Category:Ambuscade

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Ambuscade.jpg

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!

Latent effects from Legion Rewards denoted with "Legion:" are active in Ambuscade.[2]

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

Gorpa-Masorpa.jpg
  • 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[3], 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.


15165.jpg

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
Intense
Ambuscade
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 124 250 25 / 50 / 75 / 100 / 125
Normal 119 200 20 / 40 / 60 / 80 / 100
Easy 114 150 15 / 30 / 45 / 60 / 75
Very Easy 109 100 10 / 20 / 30 / 40 / 50

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, October 2019, Moogle

Difficulty Foes Notes
Very Difficult Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Difficult Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Normal Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Easy Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Very Easy Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Notes:
Bozzetto Voyager Moogle:
Uses the following TP Moves:

  • Invite Over: Summons Bozzetto Steward, which has a short-ranged aura consisting of extremely potent Dia and elemental(?) DoTs
  • Washtub: AoE damage and stun
  • Mogsplosion: AoE damage with knockback
  • Contaminated Concoction: Disease
  • Somnic Shell: short-timed AoE sleep
  • Crystaline Flare: AoE light-based damage with flash and stun effects
  • Bill Toss: conal gaze terror
  • Can use any of the SP moves available to the starter jobs (e.g. Chainspell, Perfect Dodge, Mighty Strikes, Benediction, Manafont);
    This code and information has been copied verbatim from the BlueGartr Wiki.
    usage seems to be dependent on HP; number of uses available varies according to difficulty; will have a visible white aura

Bozzetto Steward:

  • has extremely potent Dia and elemental(?) DoT
  • Does not move
  • Will despawn over time (approx 1 minute)

Moogle:

  • Does not move on Normal and lower difficulty; will roam on Difficult and Very Difficult
  • Provides an aura that will counter-act the Voyager Moogle's aura but also gives amnesia; aura only activated when boss uses SP

Setups and Strategies:

Very Difficult:

  • Setup: SMN x3, GEO, THF/PLD, RDM

Strategy:

  • RDM gives Protect & Shell to the THF.
  • GEO uses Bolster and Entrusts Indi-Languor on THF, Indi-Frailty on themselves and will use Geo-Torpor once the boss moogle is in position.
  • SMN's have Ramuh's out and ready.
  • THF will run in, Perfect Dodge, Flash & Sentinel. Moogles will move, if they remain close to the boss moogle in the center, then the THF will need to bring the boss moogle away from the helpers.
  • RDM will Stymie Silence & Dia 3 then cast cures as needed.
  • SMN will Astral Flow/Astral Conduit right out the gate at 100% HP once the RDM has debuffed. This is the only real way you can kill him if he uses Benediction as his first 1-hour, and even then it's not guaranteed.
  • At 85% HP, THF will Larceny once the 1-hour animation goes off on the boss moogle unless it's Benediction. If it's Benediction, THF will need to Larceny if he uses Perfect Dodge, but you will most likely wipe unless your SMN's are stacked and can kill it before the aura becomes active and tick's twice. If the second 1-hour is Benediction, it's a wipe.

Alternate Strategy (not luck-based):

  • PLD, BRD/WHM, COR X2, RNG (or COR), WHM
  • Rolls: Hunter's and Monk's (for Subtle Blow), Samurai's and Chaos
  • Barsilencera and Auspice (along with Subtle Blow will help reduce the chances of Invite Over)
  • If the boss uses Invite Over, PLD should move a few steps away to avoid the spawn's aura.
  • Boss uses SP at 85%, 65%, 45%, 25%, and 10% HP. Reduce boss HP down to 88%, 68%, etc. and stop all damage. Then look for a nearby moogle. Wait until that moogle starts moving and then drop the boss HP down to the trigger level. The idea is to make it to the safety moogles right as they are about to stop. (If the boss has an SP aura up and the moogle starts moving, there is a good chance death). No damage during this waiting phase so as to avoid AoE damage and Invite Over. Spam Curaga IV and Curaga V (WHM needs Eber's Pantaloons +1) to ensure that no one dies if the boss happens to use an AoE spell or ability that everyone can still survive. Using any type of bind effect on the moogle can be helpful.
  • Save Rampart and Sacrosanctity for Chainspell; spam Finale to prevent the boss from self-curing.
  • If anyone dies, stop damage just before the next SP trigger level and wait out the weakness before forcing the SP move on the boss. Do NOT get up near a steward or when an aura is out -- wait until nearby stewards despawn and/or SP auras to drop.
  • This method is a sure way to win (unlike the SMN burn method) and does not require the use of SPs. Moreover, it is very easy on support jobs since only the PLD is ever in range of more dangerous moves such as Crys. Flare (high damage to non-tanks even with Shell V), Washtub and Atra. Lib. (stun/terrorize) followed by SP aura.

Difficult:

  • Tips:
  • For D+ the regen moogles will roam around and not stay stationary.
  • Boss will 2-hour at 85%, 65%, 45%, 25%, and 10% hp.
  • It helps to DPS during the periods the boss has not used 2-hour and you do not have amnesia.
  • When boss uses 2-hour everyone should run to either regen moogle and stay close during the whole time amnesia is on.
  • It helps to slow down damage before a trigger point and pull boss close to a regen moogle, just depends how alert everyone in your party is.
  • Keep using dispel to remove pro/shell on boss, this keeps boss from curing himself.
  • The stewards will randomly spawn around the boss while you are DPSing.
  • Just move a bit away from them when that happens.
  • Silence during 2-hour phase helps. D and VD can easily be melee burned.

Normal:

  • Solo-able on BLU/WAR using healer trusts that do not spread out (e.g. Koru-Moru, King of Hearts, Ferrous Coffin, etc).
  • Cherukiki and Apururu are usable as well, but they will require some additional management (by way of disengaging and re-engaging). Cherukiki can cast Silence
  • Required BLU spells include Silent Storm, Subduction, Blank Gaze (or Geist Wall), Magic Fruit, Occultation
  • Pull with Silent Storm and dispel with Blank Gaze (Geist Wall); keep Silence on to avoid Cure VI during Chainspell (can heal around 68k)
  • The gimmick is simple: when the boss uses Invite Over, move your party away from the Steward to avoid the potent DoT aura. When it uses its SP move (any one among those from the starter jobs), the boss itself will have the same aura (visible on the boss itself). At this point, move toward one of the two Moogles who themselves have a beneficial aura that will counteract the aura from the boss. Additionally, the Moogles will have an amnesia aura during this time. Avoid engaging the boss if possible so that it does not gain TP and use Invite Over during its SP (because you will be forced to run to the other Moogle and may possibly die, or your NPCs might die). Use Occultation and Magic Fruit to stay alive. If you need healing from your NPCs, engage to get healed, and then disengage until the boss' aura is down (otherwise they will waste MP trying to Erase and use healing spells to remove aura effects). Try to fight away from the Moogles so you will always have a safe spot during the boss' aura. On Normal, there should only be 4 (?) uses of SP.
  • Re-apply silence when necessary even at the cost of possibly losing one of the Moogles (but do not kill both of them). Best to fight along the outer walls and move in a circle when Stewards are spawned.
  • When/if you are out of MP (including NPCs), use Subduction and run to the opposite side of the arena to rest (or to simply stand still) to allow the NPCs to recover MP/HP.
  • Other NPCs that might work well: Selh'teus and Arciela as they both provide AoE healing; Selh'teus also replenishes MP

Very Easy:

  • Solo-able on almost any job. Do not kill the Moogles that appear at the start. Summon NPCs and fight on top of the Moogle on the right (as viewed when zoning in).

Ambuscade (Vol. Two)

Previous Battles

Old battlefield information is stored on the Ambuscade Archive page.

Rewards

See Ambuscade Rewards for specific item and equipment rewards.

Hallmarks

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]

Gallantry

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]

Monthly Adventurer Campaigns

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

Ambuscade Gallantry Campaign

JSE Cape Augmentation

Job-specific Back equipment obtained with a A. Voucher- Back icon.png Ambuscade Voucher: Back can be augmented by trading them along with certain items to Gorpa-Masorpa.

  • See the AmbuscadeCapesW.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, Abdhaljs Dye or an Abdhaljs Resin.
  • Select the desired attribute, and confirm your choice. After the initial trade, you can max out that path on your next trade if you also trade enough materials.
    • 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 Needle 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, Abdhaljs Resin icon.png Abdhaljs Resin x5

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 Trade.pngTrade WithTrade.png Armor Piece +1 Trade.pngTrade WithTrade.png Armor Piece +2
Sulevia's Mask icon.png Sulevia's Abdhaljs Metal x5.png Sulevia's Mask +1 icon.png Sulevia's +1 Abdhaljs Metal x10.png Sulevia's Mask +2 icon.png Sulevia's +2
Hizamaru Somen icon.png Hizamaru Hizamaru Somen +1 icon.png Hizamaru +1 Hiza. Somen +2 icon.png Hizamaru +2
Inyanga Tiara icon.png Inyanga Inyanga Tiara +1 icon.png Inyanga +1 Inyanga Tiara +2 icon.png Inyanga +2
Meghanada Visor icon.png Meghanada Meghanada Visor +1 icon.png Meghanada +1 Meghanada Visor +2 icon.png Meghanada +2
Jhakri Coronal icon.png Jhakri Jhakri Coronal +1 icon.png Jhakri +1 Jhakri Coronal +2 icon.png Jhakri +2

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 Trade.pngTrade WithTrade.png Armor Piece +1 Trade.pngTrade WithTrade.png Armor Piece +2
Flamma Zucchetto icon.png Flamma Abdhaljs Fiber x5.png Flam. Zucchetto +1 icon.png Flamma +1 Abdhaljs Fiber x10.png Flam. Zucchetto +2 icon.png Flamma +2
Tali'ah Turban icon.png Tali'ah Tali'ah Turban +1 icon.png Tali'ah +1 Tali'ah Turban +2 icon.png Tali'ah +2
Mummu Bonnet icon.png Mummu Mummu Bonnet +1 icon.png Mummu +1 Mummu Bonnet +2 icon.png Mummu +2
Aya. Zucchetto icon.png Ayanmo Aya. Zucchetto +1 icon.png Ayanmo +1 Aya. Zucchetto +2 icon.png Ayanmo +2
Mallquis Chapeau icon.png Mallquis Mallquis Chapeau +1 icon.png Mallquis +1 Mall. Chapeau +2 icon.png Mallquis +2


Ambuscade Weapons

Speaking with Gorpa-Masorpa and listening to the message from Abdhaljs will allow you to exchange an A. Voucher- Weapon icon.png Ambuscade Voucher: Weapon for a weapon of your choice or the grip.
Each stage is then upgraded as follows:
Abdhaljs Nugget icon.png Abdhaljs Nugget x5 (3,750 Total Hallmarks / 12,500 Total Gallantry)
Abdhaljs Gem icon.png Abdhaljs Gem x5 (5,000 Total Hallmarks / 17,500 Total Gallantry)
Abdhaljs Anima icon.png Abdhaljs Anima x5 (7,500 Total Hallmarks / 22,500 Total Gallantry)
Abdhaljs Matter icon.png Abdhaljs Matter x5 (10,000 Total Hallmarks / 27,500 Total Gallantry) and one of any nonAmbuscade Pulse Weapon

  • For a single base Tokko to Final Form weapon, total required points: 26,250 Hallmarks or 80,000 Gallantry
    • An additional 5,000 Hallmarks or 10,000 Gallantry is needed in addition to above totals if the Tokko weapon was not obtained from the free A. Voucher- Weapon icon.png Ambuscade Voucher: Weapon from the Total Hallmarks Rewards list.
Weapon Type NQ Tokko Trade.pngTrade WithTrade.png Ajja Version Trade.pngTrade WithTrade.png Eletta Version Trade.pngTrade WithTrade.png Kaja Version Trade.pngTrade WithTrade.png Final Form
Hand to Hand Tokko Knuckles icon.png Tokko Knuckles
Tokko Knuckles description.png
Abdhaljs Nugget x5.png Ajja Knuckles icon.png Ajja Knuckles
Ajja Knuckles description.png
Abdhaljs Gem x5.png Eletta Knuckles icon.png Eletta Knuckles
Eletta Knuckles description.png
Abdhaljs Anima x5.png Kaja Knuckles icon.png Kaja Knuckles
Kaja Knuckles description.png
Abdhaljs Matter x5.png

1 Pulse Weapon
Karambit icon.png Karambit
Karambit description.png
Dagger Tokko Knife icon.png Tokko Knife
Tokko Knife description.png
Ajja Knife icon.png Ajja Knife
Ajja Knife description.png
Eletta Knife icon.png Eletta Knife
Eletta Knife description.png
Kaja Knife icon.png Kaja Knife
Kaja Knife description.png
Tauret icon.png Tauret
Tauret description.png
Sword Tokko Sword icon.png Tokko Sword
Tokko Sword description.png
Ajja Sword icon.png Ajja Sword
Ajja Sword description.png
Eletta Sword icon.png Eletta Sword
Eletta Sword description.png
Kaja Sword icon.png Kaja Sword
Kaja Sword description.png
Naegling icon.png Naegling
Naegling description.png
Great Sword Tokko Claymore icon.png Tokko Claymore
Tokko Claymore description.png
Ajja Claymore icon.png Ajja Claymore
Ajja Claymore description.png
Eletta Claymore icon.png Eletta Claymore
Eletta Claymore description.png
Kaja Claymore icon.png Kaja Claymore
Kaja Claymore description.png
Nandaka icon.png Nandaka
Nandaka description.png
Axe Tokko Axe icon.png Tokko Axe
Tokko Axe description.png
Ajja Axe icon.png Ajja Axe
Ajja Axe description.png
Eletta Axe icon.png Eletta Axe
Eletta Axe description.png
Kaja Axe icon.png Kaja Axe
Kaja Axe description.png
Dolichenus icon.png Dolichenus
Dolichenus description.png
Great Axe Tokko Chopper icon.png Tokko Chopper
Tokko Chopper description.png
Ajja Chopper icon.png Ajja Chopper
Ajja Chopper description.png
Eletta Chopper icon.png Eletta Chopper
Eletta Chopper description.png
Kaja Chopper icon.png Kaja Chopper
Kaja Chopper description.png
Lycurgos icon.png Lycurgos
Lycurgos description.png
Scythe Tokko Scythe icon.png Tokko Scythe
Tokko Scythe description.png
Ajja Scythe icon.png Ajja Scythe
Ajja Scythe description.png
Eletta Scythe icon.png Eletta Scythe
Eletta Scythe description.png
Kaja Scythe icon.png Kaja Scythe
Kaja Scythe description.png
Drepanum icon.png Drepanum
Drepanum description.png
Polearm Tokko Lance icon.png Tokko Lance
Tokko Lance description.png
Ajja Lance icon.png Ajja Lance
Ajja Lance description.png
Eletta Lance icon.png Eletta Lance
Eletta Lance description.png
Kaja Lance icon.png Kaja Lance
Kaja Lance description.png
Shining One icon.png Shining One
Shining One description.png
Katana Tokko Katana icon.png Tokko Katana
Tokko Katana description.png
Ajja Katana icon.png Ajja Katana
Ajja Katana description.png
Eletta Katana icon.png Eletta Katana
Eletta Katana description.png
Kaja Katana icon.png Kaja Katana
Kaja Katana description.png
Gokotai icon.png Gokotai
Gokotai description.png
Great Katana Tokko Tachi icon.png Tokko Tachi
Tokko Tachi description.png
Ajja Tachi icon.png Ajja Tachi
Ajja Tachi description.png
Eletta Tachi icon.png Eletta Tachi
Eletta Tachi description.png
Kaja Tachi icon.png Kaja Tachi
Kaja Tachi description.png
Hachimonji icon.png Hachimonji
Hachimonji description.png
Club Tokko Rod icon.png Tokko Rod
Tokko Rod description.png
Ajja Rod icon.png Ajja Rod
Ajja Rod description.png
Eletta Rod icon.png Eletta Rod
Eletta Rod description.png
Kaja Rod icon.png Kaja Rod
Kaja Rod description.png
Maxentius icon.png Maxentius
Maxentius description.png
Staff Tokko Staff icon.png Tokko Staff
Tokko Staff description.png
Ajja Staff icon.png Ajja Staff
Ajja Staff description.png
Eletta Staff icon.png Eletta Staff
Eletta Staff description.png
Kaja Staff icon.png Kaja Staff
Kaja Staff description.png
Xoanon icon.png Xoanon
Xoanon description.png
Bow Tokko Bow icon.png Tokko Bow
Tokko Bow description.png
Ajja Bow icon.png Ajja Bow
Ajja Bow description.png
Eletta Bow icon.png Eletta Bow
Eletta Bow description.png
Kaja Bow icon.png Kaja Bow
Kaja Bow description.png
Ullr icon.png Ullr
Ullr description.png
Grip Tokko Grip icon.png Tokko Grip
Tokko Grip description.png
Ajja Grip icon.png Ajja Grip
Ajja Grip description.png
Eletta Grip icon.png Eletta Grip
Eletta Grip description.png
Kaja Grip icon.png Kaja Grip
Kaja Grip description.png
Khonsu icon.png Khonsu
Khonsu description.png
Eligible Pulse Weapons: Sagasinger
Sagasinger description.png
/ Murasamemaru
Murasamemaru description.png
/ Tenkomaru
Tenkomaru description.png
/ Himthige
Himthige description.png
/ Aytanri
Aytanri description.png
/ Adflictio
Adflictio description.png
/ Girru
Girru description.png
/ Gusterion
Gusterion description.png
/ Dukkha
Dukkha description.png
/ Ephemeron
Ephemeron description.png
/ Coruscanti
Coruscanti description.png
/ Asteria
Asteria description.png
/ Borealis
Borealis description.png
/ Ikarigiri
Ikarigiri description.png
/ Delphinius
Delphinius description.png
/ Chastisers
Chastisers description.png
/ Router
Router description.png
/ Annealed Lance
Annealed Lance description.png

Subcategories

This category has only the following subcategory.