Nyzul Isle Investigation

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Nyzul Isle
Nyzul Isle Investigation
 Staging Point:  Nyzul Isle
 Start NPC: Sorrowful Sage in Aht Urhgan Whitegate (L-9/L-10)
 Assault Rank: Private Second Class
 Objective: You are to scout out the remnants before the A.A.R.I. sends an official research team. No rewards are offered for these unofficial missions.
 Mission Orders: Complete on-site objectives.
 Time Limit:  30 minutes  Recommended Lv.  75



Differences from other Assaults

Unlike the primary Assault stages, Nyzul Isle does not operate on the same point system, nor does it have purchasable rewards.

Tokens

When a party of players successfully completes a floor, and saves their progress by exiting the assault, they will be rewarded Tokens instead of Assault Points. Tokens are required for the holder of the Runic Disc to reach a previously saved floor. Tokens can also be used to purchase temporary items from the Vendor Box.


Token Award

The amount of tokens awarded upon successfully completing a Nyzul mission (that is, by choosing to exit at a Rune of Transfer before 30 minutes has elapsed) depends upon the number of floors completed, the level of those floors, how many members were in the party, and whether or not the individual used an Assault Armband to begin the mission.

The base token award per floor begins at 200 and increases by 10 every 5 floors. For instance, floors 1 through 5 individually give 200 tokens, floors 6 through 10 give 210, floors 76 through 80 give 350, etc. At the end of a mission, the per-floor awards are totaled and then scaled down depending upon the number of participants in the same manner as the AP award for other Assault missions (90% for a four-person party, 80% for five, 70% for six). Additionally, the holder of the Assault Armband is then awarded a 10% token bonus.


Selecting a Floor

Tokens are used at the initial Rune of Transfer for transport to a higher floor, the availability of which depends on the status of an individual's Runic Disc. [Insert formula for the cost of transport to higher floors]

Token Cost:

  • Floor 1: 0
  • Floor 6: ???
  • Floor 91:???
  • Floor 96: 1900

Vendor Box

At the beginning of each Assault, players will have the opportunity to use their accumulated tokens on various medicine, obtained from a chest in the initial lobby.

50 Token Items:

100 Token Items:

150 Token Items:

Floor Objectives

Each floor will randomly assigned players to an objective. The floor objective can be checked by touching the unactivated Rune of Transfer. Once this objective is completed, the Rune of Transfer will activate and allow players to move on the next floor or exit the Assault. The objectives that are randomly selected listed below. In addition to a floor restriction can be added on top of an objective.

  • Eliminate all enemies. Must clear every enemy on the floor. Archaic Gears are not counted.
  • Eliminate specified enemy. A normal monster that checks as Impossible to Gauge needs to be defeated. Archaic Ramparts, Archaic Gears, and NMs do not count. Sometimes there may be multiples of that same monster (e.g. more than one Mousse, Sand Lizard, Peryton, etc) but only the one that checks as Impossible to Gauge needs to be defeated.
  • Activate all lamps. This objective is further split into one of the following three types, though it is random what it will be. You need to find a lamp and interact with it to learn what type of lamp objective it is.
    • All party members to touch a single lamp to register their "certification code".
    • Activate all lamps at the same time - there can be 3 ~ 5 total lamps per floor. Lamps will turn on (become "lit") only when all lamps within the floor have been activated. (The "same time" window for this objective is quite long - party members can activate lamps immediately as they come across them, and you will still be able to clear the objective. You do NOT have to time the lamps to be activated simultaneously).
    • Activate all lamps in a specific order - there can be 3 ~ 5 total lamps per floor. Lamps will turn on (become "lit") only when all lamps within the floor have been activated. When this happens, each lamp will either stay lit, or dim and turn off after a few seconds. The lamps that remain lit are the lamps that have been activated in the right order, and the lamps that turn off are in the incorrect order. For this reason, it is important to 1) remember the order in which the lamps were activated 2) make sure everyone in the party understands the difference between the lamp being "activated" (lamp was targeted, selected, then manually triggered the option to turn it on) vs the lamp being "on" (the lamp is glowing/lit up), 3) have a designated person to call the order that the lamps should be activated in, and 4) each person to communicate the status of their lamp (on or off) at the end of each order round to the person calling order.
  • Free floor. Allows moving on to the next floor without completing any objective. Free floors will have no objective message.

Floor Restrictions

A restriction can be placed on top of objectives.

There are one of two floor restrictions. They will add Archaic Gears to the floor. They aggro magic, abilities, and are true sound.

  • Avoid discovery by archaic gears! Being aggro'd by an archaic gear will be result in a Pathos, a penalty, being applied to the party. Archaic Gears can be claimed or defeated without penalty. If an Archaic Gear is attacked first, by a JA such as Provoke or Animated Flourish, or a ranged attack, you will not receive the Pathos.
  • Do not destroy archaic gears! Defeating an Archaic Gear will result in a Pathos being applied to the party. Aggroing the gear will not.

Pathos can be various status debuffs, restrictions on magic types, job abilities, or weaponskills, time reduction, or token reward reduction.

Armory Crates

Monsters in this Assault can potentially leave behind an armory crate in which will be filled with medicines like the Vendor Box. Which monsters drop this chest and what is in the chest is randomVerification Needed.

Notorious Monsters will also drop armory crates, but they contain rewards in the form of ??? Items.

Rewards

Tokens are awarded to entire the party when at least one floor has been cleared and manually exit.

Notorious Monsters that normally appear somewhere else will always leave behind a brown colored chest with gold trim, named Armory Crate. Inside the chest will be a ??? Item that can be appraised into one of the drops the NM would normally drop.

Armor Sets

Every twenty floors, participants will be challenged by a Boss, including Fafnir, Behemoth, Aspid, Khimaria, Cerberus and Hydra, each having the chance to drop a piece of armor found inclusively in the Nyzul Isle assault. The pieces drop in order of feet(20), legs(40), hands(60), body(80), and head(100).

Vigil Weapons

The following weapons have a chance of dropping off of all NMs and the Floor 100 Boss. Each is job-specific and are weaker than the average weapon of that level.

  • The Floor 100 Boss will always drop 2 Vigil weapons G
    • The first treasure pool slot will be the Vigil Weapon which matches the job of the Runic disc holder who chose a floor at the Rune of Transfer at the very beginning of the run. (Ex: a Blue Mage Runic Disc holder will cause the Floor 100 boss to always drop the Wightslayer icon.png Wightslayer in this slot)
      • If the Runic Disc holder is a Geomancer or Runefencer, it will then instead drop a random vigil weapon.
    • The second treasure pool slot will always be a random Vigil Weapon.
  • This means that the quickest and most guaranteed way to obtain a specific Vigil Weapon, is to start a Nyzul run, skip to floor 96 as the job whose Vigil Weapon you desire, and then defeat the floor 100 boss.

They are used to begin the quests to obtain a Mythic Weapons and their corresponding weapon skill (see Unlocking a Myth).

  • These weapon may be stored with Ghanraam by trading them.

Strategy

Nyzul Isle Investigation/Strategy