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Ambuscade is a new type of battle content wherein the enemies within change every monthly version update, first released in the April 5th 2016 Version Update[1].

Ambuscade has a variety of difficulty levels, so everyone from seasoned veterans to those just starting out should find a challenge equal to their needs. With varying rewards to match.
Those wishing to tackle the strongest foes are advised to select “Very Difficult” and be prepared for a valiant struggle!

Getting Started

Complete the Stepping into an Ambuscade Records of Eminence objective and speak with Gorpa-Masorpa in Mhaura at (G-9) for an explanation about Ambuscade.

  • Players must have completed the First Step Forward Records of Eminence objective in order to undertake Stepping into an Ambuscade.
    • Stepping into an Ambuscade can be set from the Tutorial section of the Records of Eminence menu under Basics:
Quests → Objective List → Tutorial → Basics → Stepping into an Ambuscade

Be in possession of either the Ambuscade Primer Volume One or Volume Two Key Items.

  • All party members must be in possession of one of these two Key Items.

Eligibility Requirements

In order to participate, players must satisfy the following:

  • Complete either the Ambuscade Primer Volume One or Volume Two objectives in order to obtain the Key Item for the corresponding volume of the primer for the type of battle players wish to complete.
    • Players may have only one of each of the Ambuscade Primer Key Items.
      • Objective targets vary by month after a version update, opponents are rotated out, and generally not repeated.
  • The Ambuscade Primer Volume One and Two objectives can be undertaken from the Ambuscade category of the Records of Eminence menu.
Quests → Objective List → Content → Ambuscade
Dynamis and Abyssea monsters do not count for kills required

Entry and Progression

  • Examine the Ambuscade Tome in Mhaura (G-9) and select the type and difficulty level you would like to attempt.
    • Only the party leader may register the group.
    • The party will be registered so long as the system detects that there are no issues with the layer area or registering party members.
      • Players will be unable to register if:
        • Any player is not in possession of an Amuscade Primer Volume One or Two Key Item.
        • The number of registrants exceeds the maximum of fifty reservations.
        • A party member already has a reservation.
          • To cancel a reservation:
            • A player may cancel their reservation via the ambuscade tome.
            • Three minutes has passed from the time the player is notified that their instance is ready.
            • The registrant boards a boat.
            • The registrant leaves Mhaura in any way.
    • Adding new party members after registration will not cancel the registration, but the party may only enter with the number of players it registered with.
  • A message will display for the party leader when entry is ready.
    • As of the July 2016 update[2], automatic entering was added.
      • The default setting is "off" and may be changed by having the party lead examine the Ambuscade Tome and selecting the Toggle auto-transport function.
      • In line with this, having the auto-transport function off has a notification sound played when it is the party's turn.
        • This may be disabled via the sound settings in the Config menu.
  • Examine the ambuscade tome within three minutes to enter.
    • The time limit for an Ambuscade is 30 minutes (Earth time).
    • Between 1~6 players may participate.
      • Trusts may be called after entering Maquette Abdhaljs-Legion.
        • The number of alter egos that may be called forth will depend on the number of players initially registered.
      • Player HP and MP will be restored to full and any status ailments they are suffering from will be removed upon entry.
    • Key Items will only be lost upon victory.
      • Meaning that should a player or group lose, they may reattempt the battlefield without having to reacquire new Key Items.

Upon victory, a special currencies known as Hallmarks and Badges of Gallantry, which may be exchanged for rewards, Experience/Limit Points, and Capacity points will be given to all players.

Notorious Monsters inside Ambuscade do not drop any treasure directly.


Battle Information

A Word On Enmity

  • Enmity functions abnormally in just one way during Ambuscade, and this has entirely to do with enmity gain upon self/party actions.
    • Any action (buff, cure, job ability) at any time (before/after pull) taken upon yourself or a party member will gain enmity on all mobs for the person initiating the action.
      • Any action before the monsters have been aggroed will the minimum level of enmity (1 CE/VE).
        • This explains why the mobs often go straight for your WHM upon the pull. Protectra, Shellra, and two Bar-spells equal 24 (6*4) party action enmity events if 6 players are in range.
    • To counter this have your tank use self/party-target enmity actions before the pull, and enmity abilities (Sentinel, Rampart, Pflug, Foil, etc) immediately after the pull.
      • The tank should not use their enmity abilities before aggroing the enemies in Ambuscade as they will gain almost no enmity with them before the pull.

Battle Type & Levels

There are two types of Ambuscades you may attempt. Entry into either is determined by which Key Item you possess.

Primer Volume One
Type Difficulty Content Level Halmarks Earned Gallantry Earned
Very Difficult 139 3600 300 / 600 / 900 / 1200 / 1500
Difficult 134 2400 240 / 480 / 720 / 960 / 1200
Normal 129 1200 180 / 360 / 540 / 720 / 900
Easy 124 600 80 / 160 / 240 / 320 / 400
Very Easy 119 200 20 / 40 / 60 / 80 / 100
Primer Volume Two
Type Difficulty Content Level Halmarks Earned Gallantry Earned
Ambuscade Very Difficult 129 300 30 / 60 / 90 / 120 / 150
Difficult 124 200 20 / 40 / 60 / 80 / 100
Normal 119 100 10 / 20 / 30 / 40 / 50
Easy 114 75 5 / 10 / 15 / 20 / 25
Very Easy 109 50 1 / 2 / 3 / 4 / 5

An Abdhaljs Seal icon.png Abdhaljs Seal will triple the amount of hallmarks and gallantry you receive from a successful Ambuscade.

Intense Ambuscade (Vol. One)

Volume 1, February 2018, Dullahan

Difficulty Foes Notes
Very Difficult Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Difficult Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Normal Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Easy Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Very Easy Bozzetto Retributionist (PLD/DRK)

Bozzetto Retributionist :

  • Enhanced Shield Block rate from the front, but not 100%.
  • Casts Absorb spells, Bio III, Aspir III, Stun, and Dread Spikes
  • Possesses a high resistance to Element: Dark dark. A light based dispel such as Finale will be required.

Uses the following TP Moves:

  • Charging Up: Any TP gained during this phase will increase the damage of Atramentous Libations
  • Atramentous Libations: AoE Drain.
  • Boiling Over: Gains an aura that grants players a regain effect. Any damage taken after this move will increase the damage of Nether Castigation.
  • Nether Castigation: AoE damage; amount of damage based on damage received after "Boiling Over"
  • Eisenschneider :30' K.O Ability
  • Infernal Bulwark: Stoneskin (can be dispelled)
  • Noahionto : Inflicts significant Element: Dark dark damage based off of the damage the enemy has received.
  • Death Spikes: Casts death spikes at low HP.

Bozzetto Charger:

  • Absorbs damage while readying TP moves.
  • Absorbing damage will increase the power of the Charger's Scintillant Lance.
  • Uses the following TP Moves:
  • Scintillant Lance: 20' Conal Magical Damage Element: Light damage.
  • Grace of Hera: Restores HP and removes status ailments; can be forced by using about 4 or more debuffs

Setups and Strategies:
Very Difficult:

  • Tank DD BRD/WHM + 3 (SMN or BST or any form of non-pet DD)
  • Tank MUST pull to zone-in spot!
  • The tanks holds both the boss and charger; DD focuses on charger. During this time BRD should just use songs that help DD produce fast/high damage. DD should avoid healing the charger during TP moves (i.e. do not WS during charger's TP moves). BRD should Elegy, Dia II, Threnody, and Requiem -- this will force Grace of Hera as opposed to damage TP moves
  • During boss phase, DD should stop all WS damage if they see the "charging" message. If you bring lots of DD, it may be a good idea to pull all but one DD off the boss and use white damage to push the boss into Atramentous Libations. Once this TP move is used, all DD can continue to dish out damage. BRD should always maintain Hymnus on all DDs and the tank when charging/boil/miasma messages appear.
  • Upon seeing the "boiling" message, all damage must stop immediately. Use Dia at maximum casting distance to push the boss into a TP move (Nether Castigation). Once this TP move is used, return to regular attack mode and continue to watch out for any charging/boiling/miasma messages.
  • If the "miasma" message appears, everyone should dump TP / use SC's to dish out high damage and force the boss back into boiling mode (might need to set TP order to prevent damage overspill into "boiling" phase). Once TP is dumped, everyone run far away. Basically, if the tank is holding near the zone-in location, then anywhere BEHIND farthest pillar is safe. If the tank dies, immediately put Hymnus back on and let the tank get hate before continuing damage or healing. There is a fairly long delay between the "miasma" message and K.O. move (if it does go off) so only the tank is ever really in danger of dieing.
  • BRD should always keep Ballad III, and Hymnus on the tank since boss will Aspir (up to Aspir III). No healer is really needed aside from Curaga II from BRD if DDs get hit with AOE.
  • As the boss gets lower in HP, it will often start "charging" and immediately switch to "boiling" rather frequently. Watch those trigger-happy WS fingers! It will also cast Death Spikes on a very regular basis, so make sure DDs turn and dispel/finale the spikes.
  • The boss can cast other spells (both single and aoe form) such as Stun and Bio.



Ambuscade (Vol. Two)

Volume 2, February 2018, Snoll

Difficulty Foes Notes
Very Difficult Khione
Difficult Khione
Normal Khione
Easy Khione
Very Easy Khione


Setups and Strategies:

We have tossed old battlefield information to the Ambuscade Archive page.


See Ambuscade Rewards for specific item and equipment rewards.


Hallmarks are the primary currency of Ambuscade. They can be used to purchase items from Gorpa-Masorpa.
There are two types of rewards available. Those received in exchange for Hallmarks and those received for total amount of hallmarks accumulated.

  • Hallmarks are not expended upon receiving items from the list of rewards for total amount of hallmarks accumulated.
  • The types of items available vary with the content of that month’s Ambuscade.
  • Your total number of hallmarks will reset back to 0 after each month's version update.
Hallmarks and Badges of Gallantry are reset upon the next month's version update being implemented (usually set to happen from around the 3rd to the 10th of a month).[3]


Badges of Gallantry are the secondary currency of Ambuscade. They can be used to purchase items from Gorpa-Masorpa, and are only given to those who participate in Ambuscade with other players.

  • Like Hallmarks, your Badges of Gallantry will reset back to 0 after each month's version update.
Hallmarks and Badges of Gallantry are reset upon the next month's version update being implemented (usually set to happen from around the 3rd to the 10th of a month).[4]

JSE Augmentation

Job-specific equipment obtained with hallmarks can be augmented by trading them along with certain items to Gorpa-Masorpa.

  • See the AmbuscadeCapesD.gif JSE capes page for augment information for the Job Specific Capes.

To augment a cape:

  • Trade the item to Gorpa-Masorpa along with either an Abdhaljs Thread, Abdhaljs Dust, Abdhaljs Sap, or an Abdhaljs Dye.
  • Select the desired attribute, confirm your choice, and then repeat, repeat, repeat and then write SE an angry letter that it takes so long.
    • Augments may be changed by repeating the above steps.
    • Changing the augment path will not return any items used up to that point.
      • However, when using an Abdhaljs Needle icon.png Abdhaljs Needles to change the augment, the current potency is maintained.
  • Further trading an augmented item with items corresponding to the attribute initially selected will increase the strength of the augmentation.
    • For maximum strength augments the following are all required per cape:
Abdhaljs Thread icon.png Abdhaljs Thread x20, Abdhaljs Dust icon.png Abdhaljs Dust x20, Abdhaljs Sap icon.png Abdhaljs Sap x10, Abdhaljs Dye icon.png Abdhaljs Dye x10

Armor Upgrade

To upgrade Salvage Armor Variant Ambuscade Armor trade either the NQ or +1 variant and the requisite Abdhaljs Metal icon.png Abdhaljs Metals to Gorpa-Masorpa:

Base Armor Piece TradeTrade WithTrade Armor Piece +1 TradeTrade WithTrade Armor Piece +2
Jhakri Coronal icon.png Abdhaljs Metal x5.png Inyanga Jubbah +1 icon.png Abdhaljs Metal x10.png Sulev. Leggings +2 icon.png

To upgrade Limbus and Nyzul Armor Variant Ambuscade Armor trade either the NQ or +1 variant and the requisite Abdhaljs Fiber icon.png Abdhaljs Fibers to Gorpa-Masorpa:

Base Armor Piece TradeTrade WithTrade Armor Piece +1 TradeTrade WithTrade Armor Piece +2
Mallquis Chapeau icon.png Abdhaljs Fiber x5.png Tali'ah Manteel +1 icon.png Abdhaljs Fiber x10.png Flam. Gambieras +2 icon.png


This category has the following 2 subcategories, out of 2 total.

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