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CatsEyeXI Content/Campaign
| This article is related to the CatsEyeXI Private Server and not the official version of Final Fantasy XI. Private Servers are not sanctioned by Square Enix Holdings Co., Ltd. Please see the Private Server page for further information on this subject. |
Campaign
Campaign refers to the drawn-out struggle for land and resources that took place between the Allied Forces of Altana and the Beastman Confederate on the continents of Quon and Mindartia during the Crystal War.
CatseyeXI's Campaign is custom, and differs slightly to retail, please find more information below.
Every 60-90 minutes, one of the following areas will become eligible for Campaign:
- East Ronfaure (S)
- Jugner Forest (S)
- North Gustaberg (S)
- Pashhow Marshlands (S)
- West Sarutabaruta (S)
- Meriphataud Mountains (S)
The zones with upcoming Campaign Battles will be announced in Unity Chat by the Campaign Herald. The Battle will commence 5 minutes after the announcement.
- Each army has 5 different groups with an individual cooldown of 2-4 hours each.
- Campaign Arbiters in past cities can teleport you to (S) zones for a small amount of Allied Notes.
- Alternatively you can use the (S) Book Teleport to teleport to (S) zones. See: CatsEyeXI_Systems/Navigation#Past for more details.
Participating in Campaign
To participate in Campaign, players must talk to the Campaign Arbiter in one of the zones that are preparing for battle, and obtain Allied Tags.
- This is required players to interact with any of the Campaign mobs, or other adventurers participating in the battle.
Campaign Battle Rewards
After each battle, participants will be eligible to access a Campaign Coffer containing Allied Notes, Promotion Credits, Dynamis Currency and new crafting materials.
Allied Notes/Promotion Credits
- The base amount of Promotion Credits earned per battle is 1,000, plus 100 for each campaign participant beyond the first.
- The amount of Allied Notes earned is 1.5x the Promotion Credits.
- If the battle ends in a loss the amount of Promotion Credits and Allied Notes earned is halved.
- Unlike retail, no experience points are earned from Campaign Battles.
Campaign Coffer
The coffer will contain 3 items from the following table.
Campaign Promotion
Promotion through each rank is handled by Promotion Credits awarded after each battle:
- Players are only eligible for one promotion per day (JST Midnight)(This is unlocked after completing RoV 2-30), otherwise you are subject to the normal cooldown on promotions
- Promotion Credits earned carry over to subsequent ranks
- Promotion Credits required for the next medal starts at 10,000 credits and increase by 1,000 for each medal earned.
- Promotions/Medals are required to access retail vendors as usual
Allied Notes Rewards
At present, rewards are the same as retail. Please see Allied Notes for more information.
Allied Enhancers
Allied Enhancers at the following locations can now upgrade the lv68 Iron Ram, Fourth, Cobra Robe and Cobra Unit armor sets in exchange for Allied Notes:
- Southern San d'Oria (S) (K-9)
- Bastok Markets (S) (F-8)
- Windurst Waters (S) (G-10)
Allied Enhancers have the following requirements for each tier:
- Tier I Augments: Holyknight Emblem & 10,000 Allied Notes
- Tier II Augments: Wings of Honor & 20,000 Allied Notes
- Tier III Augments: Medal of Altana & 30,000 Allied Notes
Allied Gear Augments
| Campaign Battle Armor Upgrades | |||||||
|---|---|---|---|---|---|---|---|
| Armor piece | Tier 1 (10,000 Allied Notes) |
Tier 2 (20,000 Allied Notes) |
Tier 3 (30,000 Allied Notes) |
Final (60,000 AN Total) | |||
| Iron Ram Hauberk Set ( | |||||||
| HP+10 | Accuracy+3 | Haste+4% | HP+10 Accuracy+3 Haste+4% | ||||
| HP+15 | Accuracy+8 | Regen+1 | HP+15 Accuracy+8 Regen+1 | ||||
| HP+10 | Accuracy+2 | Haste+2% | HP+10 Accuracy+2 Haste+2% | ||||
| HP+15 | Counter+4 | Fast Cast+2% | HP+15 Counter+4 Fast Cast+2% | ||||
| HP+10 | Accuracy+3 | Haste+2% | HP+10 Accuracy+3 Haste+2% | ||||
| Fourth Division Armor Set ( | |||||||
| HP+10 MP+10 | Attack+5 | Haste+4% | HP+10 MP+10 Attack+5 Haste+4% | ||||
| Subtle Blow+3 | Accuracy+8 | Attack+8 | Subtle Blow+3 Accuracy+8 Attack+8 | ||||
| AGI+3 | Attack+4 | Haste+2% | AGI+3 Attack+4 Haste+2% | ||||
| AGI+4 | Accuracy+4 | Parrying Rate +2% | AGI+4 Accuracy+4 Parrying Rate +2% | ||||
| HP+10 MP+10 | Attack+3 | Haste+2% | HP+10 MP+10 Attack+3 Haste+2% | ||||
| Cobra Unit Attire Set ( | |||||||
| Accuracy+2 | Store TP+2 | Haste+4% | Accuracy+2 Store TP+2 Haste+4% | ||||
| HP+32 MP+32 | Attack+11 | Counter+6 | HP+32 MP+32 Attack+11 Counter+6 | ||||
| VIT+5 | PDT-2% | Haste+2% | VIT+5 PDT-2% Haste+2% | ||||
| Accuracy+4 | Evasion+6 | Store TP+2 | Accuracy+4 Evasion+6 Store TP+2 | ||||
| STR+4 CHR+4 | Haste+2% | Waltz Potency+2% | STR+4 CHR+4 Haste+2% Waltz Potency+2% | ||||
| Cobra Robe Attire Set ( | |||||||
| Conserve MP+2 | Elem. Magic Skill+2 | MAB+2 | Conserve MP+2 Elem. Magic Skill+2 MAB+2 | ||||
| INT+4 | Occult Acumen+20 | Fast Cast+2% | INT+4 Occult Acumen+20 Fast Cast+2% | ||||
| Occult Acumen+15 | Conserve MP+2 | MAB+2 | Occult Acumen+15 Conserve MP+2 MAB+2 | ||||
| Magic Accuracy+2 | Conserve MP+3 | Magic Crit Hit Rate+4% | Magic Accuracy+2 Conserve MP+3 Magic Crit Hit Rate+4% | ||||
| Cure Potency+2% | MDT-2% | Magic Critical Hit Rate+2% | Cure Potency+2% MDT-2% Magic Crit Hit Rate+2% | ||||
Campaign Units
While based on their retail counterparts, the campaign units have notable differences:
- Beastman troops do not use their WotG TP moves (Orcish Counterstance, Diamondshell, and Feathered Furore), unlike non-campaign related beastmen in these areas.
- Commanders of either side don't use any of their unique TP moves or behaviors, nor do they use any SP abilities.
Beastman Units
| Orcish Hosts | ||
|---|---|---|
| (Probably the most troublesome of the beastman armies due to ready access to wide range AoE moves and buffs) | ||
| Unit | Commander | Notes |
| Steelhide Protector | Conqueror Bakgodek | Orc paladins. Will actively heal and buff each other. |
| Gutrender Trooper | One-eyed Gwajboj | Orc paladins. Will actively heal and buff each other. |
| Spinebeak Neckchopper | Deathlord Rojgnoj | Orc dark knights. Will use dark knight spells, but Rojgnoj will not use Dread Spikes |
| Clan Reaper Grunt | Jagidbod's Warmachine | Orc rangers. Both Jagidbod and his warmachine will appear at the same time instead of spawning upon death. The warmachine will use typical Orcish Warmachine TP moves. |
| Moonfang Warrior | Alpha Gnole Anders | Gnoles. Assisted by Anders's Guard. Seem to be less common than the other units. Regains HP absurdly quickly due to Plenilune Embrace and Gnole regeneration, to the point where they're likely to end the battle at full health without player interference. |
| Quadav Shieldwarriors | ||
|---|---|---|
| (Overall more harmless than the other two armies due to lacking any AoE TP moves and none of the squads being particularly dangerous) | ||
| Unit | Commander | Notes |
| Di'Dha's Elite Guard | Di'Dha Adamantfist | Quadav white mages. Will heal and buff each other. Be careful of AoE spells like Banishga III. |
| Waughroon Heavyshell | Bo'Dho Hundredfist | Quadav warriors. Bo'Dho is much easier to handle than in retail due to the lack of custom abilities. |
| Beadeaux Vanguard | De'Vyu Headhunter | Quadav paladins. Will heal and buff each other. |
| Qulun Heavyshell | Bi'Gho Headtaker | Quadav dark knights. |
| Go'Bhu's Elite Raider | Go'Bhu Herohunter | Quadav red mages. |
| Yagudo Theomilitary | ||
|---|---|---|
| (Be wary of AoE Sweep. Generally more fragile than the other two because of no white magic access) | ||
| Unit | Commander | Notes |
| Divine Templar | Vee Qiqa the Decreer | Yagudo summoners. Will not use any spells, but assisted by Vee Qiqa's Elemental. These elementals appear as wind elementals, but can use spells of any element, including AoE spells and ancient magic. They persist even if Vee Qiqa or the other summoners are killed. |
| Divine Disseminator | Moo Ouzi the Swiftblade | Yagudo samurai. |
| Divine Assassin | Moo Ouzi the Swiftblade | Yagudo ninjas. Will use both ninja spells and ranged attacks. This gives them a lot of damage output, almost doubling that of some other units. |
| Divine Ascetic | Dee Xalmo the Grim | Yagudo monks. |
| Plenilune Ronin | Kazan the Peerless | Yagudo ninjas. Similarly dangerous as the Divine Assassins, but seem to be less common. |
Allied Units
| Federal Forces of Windurst | ||
|---|---|---|
| Unit | Commander | Notes |
| Aquarian Casters | Kayeel-Payeel | Tarutaru black mages wielding clubs. Will stay at range if possible and cast nukes. Assisted by Ice Fiend. |
| Libran Casters | Zolku-Azolku | Tarutaru scholars wielding clubs. |
| Scorpion Casters | Gariri | Tarutaru black mages wielding clubs. Will stay at range if possible and cast nukes. Assisted by Flame Giant. |
| Python Mercenaries | Lhu Mhakaracca | Mithran beastmasters wielding clubs. Assisted by two Rocs called Pya and Kyo. |
| Wildcat Volunteers | Haja Zhwan | Mithran rangers wielding clubs. Unlike retail, they do not use their ranged attacks. Probably the most fragile of all the allied units. Don't expect them to survive without help. |
| Republican Army of Bastok | ||
|---|---|---|
| Unit | Commander | Notes |
| 1st Iron Musketeers | Bartholomaus | Hume red mages dual-wielding swords. |
| 1st Legionnaires | Maximilian | Galka rangers wielding swords. Unlike retail, they do not use ranged attacks, but have higher survivability than the Wildcats. |
| 2nd Legionnaires | Ludwig | Hume dark knights wielding polearms. Casts dark knights spells. |
| 1st Gold Musketeers | Elivira | Hume rangers (despite dressing like red mages) wielding swords. They do not use ranged attacks. |
| 8th Iron Musketeers | Kurt | Hume ninjas dual-wielding swords. Will use ninja spells, but not ranged attacks. |
| Royal Army of San d'Oria | ||
|---|---|---|
| Unit | Commander | Notes |
| Norvallen Knights | Feldrautte I Rouhent | Elvaan paladins wielding swords. High survivability due to buffs, and will occasionally buff/heal players. |
| Royal Guards | Valaineral R Davilles | Elvaan paladins wielding swords. High survivability due to buffs, and will occasionally buff/heal players. |
| Royal Knights | Yrvaulair S Cousseraux | Elvaan paladins wielding swords. High survivability due to buffs, and will occasionally buff/heal players. |
| Savage Hound Condottiere | Leonoyne | Elvaan warriors wielding great axes. |
| Scarlet Boar Esquires | Ashmea B Greinner | Elvaan dragoons wielding polearms. Unlike retail, Ashmea will not use black magic. |












































