are the hardest content the game has to offer. There are only a handful of them, but they are EXTREMELY difficult and will require the best of the best equipment to clear. However, their drops are purely cosmetic trophies, offering no &amp;quot;real&amp;quot; rewards. I won&#039;t go into strategy details here because each one requires very specific strategies, but if you feel up to a challenge it&#039;s worth checking these out.&lt;br /&gt;
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=What Next?=&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: left; background-color: #ccf;&amp;quot; | &amp;lt;strong&amp;gt;So, what should you do now?&amp;lt;/strong&amp;gt;&lt;br /&gt;
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| Well, at this point, you&#039;ve successfully completed all of the endgame content that FFXI has to offer! You finally get to stop playing the game!!!!!! Or, y&#039;know, you can do it all over again on another job, or help new people do it their first time through. You&#039;re the expert now! Good job!&lt;br /&gt;
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=Contact=&lt;br /&gt;
If you have any questions, comments, or feedback on this guide or any of its contents, please feel free to contact the main author here on the BG Wiki at [[User_talk:Cassiani]] (or /tell in-game: Cassiani on the Asura server.)&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Event Guides]]&lt;/div&gt;</summary>
		<author><name>Keygenesis</name></author>
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