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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 posses.

Primer Volume One
Type Difficulty Content Level Halmarks Earned Gallantry Earned
Intense Ambuscade Very Difficult ??? 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

Intense Ambuscade(Primer Volume One)

Volume 1, September 2017, Qiqirn

Difficulty Foes Notes
Very Difficult Bozzetto Pilferer (THF)

Bozzetto Scoundrel (THF) x5

Bozzetto Pilferer uses Blood Weapon, Hundred Fists, or Perfect Dodge at random.

Difficult Bozzetto Pilferer (THF)

Bozzetto Scoundrel (THF) x5

Bozzetto Pilferer uses Blood Weapon, Hundred Fists, or Perfect Dodge at random.

Normal Bozzetto Pilferer (THF)

Bozzetto Scoundrel (THF) x3

Easy Bozzetto Pilferer (THF)

Bozzetto Scoundrel (THF)

Very Easy Bozzetto Pilferer (THF)


  • All enemies must be defeated in order to be victorious.
  • All mobs are immune to Gravity and Break, and highly resistant to Stun.
  • Bozzetto Scoundrels are susceptible to Sleep and Bind, but immune to Lullaby.
    • Bind resistance will build quickly however sleep resistance is never an issue, even on VD for a well geared RDM.
  • If any Songs, Rolls, Geomancy bubbles, or Avatar's Favor is on the party then the Bozzetto Pilferer and Scoundrels will use Essence Steal.
    • Essence Steal is move which heals them to full HP and levels them up every time they land a melee hit on a player or Trust.
      • If the Qiqirn are close together, they appear to synchronize this move whenever one lands a hit.
      • Level will cap eventually, but they will still heal to full HP when they land a melee hit on a player.
        • Was hit rate floored in VE @ 1283 accuracy once it's level was capped.
      • Stoneskin does not prevent this from occurring. Getting hit for 0 still triggers this.
      • Absorbing melee swings with shadows does prevent this from occurring.
      • This effect was tested multiple times to only happen when a GEO COR or BRD buff is present when the player is hit. (Multiple self tests were made as well as testing [3])
  • The Bozetto Pilferer will drop a Mine sometimes which explodes after a few seconds.
    • All sleeping Scoundrel's will proc blue Blue.png and wake up when the mine explodes unless you defeat the mine when it spawns.
      • When a mine is dropped hate resets on all monsters. This will cause the adds to go after random players after waking up from sleep.
      • Players have ~10 seconds to defeat this mine before it blows up.
      • The mine's name tag may not display, or be untargetable, depending on camera angle and/or distance from it.
  • Also uses HP Theft, MP Theft, and TP Theft, which causes whomever is hit by it to lose half of their HP, MP, or TP.
  • Kibosh from the Bozetto Pilferer will inflict high Physical Damage damage.
  • Other moves used include:
    • Cutpurse - Encumbers one random piece of equipment.
    • Faze - gaze terror (~10 seconds).
    • Sandspray - Conal blind, -100 accuracy Verification Needed.
    • Dead Eye - Conal defense and magic defense down.
  • Scoundrels will randomly use Perfect Dodge and like to spam Faze while running around. Mages should have their backs turned.

KI Camps:

Setups and Strategies:

Tank, RDM/blm, WHM, BLU x2, DD x1
  • BLU are required so that DDs are able to cap delay. DDs should have no accuracy issues when food or distract are on.
  • Tank runs in, aggros, and the RDM sleepgas.
    • Pulling to the corner first is more optimal of a strategy.
  • DDs start going to town on the Scoundrels. Switching targets after Perfect Dodge (bind or sleep from RDM) is a bonus.
  • Have the RDM and WHM turn their backs to avoid terror from adds waking up and spamming faze. That is about it.
  • Finish with the Pilferer.


Agustus Trust, Apururu(U) Trust, WHM, DDx3
  • Enter and attack the scoundrel after buffing. WHM should ensure that Apururu does not die while DDs focus on scoundrel. Afflatus Solace is very useful. Apururu is great for removing stats, but that leaves melees vulnerable while he is casting *-na spells. Did not sleep Pilferer.
  • Switch target to bomb whenever possible.
  • Take out Pilferer when Scoundrel is dead. Again, WHM should ready Cure V for Kibosh and let Apururu deal with status ailments.
  • Multi-step skillchains are key (e.g. we used CDC > Evisc. > Rudra )
  • This setup works, though there are likely better setups.

Ambuscade (Primer Volume Two)

Volume 2, September 2017, Wyrm

Difficulty Foes Notes
Very Difficult Gudjewg
Difficult Gudjewg
Normal Gudjewg
Easy Gudjewg
Very Easy Gudjewg


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).[4]


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).[5]

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 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
Morrigan's Coron. icon.png Abdhaljs Metal x5.png Ayanmo Corazza +1 icon.png Abdhaljs Metal x10.png Sulev. Leggings +2 icon.png
  • Currently only sets which are able to be upgraded to +2 may have their Normal Quality variants upgraded to +1s


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

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