CatsEyeXI Content/Campaign

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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:

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.

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 Coffer
Item Rarity
O. Bronzepiece VC
1 Byne Bill VC
T. Whiteshell VC
Mtl. Beastcoin C
Silk Thread U
Venom Potion U
Gold Beastcoin R
Hi-Elixir R
Dexterity Potion R
Int. Potion R
Strength Potion R
Orc Helmet R
H. Qdv. Backplate R
H. Qdv. Chestplate R
Yagudo Kote R
Yagudo Osode R
Buggane Horn R
Fool's Gold Ore R
Gnole Claw R
Peiste Skin R
Swamp Ore R
M. Silverpiece VR
100 Byne Bill VR
L. Jadeshell VR
Feyweald Log VR

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:

Allied Enhancers have the following requirements for each tier:

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 ()
Iron Ram Sallet HP+10 Accuracy+3 Haste+4% HP+10
Accuracy+3
Haste+4%
Iron Ram Hauberk HP+15 Accuracy+8 Regen+1 HP+15
Accuracy+8
Regen+1
I.R. Dastanas HP+10 Accuracy+2 Haste+2% HP+10
Accuracy+2
Haste+2%
Iron Ram Hose HP+15 Counter+4 Fast Cast+2% HP+15
Counter+4
Fast Cast+2%
Iron Ram Greaves HP+10 Accuracy+3 Haste+2% HP+10
Accuracy+3
Haste+2%
Fourth Division Armor Set ()
Fourth Haube HP+10 MP+10 Attack+5 Haste+4% HP+10 MP+10
Attack+5
Haste+4%
Fourth Brunne Subtle Blow+3 Accuracy+8 Attack+8 Subtle Blow+3
Accuracy+8
Attack+8
Fourth Hentzes AGI+3 Attack+4 Haste+2% AGI+3
Attack+4
Haste+2%
Fourth Schoss AGI+4 Accuracy+4 Parrying Rate +2% AGI+4
Accuracy+4
Parrying Rate +2%
Fourth Schuhs HP+10 MP+10 Attack+3 Haste+2% HP+10 MP+10
Attack+3
Haste+2%
Cobra Unit Attire Set ()
Cobra Cap Accuracy+2 Store TP+2 Haste+4% Accuracy+2
Store TP+2
Haste+4%
Cobra Harness HP+32 MP+32 Attack+11 Counter+6 HP+32 MP+32
Attack+11
Counter+6
Cobra Mittens VIT+5 PDT-2% Haste+2% VIT+5
PDT-2%
Haste+2%
Cobra Subligar Accuracy+4 Evasion+6 Store TP+2 Accuracy+4
Evasion+6
Store TP+2
Cobra Leggings STR+4 CHR+4 Haste+2% Waltz Potency+2% STR+4 CHR+4
Haste+2%
Waltz Potency+2%
Cobra Robe Attire Set ()
Cobra Cloche Conserve MP+2 Elem. Magic Skill+2 MAB+2 Conserve MP+2
Elem. Magic Skill+2
MAB+2
Cobra Robe INT+4 Occult Acumen+20 Fast Cast+2% INT+4
Occult Acumen+20
Fast Cast+2%
Cobra Gloves Occult Acumen+15 Conserve MP+2 MAB+2 Occult Acumen+15
Conserve MP+2
MAB+2
Cobra Trews Magic Accuracy+2 Conserve MP+3 Magic Crit Hit Rate+4% Magic Accuracy+2
Conserve MP+3
Magic Crit Hit Rate+4%
Cobra Crackows 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.