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Dynamis 1.png

Dynamis is a series of zones set in an alternate universe version of Vana'diel; created of Nightmares, set in perpetual Darkness.

It is the source of Relic Armor, Relic Weapons, and all of the various items required to upgrade those to their final stages.

Dynamis is composed of three types of areas: the original 6 Rise of the Zilart zones, 4 "Dreamworld" zones introduced with the Chains of Promathia expansion, and "Divergent" zones introduced after Rhapsodies of Vana'diel was finalized.

Entry Requirements

Original Areas

"Dreamworld" Areas

  • Completed Promathia Mission 3-5
  • Be in possession of the Vial and Hourglass Key Items as above.
  • With both Vial and Hourglass Key Items, you may enter any of the first three zones (Buburimu, Qufim, and Valkurm) once per day (Resetting at Midnight in Japan).
    • Unlimited entry is granted if the player possesses the "Rhapsody in Azure" reward from Rhapsodies of Vana'diel mission progression.
    • Further Dynamis zones are unlocked by defeating the Zone Boss for each of these beginning zones.
  • To enter a zone, interact with the corresponding Hieroglyphics.
    • Parties must be between 1 and 18 players.
    • Trusts may be called

Time Limit

You cannot get a time extension from the same statue twice in the same run.

Monthly Adventurer Campaigns

There is one type of campaign that may run any given month.

Dynamis Granules of Time Campaign

  • When this Monthly Adventurer Campaign is active, time extensions are all available upon entry to Dynamis.
    • All time extensions in a zone are automatically given to a player every time they zone into any Dynamis area.
      • Note: Divergence areas are not part of this campaign, only the level 75 era zones are.



Original Zones

There are two types of mobs that vary in rough level and drops spread throughout the zones. The first is lower level (~75-80), while the other is a higher level population (~90-97). All drop currency and Relic Armor pieces, however the lower level mobs drop the pop items for Attestation and Fragment NMs (like Deluder's Fortune and Ornate Goad); with the higher level mobs dropping the pop items for the Fiendish Tome Notorious Monsters as well as Attestation NMs (like Odious Quipu). Most free-roaming and lottery pop NMs may drop Odious times that pop the Zone Boss.
Collecting all the Fiendish Tome Chapters for a given area allows for the player to pop a HQ version of the Zone Boss which can drop many high-end items.
Typically, three of the Time Extension statue NMs will be found among the lower level populations, while the final two will be surrounded by the higher level mobs.


Original Dynamis
Dynamis - San d'Oria

DySandOria-Icon.jpg Trail Markings - Southern San d'Oria (M-5)

Hydra Corps Command Scepter
Dynamis - Windurst

DyWindurst-Icon.jpg Trail Markings - Windurst Walls (C-12)

Hydra Corps Lantern
Dynamis - Bastok

DyBastok-Icon.jpg Trail Markings - Bastok Mines (K-8)

Hydra Corps Eyeglass
Dynamis - Jeuno

DyJeuno-Icon.jpg Trail Markings - Ru'Lude Gardens (I-9)

Hydra Corps Tactical Map
Dynamis - Beaucedine

Trail Markings - Beaucedine Glacier (F-11)

Hydra Corps Insignia
Dynamis - Xarcabard

Trail Markings - Xarcabard (J-9)

Hydra Corps Battle Standard
"Dreamworld" Dynamis
Dynamis - Valkurm

DyValkurm-Icon.jpg Hieroglyphics - Valkurm Dunes (G-7)

Dynamis - Valkurm sliver
Dynamis - Buburimu

DyBuburimu-Icon.jpg Hieroglyphics - Buburimu Peninsula (I-9)

Dynamis - Buburimu sliver
Dynamis - Qufim

DyQufim-Icon.jpg Hieroglyphics - Qufim Island (H-7)

Dynamis - Qufim sliver
Dynamis - Tavnazia

Hieroglyphics - Tavnazian Safehold (H-9)

Dynamis - Tavnazia sliver
Dynamis - Divergence
Dynamis - San d'Oria (D)

DD-San d'Oria-Icon.jpg Trail Markings - Southern San d'Oria (K-10)

Elvaan Mask of Light
Dynamis - Bastok (D)

DD-Bastok-Icon.jpg Trail Markings - Bastok Mines (I-9)

Galka Mask of Light
Dynamis - Windurst (D)

DD-Windurst-Icon.jpg Trail Markings - Windurst Walls (H-7)

Tarutaru Mask of Light
Dynamis - Jeuno (D)

DD-Jeuno-Icon.jpg Trail Markings - Ru'Lude Gardens (F-9)

Mithra Mask of Light

Dynamis Proc System

Since the May 2011 update[1], Dynamis monsters have enjoyed the integration of a proc system similar to the one in Abyssea. Players that manage to Proc monsters enjoy higher currency and item drop rates, both from normal and Notorious Monsters.
Unlike Abyssea or Voidwatch, where it is possible to proc the same monster multiple times, Dynamis monsters can only be procced once.

In situations with a variable number of Time Extensions in the same party, a proc of any color removes the ability of other colors to Proc. So someone with three Time Extensions can The chance of seeing drop is increased after procing blue abilities on the monster.Blue Proc and no one will be able to The chance of seeing drop is increased after procing red abilities on the monster.Red Proc. The higher the level of the proc increases drop rate of currency, as shown below, but seem to have no effect at all on the Relic Armor nor 100-piece drop rate. Procing a monster forces one coin to drop 100% of the time, with a potential maximum of 4.
With Treasure Hunter on every procced monster, you can expect approximately 1.7 coins per kill on average. Without Treasure Hunter, you can expect about 1.25 coins per kill on average. Without a proc, the coin drop rate is very low (~10%Verification Needed) and the maximum observed is 2 coinsVerification Needed.

There is no evidence that any spell, job ability, or weapon skill is more likely to proc than any other spell, job ability, or weapon skill. There's simply a certain chance of any offensive action procing that increases with the number of Time Extensions you have received. As long as you're using the correct type of action, you have the same chance to proc, unless the action is resisted, misses, or has "no effect" (except for Dispel and Magic Finale which can proc on "no effect" messages, but not "resists").

Time Extension-Proc relationship

# Type Probability Effect on Monster Currency Drop Rate
0~2 None N/A N/A N/A
3 The chance of seeing drop is increased after procing blue abilities on the monster. Low Very brief terror. Adds a single drop slot
4 The chance of seeing drop is increased after procing yellow abilities on the monster. Medium Terror/Stops 2-Hour/Able to Re-use 2-Hour if stopped Adds another single drop slot
5 The chance of seeing drop is increased after procing red abilities on the monster. High Terror/Stops 2-Hour/Unable to Re-use 2-Hour Also adds a 100% single drop slot
3~5 The chance of seeing drop is increased after procing white abilities on the monster. ~1%* Terror Adds a 100% hundred-piece drop slot ("Dreamworld" Only)

*This is 1% of your procs, not a 1% base rate.

Beastman Job-Proc Relationship

Monster Job Proc Class Proc Rate
RNG, NIN, BST, MNK, THF Job Abilities and Ready commands* ~20%
BLM, WHM, RDM, SMN, BRD Spells and Blood Pacts* ~8%
PLD, DRK, SAM, WAR, DRG Weapon Skills and Automaton Attachments* ~25%

*This only applies abilities that target the enemy, like Blaster, Flaming Crush, and Strobe.

(Beastman Job-Proc Rates assumes 5 Time Extensions acquired)

Special Proc System Notes for "Dreamworld" zones

Just as in the original Dynamis zones, "Dreamworld" Dynamis zones have beastmen (Hydra Vanguard, Kindred Vanguard, Goblin Vanguard, Orcish Vanguard, Yagudo Vanguard, and Quadav Vanguard) that follow the same proccing rules as their original Dynamis zone counterparts above. Proc color also varies with number of Time Extensions in the same manner as original Dynamis zones; however, Nightmare monsters and Notorious Monsters obey slightly different proc rules.

Nightmare monsters (barring Nightmare Taurus) proc to a certain type of action at a certain time based on the type of currency they drop.
Any action of the appropriate type (repeated or not) has an equal chance to proc as long as it is the appropriate hour. Unlike the above system, where the proc is based on job, the appropriate proc changes based on the time of day and type of currency that a monster drops.
The proc type can change while fighting it.
The relation for each monster type is shown in the table to the left. It should be noted that "WS" also includes Automaton JAs as above and "MA" below also includes Blood Pacts. Also, Area of Effect Weapon Skills and Spells have a dramatically reduced proc rate on monsters other than their immediate target in the "Dreamworld" Dynamis zones.

For Notorious Monsters and Nightmare Tauri, there appears to be a chance that any action (MA, JA, or WS) will cause a proc and they can drop any type of currency.

White!!.png White Procs

If the procing character has locked their subjob upon entry to a "Dreamworld" Dynamis zone, there is a ~1% chance that any proc you get will be white instead of the relevant color based on your number of Time Extensions. As seen in the above table, White Procs appear to force a 100-piece of currency to drop 100% of the time.
Other players in the party may have sub job enabled and be on the hate list and a white proc will still occur, but the person who made the proc must have their sub job restricted.
White Procs have only been witnessed on Nightmare monsters, but it is likely possible that they can occur on any Beastmen and Notorious Monsters in "Dreamworld" Dynamis zones as well.

Nightmare Monster-Time-Proc Relationship

Zone Type 0:00~8:00 8:00~16:00 16:00~0:00 Currency
Buburimu Crab
WS Ma JA Shells
T. Whiteshell icon.png
JA WS Ma Bynes
1 Byne Bill icon.png
Ma JA WS Bronze
O. Bronzepiece icon.png
Valkurm Goobbue
WS Ma JA Shells
T. Whiteshell icon.png
JA WS Ma Bynes
1 Byne Bill icon.png
Ma JA WS Bronze
O. Bronzepiece icon.png
Zone Type 0:00~8:00 8:00~16:00 16:00~0:00 Currency
Qufim Diremite
WS Ma JA Shells
T. Whiteshell icon.png
JA WS Ma Bynes
1 Byne Bill icon.png
Ma JA WS Bronze
O. Bronzepiece icon.png
Tavnazia Leech
WS Ma JA Shells
T. Whiteshell icon.png
JA WS Ma Bynes
1 Byne Bill icon.png
Ma JA WS Bronze
O. Bronzepiece icon.png