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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 receive 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, May 2018, Goblin

Difficulty Foes Notes
Very Difficult Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Bozzetto Incanter (BLM), Furious Bozzetto Bomber (Pet), Baby Bomber(Pet)

Difficult Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Furious Bozzetto Bomber (Pet), Baby Bomber(Pet)

Normal Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Furious Bozzetto Bomber (Pet)

Easy Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Furious Bozzetto Bomber (Pet)

Very Easy Bozzetto Don (RDM/BLM)

Bozzetto Ravager(WAR), Bozzetto Deathbringer(DRK), Furious Bozzetto Bomber (Pet)


  • The Goblin Don, Ravager, and Deathbringer gain auras when within 20' of each other which power them up considerably.
  • Strategies generally have players take each 3 to a corner for the sake of simplicity.
  • The Incanter which appears during "Very Difficult" does not gain any aura.
  • All goblins except the Bozzetto Incanter are immune to sleep.
  • All Goblins Use the following TP Moves:
  • Goblin Rush: Single Target Physical Damage 3-Hit Damage and knockback.
  • Frypan: AoE 10' Physical Damage Damage and stun effect.
  • Bomb Toss: AoE 10' Magical Damage Element: Fire Damage to players in range.
  • Paralysis Shower: Conal Magical Damage Element: Ice Potent paralysis to players.
  • Barblizzard and Barparalyze are recommended due to the potency of this.
  • Smokebomb: Conal Magical Damage Element: Dark Inflicts a potent Blind. -100+ Accuracy.
  • Crispy Candle: Conal Magical Damage Element: Fire Damage.

Bozzetto Don:

  • The use of shadows, One for All, etc will completely remove the threat from this.

Furious Bozzetto Bomber

  • Summoned by the Bozetto Don periodically to use the following move:
  • Dirty Bomb: Magical Damage 6,000 Damage split between the number of targets.

Baby Bomber

  • Summoned by the Bozetto Don periodically to use either of the following moves:
  • Blasting Bomb: Deals 1,500 damage per each person in range.
  • Dirty Bomb
  • Disappears after use of either TP move.

Bozzetto Ravager

  • Take care as Goblin Rush coupled with Mighty Strikes will severely damage or simply K.O. players without shadows, depending on Difficulty, etc.

Bozzetto Deathbringer

  • Unlike the typical Dread Spikes which seem to immediately K.O. a player after an attack round, these are much less threatening and will not inflict serious damage.
  • Is equipped with the equivalent of a Kraken Club which delivers weak, but frequent attacks.
  • Possess an en-effect on each melee hit that will change between absorbing HP or TP.

Bozzetto Incanter

  • Uses Two-Hour ability Manafont.
  • Uniquely uses Goblin Dice which has the typical effects found in Dynamis and elsewhere in the game including AoE plague, Sleep, Silence and Slow, Physical Damage or Magical Damage Damage, and even a Benediction effect.
  • Susceptible to sleep.
  • Casts Elemental AoE T3s.

Setups and Strategies:
Very Difficult: Lionheart RUN x2, COR/WAR, GEO/WHM, BRD/WHM, WHM or RDM

Buffs: March x2, madrigal x2, Chaos/Sam. Fury/frailty on RUN 1, entrust frailty on RUN 2.

1) RUN 1 goes in and pull Don to starting corner, RUN 2 pulls Ravager to far left corner. COR provoke pulls Deathbringer to far right corner. BRD sleeps Incanter. WHM or RDM cast reraise, silence Don then position themselves in the middle of battle field, away from the other members. Geo entrust frailty on RUN 2 after everyone position themselves.

2) RUN 1 and RUN 2 use battuta and zerg Don and Ravager. COR holds Deathbringer, WS with Savage Blade and cures himself with sangine blade. BRD move between the battlefield and cast stona, paralyna and blindna on RUN 2 and COR. GEO baby sits RUN 1 with cures, blindna and paralyna.

3) If bomb kills WHM or RDM, they must get up immediately and cast Reraise or Goddess's Hymnus on them again.

4) After Don and Ravager is dead, RUNs kill Deathbringer next and Incanter last.

Note: Clear time with setup above is about 4.5 min to 5 depending on buffs and support. RUN 2 can be replaced with a PLD, RUN 1 can be replaced with another DD using entrust Wilt, COR can be replaced with any DD with hate tool and PDT- set.




Very Easy:

Key Item Suggestions:

  • Newton Movalpolos Home Point #1: Moblins all over the place.
  • Cape Teriggan Home Point #1, mount and hug the right wall. Proceed through the tunnel until you reach various goblins in the open.
  • The survival guide is also an option.

Ambuscade (Vol. Two)

Volume 2, May 2018,

Difficulty Foes Notes
Very Difficult ?


Difficult ?


Normal ?


Easy ?


Very Easy ?



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 TradeTrade WithTrade Armor Piece +1 TradeTrade WithTrade Armor Piece +2
Abdhaljs Metal x5.png Abdhaljs Metal x10.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 TradeTrade WithTrade Armor Piece +1 TradeTrade WithTrade Armor Piece +2
Abdhaljs Fiber x5.png Abdhaljs Fiber x10.png


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

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